Hello, I'm looking for how to make multiple terrain settings ("Maps") on one map. I want to make a panel to vote to select an arena, but I am new and working my way into the terraining section first. How do you do this?
To start with, be aware that any number of mini-maps you pack into it will be restricted to the usual 8-texture limit across all of them. Not 8 for each mini-map.
As for actually making them, create rectangular regions that neatly fill each area. Then, when the voting is finished run a trigger to Set Camera Bounds for all players to that particular region. And be sure to set "Do adjust the minimap".
Couldn't you make a flat square model the size of whatever your map area is, divided the texture on the model into panels the size of a normal SC2 terrain tile and give them random variations (1-5?) and point the models texture to the in-game tile texture? Although it would be only flat terrain you can apply doodads by trigger I think.
Couldn't you make a flat square model the size of whatever your map area is, divided the texture on the model into panels the size of a normal SC2 terrain tile and give them random variations (1-5?) and point the models texture to the in-game tile texture? Although it would be only flat terrain you can apply doodads by trigger I think.
Any idea if this is possible?
I wouldn't see why not. It's just a lot more complicated, advanced and hassle than just using 8 tiles well.
Thank you for the replies. The maps will all be a good size and I was hoping to put in some variation, not just a micro arena thing. That might leave me with room for only 2-4 maps. I'm looking into designing a map/mod based on the old Bungie games Myth and Myth II. I'm pretty excited to be getting into everything, but first I would like to actually design some maps since I want to include a few game types, but again later times and for now I'm just focusing on the looks.
and Zandose, what do you mean by making a flat texture model? I assume that'd be done outside of SC2 right? Would that work with height elevations and whatnot?
So far, it seems like the camera bounds thing will be my best option for now but i would still like to discuss this some.
I wouldn't see why not. It's just a lot more complicated, advanced and hassle than just using 8 tiles well.
Couldn't you use more then the 8 tiles textures? Although you can only use 8 tiles for the terrain, I assume all the textures are available in-game from all the tile sets. Does the game function differently and only allow access to those 8 tile textures only?
Yes, you could. I never said you couldn't =P. Like I said; your method will work perfectly fine, but it's just a lot more complicated (because it takes lots of additional effort to get there), advanced (because it allows for the use of more textures) and hassle (because you can't combine/paint textures the way you can with the ordinary brush, plus you'd need to get yourself a modeling program and make all the seperate tiles for each texture etc).
It's just a question of how badly you need the ordinary brush, how badly you need more than 8 textures and whether you'd be willing to go through all the trouble for it.
I see. True, it would require more work and give less flexibility then the normal terraining tools. I don't think you need to make a model, just use the in-game ShapeCube model, change its texture by ID, and use triggers to change its scale to a Z of 1 for a flat model.
On another note, could you somehow use splats with tile textures over normal terrain?
Yesterday, I set up a Terran Tarmac doodad (which is a decal) to turn the terrain under it black, and a couple days ago, I made sidewalks using Hard Tiles (also called "roads" in the editor). So yes, you can do that--and the easiest way would probably be to swap out the textures for the Terran Tarmac models (or make additional variations like I did), and scale them as necessary. But keep in mind that the textures *will* squish when you scale them (whereas you can simply make smaller areas with normal terraining tools) and it would take additional variations to blend edges.
Edit: I originally attached my Terran Tarmac variation 10, along with its (blank) textures, but I forgot that I edited several aspects of it to make sure it was completely black. All you've got to do is load up the TerranTarmac_08 model in 3DS Max or a hex editor and change all instances of 08.dds to 09.dds and duplicate the textures, and you'll be in business.
Under the campaigns data type is a Maps data type that seems to be able to link together several maps. Maybe there is some feature like the WC3TFT bonus campaign with interchangable maps.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
This was always a topic when I was mapping in SC1 and BW. The solution in the end was that a custom editor was created that took down a a lot of the leg work required to manually code something yourself.
I have not found any custom editors yet but what Mozared and DeProggramer posted is your best bet. I am still learning how to use the editor properly but there must be a way to add another texture through the Data editor or something... or not?
