its finally here woo :D follow the jump to check it out. Below is a list of all that you will find in the new kit.
This time around I have fixed some of the issues that were abundant with the last lot, I have stripped the parts of animations that can't be used by the object. I have also added attachment points.
a word on the attachment point format.
sOPAttachWeapon type points to muzzles and launch areas.
sOPAttachHardpoint points to areas where one would hold or likely mount the object
sOPAttachOverhead points to that one would likely display a overhead icon :P this is prudent in pointing out on weapons as the "over head" is often to the left. Which would be the most likely side UP if you choose to make a version of the item that lays on the ground.
ARESweapon - From the A.R.E.S Bot in the secret mission from the campagin, this is the standard mode and not the missle launcher mode.
BansheePropLeft - The left propeller from the Banshee unit.
BansheePropRight - The right propeller from the Banshee unit.
BansheeWeapon - The missile launcher from the Banshee undercarrage.
ChaingunMarine - Modified Tychus with chaingun to hide face and remove spotlight (will later edit texture to support team color).
DaiBRailgun - A single railgun from the Daimond Back unit.
FirebatArmor - The torso and shoulders of a Firebat without helmet.
FirebatWeapon - The right handed flame thrower from the Firebat unit.
GhostBoots - The feet from the Ghost unit.
GhostHelm - Head from the Ghost unit.
GhostRifle - Rifle from the Ghost unit.
GoliantCrotchTurret - The sekrit gun from the Goliaths crotch (srs).
GoliathLegs - The legs without the cockpit or weapons, no animations.
GoliathWeapon - The Right-hand Goliath cannons and missle pod.
HellionTurret - The Flamer from the top of a Hellion unit.
LaserTankTurret - The Laser Cannon from the chasis of a Laser Tank unit.
LaserTankBody - The chasis of a Laser Tank unit without Turret, Animated.
LokiWeapon - Minigun from the front of a Mercenary Battlecruiser unit.
MarauderArmor - The torso and shoulders of a Marauder without helmet.
MarineArmor - The torso and shoulders of a Marine without helmet.
MarineBoots - The feet from a Marine unit.
MarineGloves - The hands from a Marine unit.
MarineHelm - The Hands from a Marine unit.
MarineSheild - The Sheild from a Marine unit.
MarineWeapon - The Weapon from a Marine unit.
MedicArmor - The torso and shoulders of a Medic without helmet.
MedicHelm - The head from a Medic unit.
MedicSheild - The sheild from a Medic unit.
MedicTool - The surgical tool from a Medic including hand.
MFirebatArmor - The torso and shoulders of a Devil Dog without helmet.
MFirebatWeapon - The right-hand flamer from a Devil Dog.
MinerDrill - The drilling tool from the Miner civilian.
MinerHardHat - The helmet from the Miner civilian.
MMarauderArmor - The torso and shoulders of a Hammer Securities Marauder without helmet.
MMaruderHelm - The head from a Hammer Securities unit.
MMaruaderWeapon - The right-handed grenade launcher from a Hammer Securities unit.
MMarineArmor - The torso and shoulders of a War Pig without helmet.
MMarineHelm - The head from a War Pig unit.
MMarineSheild - The sheild from a War Pig unit.
MMarineWeapon - The weapon from a War Pig unit.
MSeigeTankBody - The chasis of a Seige Breaker unit prior to seige mode, animated.
MSeigeTankBodyMorph - The chasis of a Seige Breaker unit in morph animation to seige mode, animated.
MSeigeTankBodySM - The chasis of a Seige Breaker unit in seige mode, animated.
MSeigeTankTurret - The turret of a Seige Breaker unit prior to seige mode, animated.
MSeigeTankTurretMorph - The turret of a Seige Breaker unit in morph animation to seige mode, animated.
MSeigeTankTurretSM - The turret of a Seige Breaker unit in seige mode, animated.
MULEarm - The right-hand arm from a M.U.L.E unit (modified to work as an item, not really useable as an attachment)
PredatorHelm - The head of a Predator unit without jaw.
RaynorHEVNF - The Raynor sniper unit without flash light.
RaynorHEVWeapon - The rifle from the Raynor sniper unit.
ReaperWeapon - The right-hand pistol from a reaper unit.
SciVesselRadar - The radar from the top of a Science Vessel.
SCVClamparm - The clamp from the left-hand of the SCV unit.
