You should not put a footprint on your actor. I don't know if it will solve your problem, but this label caused me headaches. You should also remove destroys foliage, it's much better ;)
You should not put a footprint on your actor. I don't know if it will solve your problem, but this label caused me headaches. You should also remove destroys foliage, it's much better ;)
Thanks, but as you can see there is no foliage to destroy :)
The footprint is a necessary component, and as I said in the OP if I reduce the height delta to 1.0 then units gain selection circles on terrain deformations again, so having the footprint isn't the problem.
So it looks like selection circles can only be as high as 1.0 + (the highest statically placed height using the terrain module). So the solution in my case was to create a mound on the map higher than 2.0 so that selection circles for the units walking on the terrain deformation actor will show.
Can you scale up selection ring model along Z axis? It may help. The issue originates from the fact that terrain deformers don't change ground plane. So, those splat kinds of models are still downthere. But they have a limited area of being able to project stuff on terrain. so, when you raise terrain mesh, it's leaving the selection circle's area of projection.
I'm afraid, Shadow SOp is also related to the ground plane. But if it automatically vertically stretches the projector model, it may work. But I'm not sure that it does any stretching to anything except that little beam (if I remember correctly), cause beam stretching using different mechanics, that can't work for usual model stretching.
Can you scale up selection ring model along Z axis? It may help. The issue originates from the fact that terrain deformers don't change ground plane. So, those splat kinds of models are still downthere. But they have a limited area of being able to project stuff on terrain. so, when you raise terrain mesh, it's leaving the selection circle's area of projection.
I tried that, but even if the selection circle has a Z-offset of over 2, it disappears once the unit climbs up a height of 1.0 on the terrain deformation actor. The terrain I was working with was a flat plane with terrain deformers on it, and the issue was fixed for all terrain deformers when I made a small mound of height 2 (using the terrain module) in the corner of the map off the playable map area.
If we edit terrain in the editor, minimap will show eastern slopes darker and western ones brighter, so it will look volumous. It wasn't happening last time I used terrain deformers. Even if we lower ground to see the water, it won't appear as blue area at minimap. Though, there's a workaround for water - changing map bounds to somethng aside, and than back to normal, then water is getting drawn on minimap, but no the slopes.
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Anyone happen to know what's going on here? Ideally I'd like the selection circle to not disappear:
If I change the height delta to 1.0 then they appear on the unit again. Here's the actor I'm using:
You should not put a footprint on your actor. I don't know if it will solve your problem, but this label caused me headaches. You should also remove destroys foliage, it's much better ;)
Thanks, but as you can see there is no foliage to destroy :)
The footprint is a necessary component, and as I said in the OP if I reduce the height delta to 1.0 then units gain selection circles on terrain deformations again, so having the footprint isn't the problem.
So it looks like selection circles can only be as high as 1.0 + (the highest statically placed height using the terrain module). So the solution in my case was to create a mound on the map higher than 2.0 so that selection circles for the units walking on the terrain deformation actor will show.
Can you scale up selection ring model along Z axis? It may help. The issue originates from the fact that terrain deformers don't change ground plane. So, those splat kinds of models are still downthere. But they have a limited area of being able to project stuff on terrain. so, when you raise terrain mesh, it's leaving the selection circle's area of projection.
You could always do like the flying unit selection circle and have one that uses a Shadow SOp.
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
I'm afraid, Shadow SOp is also related to the ground plane. But if it automatically vertically stretches the projector model, it may work. But I'm not sure that it does any stretching to anything except that little beam (if I remember correctly), cause beam stretching using different mechanics, that can't work for usual model stretching.
I tried that, but even if the selection circle has a Z-offset of over 2, it disappears once the unit climbs up a height of 1.0 on the terrain deformation actor. The terrain I was working with was a flat plane with terrain deformers on it, and the issue was fixed for all terrain deformers when I made a small mound of height 2 (using the terrain module) in the corner of the map off the playable map area.
Oh, fun that it helped.
Havent they implemented minimap update for the deformed terrain?
What do you mean, some sort of minimap indicator that the terrain is being deformed by an actor? Not that I know of.
@VindicisSC2: Go
If we edit terrain in the editor, minimap will show eastern slopes darker and western ones brighter, so it will look volumous. It wasn't happening last time I used terrain deformers. Even if we lower ground to see the water, it won't appear as blue area at minimap. Though, there's a workaround for water - changing map bounds to somethng aside, and than back to normal, then water is getting drawn on minimap, but no the slopes.