I'd like to use custom fonts instead of the default Eurostile. I've spent hours now searching, and it seemed a few people pointed in the direction of editting the mpqs, but there were no definitive answers.
I've tried importing .otf's, using the Text editor, editing data mpqs, and still I can't seem to use any custom fonts. It seems to me that Blizzard points to the ability to import fonts based on the Text Styles and even a trigger function to edit text styles.
Has anyone been able to import your own fonts and use them in game?
I'm trying to run some triggers to make a unit use both his walk and run animations.
To begin, I'm using a Mouse Movement system, so that when the left button is clicked, the unit moves in that direction, and continues to move while the left click is held. What I'd like to do is make it so that if the left click is a certain distance away from the unit, your unit runs quickly towards the destination (and plays a corresponding run animation), and if the click is close to the unit he walks. I've already successfully made the movement speed adjust correctly, but changing the animations is giving me trouble.
From what I can see, a unit can only have 1 "walk" animation baseline in the data editor, so adding a "run" or "walk" animation property via triggers isn't working. I've spent all morning searching for help, and it seems others have had this problem too:
There are a handful of "edit the data in actor events" suggestions, which I've tried, but have had no success. Maybe I'm not understanding the actor events data? If this is a solution, I'd love any help here.
In this example, it seems he found a solution, but I have no idea what the solver is talking about:
@zaysite: Go
Oh these are awesome. My real question for the houses: is anyone able to actually cut up the building models into just a few pieces, so that we can build unique buildings with the walls and roof? Here is a quick example of a few pieces from a WC3 kit:
A nice house building kit would be a huge addition to all the RPG makers out there!
If you want to play a map online, you'll have to upload it to battle.net. You can upload a maximum of 20 map/mods or 157 mb, whichever comes first. I don't know if there is an actual limit on a single map. Mod files can be added to maps as a dependency, meaning a map can load triggers, data or anything imported from the mod.
That's really exciting news!! And thank you both for such speedy replies.
I'm already using mods - which are awesome achievements for the editor - but there are so many assets I'd like to use outside of the mod, which is why I was concerned about a maximum file size.
I'm new to sc2 editing, but spent years with the WC3 editor. One of the biggest limitations for that editor was the 4 MB (now 8 MB) maximum filesize for multi-player maps. However, single player maps had unlimited filesize, since they could be played locally without battle.net. Is the sc2 galaxy editor similar with these limitations? The best answer I could find after a while of searching now was a 10 MB max filesize, but no answers about single player maps, or if there is any difference between multi- and single player map limitations.
Thanks for any answers you can give me!!
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@Ahli634: Go
That was a lot easier than what I was trying. Thanks for the quick reply!!!
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I'd like to use custom fonts instead of the default Eurostile. I've spent hours now searching, and it seemed a few people pointed in the direction of editting the mpqs, but there were no definitive answers.
I've tried importing .otf's, using the Text editor, editing data mpqs, and still I can't seem to use any custom fonts. It seems to me that Blizzard points to the ability to import fonts based on the Text Styles and even a trigger function to edit text styles.
Has anyone been able to import your own fonts and use them in game?
Thanks in advance!
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@zaysite: Go
3 dimensional.
The models were very simple, just different variations of walls (both 2-story and 1-story), windows, and doors like these:
http://imageshack.us/photo/my-images/829/81158897.png/
Different roofs so we had lots of building options:
http://imageshack.us/photo/my-images/651/99091922.png/
So we could build really unique, varying buildings and towns like these:
http://imageshack.us/photo/my-images/197/71650064.png/
http://imageshack.us/photo/my-images/691/pmonstersss4.png/
...I would put the pictures right in my post but there don't appear to be hidden or spoiler tags :(
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I'm trying to run some triggers to make a unit use both his walk and run animations.
To begin, I'm using a Mouse Movement system, so that when the left button is clicked, the unit moves in that direction, and continues to move while the left click is held. What I'd like to do is make it so that if the left click is a certain distance away from the unit, your unit runs quickly towards the destination (and plays a corresponding run animation), and if the click is close to the unit he walks. I've already successfully made the movement speed adjust correctly, but changing the animations is giving me trouble.
From what I can see, a unit can only have 1 "walk" animation baseline in the data editor, so adding a "run" or "walk" animation property via triggers isn't working. I've spent all morning searching for help, and it seems others have had this problem too:
http://www.sc2mapster.com/forums/development/map-development/8513-trigger-data-alternating-walk-and-run-animations/#p3
http://www.sc2mapster.com/forums/development/map-development/4149-make-unit-walk-then-run/#p2
http://www.sc2mapster.com/forums/development/data/9518-solved-data-using-walk-slow-animation-for-marine/#p8
There are a handful of "edit the data in actor events" suggestions, which I've tried, but have had no success. Maybe I'm not understanding the actor events data? If this is a solution, I'd love any help here.
In this example, it seems he found a solution, but I have no idea what the solver is talking about:
http://www.sc2mapster.com/forums/development/data/22715-alternating-a-baseline-animation/#p5
Hope someone can help!! Thanks in advance!
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@zaysite: Go Oh these are awesome. My real question for the houses: is anyone able to actually cut up the building models into just a few pieces, so that we can build unique buildings with the walls and roof? Here is a quick example of a few pieces from a WC3 kit:
A nice house building kit would be a huge addition to all the RPG makers out there!
0
That's really exciting news!! And thank you both for such speedy replies.
I'm already using mods - which are awesome achievements for the editor - but there are so many assets I'd like to use outside of the mod, which is why I was concerned about a maximum file size.
Big thanks again for the help.
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I'm new to sc2 editing, but spent years with the WC3 editor. One of the biggest limitations for that editor was the 4 MB (now 8 MB) maximum filesize for multi-player maps. However, single player maps had unlimited filesize, since they could be played locally without battle.net. Is the sc2 galaxy editor similar with these limitations? The best answer I could find after a while of searching now was a 10 MB max filesize, but no answers about single player maps, or if there is any difference between multi- and single player map limitations. Thanks for any answers you can give me!!
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Amazing work, thanks!!
Are buildings possible? For instance, the Gilneas homes?