Sorry for the vague thread title, but I'm new to the SC2 editor, and I have a few questions which range over several topics. This is in regards to a project I'm going to start soon, where the aim is to provide more realistic architecture on a map. My understanding of SC2 game mechanics is green, so be gentle.
1. From what I've observed, the only units which can move above/below other units are either burrowed or flying. I want to make a set of walls with a gate units can pass through as well as walk above. Can I have flying units move along the ground like regular ground units (in the same fashion when moving up ramps and on cliffs)? I've seen this done with a burrowed unit in Hero Attack, but I don't know if it would function in the same way for what I have in mind.
2. In addition, I've observed that the bridge is the only doodad units can walk across like terrain (correct me if I'm wrong). Is it possible to have make a bridge connect cliffs rather than ground?
3. Is it possible to export the terrain model, edit it in a 3rd party application and import it again? Alternatively can a doodad be used instead of actual terrain, to replace ground, cliffs and ramps?
Sorry if any of these are dumb questions, I just want to get a better feel of how SC2 works (and yes I will be working with it to accomplish this as well). Even if I can't make a wall with a gate units can pass through and walk above, I still plan on making some interesting things (e.g a working draw bridge for a moat).
1. In units you can find a collision field with a bunch of checkboxes on different things to collide with. You could probably make the flying unit collide with ground.
2. Maybe? Bridges are a funny area.
3. Probably not a good idea for performance reasons... but importing a terrain through doodad is doable, the issue is then to make the real ground around the same height everywhere and then just use the trigger to hide the game world terrain or something.
In regards to the gate question, I dont think pathing is 3 dimensional. So making a gate on a wall that you can walk on top of like a castle isnt possible, atleast I dont think it is. But if you were just asking if units can pass through other units then OneTwo's suggestion of the collision field is what you want.
1. Collision all has to do with shared collision types in the Movement - Collide field of the Units data type. As structures use footprints to determine pathing, you wouls have a challenge to make a gate that can be passed orthogonally by units. I would advise making the upper pathing footprint unpassable by air and the lower one unpassable by ground while units switching between the two are forced using an Issue Order effect to use a Morph ability to change pathing types like a viking. To make flying units mode like ground units, just change their Movement - Mover field.
2. Under the Doodad type of Actors data type is a field called Actor - Footprint this determines the pathing over it. You will find it is the same as some of the ramp doodads although only some models allow units to walk over the model as opposed to through it. I would advise attaching your ramp model to another model that can support this feature. Try the Destructable Ramp model.
3.Do you mean change the terrain textures? If so you can do that under the Terrain Textures data type and put it all together under the Terrain Texture Sets data type (can even change creep texture). Doodads can in theory be used instead of terrain but unless it is a very small map you might encounter lag issues if you use too many. Look at this video:
For your working draw bridge, I am the person to ask as I developed the method of animating inanimate composites. All It needs is a morphing unit that changes between two different footprints and has some visuals associated with it. Could even make it auto morph when friendly units are near either end but not when enemy units are.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
1. Collision all has to do with shared collision types in the Movement - Collide field of the Units data type. As structures use footprints to determine pathing, you wouls have a challenge to make a gate that can be passed orthogonally by units. I would advise making the upper pathing footprint unpassable by air and the lower one unpassable by ground while units switching between the two are forced using an Issue Order effect to use a Morph ability to change pathing types like a viking. To make flying units mode like ground units, just change their Movement - Mover field.
Ah okay, yeah some of the issues listed in that thread make it impractical for what I have in mind. I guess that dream will have to wait. There is still plenty of other stuff for me to do though, so its not a total loss.
2. Under the Doodad type of Actors data type is a field called Actor - Footprint this determines the pathing over it. You will find it is the same as some of the ramp doodads although only some models allow units to walk over the model as opposed to through it. I would advise attaching your ramp model to another model that can support this feature. Try the Destructable Ramp model.
3.Do you mean change the terrain textures? If so you can do that under the Terrain Textures data type and put it all together under the Terrain Texture Sets data type (can even change creep texture). Doodads can in theory be used instead of terrain but unless it is a very small map you might encounter lag issues if you use too many. Look at this video:
For your working draw bridge, I am the person to ask as I developed the method of animating inanimate composites. All It needs is a morphing unit that changes between two different footprints and has some visuals associated with it. Could even make it auto morph when friendly units are near either end but not when enemy units are.
Nah, the actual geometry of the terrain. I wanted to modify it so that it would incorporate doodads I would add in the editor, but fortunately I won't need to do that if I can use doodads and/or terrain objects (I don't know much about the latter, just discovered them).
Ahh okay, do you have a tutorial, or is it simple to do? I was expecting to have to add a doodad in the same space as the bridge after it lowered (i.e after the morphing animation finished) to allow units to cross the moat, but if that isn't necessary then its even better.
Nah, the actual geometry of the terrain. I wanted to modify it so that it would incorporate doodads I would add in the editor, but fortunately I won't need to do that if I can use doodads and/or terrain objects (I don't know much about the latter, just discovered them).
Could you please explain? Do you mean like the foliage?
With that project, just send a PM to the maker asking for a few hints.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Could you please explain? Do you mean like the foliage?
With that project, just send a PM to the maker asking for a few hints.
The idea was to edit man made cliffs on the actual terrain model (which you can see in wireframe mode in the editor), but that was before I figured out there are easier ways, like adding in new cliff models.
Not yet, right now I've been working on content for units, but I'll be beginning work on buildings/doodads/man made cliffs (essentially castle walls, the crenellations will be doodads) soon. I'll be designing them so that they'll fit together as if they're part of one larger structure.
I guess I should have asked if cliffs can be imported into the editor, otherwise this might end of being a colossal waste of time. :P
Sorry for the vague thread title, but I'm new to the SC2 editor, and I have a few questions which range over several topics. This is in regards to a project I'm going to start soon, where the aim is to provide more realistic architecture on a map. My understanding of SC2 game mechanics is green, so be gentle.
1. From what I've observed, the only units which can move above/below other units are either burrowed or flying. I want to make a set of walls with a gate units can pass through as well as walk above. Can I have flying units move along the ground like regular ground units (in the same fashion when moving up ramps and on cliffs)? I've seen this done with a burrowed unit in Hero Attack, but I don't know if it would function in the same way for what I have in mind.
2. In addition, I've observed that the bridge is the only doodad units can walk across like terrain (correct me if I'm wrong). Is it possible to have make a bridge connect cliffs rather than ground?
3. Is it possible to export the terrain model, edit it in a 3rd party application and import it again? Alternatively can a doodad be used instead of actual terrain, to replace ground, cliffs and ramps?
Sorry if any of these are dumb questions, I just want to get a better feel of how SC2 works (and yes I will be working with it to accomplish this as well). Even if I can't make a wall with a gate units can pass through and walk above, I still plan on making some interesting things (e.g a working draw bridge for a moat).
@Faerlen: Go
I'll answer what I can.
1. In units you can find a collision field with a bunch of checkboxes on different things to collide with. You could probably make the flying unit collide with ground.
2. Maybe? Bridges are a funny area.
3. Probably not a good idea for performance reasons... but importing a terrain through doodad is doable, the issue is then to make the real ground around the same height everywhere and then just use the trigger to hide the game world terrain or something.
Welcome to SC2mapster. A great place for help, check out the wiki when you have a chance. Link: http://www.sc2mapster.com/wiki/galaxy/main-page/
In regards to the gate question, I dont think pathing is 3 dimensional. So making a gate on a wall that you can walk on top of like a castle isnt possible, atleast I dont think it is. But if you were just asking if units can pass through other units then OneTwo's suggestion of the collision field is what you want.
1. Collision all has to do with shared collision types in the Movement - Collide field of the Units data type. As structures use footprints to determine pathing, you wouls have a challenge to make a gate that can be passed orthogonally by units. I would advise making the upper pathing footprint unpassable by air and the lower one unpassable by ground while units switching between the two are forced using an Issue Order effect to use a Morph ability to change pathing types like a viking. To make flying units mode like ground units, just change their Movement - Mover field.
http://www.sc2mapster.com/forums/development/terrain/16139-walking-under-bridges/#posts
2. Under the Doodad type of Actors data type is a field called Actor - Footprint this determines the pathing over it. You will find it is the same as some of the ramp doodads although only some models allow units to walk over the model as opposed to through it. I would advise attaching your ramp model to another model that can support this feature. Try the Destructable Ramp model.
3.Do you mean change the terrain textures? If so you can do that under the Terrain Textures data type and put it all together under the Terrain Texture Sets data type (can even change creep texture). Doodads can in theory be used instead of terrain but unless it is a very small map you might encounter lag issues if you use too many. Look at this video:
http://www.sc2mapster.com/forums/resources/project-workplace/9545-demo-destructible-flying-islands-in-a-vortex/#posts
For your working draw bridge, I am the person to ask as I developed the method of animating inanimate composites. All It needs is a morphing unit that changes between two different footprints and has some visuals associated with it. Could even make it auto morph when friendly units are near either end but not when enemy units are.
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
Ah okay, yeah some of the issues listed in that thread make it impractical for what I have in mind. I guess that dream will have to wait. There is still plenty of other stuff for me to do though, so its not a total loss.
Thanks! This will definitely help.
Nah, the actual geometry of the terrain. I wanted to modify it so that it would incorporate doodads I would add in the editor, but fortunately I won't need to do that if I can use doodads and/or terrain objects (I don't know much about the latter, just discovered them).
Ahh okay, do you have a tutorial, or is it simple to do? I was expecting to have to add a doodad in the same space as the bridge after it lowered (i.e after the morphing animation finished) to allow units to cross the moat, but if that isn't necessary then its even better.
Could you please explain? Do you mean like the foliage?
With that project, just send a PM to the maker asking for a few hints.
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
The idea was to edit man made cliffs on the actual terrain model (which you can see in wireframe mode in the editor), but that was before I figured out there are easier ways, like adding in new cliff models.
Cliff meshes are a pain, you cannot even retexture them easily. Luckily since they are not dynamic you can hide them with doodads.
You tried using a different cliff type in your terrain set?
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
Not yet, right now I've been working on content for units, but I'll be beginning work on buildings/doodads/man made cliffs (essentially castle walls, the crenellations will be doodads) soon. I'll be designing them so that they'll fit together as if they're part of one larger structure.
I guess I should have asked if cliffs can be imported into the editor, otherwise this might end of being a colossal waste of time. :P
probably could import cliff meshes if you can find one.
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