I'm looking for a way to cover a surface that is made in-game. The surface itself is very large, composed of lots of mini triangles that are stretched.
The surface can be changed in-game, and have no clue on what could have these possibilities.
Because I think my question is very vague and not easily understood, I'll give you an example answer (which I don't know how to do, but it's the way I've been thinking of doing it)
How I've been thinking of doing it:
Using triggers and creating either units or doodads with flat triangle actors to fit into each triangle, and fit together so they form the surface.
However, I don't think this will work because the triangles are not all the same size (some are stretched up where the surface has hills)
Any possible solution is good.
If you have any questions on my question feel free to ask, xD
@Juxtapozition: Go If what you want is to change the texture on the ground dinamically you could use splats for it. Splats automatically deform to cover the terrain, so they don't need to be made for several small triangles. All you need is a splat model and actor, like that one with "Alive Inside" and set it to accept texture changes.
This is exactly what I want, but there's actually no terrain in my map!
The surface I want to cover is actually pretty arbitrary, a procedural generated double array which can be thought of as a height map. (edit for non-triggerers: it's just a bunch of data that could be used to recreate terrain with X Y Z coordinates, just not the graphical part, so I'm trying to put a skin on my 'fake' terrain that isn't actually there)
This brings up the possibility of dynamically deforming the terrain to the height of the heightmap stored in the array, but for the needs of this map it seems inefficient (in an already inefficient process i made lol), and I'd like that to be the last place I go because it would be limiting in the future.
Another idea this reminds me of is simply making sure the procedure generates the height map to fit certain pieces, then drop the pieces into place. This actually seems really clean, any thoughts?
Still thinking about a way to do it as originally planned though...
@Juxtapozition: Go Well, your idea makes sense. If you make your generated terrain "modular" so that the smallest parts always fit a certain pre-made format then you could use models that fit those shapes. But it will force you to create the models for each variation, something you wouldn't need to do by using splats over real terrain.
Well, I think I'm going to pursue the "modular" idea. Now to look for someone who can make such models lol.
It might even give it a minecraft feel.
Another idea, which I don't know if it is possible, but does anyone know how place an image into the world and stretch it to to certain dimensions?
I'm not sure if this could be done through actors or some kind of other method?
Hey all!
So I've got quite the puzzle this time.
I'm looking for a way to cover a surface that is made in-game. The surface itself is very large, composed of lots of mini triangles that are stretched.
The surface can be changed in-game, and have no clue on what could have these possibilities.
Because I think my question is very vague and not easily understood, I'll give you an example answer (which I don't know how to do, but it's the way I've been thinking of doing it)
How I've been thinking of doing it:
Using triggers and creating either units or doodads with flat triangle actors to fit into each triangle, and fit together so they form the surface.
However, I don't think this will work because the triangles are not all the same size (some are stretched up where the surface has hills)
Any possible solution is good.
If you have any questions on my question feel free to ask, xD
@Juxtapozition: Go If what you want is to change the texture on the ground dinamically you could use splats for it. Splats automatically deform to cover the terrain, so they don't need to be made for several small triangles. All you need is a splat model and actor, like that one with "Alive Inside" and set it to accept texture changes.
This is exactly what I want, but there's actually no terrain in my map!
The surface I want to cover is actually pretty arbitrary, a procedural generated double array which can be thought of as a height map. (edit for non-triggerers: it's just a bunch of data that could be used to recreate terrain with X Y Z coordinates, just not the graphical part, so I'm trying to put a skin on my 'fake' terrain that isn't actually there)
This brings up the possibility of dynamically deforming the terrain to the height of the heightmap stored in the array, but for the needs of this map it seems inefficient (in an already inefficient process i made lol), and I'd like that to be the last place I go because it would be limiting in the future.
Another idea this reminds me of is simply making sure the procedure generates the height map to fit certain pieces, then drop the pieces into place. This actually seems really clean, any thoughts?
Still thinking about a way to do it as originally planned though...
@Juxtapozition: Go Well, your idea makes sense. If you make your generated terrain "modular" so that the smallest parts always fit a certain pre-made format then you could use models that fit those shapes. But it will force you to create the models for each variation, something you wouldn't need to do by using splats over real terrain.
Well, I think I'm going to pursue the "modular" idea. Now to look for someone who can make such models lol.
It might even give it a minecraft feel.
Another idea, which I don't know if it is possible, but does anyone know how place an image into the world and stretch it to to certain dimensions?
I'm not sure if this could be done through actors or some kind of other method?
Tried terrain deformations before and it doesn't end well.
for top-down view its ok but not for 1st/3rd view.
Use the shape models as doodads and retexture them using texture select by ID.
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