I'm also having troubles here. When I create a new map, Base.Sc2Data is not even a directory in the map file. So when I go ahead and just add the exported directory it still doesn't work for some reason. The map opens but I can find find none of my units.
When I instead just try to simply import the files it says that those files are using reserved filenames.
Hello. I am having problems using the editor, I'm not quite sure if I'm doing this properly and I have been searching for a while without luck. I want to use the MPQ editor to add exported data from other maps. It doesn't seem to work at all.
Basically, I read that you needed to export everything from the Base.SC2data folder from your map and merge it with the new one. Well, when I merge it with a brand new map, there is no Base.SC2data folder, so I just add the whole folder. When I open the map though, my unit isn't there.
I have never used an MPQ editor before and I am unsure about the concept of listfiles. Should that directory link to the folder where starcraftII.exe is? Also, do I need to add any rules?
Actually There is another way of getting it, Change the Players Decal under Player properties to Collecters Edition.
Could I do that for a specific player but not for others? For the thor it will definitely be better to duplicate the unit and replace the model, but I can see myself using your method, especially if that can be done through triggers.
But I ran a search for the topic and found this specific thread. Its not like I'm browsing the depths of sc2mapster looking for threads to bump. Should I have made a new thread? I really hate to violate any rules on a forum that I am a new member of.
Someone mentioned being able to use the CE in the editor. How would you do this? I am doing a project in which it would extremely beneficial to have use of both.
Also, I assume this might have a similar answer, how would use use the upgraded medivac from the campaign in the editor. Again, not trying to swap the models, just use them in the editor.
I'm recording some shots of the thor wreckage doing the build animation. I want to show a scene where this machine is being built in almost complete dark, where the only light from the thor is from the sparks given off by that animation. Is there any setting I can tweak to make those sparks of electricity more luminous? Something that reveals the thor each spark but plunges it back almost to darkness afterwards.
I'd like to create a cinematic sequence where a thor is fighting marines. I have a problem though in that the impact of his gun creates this shockwave animation that is quite annoying from close camera angles. Is there anyway to remove just that portion of the animation and leave the rest (the explosion etc) as is?
In that case you'll want to use an actor Event. Whenever the event you set happens, set the actor to Apply Animation Group "Slow" and Remove Animation Group whenever you want to revert back to normal.
Thanks for the suggestion. Sorry, but can you also elaborate more on how to specifically do that?
I am having trouble applying this. I would also like to have my marine walk. Is there a way to utilize the slow walk animation without overriding the actual walk animation? If I have to override it I will, but right now I can't figure out how to override.
Also (I know this might belong in another thread) but do you know how to slow down turn speeds? I saw a few settings that seed things aboutj rotation speed and such but nothing i did seemed to have an effect on the marine's turn speed.
I need help trying to set up some triggers in order to film in SC2.
Basically what I want to set up is a situation in which player 1 has a first person camera mode and player 2 has normal game mode.
By this I mean that Player 1 can control the camera's position using WASD controls and move the angle of the camera by moving the mouse.
I have already set it up so that the camera angle follows the mouse but I can't figure out how to make the camera move in relation to the angle of the camera.
Does anyone know if this is possible or how to do this?
0
I'm also having troubles here. When I create a new map, Base.Sc2Data is not even a directory in the map file. So when I go ahead and just add the exported directory it still doesn't work for some reason. The map opens but I can find find none of my units.
When I instead just try to simply import the files it says that those files are using reserved filenames.
0
Hello. I am having problems using the editor, I'm not quite sure if I'm doing this properly and I have been searching for a while without luck. I want to use the MPQ editor to add exported data from other maps. It doesn't seem to work at all.
Basically, I read that you needed to export everything from the Base.SC2data folder from your map and merge it with the new one. Well, when I merge it with a brand new map, there is no Base.SC2data folder, so I just add the whole folder. When I open the map though, my unit isn't there.
I have never used an MPQ editor before and I am unsure about the concept of listfiles. Should that directory link to the folder where starcraftII.exe is? Also, do I need to add any rules?
0
Could I do that for a specific player but not for others? For the thor it will definitely be better to duplicate the unit and replace the model, but I can see myself using your method, especially if that can be done through triggers.
0
It's that easy? Thanks!
0
But I ran a search for the topic and found this specific thread. Its not like I'm browsing the depths of sc2mapster looking for threads to bump. Should I have made a new thread? I really hate to violate any rules on a forum that I am a new member of.
Any chance you could explain how?
0
Someone mentioned being able to use the CE in the editor. How would you do this? I am doing a project in which it would extremely beneficial to have use of both.
Also, I assume this might have a similar answer, how would use use the upgraded medivac from the campaign in the editor. Again, not trying to swap the models, just use them in the editor.
Thanks
0
@Marikh7: Go
So if you don't have the special edition you can't use it in the editor? I'm unable to find it.
0
I'm recording some shots of the thor wreckage doing the build animation. I want to show a scene where this machine is being built in almost complete dark, where the only light from the thor is from the sparks given off by that animation. Is there any setting I can tweak to make those sparks of electricity more luminous? Something that reveals the thor each spark but plunges it back almost to darkness afterwards.
0
I'd like to create a cinematic sequence where a thor is fighting marines. I have a problem though in that the impact of his gun creates this shockwave animation that is quite annoying from close camera angles. Is there anyway to remove just that portion of the animation and leave the rest (the explosion etc) as is?
0
Is there a way to freeze the standing and idle animations so that they are just still?
0
Thanks for the suggestion. Sorry, but can you also elaborate more on how to specifically do that?
0
I am having trouble applying this. I would also like to have my marine walk. Is there a way to utilize the slow walk animation without overriding the actual walk animation? If I have to override it I will, but right now I can't figure out how to override.
Also (I know this might belong in another thread) but do you know how to slow down turn speeds? I saw a few settings that seed things aboutj rotation speed and such but nothing i did seemed to have an effect on the marine's turn speed.
0
I have to say, this is a bit over my head but I think this is the right place to post my question.
There is a specific actor that is simply named after the unit which seems to be the most important actor.
I have an issue where when I try to duplicate a unit, that specific actor will never duplicate.
Through further testing I have discovered that this happens only when the Liberty Story dependency is activated.
Is there a way to keep that dependency, which has so many cool units and doodads, without sacrificing my ability duplicate units?
0
I need help trying to set up some triggers in order to film in SC2.
Basically what I want to set up is a situation in which player 1 has a first person camera mode and player 2 has normal game mode.
By this I mean that Player 1 can control the camera's position using WASD controls and move the angle of the camera by moving the mouse. I have already set it up so that the camera angle follows the mouse but I can't figure out how to make the camera move in relation to the angle of the camera.
Does anyone know if this is possible or how to do this?