Really cool terrains, I enjoyed the volcano terrain and newly added swamp most of all.
In the volcano one, it's almost as if you managed to turn it into a charcoal sketch. The mix of light and dark areas bring it life, and that sky makes it look as if the smoke is coalescing above the summit. It's simple, but complete—something I find really hard to pull off.
The swamp has to be my favorite. For me, the doodad placement in and around the swamp illustrates that it's a true body of water. Staggered planks give your dock a realistic and imperfect look, all which points towards this central lane of water that's extending from the gate at the base of the tree (giving it the sense of a main waterway). It seems so well balanced, the details are there, and your "inorganic" doodads are incorporated with a certain finesse. In conclusion, this one gave me a terrain-boner.
I'm glad that exists—it's much more elegant solution.
In hindsight, it would have made sense to search and see if the "Apply Texture..." options existed elsewhere in the editor during my blind quest. Oh well, at least we can roll my overly-complicated, reinvented wheel off the cliff.
So I tried this, since it seemed odd that it wouldn't apply correctly, and couldn't get it working either. Ultimately, I'm hoping that its simpler than my workaround and that we're missing some vital part of the process that Mozared might know.
Here's the approach I took as a workaround. It hasn't been tested fully so it might produce some squiffy results; I apologize if it doesn't work out. It also applies the terrain-specific texture over any other doodad that uses the same texture (as far as I can tell, hence the global part you'll see later). I used the Rock (Giant) doodad to test and this changed the texture for the Rock Arch (RockArch) doodad as well. I would be careful about attempting to modify these same rock textures locally via Mozared's first method (if you decide to use this approach as well), as I fear they may revert to my method's textures when another actor/doodad is added to the map.
Actor Event Method:
Open your data editor and find the doodad you want to modify under the "Actors" tab to open up its respective data.
In the fields on the right side, find "(Basic) Event: Events - Send" and double click the corresponding cell to change it.
Right click in the white "Events - Send" box and add a new event.
Change the "Msg Type:" on the right to "Actor Creation"
Click on the Text that currently says "ActionDamagePhysics" in the white box and change the "Msg Type:" on the right side to "Texture Group Apply Global"
Open up the "Properties" list underneath and choose the terrain texture tileset you want.
Press "OK"
That's it—it should automatically apply these changes in real-time.
If at any point you want to change it, all you would have to do is just change the "Properties" again to whatever tileset you want.
Hey guys, I'm considering jumping back into SC2 terraining after my 2 year hiatus.
Here's my contribution, started out attempting to make a gun battery but I changed my mind half way through. I'm not entirely certain what I ended up with, but I guess I would call it a fusion engine of some sort.
I think Eimtr has a good point, when applicable; some of the generic editor descriptions are a little vague and some more in-depth information and examples wouldn't hurt (if the function is certainly known). On the flip side, some of the editor's descriptions seem to be all we have in terms of the knowledge of its function.. aka: it's either broken or testing for its function in the editor has proved fruitless.
Beyond that, thank you guys for keeping up the editor entries and I hope you don't think it's going to waste. As far as my contribution to the editor entries, it's a blank page. However, I've been messing around with it a lot lately so I'll try to contribute if I find anything of worth.
Cool idea Sheo. I like the little robotic-scarab-looking doodads and their differently textured and decal'd cells surrounding the middle, simple yet elegant.
Going to have to agree with Mozared on this one. Though I think it's generally easier to see the details in custom maps because of the obvious presence of more doodad details and variable height levels, the amount of layout planning and execution that has gone into a good cohesive melee map goes beyond my skill set. Also, I cannot help but notice that the more I look at melee maps the more I realize the advanced detail in ground texturing that sometimes seems lost in non-melee maps.. something that makes me sort of sad =\.
Hi Sonnert, if you're looking to texture terrain in a straight path, I would suggest placing the "road area" on a different cliff level than the surround terrain. Once you do that, just use the bucket tool and fill, then remove the cliffs.
This generally only works well for longer roads in cardinal directions, so your diagonal roads and corners are going to be.. well.. a little squiffy—this is the only way I've found other than DeProgrammer's. Hope this helps.
