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    posted a message on Creative Doodad Uses

    I have been following the neat tricks in this thread for awhile now, and I'd like to finally contribute one of my own!

    I was working on some detail doodads on my upcoming map today, using the pipe doodads to make some nice plumbing through the base, when I get to the end. I chose to use the 'oil coming out of the grate' on the end cap, but I ran into a problem. Where was this oil going? I first thought to use the oil splash at the base and paint the grating texture from Braxis Alpha under it, but it didn't look as good as I hoped. I wanted to dump it into water, but just using the custom color feature on big patches of water to make it black turned out pretty awful. Then it hit me! I remembered a doodad that would look perfect! (Thank you Blizz for custom coloring).

    I give you the oil spill effect: Oil Spill

    This is three Floating Creep Pad doodads all colored dark dark grey (not full black, or you lose the detail), set to a height just above my water's height. The creep texture can pass for oil floating on the surface perfectly. It stains the water realistically and floats/bobs around like oil would. The best part is you can duplicate/scale as many creep pads as you need to cover your water.

    Ironic I figure out something like this during the Gulf Crisis.

    Posted in: Terrain
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    posted a message on Help with Graviton Beam editing...

    @ZeroAme: Go

    I see. I'll definitely take a look at that. Any insight as to the visual problem of removing the beam that connects the ghost to the graviton ball?

    Posted in: Miscellaneous Development
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    posted a message on Help with Graviton Beam editing...

    @LowestFormOfWit: Go

    Still in the dark about this.

    Posted in: Miscellaneous Development
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    posted a message on Help with Graviton Beam editing...

    Hello, this is my first post here on Sc2.

    I'm currently remaking the Lockdown ability for my Ghosts cloning off of the Graviton Beam. I've gotten everything to work properly, changed required targets to Mechanical, proper energy cost, proper cloning of abilities to prevent interference with the Phoenix, etc.

    One of the problems I've run into is I don't know how to get rid of the little beam thing that connects from my ghost to the graviton ball. I figure (read: hope) they are two separate parts of the effect and I can simply keep the good looking energy ball. I haven't the slightest idea where to look to change that information.

    Is it an actor?

    My other issue is that I'd like to retain the classic look of the ghost firing a small missile projectile and then the effect taking place rather than it being instantaneous as I have it right now.

    Any help would be appreciated. I did tons of maps for SC1 and WC3, but this editor is so powerful, it makes finding the simple things a little challenging for me.

    Posted in: Miscellaneous Development
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