SCVDrillarm - The drill from the right-hand of the SCV unit.
SCVFusionWelderArm - The fusion cutter from the upgraded SCV unit.
SeigeTankBody - The chasis of a Seige Tank unit prior to seige mode, animated.
SeigeTankBodyMorph - The chasis of a Seige Tank unit in morph animation to seige mode, animated.
SeigeTankBodySM - The chasis of a Seige Tank unit in seige mode, animated.
SeigeTankTurret - The turret of a Seige Tank unit prior to seige mode, animated.
SeigeTankTurretMorph - The turret of a Seige Tank unit in morph animation to seige mode, animated.
SeigeTankTurretSM - The turret of a Seige Tank unit in seige mode, animated.
SpectreBoots - The feet from a Spectre unit.
SpectreHelm - The head from a Spectre unit.
SpectreRifle - The rifle from a Spectre unit.
StettmanNF - Stettman Hero without flashlight.
SwannArm - The left arm of the Swann Hero.
SwannBackpack - The backpack from the Swann Hero.
SwannNF - The Swann Hero without the flashlight, animated.
TaurenArmor - The torso and shoulders of the Tauren Marine unit without head.
TaurenBoots - The feet of the Tauren Marine unit.
TaurenGloves - The gloves of the Tauren Marine unit.
ThorArm - The arm cannon of the Thor unit.
ThorArmCE - The arm cannon of the collectors edition Thor unit.
ThorCannon - The left-handed back-mounted artillery of the Thor unit.
TychusNF - The Tychus Hero without the flash light.
TychusChaingun - The weapon from the Tychus Hero.
VikingAssaultWeapon - The left-handed weapon platform from the Viking unit in assault mode.
VultureRiderless - The Vulture model with no rider (and added attachment to seat a character)
WraithCannon - The weapon from the Wraith unit.
OLD
Kit2 is done! horrah!
This time around I have created Icons to go with these items. happy mapping!
What we will be covering here is reviving your heroes with experience, levels and stats intact. What we won't be covering because I have not worked it out yet. Is keeping your items when you die.
EDIT: it appears after further consultation with the shadow council, that items dropping on death (without the item being set to drop on death) is a bug in the data editor and hopefully will be fixed by release
Essentially this is an extremely simple thing to do in the data editor, alot of it comes down to what you want to happen as a player when the hero is revived. and revive behavior.
Please Note: this tutorial assumes you are already familiar with the data editor to the point where you can create heroes, buttons, actors e.t.c
Units section
OK lets assume you have a basic hero, with levels, stats, abilities, and Inventory. What you have most probably not realized has a use yet (I didn't until figuring this out) is under your heroes unit, the "Stats - Death Time" field, this determines how long your hero will be available for revival after it dies.
Most of you probably want the hero to be able to be revived at all times. so set this to -1.0
However if you wanted the player only to have 30 seconds to click that revive button, go ahead and make that 30.0
Secondly there is "Stats - Revive Delay" and "Stats - Revive Time" The former is how long the revive button is grayed out before you can click it to revive them, and the latter is how long it takes to revive the hero at it's base.
You will finally want to set a production cost for your hero. For this example I set mine to 2.
Buttons section
Who knows why but revive requires as many buttons as you have heroes. Lets say we have two for examples sake.
1. Create 3 Buttons, Revive Hero (for the Ability it's self) Hero 1 (For the first dead hero) and Hero 2 (For the second dead hero)
Abilities section
Ok, the meat of the revive resides here.
1. add object, call it "Revive Hero" and click suggest, Ability Type: Revive, Based On: CAbilRevive
2. Base Info+ : this is the base cost to revive a unit, here you can set how many charges the ability has (if you want a lives system :P ) and the cooldown of the ability. you can also set the static cost of reviving a unit here. for this example set Technology Resource Cost, Minerals, to 20 and the Cooldown:Time Use to 30.0
3. Base Info Cost Factor+: is how much the units cost is multiplied at it's base (level 0) for a revive. for this example my hero costs 2, and I set Minerals (under resource) to 5, 5x2 = 10 :D so. My unit at level 0 costs 30 minerals to revive so far, 20 base revive cost +10 based on the heroes level 0 worth.
4. Command Buttons+: This is where things just seem redundant, but we will play along. here you can see they have 20 fields layed out for you. Revive1-Revive20. Click the first entry and set "Default Button" to Hero1, click the second entry and set it to Hero2.
