• 0

    posted a message on Command card not holding width value in full screen mode

    I've got my UI almost finished, and I've meticulously ensured that everything is anchored and sized properly in all resolutions and screen sizes. However, my command card (1x7), is not retaining its width in full screen modes. It jumps to a 1x15, and I can't seem to locate why. If anyone has seen this before, or could take a look at the script I'm using, http://pastebin.com/QMuMJvVG , I would appreciate any insights.

    Posted in: UI Development
  • 0

    posted a message on Simple request - ShapeCube model cut in half

    @Zolden: Go

    A thousand thanks for the detailed walkthrough. I'll be spending some time on this tonight to recreate the process. You and Leruster both shall be credited for your aid.

    Posted in: Requests
  • 0

    posted a message on Simple request - ShapeCube model cut in half

    Zolden, that worked very well, in fact your texture takes on tinting better than the defaults. When sitting next to the normal ShapeCube.m3, I much prefer your version. Could you tell me what steps you took in doing that? I would like to do the same process to about 12 more models for my project.

    Also, I didn't notice before but the model was cut in the right way, but its difficult to tell the rotation of a cube. I need it rotated 90 degrees along the Z axis, so when looking at it from a top-down perspective, it looks like a right triangle.

    Thanks for the help :D

    Posted in: Requests
  • 0

    posted a message on Simple request - ShapeCube model cut in half

    @Taintedwisp: Go

    In editor placement and in-game, the models still have the darkened texture. On both my original cut and Leruster's. I wonder if it's something that doesnt get properly extracted from the original model?

    I've also changed the ShapeCube data model to the new edited m3 to ensure there arent any specifics in the data editor that cause the texture change, the results are the same.

    Posted in: Requests
  • 0

    posted a message on Simple request - ShapeCube model cut in half

    That's exactly what i wanted, unfortunately, it's exactly what I created, and seems to have the same problem. Perhaps I am importing it incorrectly. When imported back into sc2, the texture is a dark gray/black that takes on no tinting or player colors. The original has a bright white texture using xelnagaglass.dds. I imported the m3 into the same folder ShapeCube was originally in.

    Attached is a screenshot showing the dark texture, and the original bright texture of the original ShapeCube.m3

    Posted in: Requests
  • 0

    posted a message on Simple request - ShapeCube model cut in half

    After many attempts of trying to do model editing for the first time, I'm stuck on the texture aspect. I'm trying to get the standard SC2 ShapeCube.m3 model cut in half, from a top corner to it's opposite corner. I've figured out how to remove the edges and get the size I want, but when I export it from 3DSMax and import it into SC2, it loses it's texture (despite me extracting the textures to the maps folder of 3DS). If anyone can do this simple edit for me, I would be greatly appreciated.

    Posted in: Requests
  • 0

    posted a message on how to limit the ammount of units created?

    @zISilenced: Go

    If you're talking about a footies style map, then use the supply limit already in-game. Make each unit reduce the supply (found in the data editor for each unit) by -1, and have your trigger check to see if the player's 'supply used' is equal to it's 'supply maximum'.

    Alternatively, the better way to do this is through the data editor only. Create a behavior that has a periodic create unit effect, and add a validator (disable) to the behavior. The validator will be of type 'Player Compare Food Used', and the value will be whatever you want your supply cap to be (in this case, 100.) This way, your behavior will spawn a unit every (periodic duration, like 1 second) if and only if the supply cap has not been reached.

    Posted in: Triggers
  • 0

    posted a message on [Library] Realtime Mouse Tracking System

    Progammer,

    I was doing some tests inspired by the highlight system for a project of my own and discovered that creating the detection units first in a corner, then moving them dynamically as the function calls to the camera position, was better on performance then creating/destroying the units. Not sure which method you use, but thought you might want to know.

    EDIT: What I did was use the square shape model, give it a 1x1 placement footprint, and place in a X by Y grid around the camera target, after converting the XY coords of the camera target to nearest integer, so the grid would always be formed perfectly without overlap issues.

