The Protoss Energy Line model has 2 animations. Stand doesn't have any animation. Stand Work does.
You just need to run a Map Initialization trigger with a "Play Animation On Doodads In Region" action to force your energy lines to play their work animation.
If you want a well-maintained and/or urban base, I'd say just paint a road out of the base with your concrete texture, without a transition to worry about (Then line it with some sort of sidewalk-esque doodad, as Mozared suggested). It'd be rare to find any sort of installation that doesn't have some sort of road or path leading to it. Alternately, use Decal doodads to put painted lines across the hard edge of the concrete.
If you're after a more remote or less immaculately-cared-for base, I'd just use a soft noise brush to blend the grass into the concrete to make it look a bit overgrown. Or paint a dirt road coming out of it, and run the dirt up onto the concrete a bit with the above-mentioned soft noise brush.
In the end, it's really just about playing with it until you find something you like.
Just got back from an 8-day fire assignment. I figure this is a good project to take a dip into while I'm sitting around trying to move as little as possible.
Everything started off as a plain old, boring, Friday.
Then... "Are those sirens?" followed by "I smell smoke..."
Being that I work summers as a wildland firefighter, I started to get excited. Maybe I'll finally get some money this summer!
So, I ran outside to have a look around. Imagine my surprise when the fire's only 2 hills over from my parents' house.
In the end, I spent about 3 hours standing on the roof watching it burn while a helicopter flew back and forth over my house to drop water on it. Alas, it wasn't big enough to have my crew called in to put it out. No money for me yet...
I did pull out my camera and get a few pictures and a bit of video though. Figured someone might enjoy watching a helicopter dump water on a fire.
I haven't gone over to check it out closely yet (it's been out for about 2 hours now) but from the smoke I could see over the hill, it looked like it started as a house fire, then spread into the brush and trees nearby.
Did anybody else have an interesting Friday afternoon?
You can. And amazingly, (just tried it for the first time) it pastes the copied textures into the new map, even if the the new map is a completely different tileset, though with a uniform 100% opacity, regardless of what it was when you originally copied - and with a layer of 50% opacity texture from the new map over the top of it.
Screenshots demonstrate copying from an Agria map and pasting onto a blank, default Avernus map - note that the Agria Dirt and Concrete were replaced by Avernus textures, but the various grasses and Rough Dirt are still there. Unfortunately, once done I was unable to paint any of the original Avernus textures in my palette (and the pasted textures didn't show up in it at all).
Copy/paste still doesn't allow you to surpass the 8-texture limit. Once you paste 8 copied textures, any new ones you try to paste simply don't appear, height changes and cliffs will paste, but texture information doesn't.
You need to use the Data Editor to remove that (Under Events+ for the building's Actor, I used a Missile Turret in my example)
The events blocked in with red in my screenshot are what make it happen. Delete those and the building will never flatten the terrain.
Alternately, just delete the bottom one (with the blue arrow) and placing it in the editor won't flatten the terrain, but building it with an SCV in-game will.
It's not a bad start. I particularly like the underwater area in the middle.
My first critique is that the whole thing is very flat. It needs hills and cliffs through the playable area. Even flat areas should have some sort of subtle slope, unless they're meant to to be artificially flattened places like parking lots or the like.
The second thing I'm compelled to mention is the overuse of the Foliage tool to fill in open spaces. It's good for filling in some detail, but it needs other doodads to support. It doesn't work well as a stand-alone grassy-field-generator. You need more trees, rocks, cliffs, what-have-you to break up the open spaces a bit more before generating foliage (Particularly the flat plain at the top/center of the map). Also, using a small brush to make a checkerboard out of your foliage generation areas can effectively vary the foliage density and make it look more interesting and natural.
Just looked for myself (still have my beta client installed) and can confirm that the tileset textures aren't there, either in-editor or in the MPQs/data files. Just the editor button icons are included.
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It's a bit late, but I was out on a fire when this one came up. And being one of my own suggestions, I can't really let it get away untouched.
All in all, I'm pleasantly surprised with my results. My previous attempts at this theme have all been absolutely terrible.
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I found your problem.
The Protoss Energy Line model has 2 animations. Stand doesn't have any animation. Stand Work does.
You just need to run a Map Initialization trigger with a "Play Animation On Doodads In Region" action to force your energy lines to play their work animation.
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It really depends on the feel you're after.
