I have successfully imported .tga files with transparency.
Make sure you have the alpha set correctly so what you want shown is different than what you want hidden. You can look up how to do this if you don't know how yet, it is pretty simple.
If you are testing your map while trying to get TGA picture transparent, and you keep testing over and over then it won't work unless you close Starcraft II completely after each test.
At least for me, when I would test it and then do a few changes in Photoshop and re-import the picture, nothing would be updated in Starcraft II. The alpha wouldn't work no matter what I did. Then I restarted Starcraft II and ran my test again and the map loaded and the picture was transparent. See what happens is Starcraft II loads the textures, then saves them in a cache to make loading the map faster. So it's using the same picture as the first time you test the map! If the first picture wasn't transparent and then you kept making changes to the picture, re-importing it then it will always show the non transparent version of the picture because it was loaded first. Simply close Starcraft II everytime you make a change to an imported picture/texture and it should work better in your testing.
A mod is used is for creating custom data, triggers, and anything really and then using it for more than one map. It is basically a map without terrain and anything you add to it can be used for more than one map by adding it to the dependicies of each map. However any region specific triggers you would need to create on each map seperately prior to importing your mod or you would receive error's stating it can't find that region.
Also, yes, you can create a modified unit, save it to a mod, and then import it to several maps and it will replace the "generic" unit, or it should and if it doesn't then you probably need to have dependicies in a certain order to make it work properly.
Did you scroll down on your mouse while holding CTRL? You have to scroll down a couple times, just keep scrolling down until the skybox shows.
Also make sure you have your tileset to Bel'Shir or one of the other few tilesets that has a working skybox. You can change tilesets in the Map Options (Textures I believe). Only other thing I can think of would be graphic settings if that doesn't work.
Even though it's not like an exact replica, it's still really awesome. I
couldn't get my plants to look as natural as you did. They still look
really jagged and slightly pixelated.
Thanks, I tried to make it very similar but it's really hard. Yours is really good, it looks really similar to the picture. I think its just the lighting that would definitely finish it off.
Have you tried placing down sunbeams Bronxsy? That's what you're seeing
on the real-life picture. Also, you could play with omnilights at the
end of the river to recreate the "white glow"?
No I didn't try that, thanks. I added some and did some more stuff with the lighting. I uploaded another pic, probably my final one for this. It's in my original post. Do you know of anyway to add lighting to water, omni lights or any doodad lightings don't seem to effect the water, or at least I couldn't get it to.
Well I tried playing with the lighting and water some more so there's the result on my original post. Guess I gotta play with lighting some more. Seems to be hard to get it to match.
Thanks man. I am pretty new to terraining but it is pretty fun to do! Yours is really good too, it has lot's of detail. How do you get the blur effect?
Someone told me mine was really dark but it's kinda what I was going for; a dark scary lab. If you ever played Quake 4 thats kinda what I was going for.
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I used the top of a Rubble Wall Corner.
PS, I like your lighting in your submission, looks good.
@Gurrgel: Go
lol I would hate to work there. ;) Fun idea Gurrgel!
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@Mozared: Go
WTE: Touchdown!
Make an American Football field, with or without a stadium.
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@DanOwl: Go
I have successfully imported .tga files with transparency.
Make sure you have the alpha set correctly so what you want shown is different than what you want hidden. You can look up how to do this if you don't know how yet, it is pretty simple.
If you are testing your map while trying to get TGA picture transparent, and you keep testing over and over then it won't work unless you close Starcraft II completely after each test.
At least for me, when I would test it and then do a few changes in Photoshop and re-import the picture, nothing would be updated in Starcraft II. The alpha wouldn't work no matter what I did. Then I restarted Starcraft II and ran my test again and the map loaded and the picture was transparent. See what happens is Starcraft II loads the textures, then saves them in a cache to make loading the map faster. So it's using the same picture as the first time you test the map! If the first picture wasn't transparent and then you kept making changes to the picture, re-importing it then it will always show the non transparent version of the picture because it was loaded first. Simply close Starcraft II everytime you make a change to an imported picture/texture and it should work better in your testing.
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@thegatepro: Go
A mod is used is for creating custom data, triggers, and anything really and then using it for more than one map. It is basically a map without terrain and anything you add to it can be used for more than one map by adding it to the dependicies of each map. However any region specific triggers you would need to create on each map seperately prior to importing your mod or you would receive error's stating it can't find that region.
Also, yes, you can create a modified unit, save it to a mod, and then import it to several maps and it will replace the "generic" unit, or it should and if it doesn't then you probably need to have dependicies in a certain order to make it work properly.
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@nevjmac: Go
Thanks man, appreciate it. =)
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This one was actually pretty fun and overall I am pretty happy with what I ended up with.
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@yukaboy: Go
Did you scroll down on your mouse while holding CTRL? You have to scroll down a couple times, just keep scrolling down until the skybox shows.
Also make sure you have your tileset to Bel'Shir or one of the other few tilesets that has a working skybox. You can change tilesets in the Map Options (Textures I believe). Only other thing I can think of would be graphic settings if that doesn't work.
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Thanks, I tried to make it very similar but it's really hard. Yours is really good, it looks really similar to the picture. I think its just the lighting that would definitely finish it off.
No I didn't try that, thanks. I added some and did some more stuff with the lighting. I uploaded another pic, probably my final one for this. It's in my original post. Do you know of anyway to add lighting to water, omni lights or any doodad lightings don't seem to effect the water, or at least I couldn't get it to.
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Well I tried playing with the lighting and water some more so there's the result on my original post. Guess I gotta play with lighting some more. Seems to be hard to get it to match.
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@Mozared: Go
Hey guys, I found this one kinda difficult! I spent just over an hour on this again but I think it's not too bad.
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@Cbrag: Go
Thanks man. I am pretty new to terraining but it is pretty fun to do! Yours is really good too, it has lot's of detail. How do you get the blur effect?
Someone told me mine was really dark but it's kinda what I was going for; a dark scary lab. If you ever played Quake 4 thats kinda what I was going for.
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Okay well I didn't plan this out exactly, it just sort of all came together and this took about an hour.
I was going for a processing machine that prepares specimens for scientific experimenting...//
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I know this is over with but this looked like fun so I wanted to try, took me about an hour to do.