As of patch 1.5:
Lighting brush: In order to see the changes that this brush makes, you need to test your document. In order to add to a different light, you will want to select a different region (1 is the default) then go to window, lighting, regions, and select the region you want to edit. From there, play with the values and have fun.
Malum Ruina: SC2Mapster
Eternal Exile: SC2Mapster
Spine Crawler Madness: SC2Mapster
Xeno Crisis: SC2Mapster
Thank you for the terrain FAQ, helps clear a lot of questions. I just have one more that I can't seem to find or figure out. I downloaded a users custom tileset that they uploaded, I imported it into my map, not sure how to actually use the tileset though. I don't know how to add it to the other tilesets is what I am having a problem with, any help is appreciated.
Did I not put this in the FAQ somewhere? It's quite easy; Map > Map Textures > Set 'New Texture Set' to your imported texture > hit 'OK'. Note the maximum of 8 textures in a tileset; you can only replace texture set A with the imported texture set, or otherwise use between 1 and 7 different textures in your old set. You can't use the two next to eachother in the same map and have 16 textures to pick from.
Errr, Okay I understand that part, im a step before that, I hit f9 and imported the tileset, I literally don't know how to add that to the list of the other tilesets. If that makes sense, sorry about this I'm still really bad at the editor.
Edit: Yay, I figured it out, you have to add the mod file as a dependancy, didn't know that. :D
I'm experimenting with the editor and even after reading this thread, I'm at a loss for the solution to my issue, which is with terrain tilesets in each map. For an example, look at the map Daybreak. It has texture tile samples from 4 different tile sets. I understand that the limit is 8 and how to globally change between textures, but how does one 'mix & match' textures from different sets? It seems to me logical that one could 'pre-load' all 8 desired textures into a single field, so they would automatically appear in the palette when using the texture tool, but I can't seem to navigate to and/or operate that field...any feedback or help is appreciated. thanks.
@scraperRoy: Go In the data editor go to Terrain Types then choose one of the types from the list and go the field "Terrain - Blend+" and choose 8 textures. Then in the terrain editor go to map->map textures and select your textures set from the list and hit ok.
So basically, generally and obviously... add more rocks.
Hope is just deferred disapointment.
Dropbox is an easy way to share maps between project members.
@Exaken: thanks for responding. what an interesting phenomenon. i asked my question and nearly as soon as i posted it, i figured out the answer myself (leaving me to wonder about possible cause and effect relationships). it looks as though you have a more updated version of the editor though, which is something else i'll have to figure out. thx again.
Mozared, in your FAQ about fog of war, I would add that the setting "Black mask (reduced radius)", like "Black mask", gives the map a solid mask that players must venture through to have that area revealed, but also hides areas of the map on a higher cliff level than the one that a players ground forces explore (with the "black mask" setting, though unexplored areas of the map are hidden, ground forces can still see a small grey-masked area outside of their view radius, which ignores cliff levels).
This setting is used commonly on cave maps.
I do terrain stuff.
And in a Starcraft haiku,
That's all I can do!
Just browsed through the FAQ for the first time (I know, I'm an evil lazy person like that) and found some outdated info:
Model occlusion now has a 0 to 1 Occluding Opacity field to set how transparent the object becomes when it fades out. 0 being completely invisible, 1 being fully visible.
I need to not forget about this message and update it once I have more time.
It was true before HotS. ("As of patch 1.5" as specified in his post.)
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