Hey guys, I have been browsing this site for a while now as a resource for my map making, thumbs up all!
I made this post because I have a question that I have yet to find an answer for.
basicaly, do any of you guys have any particular standards you try to follow in your work, to make things easier for editing?
For example, I give any new entries in the data editor for my map, a prefix donting it belonging to that map.
Another thing I was debating was to create a clone of all exisiting assets that I want to utilise in my map, regardless of whether I change their stats or not (although I can't be sure if this is for the better or worse?)
So yeah, any of you guys follow any standards to make the general creation process more organised and methodical?
What do you mean clone assets? I would really avoid unnecessary duplication, mainly because data files are enormously interconnected and it can be a huge headache getting certain things working properly.
I don't think using naming conventions to seperate your data is very fruitful, since you can always isolate it by isolating source files from your mod/map. I think it's best to generally use Blizzard conventions, since it's much easier for you or others to find the appropriate files.
In general I add a prefix with 11test just to put the stuff at the top of the lists whether sorted alphabetically or by type. With naming abilities I call then whatever I want but with the effects i do like blizzard and use the unit name followed by what the effect does while for dummy effects I add that as a suffix. In general when it comes to making abilities I make the buttons first then make the last part first and work backwards towards the ability and then make any additions like the actors last. Usually make units first and one at a time.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Well it depends what exactly the focus of the map is. Especially when it comes to testing individual concepts or discovering what unknown fields do.
When it comes to duping that often causes trouble with actors in that the last few event fields can get duplicated within the same actor up to 6 times which can cause problems. You often encounter this with action actors for missile launches. As for the spinecrawler that had it's own forum thread on how to fix it if you duped it.
As for the use of suffixes used by blizzard. There are several but only where appropriate.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
- I make sure I stay true to standard suffixes and usually prefixes (e.g.: "myprfx - blizzardprfx - DataName - blizzardsufx")
- I never edit Blizzard data; I duplicate it first, so I always have a Blizzard and a private version of aything in the unit (sometines for cross reference, sometines because I need both in the map)
- Also as clear naming and folder-structuring as possible for triggers, regions, points etc.)
Just had another thought. Removing abilities from the command card only: would this be bad standards? For all intents and purposes, taking them off the comamnd card works, but the data link is still there; what are the cons of this?
None next to you wont be able to attack move with the unit though you can still right click to attack and move to a point. Also it depends how fond you are of being able to set your units to patrol. As long as the unit has the attack and move abilitiies in the abilities field they can still perform those functions and do the hold position/patrol if Issue Order effects are used.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hey guys, I have been browsing this site for a while now as a resource for my map making, thumbs up all!
I made this post because I have a question that I have yet to find an answer for. basicaly, do any of you guys have any particular standards you try to follow in your work, to make things easier for editing? For example, I give any new entries in the data editor for my map, a prefix donting it belonging to that map. Another thing I was debating was to create a clone of all exisiting assets that I want to utilise in my map, regardless of whether I change their stats or not (although I can't be sure if this is for the better or worse?)
So yeah, any of you guys follow any standards to make the general creation process more organised and methodical?
:)
you don't need the map prefix, just sort by Source and have the map file name start with a letter smaller than L ;)
What do you mean clone assets? I would really avoid unnecessary duplication, mainly because data files are enormously interconnected and it can be a huge headache getting certain things working properly.
I don't think using naming conventions to seperate your data is very fruitful, since you can always isolate it by isolating source files from your mod/map. I think it's best to generally use Blizzard conventions, since it's much easier for you or others to find the appropriate files.
In general I add a prefix with 11test just to put the stuff at the top of the lists whether sorted alphabetically or by type. With naming abilities I call then whatever I want but with the effects i do like blizzard and use the unit name followed by what the effect does while for dummy effects I add that as a suffix. In general when it comes to making abilities I make the buttons first then make the last part first and work backwards towards the ability and then make any additions like the actors last. Usually make units first and one at a time.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Interesting answers! Myrk, that was my concern for asset duplication, so I guess that confirmation is what I was looking for!
Does Blizzard ever use the suffix often? I haven’t seen any use of it (off the top of my head), and can think of some uses for it!
Dr, you make abilities in the same way as me! seems to be the most logical with the way abilities are constructed! =p
Well it depends what exactly the focus of the map is. Especially when it comes to testing individual concepts or discovering what unknown fields do.
When it comes to duping that often causes trouble with actors in that the last few event fields can get duplicated within the same actor up to 6 times which can cause problems. You often encounter this with action actors for missile launches. As for the spinecrawler that had it's own forum thread on how to fix it if you duped it.
As for the use of suffixes used by blizzard. There are several but only where appropriate.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
- I add my own prefixes
- I make sure I stay true to standard suffixes and usually prefixes (e.g.: "myprfx - blizzardprfx - DataName - blizzardsufx")
- I never edit Blizzard data; I duplicate it first, so I always have a Blizzard and a private version of aything in the unit (sometines for cross reference, sometines because I need both in the map)
- Also as clear naming and folder-structuring as possible for triggers, regions, points etc.)
Even still you find sometimes the original follows what you do to the copy for some reason.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Just had another thought. Removing abilities from the command card only: would this be bad standards? For all intents and purposes, taking them off the comamnd card works, but the data link is still there; what are the cons of this?
:)
None next to you wont be able to attack move with the unit though you can still right click to attack and move to a point. Also it depends how fond you are of being able to set your units to patrol. As long as the unit has the attack and move abilitiies in the abilities field they can still perform those functions and do the hold position/patrol if Issue Order effects are used.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg