I'm about to start making a turn-based custom game, which is played on a hexagonal board rather than squares. Is there any good way to do this? The only way I can think of is to use doodads such as the protoss beam lines and just copy/past them a million times. However if theres a better way than this, I'd love to know. I'd also love to be able to use the cliff tool with the hexagon shape rather than having to use the mountain tool and just make it a smooth top
You could procedurally generate the list of doodads from a script or little program (easy, it's all XML), but this is still a mess. Creating the actors from Galaxy scripts wouldn't be much better. Either way, don't do it manually!
Alternatively, perhaps sharp changes in ground textures could mark the edge of tiles...
I'm about to start making a turn-based custom game, which is played on a hexagonal board rather than squares. Is there any good way to do this? The only way I can think of is to use doodads such as the protoss beam lines and just copy/past them a million times. However if theres a better way than this, I'd love to know. I'd also love to be able to use the cliff tool with the hexagon shape rather than having to use the mountain tool and just make it a smooth top
in doodads, im pretty sure theres a whole bunch of doodads representing different shapes, from circles to a Won currency sign; including a hexagon. You can use that, or make it a unit depending on your needs.
Alter the scale of the Hextile terrain? Or convert it into a normal map for creep which covers the globe giving the hexagonal outline and having a 0 opacity diffuse?
Alter the scale of the Hextile terrain? Or convert it into a normal map for creep which covers the globe giving the hexagonal outline and having a 0 opacity diffuse?
What does this mean? As far as I know the Galaxy Editor has no hexagonal terrain tools period
I'm about to start making a turn-based custom game, which is played on a hexagonal board rather than squares. Is there any good way to do this? The only way I can think of is to use doodads such as the protoss beam lines and just copy/past them a million times. However if theres a better way than this, I'd love to know. I'd also love to be able to use the cliff tool with the hexagon shape rather than having to use the mountain tool and just make it a smooth top
You could procedurally generate the list of doodads from a script or little program (easy, it's all XML), but this is still a mess. Creating the actors from Galaxy scripts wouldn't be much better. Either way, don't do it manually!
Alternatively, perhaps sharp changes in ground textures could mark the edge of tiles...
in doodads, im pretty sure theres a whole bunch of doodads representing different shapes, from circles to a Won currency sign; including a hexagon. You can use that, or make it a unit depending on your needs.
Alter the scale of the Hextile terrain? Or convert it into a normal map for creep which covers the globe giving the hexagonal outline and having a 0 opacity diffuse?
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
What does this mean? As far as I know the Galaxy Editor has no hexagonal terrain tools period
http://www.sc2mapster.com/maps/turn-based-combat-game/
It has some hexagonal textures which if used right can give the illusion of hexagonal grids
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
There's soo many multiple ways in which you can do this.
You could do this with custom models like I did in here:
Or if you want to only use terrain textures for your hexagons you can try farty's texture mask editor program to achieve any kind of results you wish from weird shapes like this: http://www.sc2mapster.com/forums/resources/third-party-tools/3500-texture-mask-importer-exporter/
To hard sc1-like edges like this:
Or you could just import your own texture.