But seriously, the easiest way to get a custom sign is going to be exporting and re-importing one of the existing signs with a new texture. Doesn't exactly address the issue since it'd still require a model import function... maybe Blizzard will be nice and give us a little more custom asset flexibility soon :\
Under Map -> Map Options, the first thing in that window is a setting for unexplored areas. By default, you can pick between Grey Mask, Black Mask, and Black Mask (Reduced Radius). Additionally, you can create new Fog of War data in the data editor, which is pretty simple: pick a color, give it a name, and set hidden state. You probably want to use the default Black Mask setting, though.
EDIT: Specifically, use this in addition to the trigger example given by Berrala and boparooski, which should then set your unexplored areas to a solid black instead of the semitransparent grey.
Local Offset Site Operations sound like what you want to use.
All you need to do is create a Site Operation (Actor type Local Offset) with whatever offset you need, and put it in the Host Site Operations for your building's Actor. Host needs to be set to Alias _Unit, but that'll let you correct the model's position.
I'm in the US, and my publish screen in the editor has listed 10.5mb per map, 10 documents, and 52.4mb total space since at least a couple days before the patch. I don't really know when exactly it bumped the document limit up to 10 since the map I'm working on hasn't had any multiplayer components added as it's still in a stage that only requires local testing, and I haven't been checking the publish screen.
The limitation that really needs testing is a rumor that Bank size can now be more than 8kb... there's another thread on that though.
I can't seem to get the light editor to apply changes, which is a problem since I need a day/night cycle, and I want the shadows to work. Auto-updating the game shows active changes just fine, but as soon as the light settings window is closed, all changes revert to the same seemingly random states; it's as if my sun is behind a stained glass window, on a rollercoaster. Even stranger is that in game, it'll go through the entire seizure-inducing light cycle in a few seconds. My days are set by triggers to be 96 seconds long, and I've got a dialog item showing the current time of day, but the light set finishes in a few game hours (about eight seconds) and then stays on what looks like a default game light until 6:00:00 game time, where it speeds through the cycle again.
Further adding to my confusion, is that my light set starts at 0:00:00, not 6am. Additionally, it seems to start transitioning into a darker light scheme after ingame midnight, but before it even gets dark, 6am rolls around and the sun goes on an 8 second acid trip again. The shadows only move during this 8 second period; aside from that, they're always stationary at game-default regardless of the subtle light changes that don't seem to be the ones I've specified.
Since a day/night cycle is a pretty important part of the map... FML. Any ideas?
I've tried to reproduce the drop on death problem, but couldn't. With a few dozen different items all with unique units/actors/models/items/etc, not one is destroyed on death (none are supposed to). All of them have a non-zero positive radius, collide with Ground, and have the Drop on Death and Droppable flags set.
However, I did specifically add my custom inventory to a unit (normal zerglings) just to test this bug, and couldn't produce the problematic results. Try removing the inventory ability from your hero, saving, and adding it back; it may be that the code for inventories was "adjusted" but not retroactively applied to existing unit data.
I figured I'd give it a test to see how bad this would impact my maps, and with items with both the "Can Drop" and "Drop on Death" flags, I cannot reproduce the problem. My items all drop fine when a unit is killed.. all of the items in question have a unit radius between 0.25 and 0.6.
For testing purposes, I applied my custom inventory to a zergling (the normal player unit can't be killed, it's effectively a builder unit) which may reset some sort of inventory behavior changed since the patch. Try removing and re-applying the inventory ability to your hero, and killing it, since that's effectively the only thing different about our situations.
EDIT: I figure I should also state that the items all have a single collision flag, Ground, checked, and scatter as you'd expect when the unit carrying them is killed.
As in two banks of 10k each? That'd be a lot easier to work with if it works... I'm just getting into banks, but ran mostly into threads about a week old. I'll screw around with it as well and see what I can come up with.
Increasing the bank size would be simply amazing. :D
Forgot about setting the image type to normal... indeed, this makes the image work normally, instead of cutting it up like the images Hikury mentioned. Using the "normal" type and a 2:1 aspect ratio image will give you a button that looks like whatever you want with a down state. Sure looks better than the default buttons... a lot better... but it might be a lot of trouble if you want to use default assets, which all seem to be designed to only fit in right in whatever way you'd normally see them in-game.