Joe's already got half the name, its SMCharGatlingGun—when I made it a doodad I just modified the Monolyth Crystals actor's "Art: Model" to SMCharGatlingGun and the Monolyth Crystals model's ": Model" to "Assets\StoryModeCharacters\Terran\SM_Char_GatlingGun\SM_Char_GatlingGun.m3."
(Since I despise the look of Monolyth Crystals... <.< >.>)
Tried to make it look more actively-fightee-y, messed with some textures, and added some details here and there... Put in a big gun for you since I mentioned it last WTE =P —all lovingly brought to you through the powers of schoolwork procrastination.
Yeah sorta like that, the "buff" would ultimately change what the unit is considered in validators. So really you would be more dependent upon the validators already build into starcraft to help you make certain units attackable and unattackable.
So say in region 1 right below a staircase, the enemy is given the temporary validator of "ground" right at the foot of the stairs. On the top of stairs themselves is a marine considered "stairs," and on the next floor there is a marine given the validator "floortwo." The unit's weapon (his weapon ability to attack) would change per region however.
The marine on the stairs is allowed to attack those individuals with the validator "stairs," since he is on them and "ground" since he should ultimately be able to see the unit at the bottom of the stairs (Weapon Ability 1: Can only attack units with validators "ground" and "stairs"— like a marauder can only attack those units that are considered as "ground" validated [aka why they cannot attack air]).
The marine with the "floortwo" validator would be given the ability to attack units with the validators "floortwo" and "stairs," but would not be given the ability to attack units with the validator of "ground" (Weapon Ability 2: Can only attack units with validators "floortwo" and "stairs").
Triggers would also check height requirements to give certain validator buffs, particularly helpful if your region overlaps the main area of your first floor, second floor, third floor, etc.
That would eliminate the need the check whether or not, with triggers, if unit A could attack unit B depending on whether or not they have certain buffs on them. Instead, the game would do the "buff checking" for you and which attack ability you had would determine whether or not you could attack certain units in specific regions with their respective buff-given validators. By god, I think I confused myself while writing this lol. Sorry if it was unclear or my post took a different direction from your question.
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Really cool terrains, I enjoyed the volcano terrain and newly added swamp most of all.
In the volcano one, it's almost as if you managed to turn it into a charcoal sketch. The mix of light and dark areas bring it life, and that sky makes it look as if the smoke is coalescing above the summit. It's simple, but complete—something I find really hard to pull off.
The swamp has to be my favorite. For me, the doodad placement in and around the swamp illustrates that it's a true body of water. Staggered planks give your dock a realistic and imperfect look, all which points towards this central lane of water that's extending from the gate at the base of the tree (giving it the sense of a main waterway). It seems so well balanced, the details are there, and your "inorganic" doodads are incorporated with a certain finesse. In conclusion, this one gave me a terrain-boner.
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@JacktheArcher: Go
Beauty beyond words.
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@Alevice: Go
I'm glad that exists—it's much more elegant solution.
In hindsight, it would have made sense to search and see if the "Apply Texture..." options existed elsewhere in the editor during my blind quest. Oh well, at least we can roll my overly-complicated, reinvented wheel off the cliff.
0
@ThePhail: Go
So I tried this, since it seemed odd that it wouldn't apply correctly, and couldn't get it working either. Ultimately, I'm hoping that its simpler than my workaround and that we're missing some vital part of the process that Mozared might know.
Here's the approach I took as a workaround. It hasn't been tested fully so it might produce some squiffy results; I apologize if it doesn't work out. It also applies the terrain-specific texture over any other doodad that uses the same texture (as far as I can tell, hence the global part you'll see later). I used the Rock (Giant) doodad to test and this changed the texture for the Rock Arch (RockArch) doodad as well. I would be careful about attempting to modify these same rock textures locally via Mozared's first method (if you decide to use this approach as well), as I fear they may revert to my method's textures when another actor/doodad is added to the map.
Actor Event Method:
That's it—it should automatically apply these changes in real-time. If at any point you want to change it, all you would have to do is just change the "Properties" again to whatever tileset you want.
Hope this helps!
0
Hey guys, I'm considering jumping back into SC2 terraining after my 2 year hiatus.
Here's my contribution, started out attempting to make a gun battery but I changed my mind half way through. I'm not entirely certain what I ended up with, but I guess I would call it a fusion engine of some sort.