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on [Trigger Debugging] How to open and use the Trigger Debugger

    I did notice that the events get added to the fail count in the debugger, but the reason I assumed it increased performance was the thread was never created, and appeared to increase the framerate. However upon further investigation, this is just due to the debugger window itself being open, the more threads it needs to do a small report on, the lower the in-game performance.

    Final result: Gameplay difference between long trigger with if/elses vs seperate triggers with conditions: None HOWEVER, if you do the long trigger method, you may experience EXTREME framerate lag when you are using the trigger debugger, since it has to write reports on so many threads.

    Thanks for the replies, and clarification.

    Posted in: Tutorials
  • 0

    posted a message on [Contest] Epic Battle Vote

    I voted for Eiviyn's space battle. Would like to be in a map as just one of those fighters in an intense dogfight.

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Shape Wars - BlizzCon Contest Map

    @QueenGambit: Go

    That map is titled 'Tribute to the Lost', and that's exactly what it's outlining. Good call! There's references to even older games in there too.

    As a side note, 1.2 is now public, and fixes the framerate issues a lot of people were having. It will be posting it to EU as soon as possible.

    Posted in: Project Workplace
  • 0

    posted a message on [Trigger Debugging] How to open and use the Trigger Debugger

    In my map Shape Wars, I have heard a lot of complaints on unexplained framerate drops. I looked into how to learn to debug the map better, and stumbled upon the Trigger Debugger in the galaxy editor. To get there, go to:

    • File
    • Preferences...
    • Test Document
    • Check 'Run Game In A Window'
    • Check 'Show Trigger Debugging Window'

    Now when you test your map, you will see every trigger that is called. Using this tool, I discovered I wasn't properly setting up my events, and within 30 minutes, had reduced my average trigger run during gameplay to 2% of what it was prior. This drastically improved performance, and should be a frequently used tool for any map maker.

    EDIT: Well, the debugger led me astray and gave me some false information regarding gameplay performance increases, when dealing with long triggers with multiple if/then/else's that happen to share the same event vs seperate triggers with different conditions. The more threads you have created, the slower the debugger works. That's why I assumed the performance was increasing, but really it was the performance of the trigger debug mode only.

    Final result: Gameplay difference between long trigger with if/elses vs seperate triggers with conditions: None

    HOWEVER, if you do the long trigger method, you may experience EXTREME framerate lag when you are using the trigger debugger, since it has to write reports on so many threads. Since there is no difference in gameplay performance, I still feel that seperately conditioned triggers is the better method, for those of us that don't write in script.

    I hope this information helps others as much as it helped me, and I hope my information is accurate. The trigger debugger, and my total FPS in-game seem to think so.

    Posted in: Tutorials
  • 0

    posted a message on [Release] Shape Wars - BlizzCon Contest Map

    Thanks for all the reports, I'm sorry such a grievous bug made its way into the final product, definitely no shot at the contest now. It's all fixed, the new version with much more than bug fixes will be uploaded tonight if I can find some testers.

    EDIT: 1.1 is now Public on US servers and will be posted to EU soon. It fixes the dreaded double spawn glitch, fixes the FPS problems, makes the game more bright and vibrant, adds new features, and a slew of other thigns. Visit my new shape wars forum on SC2mapsters for a full changelog.

    Link is in my Signature.

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Shape Wars - BlizzCon Contest Map

    undeadsee, I've seen some people mentioning a patch that will allow cross-server publications, if that doesn't work, I'm sure I can find a SEA server player who would be willing to allow me to post it.

    Version 1.1 will be finished later today, and solves MANY of the issues I've gotten back from feedback, including people leaving after death! I've decided to add in a small minigame you play if you are the first two players to die, which will still let you increase your score. This will give players something to do for fun, as well as add a little edge as they can still regain some points for an early loss.

    Posted in: Project Workplace
  • 0

    posted a message on [Release] Facility 17 - A Terran RPG

    I know! Exactly what I thought when I saw this vid.

    Great work though, it does feel like an old school final fantasy game.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.