I am trying to learn how Blizzard makes their maps look so damn good. So here is my questions.
Everyone is familiar with Metalopolis, it used the Korhal texture set and there is 3 levels to every map (really there is 4). You got the 3 levels units can actually walk (1-3) on and level 0 which is inaccessible and just for eye candy. With Metalopolis the texture set Korhal, the "man made" cliffs are kind of a normal height at level 0 (about twice as tall as a standard cliff) but the "skyscraper cliffs" are super tall. I have found this is independent of starting height fields (Metalopolis is an 8 BTW). All the starting height fields do as far as I can tell is adjust where the fog is.
Ok so I want the "skyscraper" really tall cliffs of Metalopolis but using a different texture set like Castanar... But if you change the texture set you lose the skyscraper high cliffs... Try changing the texture set on Metalopolis and see how it destroys the map.
So my question is:
1) How do I modify the cliff heights in the data editor to give Castanar "skyscraper" cliffs of Metalopolis? I searched and searched (web and editor) and I can't find a "how to" anywhere. The data editor is pretty complex so I'm I'm having a hard time fighting through it.
One more question, I did manage to modify a map with a custom texture set (what a pain) but I have a question with using them for Blizzard ladder maps. Basically my goal is someday to make ONE map that is good enough that it gets added to the blizzard 1v1 melee map pool.
2) Would using custom texture sets cause any problems for a melee map? Or would it be best to use the standard set? The reason I ask is melee maps have stricter requirements to still be considered melee and was wondering if blizzard required using the standard texture sets.
I just did a little digging: Go to theData Editor and check out Terrain Cliff Meshes, select one and have a look at Cliff Height. Compare the values to any other Tileset.
edit: Did a little testing and it doesn't respond. Hmmm....
I am trying to learn how Blizzard makes their maps look so damn good. So here is my questions.
Everyone is familiar with Metalopolis, it used the Korhal texture set and there is 3 levels to every map (really there is 4). You got the 3 levels units can actually walk (1-3) on and level 0 which is inaccessible and just for eye candy. With Metalopolis the texture set Korhal, the "man made" cliffs are kind of a normal height at level 0 (about twice as tall as a standard cliff) but the "skyscraper cliffs" are super tall. I have found this is independent of starting height fields (Metalopolis is an 8 BTW). All the starting height fields do as far as I can tell is adjust where the fog is.
Ok so I want the "skyscraper" really tall cliffs of Metalopolis but using a different texture set like Castanar... But if you change the texture set you lose the skyscraper high cliffs... Try changing the texture set on Metalopolis and see how it destroys the map.
So my question is:
1) How do I modify the cliff heights in the data editor to give Castanar "skyscraper" cliffs of Metalopolis? I searched and searched (web and editor) and I can't find a "how to" anywhere. The data editor is pretty complex so I'm I'm having a hard time fighting through it.
One more question, I did manage to modify a map with a custom texture set (what a pain) but I have a question with using them for Blizzard ladder maps. Basically my goal is someday to make ONE map that is good enough that it gets added to the blizzard 1v1 melee map pool. 2) Would using custom texture sets cause any problems for a melee map? Or would it be best to use the standard set? The reason I ask is melee maps have stricter requirements to still be considered melee and was wondering if blizzard required using the standard texture sets.
Ok thanks in advance.
I just did a little digging: Go to theData Editor and check out Terrain Cliff Meshes, select one and have a look at Cliff Height. Compare the values to any other Tileset.
edit: Did a little testing and it doesn't respond. Hmmm....