I've been able to use the set dialog item image trigger successfully, but when it gets applied to a button, it seems to want an image twice as tall as it is wide (I was using standard 76² buttons, and 76x152 images). I don't fully understand how it was stretching them, or why, but using a rectangular image fixed it. I'm not really sure what the logic is with dialog buttons; there seems to be a way to also give them a border, but it's not clear to me how to do so. Using a correctly dimensioned image seems to make the button look normal, at least.
IMPORTANT: It'll use the top half of the image as the default picture, and the bottom half of the image as the "down" state.
After a few hours of methodically adjusting every possible value (read as: screwing around with determination), it seems to work if you set the "Return - lp_timeOfDay" field from a Value to Custom Script. It doesn't change the way it looks in the editor, just how it compiles. I don't fully understand how it works, so I can't really be any more descriptive than that. :\
Scenario: The map I'm working on uses lots of items, many of which have very similar models, but have different uses and values.
Problem: Using hover tooltips helps the players quickly identify items, but listing all of a dropped/found item's attributes in the hover tooltip starts to cover lots of the screen. Info text is a great way to list all of an item's stats if the player is unable to pick the item up (I'm limiting inventory space for pacing and banking reasons). However, it seems that even with a unique text key for both the tooltip and info text, once any info text has been entered, the hover tooltip is completely disabled.
Anyone know a way to show a hover tooltip stating only the name of the item (unit) while also allowing for info text? It isn't hugely important to have both; it's just a matter of convenience to the players.
5's a hard one alright, but for now that step isn't as problematic as #2.5 - importing the custom models. Seems only 3ds Max users can do it, and despite how much I love Autodesk and their design software, I'm sure that I'm not alone in not wanting to buy (in my case, another) many-thousand dollar program. Can't wait for Blender .m3 support, the community will simply go wild :\
I'm not sure that attaching an actor to a bone on the model even works currently; I tried using SOps to attach a shape to points matching bone identifiers without any luck after some trial and error. Then again, I could have been going about it completely wrong.
I'm not sure I understand what's meant by root node, my only 3d "modeling" experience is working with CAD/Inventor, which is worlds apart from animation-type modeling. Could you briefly explain/link literature on root node scaling? I haven't bumped into anything in the editor about it, but it sounds useful.
The turret being part of the model and not a turret entity/model attachment makes sense at least, since I wasn't able to find the science vessel's spinning dish, either... I'd assumed it was a turret entity. :\
0
Braile.
But seriously, the easiest way to get a custom sign is going to be exporting and re-importing one of the existing signs with a new texture. Doesn't exactly address the issue since it'd still require a model import function... maybe Blizzard will be nice and give us a little more custom asset flexibility soon :\
0
Under Map -> Map Options, the first thing in that window is a setting for unexplored areas. By default, you can pick between Grey Mask, Black Mask, and Black Mask (Reduced Radius). Additionally, you can create new Fog of War data in the data editor, which is pretty simple: pick a color, give it a name, and set hidden state. You probably want to use the default Black Mask setting, though.
EDIT: Specifically, use this in addition to the trigger example given by Berrala and boparooski, which should then set your unexplored areas to a solid black instead of the semitransparent grey.
0
@A52BcE: Go
Local Offset Site Operations sound like what you want to use.
All you need to do is create a Site Operation (Actor type Local Offset) with whatever offset you need, and put it in the Host Site Operations for your building's Actor. Host needs to be set to Alias _Unit, but that'll let you correct the model's position.
0
I'm in the US, and my publish screen in the editor has listed 10.5mb per map, 10 documents, and 52.4mb total space since at least a couple days before the patch. I don't really know when exactly it bumped the document limit up to 10 since the map I'm working on hasn't had any multiplayer components added as it's still in a stage that only requires local testing, and I haven't been checking the publish screen.
The limitation that really needs testing is a rumor that Bank size can now be more than 8kb... there's another thread on that though.
0
I can't seem to get the light editor to apply changes, which is a problem since I need a day/night cycle, and I want the shadows to work. Auto-updating the game shows active changes just fine, but as soon as the light settings window is closed, all changes revert to the same seemingly random states; it's as if my sun is behind a stained glass window, on a rollercoaster. Even stranger is that in game, it'll go through the entire seizure-inducing light cycle in a few seconds. My days are set by triggers to be 96 seconds long, and I've got a dialog item showing the current time of day, but the light set finishes in a few game hours (about eight seconds) and then stays on what looks like a default game light until 6:00:00 game time, where it speeds through the cycle again.
Further adding to my confusion, is that my light set starts at 0:00:00, not 6am. Additionally, it seems to start transitioning into a darker light scheme after ingame midnight, but before it even gets dark, 6am rolls around and the sun goes on an 8 second acid trip again. The shadows only move during this 8 second period; aside from that, they're always stationary at game-default regardless of the subtle light changes that don't seem to be the ones I've specified.
