i believe sc2 models are around 5000, so just stay below that for latecy issues and your golden. you can always connect polys together, if you have to delete some and bridge. just try to make as much detail with your material instead of polys, at least thats what ive been aiming for
Ok got this to work rather well with the region, Now is there a way to make the region stay connected to the marine if he moves? so he always can see ahead?
@Liquos: Go
Well in the editor no matter what layer, press space bar to enter selective mode, here you can click on units and doodads, after selected you can delete. With a doodad selected you can press Num Pad key + or - to change size page up and page down to raise and lower and also , and . or < and > to view through doodads of more than one appearance.
@thegatepro: Go
Im sure somewhere in the date editor this exsists, however you can simply change the mineral model to a rock (from editor), or custom model rock.
Well On the swapping of texture part, thats easy you can do so by;
Opening the data editor, There is a tab called Terrain texture sets, Inside this tab find the main texture you started your map with, Inside here to the right will be the following; Cliifs, Textures - Blend, Background models. Change as you wish, when you are done you must save, close, and reload your map.
And as far as I know the raise cliff is limited but you can do alot with the height brush
Just saw your water question, I havent done much with height as I am trying to blend two differnt waters at the moment but, Im pretty sure in the date editor as well you will find water, and just cahnge the heights for certain waters you want to use ( got alittle lazy explaining this one)
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@thegatepro: Go
somewhere on the net I have seen a pokemon map in the works, what I saw was a battle between two pokemon sort of like the gameboy version.
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@xenofenix: Go
i believe sc2 models are around 5000, so just stay below that for latecy issues and your golden. you can always connect polys together, if you have to delete some and bridge. just try to make as much detail with your material instead of polys, at least thats what ive been aiming for
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@DirtyDevious: Go
Bump, this will make or break my map xD
I have the region just for sight, but I can not get it to stay with the unit, if the unit is in motion
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I have done this via trigger, but the region of sight does not follow the unit, in other words, not attached. Any and all help will be appreciated.
Seems like an easy trigger, maybe im just over thinking this
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@Eiviyn: Go
Haha good idea, i was looking in regions preferences like points
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@RyFridge: Go The green should mean its walkable ground, there is a way to make it non walkable, but should show up red
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@Xackery: Go
Ok got this to work rather well with the region, Now is there a way to make the region stay connected to the marine if he moves? so he always can see ahead?
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How would I make it so a unit can not see behind him, allowed a melee to sneak up on a marine, per say.
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@tigerija: Go
Do you animate using biped? (this is what i thought he meant from "bones")
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@wOlfLisK: Go
buy an alienware xD
or try to just download the theme from alienware.com or dell.com
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@Ash4meD: Go
I have seen a map like this, you are going to have to create physics, at that, I am clueless
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@Yaos01: Go No idea on that, but however there is indeed a import button in the editor.
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@Liquos: Go Well in the editor no matter what layer, press space bar to enter selective mode, here you can click on units and doodads, after selected you can delete. With a doodad selected you can press Num Pad key + or - to change size page up and page down to raise and lower and also , and . or < and > to view through doodads of more than one appearance.
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@thegatepro: Go Im sure somewhere in the date editor this exsists, however you can simply change the mineral model to a rock (from editor), or custom model rock.
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@gavlarN: Go
Well On the swapping of texture part, thats easy you can do so by; Opening the data editor, There is a tab called Terrain texture sets, Inside this tab find the main texture you started your map with, Inside here to the right will be the following; Cliifs, Textures - Blend, Background models. Change as you wish, when you are done you must save, close, and reload your map.
And as far as I know the raise cliff is limited but you can do alot with the height brush
Just saw your water question, I havent done much with height as I am trying to blend two differnt waters at the moment but, Im pretty sure in the date editor as well you will find water, and just cahnge the heights for certain waters you want to use ( got alittle lazy explaining this one)
Hope this helps, let me know if it doesnt xD