Hi I'm very new to modelling and I've finally created an object that looks like a boat but I don't know how to add texures. The object is an editable poly and its all one element. I don't know if this is the right way to go about this.
I have only finished the hull of the ship so if its wrong I can still go back or break things apart. Also, is there anything special about adding textures for SC2 units?
Awesome! I looked through the whole thing and found a couple sets of boat models I could use as well as other doodads. Big thanks to the guys that imported them and to you for helping me find them.
The assets on SC2 mapster seem very confusing to navigate through and even with searching it's easier to just ask cause someone would know where to look.
I'm looking for boat models of any shape/size and level of technology. My map will go from sailboats to battleships including pirate ships and possibly some futuristic boats. As long as the unit makes sense to be on the water I can consider it for my battleships map.
If there are any assets available already or someone would like to make some that would be great. Currently it is just myself working on the map.
I'm recreating battleships from WC3 for SC2. I'm learning all aspects of the editor through the GUI and would be interested in working with someone that is:
Specific to triggers/UI items
Good at creating models (and terrain)
or also a jack-of-all-trades approach
My map has a working hero swap trigger that only needs finishing touches. It also has initial balancing for 24 weapons, and automatic AI spawns. I feel that I'm 1/3 of the way to my goal of having a high quality map and would like a partner to finish this faster. If interested please PM me.
There are probably a lot of ways to do this now, I plan to use dialogs because I don't like the UI editor. I know how to create a dialog and update it properly but I don't know how to attach it to the player's hero. The hero can change a number of times throughout the game and it is the only unit they control at any one time (but they can buy items).
What I'm asking is when to run the action attach dialog to unit so that every hero has a health bar at any point in the game.
3rd sticky from the top " Rules [TUTORIALS SECTION NOT FOR ASKING QUESTIONS] "
You want to do some data editing, take a look at the development > data forum. To do these things you will need to learn about weapons, actors, abilities and the easiest way to start is basing it off of the current abilities using duplicate.
I would like to edit some blizzard sounds for my attack impacts to make them unique (looks like most missile/explosion attacks use the same sound set). The problem is that I don't really have a clue what some of the sound options do ex. pitch, cone angle, doppler level, semitones, etc.
Wondering if it is possible to edit the sounds enough with the data editor or if I will need another program.
Wouldn't repeat forever be similar to the event game time? If the trigger takes to long sometimes it needs to be broken up. What are you trying to accomplish?
This is helping, just gotta set my dialog sizes from constants, once i get one dialog finished others should come together easily. I'm still running into trouble with selecting and purchasing from the dialog, there is a complicated trigger that I'm trying to use instead of a simple spawn unit. This trigger is supposed to replace the players current hero with the purchased hero.
I'll post the map when I get this dialog set how I want it and preferably a bit cleaner triggers. The map is based on battleships from wc3 and i can't wait to finish it.
Edit: So this is the current dialog, it still has a lot to be improved on though.
Going to make the title bigger and better with an image behind. The sidebar will have the unit portrait of the selected unit as well as the unit's description and stats, the name would appear in the title of the sidebar.
I still need to solve an end of array problem with my selector so that may take some time to get to.
It seems that when I attach a dialog to dialog it only attaches to the anchor of the first dialog and I can offset from there (pointless if the anchor is in centre of screen).
I want to create a multi-part dialog but my dialog creation functions automatically set the size of a dialog (with background/border) to the same size.
I am trying to create another dialog and attach it dynamically to the top right or left of my first dialog. This is because the first dialog will resize depending on the number of buttons it has available so that I can expand on my map at any time. I want the second dialog to be placed directly beside the first (allowing settings for offset).
I read some great tutorials by jaminv, greythepirate, and ScorpSCII, combined the aspects that I liked the best and I'm now trying to advance further in my dialog knowledge.
Just took a little more time reviewing how I set it up. I figured it out and decided against using that method. I'm using data alone for restricting units to be boats, using the colossus mover.
My next goals are sorting out unit spawns, attack orders, and victory conditions.
0
Hi I'm very new to modelling and I've finally created an object that looks like a boat but I don't know how to add texures. The object is an editable poly and its all one element. I don't know if this is the right way to go about this.