Since you can use data banks to carry over data, if your are planning on saving stats, etc, I would suggest multiple maps sharing the same data bank. Not only will you avoid individuals leaving because they didn't get the map they voted for, loading times and optimization will be better and you can add more detail to individual maps instead of having basic reskinned arenas.
I would focus on developing your game mechanics and editing data before you jump into creating map designs, only because the map design will be based upon the mechanics of the game (The core objectives and abilities of units to interact with the terrain)
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Hello, I'm looking for how to make multiple terrain settings ("Maps") on one map. I want to make a panel to vote to select an arena, but I am new and working my way into the terraining section first. How do you do this?
many thanks for any help!
To start with, be aware that any number of mini-maps you pack into it will be restricted to the usual 8-texture limit across all of them. Not 8 for each mini-map.
As for actually making them, create rectangular regions that neatly fill each area. Then, when the voting is finished run a trigger to Set Camera Bounds for all players to that particular region. And be sure to set "Do adjust the minimap".
Couldn't you make a flat square model the size of whatever your map area is, divided the texture on the model into panels the size of a normal SC2 terrain tile and give them random variations (1-5?) and point the models texture to the in-game tile texture? Although it would be only flat terrain you can apply doodads by trigger I think.
Any idea if this is possible?
I wouldn't see why not. It's just a lot more complicated, advanced and hassle than just using 8 tiles well.
Thank you for the replies. The maps will all be a good size and I was hoping to put in some variation, not just a micro arena thing. That might leave me with room for only 2-4 maps. I'm looking into designing a map/mod based on the old Bungie games Myth and Myth II. I'm pretty excited to be getting into everything, but first I would like to actually design some maps since I want to include a few game types, but again later times and for now I'm just focusing on the looks.
and Zandose, what do you mean by making a flat texture model? I assume that'd be done outside of SC2 right? Would that work with height elevations and whatnot?
So far, it seems like the camera bounds thing will be my best option for now but i would still like to discuss this some.
Couldn't you use more then the 8 tiles textures? Although you can only use 8 tiles for the terrain, I assume all the textures are available in-game from all the tile sets. Does the game function differently and only allow access to those 8 tile textures only?
Yes, you could. I never said you couldn't =P. Like I said; your method will work perfectly fine, but it's just a lot more complicated (because it takes lots of additional effort to get there), advanced (because it allows for the use of more textures) and hassle (because you can't combine/paint textures the way you can with the ordinary brush, plus you'd need to get yourself a modeling program and make all the seperate tiles for each texture etc).
It's just a question of how badly you need the ordinary brush, how badly you need more than 8 textures and whether you'd be willing to go through all the trouble for it.
I see. True, it would require more work and give less flexibility then the normal terraining tools. I don't think you need to make a model, just use the in-game ShapeCube model, change its texture by ID, and use triggers to change its scale to a Z of 1 for a flat model.
On another note, could you somehow use splats with tile textures over normal terrain?
Isn't there some sort of trigger for uploading other maps? Not sure if it would work on b.net., but I think there is such a thing.
Under the campaigns data type is a Maps data type that seems to be able to link together several maps. Maybe there is some feature like the WC3TFT bonus campaign with interchangable maps.
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
This was always a topic when I was mapping in SC1 and BW. The solution in the end was that a custom editor was created that took down a a lot of the leg work required to manually code something yourself.
I have not found any custom editors yet but what Mozared and DeProggramer posted is your best bet. I am still learning how to use the editor properly but there must be a way to add another texture through the Data editor or something... or not?
Since you can use data banks to carry over data, if your are planning on saving stats, etc, I would suggest multiple maps sharing the same data bank. Not only will you avoid individuals leaving because they didn't get the map they voted for, loading times and optimization will be better and you can add more detail to individual maps instead of having basic reskinned arenas.
I would focus on developing your game mechanics and editing data before you jump into creating map designs, only because the map design will be based upon the mechanics of the game (The core objectives and abilities of units to interact with the terrain)