What this is for will become apparent when we set up the unit that revives our heroes.
5. Level Info+: this is exactly like Base Info+ however this adds it's costs to the units revive with every level of the unit. I did nothing here. (you could for examples sake. change Time Use, however this changes the cooldown of ALL slots of the ability meaning that if a level 5 hero raked up a 60 second revive then your level 0 heroes would have to wait 60 seconds before they could be revived.)
6. Level Unit Cost Factor+: Again exactly like it's counter part (Base Info Cost Factor+) however is added per level. so my character at level 1 = 20 base revive cost + 10 level0 + 10 level 1
7. Ability Vitals, this is how much or little the hero is revived with when they respawn, there are 3 settings.
Ignore: the unit revives on 1 in that field 1/200
Start: the unit revives with the amount it is created with when you first make the hero. eg 123/200
Maximum: the unit revives with that vital maxed eg 200/200
For the example mine are set to ignore.
8. Range, set this to something sane like 2 unlike the default 500.
Thats the ability created now how to add it?!
Command card
Grab yourself a structure you want to use as your revive building. For the example I am using Templar Archives, since it's kinda like a temple.
1. add the Hero Revive ability.
2. The command card: first of all, if your going to have multiple units reviveable at once, you should probably set up a sub menu.
Create a command button Buttons: Revive Hero, Command Type: Submenu, Commad Card: 2
3. change the command card to pane 2. Your about to understand why we needed a "Hero1" and a "Hero 2" button
Click in your first Slot, Buttons: Revive Hero, Command Type: Ability Command, Ability: Revive Hero, Ability Command: Hero1
Do the same for slot two except, Ability Command: Hero2
You see, while you CAN have them all "Hero 1" what will happen is that when your first hero dies both buttons will become the first dead hero meaning first of all that they all show up, and second of all you can't revive any other heros until the first has finished reviving.
So by having a seperate button for each slot, you are insuring that there is a slot for each hero that dies in turn. They still share a linked cooldown however -_-
End
You should now be able to revive your heroes with all their information intact. Happy failing!
Take DiseaseMissleImpact.m3 for example: the particle behavior seems to have a "blend out" nature built straight into it what permeates all animations played in the same set. this can be seen if you play the animation on loop without making changes.
the first example will play correctly, but all subsequent loops with seem to skip the particle generation.
as far as I can tell this blend out behavior also stacks, so all subsequent plays cause the next loop to also be invisible.
This follows through into the game.
I have managed to find a work around in the previewer, if you drag the animation block on the actor a little in so that it starts even a split second later that 0.00 then the behavior will not link and it will play correctly
However to my knowledge this is not even a hackable workaround we can perform in the data editor that we can use in the mean time.
So I started making my map and thats all fine and dandy, then I realized you could borrow tileset brushes from other tilesets. And I immediately knew what I had to do.
So following the instructions of several tutorials on the forums here.
I did the following.
Data editor > Data Type: Terrain Texture Sets > Textures - Blend > Replace 'Bel'Shir bricks small' with 'Shakuras Bricks' > save map > close map > open map.
Now when I try paint with the shakuras bricks, nothing happens.
I figured "hmm, maybe the fact that I still had the small brick texture down when I changed it meant that I can't paint with it"
So I went a stripped the terrain painting alllllll the way back using the remove texture brush, and removing the textures under the textures e.t.c
(this is after switching back to Bel'shir brick small so that I could remove that texture)
However, even after that I still can't paint with other textures no matter what brush I replace. have I missed something? the added cliffs work.
the new editor has more akin to the Warcraft 3 map editor than the SC editor.
And even then there is /alot/ of differences, so not really surprising your knowledge of the trigger system in SC1 is of less use here.
Thanks Xenrathe :)
Sounds good to me, especially the part about multiple lighting schemes, the issue with this one is that it's a gradient from the midnight scheme to the daylight scheme which doesn't allow for awesome lighting like dawn and twighlight.
the waves are extreme :P and I have edited the units stats so the game is alot more long winded and siege like. Right now i'm preparing it based on the "vision" but once I have set up the majority of the game for playing there will be mode settings. it's a survival game
Quick match(3 minutes prepare/3 defend)-normal(5/5)-Long(10/10)-Epic(30/30)
I'm working backwards, it's easier for me to balance things from hard > easy
0
it’s giving me a
“Cannot join #sc2mapster: Registration is required.
