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#1 |
Member
Join Date: Feb 2010
Location: Sweden
Posts: 55
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#2 |
Member
Join Date: Jun 2009
Location: India
Posts: 1,506
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I like it... would fit the already transparent model. Waiting for some suggestions.
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#5 |
Member
Join Date: Feb 2010
Location: Sweden
Posts: 55
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As i mentioned above, im not that experienced with mapmaking and animation. Maybe someone could make one
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#8 |
Forum Staff
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I got something on my mind there, but it's more complicated than most stuff I usually do.
Gonna try it tomorrow or something.
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When they come for me, I'll be sitting at my desk
With a gun in my hand, wearing a bulletproof vest singing "My, my, my, how the time does fly, when you know you're going to die By the end of the night." And said hey - Streetlight Manifesto - Keasbey Nights |
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#9 |
Member
Join Date: Feb 2010
Location: Sweden
Posts: 55
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Thanks for your effort Infrisios
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#10 |
Forum Staff
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Well, I have not done anything yet
![]() I'd also enter a partially new area. I'd make it look like the anti magic shell from ladder's Banshees, but far more transparent, like a thin sphere around him. Has some problems, though... for example it can't be done with a single model, each charge needs an own one.
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When they come for me, I'll be sitting at my desk
With a gun in my hand, wearing a bulletproof vest singing "My, my, my, how the time does fly, when you know you're going to die By the end of the night." And said hey - Streetlight Manifesto - Keasbey Nights |
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#11 | |
Banned
Join Date: Sep 2009
Posts: 5,837
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Quote:
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#12 | |
Member
Join Date: Jun 2009
Location: Germany
Posts: 3,051
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Quote:
The best solution I found was using the Eye of Sargeras model, with 100% transparency, 0.65 size (fitting for a flying high of 80 and a scaling value of 1.00 for Visage) and 400%/200%/100%/50%/gone animation speed. ![]() 1. One unit, different transparencies. Hard to notice any difference, especially ingame. Second and third layer nearly look exactly. Bad on screenshot and ingame (imo!). ![]() 2. Multiple units per layer. It really looks too strong, easier too see what layer currently is active, but only if you see them at the same time. Hardly to notice ingame which one is currently active. Bad on screenshot and ingame (imo!). ![]() 3. Eye of Sargeras model, different animation speed. Looks best, since you can easily differ which layer is currently active. You see the difference better ingame. Not too flashy, has a nice effect when moving. looks average on screenshot and good ingame, especially when moving (imo!). I wasn't thinking about a testmap, but if you ask... here is it. |
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| Last edited by Schremba; 05-03-2010 at 06:06 PM. | ||
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#14 |
Member
Join Date: Sep 2009
Location: Philippines
Posts: 7,762
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It is good thing that the animation of layer can be show if the layer is gone or it has recharged.
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#15 |
Member
Join Date: Feb 2010
Location: Sweden
Posts: 55
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The last example with the eye of sargeras model looks awesome. But i am waiting for more examples, keep evaluating and see if this leads somewhere
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#16 |
Member
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![]() this is awesome
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#17 |
Member
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i would want something that would like do a blur effect on him. every attack, he gets more transparent(meaning, weaker) which would fit the spell well IMO
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#18 |
Forum Staff
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I like the sargeras-based one most, too.
__________________
When they come for me, I'll be sitting at my desk
With a gun in my hand, wearing a bulletproof vest singing "My, my, my, how the time does fly, when you know you're going to die By the end of the night." And said hey - Streetlight Manifesto - Keasbey Nights |
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#19 | |
Member
Join Date: Jul 2009
Location: Bulgaria
Posts: 874
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Quote:
awesomeEdit: Thank you
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| Last edited by Raxet; 02-10-2010 at 12:28 PM. | ||
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#20 |
Member
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Nice one. All you do is to set higher speed as the level grows up. T-UP
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