Just recently go back into messing around with the editor and decided to work on terraining. So far I've done two 44x44 maps and I'd like some comments and help.
Some questions:
How do I get skyboxes to fill the entire bg of the map?
Can I change the color of the lava?
How can I tilt doodads? I saw something about ops and etc, but I have no idea what the post was talking about.
To enable skyboxes on tilesets that don't normally have one you need to use the data editor. Under the Terrain Texture Sets tab, pick the tileset you're using and set the Background Model (Fixed) to whatever skybox you want to use. Optionally, you can use Background Model (Not Fixed) to add a parallex model (asteroids floating in the background, that kind of thing). It won't be visible until you save, close and reopen the map.
Be aware that not all skybox models cover a full 360 arc - you'll have to experiment to find one that works for your situation.
You may have to increase your Z clip to be able to see the skybox once you set it up, using Ctrl-Mousewheel Down for the editor view, or using triggers for in-game (Camera - Set Camera Property -> Far Clip to 10000).
I've never looked into changing the color of lava, I don't know how it works. Though I have seen it done.
Doodad tilting is... complicated. I know the theory behind how to do it and I still haven't been able to make it work properly. In general I would say it probably isn't worth the effort until someone publicizes a simple method for doing it.
As far as feedback on your terrains - awesome start so far.
My main critiques would be:
Use some height variation for the lava terrain. Aside from the cliffs, it's all boringly flat.
Mix in some texture variation. 2 types of grass unevenly (but lightly) blended together always looks more natural than a single type.
Maybe some light foliage to spice things up a bit. Small bushes and rocks in the corners, that kind of thing. General detail work.
I think practicing on a larger map would give you more options in height variations and doodad placement; especially since most working maps are bigger than 44x44. 44x44 is prettyy small. You will need something bigger to pull off more natural views and landscapes; such as the Lava one, (as Telthalion) said, is a bit to flat.
The trees for the forest one are a bit too clustered on one place dont you think? I'm seeing this on the 3rd Screenshot for the first map. The bunch sitting on top of the hill are too squished in.
For the most part, I think this is a good start; especially since you are being creative with your doodad usage such as those obelisks (I think) that are submerged underwater; they look like platforms ppl can use to cross over the river. Still, lots can be improved; and I think just increasing the map size would give you space to do just that =D
If i were you I wouldnt mess with site ops just yet unless you are producing a real working map. site ops involve data editing that is pretty tiresome if you are new to the whole data editing.
Any size is good, it really depends on what you're trying to do with a specific map. The bigger the map is, the more opportunity you have to develop a world.
Until recently I always used 256x256 for everything, regardless. Lately I've started actually thinking about what my map will need when I pick a size so I don't end up spending hours on little things that aren't important to the overall feel. (Though I still do quite a lot of 256x256, and wish I could bump it up to 512x512 or higher because I'm a masochist like that.)
So I played with the textures and the terrain and the maps look way better now. Thanks for the tips.
What size map do you suggest I play around with now? I've been doing 44x44 since I can usually finish the maps off in a single sitting.
Well it obviously depends on your preferences, and the terrain you want to make; I would recommend somewhere like 140x140 (a standard 1v1 melee map)? It doesnt mean you have to fill up every corner of the map tho. Its more of a, if you need space its there thing. Take a look at the weekly Terraining Excercises and see for yourself.
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Just recently go back into messing around with the editor and decided to work on terraining. So far I've done two 44x44 maps and I'd like some comments and help.
Some questions:
Map 1
http://i1231.photobucket.com/albums/ee506/ThisIsSpoofed/sc2/Terrain007-1.jpg http://i1231.photobucket.com/albums/ee506/ThisIsSpoofed/sc2/Terrain008.jpg http://i1231.photobucket.com/albums/ee506/ThisIsSpoofed/sc2/Terrain006.jpg
Map 2
http://i1231.photobucket.com/albums/ee506/ThisIsSpoofed/sc2/Terrain005.jpg http://i1231.photobucket.com/albums/ee506/ThisIsSpoofed/sc2/Terrain004.jpg http://i1231.photobucket.com/albums/ee506/ThisIsSpoofed/sc2/Terrain003.jpg http://i1231.photobucket.com/albums/ee506/ThisIsSpoofed/sc2/Terrain002.jpg
To enable skyboxes on tilesets that don't normally have one you need to use the data editor. Under the Terrain Texture Sets tab, pick the tileset you're using and set the Background Model (Fixed) to whatever skybox you want to use. Optionally, you can use Background Model (Not Fixed) to add a parallex model (asteroids floating in the background, that kind of thing). It won't be visible until you save, close and reopen the map.
Be aware that not all skybox models cover a full 360 arc - you'll have to experiment to find one that works for your situation.
You may have to increase your Z clip to be able to see the skybox once you set it up, using Ctrl-Mousewheel Down for the editor view, or using triggers for in-game (Camera - Set Camera Property -> Far Clip to 10000).
I've never looked into changing the color of lava, I don't know how it works. Though I have seen it done.
Doodad tilting is... complicated. I know the theory behind how to do it and I still haven't been able to make it work properly. In general I would say it probably isn't worth the effort until someone publicizes a simple method for doing it.
As far as feedback on your terrains - awesome start so far.
My main critiques would be:
@ThisIsSpoofed: Go
I think practicing on a larger map would give you more options in height variations and doodad placement; especially since most working maps are bigger than 44x44. 44x44 is prettyy small. You will need something bigger to pull off more natural views and landscapes; such as the Lava one, (as Telthalion) said, is a bit to flat.
The trees for the forest one are a bit too clustered on one place dont you think? I'm seeing this on the 3rd Screenshot for the first map. The bunch sitting on top of the hill are too squished in.
For the most part, I think this is a good start; especially since you are being creative with your doodad usage such as those obelisks (I think) that are submerged underwater; they look like platforms ppl can use to cross over the river. Still, lots can be improved; and I think just increasing the map size would give you space to do just that =D
If i were you I wouldnt mess with site ops just yet unless you are producing a real working map. site ops involve data editing that is pretty tiresome if you are new to the whole data editing.
So I played with the textures and the terrain and the maps look way better now. Thanks for the tips.
What size map do you suggest I play around with now? I've been doing 44x44 since I can usually finish the maps off in a single sitting.
Any size is good, it really depends on what you're trying to do with a specific map. The bigger the map is, the more opportunity you have to develop a world.
Until recently I always used 256x256 for everything, regardless. Lately I've started actually thinking about what my map will need when I pick a size so I don't end up spending hours on little things that aren't important to the overall feel. (Though I still do quite a lot of 256x256, and wish I could bump it up to 512x512 or higher because I'm a masochist like that.)
Well it obviously depends on your preferences, and the terrain you want to make; I would recommend somewhere like 140x140 (a standard 1v1 melee map)? It doesnt mean you have to fill up every corner of the map tho. Its more of a, if you need space its there thing. Take a look at the weekly Terraining Excercises and see for yourself.