Cannot join channel (+r) – you need to be identified with services”
doi ?
0
Updated Project.
0
ItemKitT
its finally here woo :D follow the jump to check it out. Below is a list of all that you will find in the new kit.
This time around I have fixed some of the issues that were abundant with the last lot, I have stripped the parts of animations that can't be used by the object. I have also added attachment points.
a word on the attachment point format.
sOPAttachWeapon type points to muzzles and launch areas.
sOPAttachHardpoint points to areas where one would hold or likely mount the object
sOPAttachOverhead points to that one would likely display a overhead icon :P this is prudent in pointing out on weapons as the "over head" is often to the left. Which would be the most likely side UP if you choose to make a version of the item that lays on the ground.
linkies
OLD
Kit2 is done! horrah!
This time around I have created Icons to go with these items. happy mapping!
Follow this link for the goods and more info :)
OLDER
Kit1:Generic weapon armor drops
Basicly what I am doing is first of all, is going through the game and butchering doodads and units for parts for item drops and attachments.
when I run out of things to butcher I will be releasing my own work.
Follow the link at the top of the page for Kit1
Kit1 includes a generic armor and weapon for each race as an item drop model.
Screen shot on the project page.
Kit2 will be a random hodge podge as it is mostly being done for OneTwo's RPG.
Kit3 Kit4 and Kit5 will be Terran Protoss and Zerg respectively but will be a full pack of useuable parts with proper attachment points e.t.c
0
What we will be covering here is reviving your heroes with experience, levels and stats intact. What we won't be covering because I have not worked it out yet. Is keeping your items when you die.
EDIT: it appears after further consultation with the shadow council, that items dropping on death (without the item being set to drop on death) is a bug in the data editor and hopefully will be fixed by release
Essentially this is an extremely simple thing to do in the data editor, alot of it comes down to what you want to happen as a player when the hero is revived. and revive behavior.
Please Note: this tutorial assumes you are already familiar with the data editor to the point where you can create heroes, buttons, actors e.t.c
Units section
OK lets assume you have a basic hero, with levels, stats, abilities, and Inventory. What you have most probably not realized has a use yet (I didn't until figuring this out) is under your heroes unit, the "Stats - Death Time" field, this determines how long your hero will be available for revival after it dies.
Most of you probably want the hero to be able to be revived at all times. so set this to -1.0 However if you wanted the player only to have 30 seconds to click that revive button, go ahead and make that 30.0
Secondly there is "Stats - Revive Delay" and "Stats - Revive Time" The former is how long the revive button is grayed out before you can click it to revive them, and the latter is how long it takes to revive the hero at it's base.
You will finally want to set a production cost for your hero. For this example I set mine to 2.
Buttons section
Who knows why but revive requires as many buttons as you have heroes. Lets say we have two for examples sake.
1. Create 3 Buttons, Revive Hero (for the Ability it's self) Hero 1 (For the first dead hero) and Hero 2 (For the second dead hero)
Abilities section
Ok, the meat of the revive resides here.
1. add object, call it "Revive Hero" and click suggest, Ability Type: Revive, Based On: CAbilRevive
2. Base Info+ : this is the base cost to revive a unit, here you can set how many charges the ability has (if you want a lives system :P ) and the cooldown of the ability. you can also set the static cost of reviving a unit here. for this example set Technology Resource Cost, Minerals, to 20 and the Cooldown:Time Use to 30.0
3. Base Info Cost Factor+: is how much the units cost is multiplied at it's base (level 0) for a revive. for this example my hero costs 2, and I set Minerals (under resource) to 5, 5x2 = 10 :D so. My unit at level 0 costs 30 minerals to revive so far, 20 base revive cost +10 based on the heroes level 0 worth.
4. Command Buttons+: This is where things just seem redundant, but we will play along. here you can see they have 20 fields layed out for you. Revive1-Revive20. Click the first entry and set "Default Button" to Hero1, click the second entry and set it to Hero2.
What this is for will become apparent when we set up the unit that revives our heroes.
5. Level Info+: this is exactly like Base Info+ however this adds it's costs to the units revive with every level of the unit. I did nothing here. (you could for examples sake. change Time Use, however this changes the cooldown of ALL slots of the ability meaning that if a level 5 hero raked up a 60 second revive then your level 0 heroes would have to wait 60 seconds before they could be revived.)