0
@DrSuperEvil: Go
Will try sir.
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I think Eimtr has a good point, when applicable; some of the generic editor descriptions are a little vague and some more in-depth information and examples wouldn't hurt (if the function is certainly known). On the flip side, some of the editor's descriptions seem to be all we have in terms of the knowledge of its function.. aka: it's either broken or testing for its function in the editor has proved fruitless.
Beyond that, thank you guys for keeping up the editor entries and I hope you don't think it's going to waste. As far as my contribution to the editor entries, it's a blank page. However, I've been messing around with it a lot lately so I'll try to contribute if I find anything of worth.
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@Mozared: Go
Ooo.. I like the thought of this WTE, though I guess I'll see how it goes.
@SheogorathSC: Go
Cool idea Sheo. I like the little robotic-scarab-looking doodads and their differently textured and decal'd cells surrounding the middle, simple yet elegant.
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@Gorandor: Go
Going to have to agree with Mozared on this one. Though I think it's generally easier to see the details in custom maps because of the obvious presence of more doodad details and variable height levels, the amount of layout planning and execution that has gone into a good cohesive melee map goes beyond my skill set. Also, I cannot help but notice that the more I look at melee maps the more I realize the advanced detail in ground texturing that sometimes seems lost in non-melee maps.. something that makes me sort of sad =\.
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Realize the thread's pretty dead now, but I decided to mess around on Sheo's waterfall cave. Added a top layer of water and some other stuffs.
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@Mozared: Go
http://nooooooooooooooo.com/
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@sonnert: Go
Hi Sonnert, if you're looking to texture terrain in a straight path, I would suggest placing the "road area" on a different cliff level than the surround terrain. Once you do that, just use the bucket tool and fill, then remove the cliffs.
This generally only works well for longer roads in cardinal directions, so your diagonal roads and corners are going to be.. well.. a little squiffy—this is the only way I've found other than DeProgrammer's. Hope this helps.
0
@madlibrarian: Go
Joe's already got half the name, its SMCharGatlingGun—when I made it a doodad I just modified the Monolyth Crystals actor's "Art: Model" to SMCharGatlingGun and the Monolyth Crystals model's ": Model" to "Assets\StoryModeCharacters\Terran\SM_Char_GatlingGun\SM_Char_GatlingGun.m3."
(Since I despise the look of Monolyth Crystals... <.< >.>)
0
@madlibrarian: Go
Tried to make it look more actively-fightee-y, messed with some textures, and added some details here and there... Put in a big gun for you since I mentioned it last WTE =P —all lovingly brought to you through the powers of schoolwork procrastination.
0
@Scbroodsc2: Go
Yeah sorta like that, the "buff" would ultimately change what the unit is considered in validators. So really you would be more dependent upon the validators already build into starcraft to help you make certain units attackable and unattackable.
So say in region 1 right below a staircase, the enemy is given the temporary validator of "ground" right at the foot of the stairs. On the top of stairs themselves is a marine considered "stairs," and on the next floor there is a marine given the validator "floortwo." The unit's weapon (his weapon ability to attack) would change per region however.
The marine on the stairs is allowed to attack those individuals with the validator "stairs," since he is on them and "ground" since he should ultimately be able to see the unit at the bottom of the stairs (Weapon Ability 1: Can only attack units with validators "ground" and "stairs"— like a marauder can only attack those units that are considered as "ground" validated [aka why they cannot attack air]).
The marine with the "floortwo" validator would be given the ability to attack units with the validators "floortwo" and "stairs," but would not be given the ability to attack units with the validator of "ground" (Weapon Ability 2: Can only attack units with validators "floortwo" and "stairs").
Triggers would also check height requirements to give certain validator buffs, particularly helpful if your region overlaps the main area of your first floor, second floor, third floor, etc.
That would eliminate the need the check whether or not, with triggers, if unit A could attack unit B depending on whether or not they have certain buffs on them. Instead, the game would do the "buff checking" for you and which attack ability you had would determine whether or not you could attack certain units in specific regions with their respective buff-given validators. By god, I think I confused myself while writing this lol. Sorry if it was unclear or my post took a different direction from your question.