It's not really so much of a need as it is a creative fancy. I tried playing around with the various editors a bit, and noticed that while I was working on space areas in the terrain and cinamatic editors, the planets that worked best (that is: with the least error messages) all seemed to have their own little partial skybox. That limited my creative freedom when it came to camera angles in cutscenes, or using them as actual gameplay objects. While brainstorming how to overcome this, I realized it was a backdrop similar to what the unit portraits have. And that made me start to wonder how hard it would be to use them in a similar way (although the fact that many of them don't even have a lower body might get in the way a bit!).
When placing unit portraits and planets (be it in the terrain editor or the cutscenes editor) is there any straightforward way of removing the background images attached behind/around them so they just use the level for a backdrop instead?
Thanks. It's good to know that. Although now I'm having problems with actually duplicating the unit. The very act of duplicating and renaming the actors seems to add both the copy AND the original to the morphed form, while not duplicating (and leaving it to link) makes them not show up at all. For instance, I now have a Command Center running 3 instances of the Flame Supressor (all with different names). The stuff runs fine, other than the fact that I'm continually spammed with resulting error messages.
Is this possible? My hope is to have more than one Terran building (all based off a copied Barracks) that do different things from one another without reverting back into a Barracks when they take off or land.
Is anyone able to explain the process of choosing what sounds a unit blurts out and under what circumstances. I thought I understood it well enough until I noticed the sounds are chosen in groups which contain multiple choices. I'd like to switch out the things units say with things my voice actors say to make the cinamatic and cutscenes voices seem less out of place.
Starting up work on my first non-melee map, and I was just wondering what are the advantages to creating cinematics using the Cutscene Editor vs. just programming them with triggers? For me at least the cutscene editor is almost infinitely more intuitive, but are there any pitfalls I might not know about making it more simple to just use triggers and ai commands? The only one I can seem to find is that I can't import units or doodads (along with their locations) into the cutscene editor to be manipulated. Is there a way to do that? Or did I just answer my own question?
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It's not really so much of a need as it is a creative fancy. I tried playing around with the various editors a bit, and noticed that while I was working on space areas in the terrain and cinamatic editors, the planets that worked best (that is: with the least error messages) all seemed to have their own little partial skybox. That limited my creative freedom when it came to camera angles in cutscenes, or using them as actual gameplay objects. While brainstorming how to overcome this, I realized it was a backdrop similar to what the unit portraits have. And that made me start to wonder how hard it would be to use them in a similar way (although the fact that many of them don't even have a lower body might get in the way a bit!).
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When placing unit portraits and planets (be it in the terrain editor or the cutscenes editor) is there any straightforward way of removing the background images attached behind/around them so they just use the level for a backdrop instead?
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Thanks. It's good to know that. Although now I'm having problems with actually duplicating the unit. The very act of duplicating and renaming the actors seems to add both the copy AND the original to the morphed form, while not duplicating (and leaving it to link) makes them not show up at all. For instance, I now have a Command Center running 3 instances of the Flame Supressor (all with different names). The stuff runs fine, other than the fact that I'm continually spammed with resulting error messages.
0
Is this possible? My hope is to have more than one Terran building (all based off a copied Barracks) that do different things from one another without reverting back into a Barracks when they take off or land.
0
Is anyone able to explain the process of choosing what sounds a unit blurts out and under what circumstances. I thought I understood it well enough until I noticed the sounds are chosen in groups which contain multiple choices. I'd like to switch out the things units say with things my voice actors say to make the cinamatic and cutscenes voices seem less out of place.
0
Starting up work on my first non-melee map, and I was just wondering what are the advantages to creating cinematics using the Cutscene Editor vs. just programming them with triggers? For me at least the cutscene editor is almost infinitely more intuitive, but are there any pitfalls I might not know about making it more simple to just use triggers and ai commands? The only one I can seem to find is that I can't import units or doodads (along with their locations) into the cutscene editor to be manipulated. Is there a way to do that? Or did I just answer my own question?