6. Level Unit Cost Factor+: Again exactly like it's counter part (Base Info Cost Factor+) however is added per level. so my character at level 1 = 20 base revive cost + 10 level0 + 10 level 1
7. Ability Vitals, this is how much or little the hero is revived with when they respawn, there are 3 settings. Ignore: the unit revives on 1 in that field 1/200
Start: the unit revives with the amount it is created with when you first make the hero. eg 123/200
Maximum: the unit revives with that vital maxed eg 200/200
For the example mine are set to ignore.
8. Range, set this to something sane like 2 unlike the default 500.
Thats the ability created now how to add it?!
Command card
Grab yourself a structure you want to use as your revive building. For the example I am using Templar Archives, since it's kinda like a temple.
1. add the Hero Revive ability.
2. The command card: first of all, if your going to have multiple units reviveable at once, you should probably set up a sub menu.
Create a command button Buttons: Revive Hero, Command Type: Submenu, Commad Card: 2
3. change the command card to pane 2. Your about to understand why we needed a "Hero1" and a "Hero 2" button
Click in your first Slot, Buttons: Revive Hero, Command Type: Ability Command, Ability: Revive Hero, Ability Command: Hero1
Do the same for slot two except, Ability Command: Hero2
You see, while you CAN have them all "Hero 1" what will happen is that when your first hero dies both buttons will become the first dead hero meaning first of all that they all show up, and second of all you can't revive any other heros until the first has finished reviving.
So by having a seperate button for each slot, you are insuring that there is a slot for each hero that dies in turn. They still share a linked cooldown however -_-
End
You should now be able to revive your heroes with all their information intact. Happy failing!
0
Rorax 819 on US
0
Updated the video as the other one was too low res to really be proud of :P
0
this is my entry for the creature compo :D
Enjoy.
0
I had this exact problem. the only way to fix it I found was to delete you SCII galaxy editor folder in Regedit
0
FX with particle behavior do strange things.
Take DiseaseMissleImpact.m3 for example: the particle behavior seems to have a "blend out" nature built straight into it what permeates all animations played in the same set. this can be seen if you play the animation on loop without making changes.
the first example will play correctly, but all subsequent loops with seem to skip the particle generation.
as far as I can tell this blend out behavior also stacks, so all subsequent plays cause the next loop to also be invisible.
This follows through into the game.
I have managed to find a work around in the previewer, if you drag the animation block on the actor a little in so that it starts even a split second later that 0.00 then the behavior will not link and it will play correctly
However to my knowledge this is not even a hackable workaround we can perform in the data editor that we can use in the mean time.
Many particle based FX suffer this fate.
0
lol second bump
0
chump bump for sooth
0
So I started making my map and thats all fine and dandy, then I realized you could borrow tileset brushes from other tilesets. And I immediately knew what I had to do.
So following the instructions of several tutorials on the forums here.
I did the following.
Data editor > Data Type: Terrain Texture Sets > Textures - Blend > Replace 'Bel'Shir bricks small' with 'Shakuras Bricks' > save map > close map > open map.
Now when I try paint with the shakuras bricks, nothing happens. I figured "hmm, maybe the fact that I still had the small brick texture down when I changed it meant that I can't paint with it" So I went a stripped the terrain painting alllllll the way back using the remove texture brush, and removing the textures under the textures e.t.c (this is after switching back to Bel'shir brick small so that I could remove that texture)
However, even after that I still can't paint with other textures no matter what brush I replace. have I missed something? the added cliffs work.
0
the new editor has more akin to the Warcraft 3 map editor than the SC editor. And even then there is /alot/ of differences, so not really surprising your knowledge of the trigger system in SC1 is of less use here.
0
Thanks Xenrathe :) Sounds good to me, especially the part about multiple lighting schemes, the issue with this one is that it's a gradient from the midnight scheme to the daylight scheme which doesn't allow for awesome lighting like dawn and twighlight.
0
the waves are extreme :P and I have edited the units stats so the game is alot more long winded and siege like. Right now i'm preparing it based on the "vision" but once I have set up the majority of the game for playing there will be mode settings. it's a survival game Quick match(3 minutes prepare/3 defend)-normal(5/5)-Long(10/10)-Epic(30/30)
I'm working backwards, it's easier for me to balance things from hard > easy