So I'm going to make a map and I'm at the stage of planning the map but more importantly at learning how the editor work. As for triggers and movement and stuff I will save that for later and I'm not focusing on creating those modified units and behaviors I'd like. And the more I look around with the data editor I find it is so filled up with units, actors, behaviors, effects and so on and so forth that I find it very hard to keep track of what I have done, as well as what I want to do. So I'm wonder if it is a viable option to just start a map from scratch, without any data in it, no included libraries and such. What will I actually get? Can I still find the model files (the actual textures, graphics and sounds) that I want? Or do you recommend just living with the over populated libraries and basically copy or duplicate then modify everything?
This is the kind of information I'm looking for, like how do different pieces of the data editor relate to each other, I've figured out as much as that Units have weapon(s) weapons have actors and actors have effects which can in turn have more effects. I also understood from trial and error that the unit must also have an actor but not until I read this I actually understood that it is the actor that has the unit. Why would they turn that one around anyway? And where does behavior come into play?
Perhaps I should start a new thread for this but I feel it is kinda related to this.
I have an idea for a map but before I even start I want to know how to properly create units, for the most part I think I can use existing units but in same cases I would like to create a few new ones. For example I want to have 3 types of marines; one normal, one shooting bc lasers and one shooting voidray beam. The first problem seems to be related to this question: what do I need to do to copy a unit, make it completely customizable and have it show up visually in both the editor and the game. To make it really simple: what it the very least you have to do to display a new unit (without any customization). I've actually succeeded at this but to duplicate the complete unit and just duplicate the unit+actor and using as much as possible from the original unit.
The second problem on how to change weapon properly; I can easily change the weapon to any existing weapon such as the BC ATG or ATA laser battery but then it isn't possible to customize that weapon without customizing it for any other unit that is using it (such as the battlecruiser), so I've tried to copy the weapon and there I usually run into problem which seems to be very similar to the unit copying problem, the effects (both visual and actual) seems to disappear and it has been quite troublesome to get them to show up, even though I have through trial and error succeeded at that too.
The bottom line of the problems I have are that although I have managed to get close to the effect I wanted I'm not sure what it was that I did that did what I wanted to do so it is really difficult to replicate it.
And for now I will not even start with the voidray beam, it is at another level of editing and I will read some of the ideas on the forum before I ask more about that.
0
So I'm going to make a map and I'm at the stage of planning the map but more importantly at learning how the editor work. As for triggers and movement and stuff I will save that for later and I'm not focusing on creating those modified units and behaviors I'd like. And the more I look around with the data editor I find it is so filled up with units, actors, behaviors, effects and so on and so forth that I find it very hard to keep track of what I have done, as well as what I want to do. So I'm wonder if it is a viable option to just start a map from scratch, without any data in it, no included libraries and such. What will I actually get? Can I still find the model files (the actual textures, graphics and sounds) that I want? Or do you recommend just living with the over populated libraries and basically copy or duplicate then modify everything?
Regards, Johan
0
@KratsAU: Go
This is the kind of information I'm looking for, like how do different pieces of the data editor relate to each other, I've figured out as much as that Units have weapon(s) weapons have actors and actors have effects which can in turn have more effects. I also understood from trial and error that the unit must also have an actor but not until I read this I actually understood that it is the actor that has the unit. Why would they turn that one around anyway? And where does behavior come into play?
Perhaps I should start a new thread for this but I feel it is kinda related to this.
I have an idea for a map but before I even start I want to know how to properly create units, for the most part I think I can use existing units but in same cases I would like to create a few new ones. For example I want to have 3 types of marines; one normal, one shooting bc lasers and one shooting voidray beam. The first problem seems to be related to this question: what do I need to do to copy a unit, make it completely customizable and have it show up visually in both the editor and the game. To make it really simple: what it the very least you have to do to display a new unit (without any customization). I've actually succeeded at this but to duplicate the complete unit and just duplicate the unit+actor and using as much as possible from the original unit.
The second problem on how to change weapon properly; I can easily change the weapon to any existing weapon such as the BC ATG or ATA laser battery but then it isn't possible to customize that weapon without customizing it for any other unit that is using it (such as the battlecruiser), so I've tried to copy the weapon and there I usually run into problem which seems to be very similar to the unit copying problem, the effects (both visual and actual) seems to disappear and it has been quite troublesome to get them to show up, even though I have through trial and error succeeded at that too.
The bottom line of the problems I have are that although I have managed to get close to the effect I wanted I'm not sure what it was that I did that did what I wanted to do so it is really difficult to replicate it.
And for now I will not even start with the voidray beam, it is at another level of editing and I will read some of the ideas on the forum before I ask more about that.