I have only finished the hull of the ship so if its wrong I can still go back or break things apart. Also, is there anything special about adding textures for SC2 units?
0
@zaysite: Go
Awesome! I looked through the whole thing and found a couple sets of boat models I could use as well as other doodads. Big thanks to the guys that imported them and to you for helping me find them. The assets on SC2 mapster seem very confusing to navigate through and even with searching it's easier to just ask cause someone would know where to look.
0
@Zolden: Go
Nice, where can I find these?
0
I just mean its not visible through fog of war. The moving off-screen part is good.
0
I'm looking for boat models of any shape/size and level of technology. My map will go from sailboats to battleships including pirate ships and possibly some futuristic boats. As long as the unit makes sense to be on the water I can consider it for my battleships map.
If there are any assets available already or someone would like to make some that would be great. Currently it is just myself working on the map.
0
I'm recreating battleships from WC3 for SC2. I'm learning all aspects of the editor through the GUI and would be interested in working with someone that is:
My map has a working hero swap trigger that only needs finishing touches. It also has initial balancing for 24 weapons, and automatic AI spawns. I feel that I'm 1/3 of the way to my goal of having a high quality map and would like a partner to finish this faster. If interested please PM me.
0
@Enexy: Go
Okay thanks, and just wondering, the dialogs will auto-hide when the unit they are attached to is not "visible" right?
0
There are probably a lot of ways to do this now, I plan to use dialogs because I don't like the UI editor. I know how to create a dialog and update it properly but I don't know how to attach it to the player's hero. The hero can change a number of times throughout the game and it is the only unit they control at any one time (but they can buy items).
What I'm asking is when to run the action attach dialog to unit so that every hero has a health bar at any point in the game.
0
@Shiney123: Go
3rd sticky from the top " Rules [TUTORIALS SECTION NOT FOR ASKING QUESTIONS] "
You want to do some data editing, take a look at the development > data forum. To do these things you will need to learn about weapons, actors, abilities and the easiest way to start is basing it off of the current abilities using duplicate.
0
I would like to edit some blizzard sounds for my attack impacts to make them unique (looks like most missile/explosion attacks use the same sound set). The problem is that I don't really have a clue what some of the sound options do ex. pitch, cone angle, doppler level, semitones, etc.
Wondering if it is possible to edit the sounds enough with the data editor or if I will need another program.
0
@theworldofdustoerba: Go
Wouldn't repeat forever be similar to the event game time? If the trigger takes to long sometimes it needs to be broken up. What are you trying to accomplish?
0
@Kueken531: Go
This is helping, just gotta set my dialog sizes from constants, once i get one dialog finished others should come together easily. I'm still running into trouble with selecting and purchasing from the dialog, there is a complicated trigger that I'm trying to use instead of a simple spawn unit. This trigger is supposed to replace the players current hero with the purchased hero.
I'll post the map when I get this dialog set how I want it and preferably a bit cleaner triggers. The map is based on battleships from wc3 and i can't wait to finish it.
Edit: So this is the current dialog, it still has a lot to be improved on though. Going to make the title bigger and better with an image behind. The sidebar will have the unit portrait of the selected unit as well as the unit's description and stats, the name would appear in the title of the sidebar. I still need to solve an end of array problem with my selector so that may take some time to get to.
0
@BasharTeg: Go
It seems that when I attach a dialog to dialog it only attaches to the anchor of the first dialog and I can offset from there (pointless if the anchor is in centre of screen).
@Kueken531: Go
How do I create a master dialog with panels?
0
I want to create a multi-part dialog but my dialog creation functions automatically set the size of a dialog (with background/border) to the same size.
I am trying to create another dialog and attach it dynamically to the top right or left of my first dialog. This is because the first dialog will resize depending on the number of buttons it has available so that I can expand on my map at any time. I want the second dialog to be placed directly beside the first (allowing settings for offset).
I read some great tutorials by jaminv, greythepirate, and ScorpSCII, combined the aspects that I liked the best and I'm now trying to advance further in my dialog knowledge.
0
@BasharTeg: Go
Just took a little more time reviewing how I set it up. I figured it out and decided against using that method. I'm using data alone for restricting units to be boats, using the colossus mover. My next goals are sorting out unit spawns, attack orders, and victory conditions.