If you want a well-maintained and/or urban base, I'd say just paint a road out of the base with your concrete texture, without a transition to worry about (Then line it with some sort of sidewalk-esque doodad, as Mozared suggested). It'd be rare to find any sort of installation that doesn't have some sort of road or path leading to it. Alternately, use Decal doodads to put painted lines across the hard edge of the concrete.
If you're after a more remote or less immaculately-cared-for base, I'd just use a soft noise brush to blend the grass into the concrete to make it look a bit overgrown. Or paint a dirt road coming out of it, and run the dirt up onto the concrete a bit with the above-mentioned soft noise brush.
In the end, it's really just about playing with it until you find something you like.
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I could get behind this.
How big are the plates?
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Here's my slightly soggy jungle temple.
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Just got back from an 8-day fire assignment. I figure this is a good project to take a dip into while I'm sitting around trying to move as little as possible.
Working on it.
EDIT: Done.
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Everything started off as a plain old, boring, Friday.
Then... "Are those sirens?" followed by "I smell smoke..."
Being that I work summers as a wildland firefighter, I started to get excited. Maybe I'll finally get some money this summer!
So, I ran outside to have a look around. Imagine my surprise when the fire's only 2 hills over from my parents' house.
In the end, I spent about 3 hours standing on the roof watching it burn while a helicopter flew back and forth over my house to drop water on it. Alas, it wasn't big enough to have my crew called in to put it out. No money for me yet...
I did pull out my camera and get a few pictures and a bit of video though. Figured someone might enjoy watching a helicopter dump water on a fire.
I haven't gone over to check it out closely yet (it's been out for about 2 hours now) but from the smoke I could see over the hill, it looked like it started as a house fire, then spread into the brush and trees nearby.
Did anybody else have an interesting Friday afternoon?
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Not with scaling, no.
Copying a larger map into a smaller one would only paste in a piece of the map that fits into the smaller one.
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Here's my nameless arena. Meant to be a 2v2/3v3 Deathmatch map.
The half-scale teleporter markers are meant to be one-way spawn exits, if such a thing exists in the mod.
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@strhsxx: Go
You can. And amazingly, (just tried it for the first time) it pastes the copied textures into the new map, even if the the new map is a completely different tileset, though with a uniform 100% opacity, regardless of what it was when you originally copied - and with a layer of 50% opacity texture from the new map over the top of it.
Screenshots demonstrate copying from an Agria map and pasting onto a blank, default Avernus map - note that the Agria Dirt and Concrete were replaced by Avernus textures, but the various grasses and Rough Dirt are still there. Unfortunately, once done I was unable to paint any of the original Avernus textures in my palette (and the pasted textures didn't show up in it at all).
Copy/paste still doesn't allow you to surpass the 8-texture limit. Once you paste 8 copied textures, any new ones you try to paste simply don't appear, height changes and cliffs will paste, but texture information doesn't.
0
You need to use the Data Editor to remove that (Under Events+ for the building's Actor, I used a Missile Turret in my example)
The events blocked in with red in my screenshot are what make it happen. Delete those and the building will never flatten the terrain.
Alternately, just delete the bottom one (with the blue arrow) and placing it in the editor won't flatten the terrain, but building it with an SCV in-game will.
0
It's not a bad start. I particularly like the underwater area in the middle.
My first critique is that the whole thing is very flat. It needs hills and cliffs through the playable area. Even flat areas should have some sort of subtle slope, unless they're meant to to be artificially flattened places like parking lots or the like.
The second thing I'm compelled to mention is the overuse of the Foliage tool to fill in open spaces. It's good for filling in some detail, but it needs other doodads to support. It doesn't work well as a stand-alone grassy-field-generator. You need more trees, rocks, cliffs, what-have-you to break up the open spaces a bit more before generating foliage (Particularly the flat plain at the top/center of the map). Also, using a small brush to make a checkerboard out of your foliage generation areas can effectively vary the foliage density and make it look more interesting and natural.
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@Mozared: Go
I figured that one out for you.
Just have to add a space platform cliff into a non-space platform tileset (or vice versa) and you can paint cliffs with or without a floor.
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Just looked for myself (still have my beta client installed) and can confirm that the tileset textures aren't there, either in-editor or in the MPQs/data files. Just the editor button icons are included.
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Threw together a small quick one this week due to time constraints (64x64, which is amazing considering I use almost exclusively 256x256).
Total time probably about an hour and a half.