Since a day/night cycle is a pretty important part of the map... FML. Any ideas?
0
I've tried to reproduce the drop on death problem, but couldn't. With a few dozen different items all with unique units/actors/models/items/etc, not one is destroyed on death (none are supposed to). All of them have a non-zero positive radius, collide with Ground, and have the Drop on Death and Droppable flags set.
However, I did specifically add my custom inventory to a unit (normal zerglings) just to test this bug, and couldn't produce the problematic results. Try removing the inventory ability from your hero, saving, and adding it back; it may be that the code for inventories was "adjusted" but not retroactively applied to existing unit data.
0
I figured I'd give it a test to see how bad this would impact my maps, and with items with both the "Can Drop" and "Drop on Death" flags, I cannot reproduce the problem. My items all drop fine when a unit is killed.. all of the items in question have a unit radius between 0.25 and 0.6.
For testing purposes, I applied my custom inventory to a zergling (the normal player unit can't be killed, it's effectively a builder unit) which may reset some sort of inventory behavior changed since the patch. Try removing and re-applying the inventory ability to your hero, and killing it, since that's effectively the only thing different about our situations.
EDIT: I figure I should also state that the items all have a single collision flag, Ground, checked, and scatter as you'd expect when the unit carrying them is killed.
0
@RodOfNOD: Go
As in two banks of 10k each? That'd be a lot easier to work with if it works... I'm just getting into banks, but ran mostly into threads about a week old. I'll screw around with it as well and see what I can come up with.
Increasing the bank size would be simply amazing. :D
0
@LinkD: Go
Forgot about setting the image type to normal... indeed, this makes the image work normally, instead of cutting it up like the images Hikury mentioned. Using the "normal" type and a 2:1 aspect ratio image will give you a button that looks like whatever you want with a down state. Sure looks better than the default buttons... a lot better... but it might be a lot of trouble if you want to use default assets, which all seem to be designed to only fit in right in whatever way you'd normally see them in-game.
0
I've been able to use the set dialog item image trigger successfully, but when it gets applied to a button, it seems to want an image twice as tall as it is wide (I was using standard 76² buttons, and 76x152 images). I don't fully understand how it was stretching them, or why, but using a rectangular image fixed it. I'm not really sure what the logic is with dialog buttons; there seems to be a way to also give them a border, but it's not clear to me how to do so. Using a correctly dimensioned image seems to make the button look normal, at least.
IMPORTANT: It'll use the top half of the image as the default picture, and the bottom half of the image as the "down" state.
0
After a few hours of methodically adjusting every possible value (read as: screwing around with determination), it seems to work if you set the "Return - lp_timeOfDay" field from a Value to Custom Script. It doesn't change the way it looks in the editor, just how it compiles. I don't fully understand how it works, so I can't really be any more descriptive than that. :\
0
Scenario: The map I'm working on uses lots of items, many of which have very similar models, but have different uses and values.
Problem: Using hover tooltips helps the players quickly identify items, but listing all of a dropped/found item's attributes in the hover tooltip starts to cover lots of the screen. Info text is a great way to list all of an item's stats if the player is unable to pick the item up (I'm limiting inventory space for pacing and banking reasons). However, it seems that even with a unique text key for both the tooltip and info text, once any info text has been entered, the hover tooltip is completely disabled.
Anyone know a way to show a hover tooltip stating only the name of the item (unit) while also allowing for info text? It isn't hugely important to have both; it's just a matter of convenience to the players.
0
0
I'm not sure that attaching an actor to a bone on the model even works currently; I tried using SOps to attach a shape to points matching bone identifiers without any luck after some trial and error. Then again, I could have been going about it completely wrong.
There's a possibly related thread, dealing with individual parts of a model... but for different reasons. Might not be of any help at all, but insight is always good: http://forums.sc2mapster.com/development/artist-tavern/8982-request-can-anyone-resize-two-models-for-me/#p19
0
I'm not sure I understand what's meant by root node, my only 3d "modeling" experience is working with CAD/Inventor, which is worlds apart from animation-type modeling. Could you briefly explain/link literature on root node scaling? I haven't bumped into anything in the editor about it, but it sounds useful.
The turret being part of the model and not a turret entity/model attachment makes sense at least, since I wasn't able to find the science vessel's spinning dish, either... I'd assumed it was a turret entity. :\