Anyone know if its possible to make multiple map files load in a single game? Like How "Hero Attack" lets you pick from 8 maps.
If so how would one go about it?
Thanks ahead of time!
Hero attack uses one map only. That's why it doesn't use different texture sets for each area. I believe iiequalsexpi uses some method of zooming in on one area of the map and has split his map into quadrants for each "map".
Sounds like yet another galaxyedit bug. You could try reinstalling starcraft 2, or else just use MPQ exporting, e.g. http://www.galaxywiki.net/MPQ_Exporting
I was under the impression that the alpha channel of the diffuse maps for terrain defined how well they could blend, with solid black being smooth blending and solid white not blending at all.
Water textures are found in the MPQ at C:/Program Files/StarCraft II/Mods/Liberty.SC2Mod/base.SC2Assets (Assuming you have the same StarCraft II install as I do). You can open that MPQ (base.SC2Assets) using an MPQ editor. Inside there's a folder called Assets, and inside that there's a folder called Textures. Inside THAT is the several water textures. Note the name of the one you want to replace (note it exactly). Then, make your new water texture and name it the same as the water texture.
Open up the galaxy editor and import the new texture to /Assets/Textures/
Whenever you use that water texture in the terrain editor it will use your new texture. It may not show up in the editor but it will show up in game.
If you want to replace all instances of the thor texture, use the replacement method described here http://www.galaxywiki.net/Custom_Unit_Textures it's far simpler than texture select by id. Texture select by id is best for when you want one thor in particular's texture to change, instead of all thors.
It's pretty clearly a request for help. Should be in the Artist's Tavern.
From what I can remember on short notice, splats are stored as m3's. There should, however, be a texture for them as well somewhere in the cursors folder in one of the MPQs. More info when I get on a computer (gogo ipod :D)
You could try using aorta ( http://sourceforge.net/projects/aorta/ )
but the most likely cause is not using an image which is powers of 2. Try use a 1024x1024 image and 8.8.8.8 dxt3 compression, and see if your results are better. Not sure how that'd work with making the loading screen look correct though.
I can only import one WoW character per map since the name of the texture for the character is Body.tga.
What's the best way to get around this issue?
You can apply the other textures using texture select by id (there's a decent tutorial here somewhere about that) or else edit the model in 3ds max to change the textures.
But the simplest, easiest method to change the model texture is to open the model M3 in notepad, and ctrl-f "body.tga". Then replace this with some other name, and rename the model's texture to the same name. The texture name has to be the same length as body.tga (4 characters long).
So you open up garrosh.m3 with notepad, ctrl-f body.tga, and replace that with garr.tga. Save that file and go to the folder with body.tga which is for garrosh. Right click it, hit rename, and type garr.tga. Then when you import it will look for garr.tga instead of body.tga.
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I don't have access to a copy of SC2 at the moment <.< but if you send them to me I'll add them to my vast list of things to do :P
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Thi exact system was suggested back in beta by payne, mockups and everything. Blizzard ignored it.
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Hero attack uses one map only. That's why it doesn't use different texture sets for each area. I believe iiequalsexpi uses some method of zooming in on one area of the map and has split his map into quadrants for each "map".
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Sounds like yet another galaxyedit bug. You could try reinstalling starcraft 2, or else just use MPQ exporting, e.g. http://www.galaxywiki.net/MPQ_Exporting
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I was under the impression that the alpha channel of the diffuse maps for terrain defined how well they could blend, with solid black being smooth blending and solid white not blending at all.
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To the best of my knowledge you can't reverse the process.
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Quite a lot of the stuff in that MPQ isn't replaceable with maps. You could try using a mod and placing the mod above the standard dependencies.
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You can apply terrain textures to models without using the terrain material type. Just use the normal sc2 bitmap.
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Water textures are found in the MPQ at C:/Program Files/StarCraft II/Mods/Liberty.SC2Mod/base.SC2Assets (Assuming you have the same StarCraft II install as I do). You can open that MPQ (base.SC2Assets) using an MPQ editor. Inside there's a folder called Assets, and inside that there's a folder called Textures. Inside THAT is the several water textures. Note the name of the one you want to replace (note it exactly). Then, make your new water texture and name it the same as the water texture.
Open up the galaxy editor and import the new texture to /Assets/Textures/ Whenever you use that water texture in the terrain editor it will use your new texture. It may not show up in the editor but it will show up in game.
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Can you explain exactly what that issue is please?
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If you want to replace all instances of the thor texture, use the replacement method described here http://www.galaxywiki.net/Custom_Unit_Textures it's far simpler than texture select by id. Texture select by id is best for when you want one thor in particular's texture to change, instead of all thors.
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It's pretty clearly a request for help. Should be in the Artist's Tavern.
From what I can remember on short notice, splats are stored as m3's. There should, however, be a texture for them as well somewhere in the cursors folder in one of the MPQs. More info when I get on a computer (gogo ipod :D)
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You could try using aorta ( http://sourceforge.net/projects/aorta/ ) but the most likely cause is not using an image which is powers of 2. Try use a 1024x1024 image and 8.8.8.8 dxt3 compression, and see if your results are better. Not sure how that'd work with making the loading screen look correct though.
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You can apply the other textures using texture select by id (there's a decent tutorial here somewhere about that) or else edit the model in 3ds max to change the textures.
But the simplest, easiest method to change the model texture is to open the model M3 in notepad, and ctrl-f "body.tga". Then replace this with some other name, and rename the model's texture to the same name. The texture name has to be the same length as body.tga (4 characters long).
So you open up garrosh.m3 with notepad, ctrl-f body.tga, and replace that with garr.tga. Save that file and go to the folder with body.tga which is for garrosh. Right click it, hit rename, and type garr.tga. Then when you import it will look for garr.tga instead of body.tga.
Gratz to corbo for confirming this works.