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Development > Terrain

Bridge Help.

  • 17 posts
    #1 Dec 05, 2012 at 10:55 UTC - 0 likes

    You might be thinking this should be in another section, but atm I'm currently concerned about the "look" of the bridge rather than the functions.

    I'm making a more mid-evil type map with wizards, demons etc... and i want an older looking bridge, but it needs to be big and epic! I need three bridges to go across a cliff canyon horizontally. But here's the tricky part; i need there to be walkable paths under the bridges as well. (but that's function)

    Basically i want less tech or modern looking bridges. And more of a rustic temple in the amazon type look for a bridge. anyone have any ideas to dress a bridge up? and how do i elongate my bridges? making them the size that i want and need?

    I've looked in doodads and read online and from what i can see, there are no bridges...

    • please take into consideration that i also want players to be able to walk over these bridges and to walk under them without camera conflicting.

    Any help is greatly appreciated. Thank you!

    #2 Dec 05, 2012 at 12:20 UTC - 0 likes

    Please use the search function. I would also highly suggest keep learning as much as possible but slow down on the rush to get everything down. The fact is, is that it will likely take you many months to learn and then even implement what you want to do.

    As for some bridge inspiration here is a link http://www.sc2mapster.com/forums/development/terrain/42471-weekly-terraining-exercise-95-unorthodox-bridges/

    As i've already said in your other post, custom bridges require you to be creative yourself and can take something like 100-300 models organized together just make unless your a full blown modeller. Bridges especially are trickly as you will require knowledge from allot of the major areas like data and you ill have to know how to "trick" the editor into do what you want as there is usually no exact premade models of that make what you have in your mind.The most advanced bridges usually require you to manipulate and hide terrain while covering the errors up.

    Last edited Dec 05, 2012 by hobbidude

    When I want your opinion...I'll give it to you!

    http://www.sc2pod.com/achievement.php?id=13361

    #3 Dec 05, 2012 at 12:27 UTC - 0 likes

    What Hobbidude said. To follow up on that; a very easy way to go about it is to use regular bridges and then go into the data editor and set their in-game model to hidden. Then build your own bridge over the regular bridge and in-game it'll look like your fancy looking bridge is walkable with the regular modern looking bridge completely invisible.

    #4 Dec 05, 2012 at 12:37 UTC - 0 likes
    Quote from Mozared: Go

    What Hobbidude said. To follow up on that; a very easy way to go about it is to use regular bridges and then go into the data editor and set their in-game model to hidden. Then build your own bridge over the regular bridge and in-game it'll look like your fancy looking bridge is walkable with the regular modern looking bridge completely invisible.

    You need to set the opacity to 0.
    "set their in-game model to hidden" is very very misleading. You aren't allowed to alter the model as the model lifts the unit.

    The easiest way for bridges I found is explained here with example map: http://www.sc2mapster.com/forums/development/terrain/44756-solved-help-with-bridges-and-pathing/?post=8

    http://img42.imageshack.us/img42/7586/signaturemj.jpg

    #5 Dec 05, 2012 at 12:45 UTC - 0 likes

    Since i know this will be asked too, the best bridges actually just use the terrain but have mulitple cliffs some of which have the cliff set to none to its invisible. Then you unhide some of the cells and cover the rest up. This method is best used and is from melee maps as you have to have to have terrain thatn can be effected by creep and such. Even still you have to cover up as you can see the toss bridge in the link uses like 200 models just for the floor.

    Last edited Dec 05, 2012 by hobbidude
    #6 Dec 05, 2012 at 13:34 UTC - 0 likes
    Quote from Ahli634: Go

    @Mozared: Go

    You need to set the opacity to 0.
    "set their in-game model to hidden" is very very misleading. You aren't allowed to alter the model as the model lifts the unit.

    The easiest way for bridges I found is explained here with example map: http://www.sc2mapster.com/forums/development/terrain/44756-solved-help-with-bridges-and-pathing/?post=8

    Isn't there a simple 'do not show model' option? I could be wrong, but that's the technique I remember (I haven't done it in ages). Opacity would work, just have something else in my head.

    #7 Dec 07, 2012 at 21:24 UTC - 0 likes

    @SuperiorHHH: Go

    Will units be walking over the bridge at the same time they walk under?

    #8 Dec 08, 2012 at 03:46 UTC - 0 likes

    DrSuperEvil

    Yes! units must be able to travel under the bridge at the same time units are walking over it. I'm going to adjust the cameras so that the player's (walking under the bridge) computer screens/cameras are actually under the bridge. and if they are walking over the bridge they can see everything.

    #9 Dec 08, 2012 at 11:15 UTC - 0 likes

    @SuperiorHHH: Go

    Last time I checked, this plainly wasn't possible in the game because pathing just doesn't work that way. There may be a solution by now (which I'm sure SuperEvil can provide if it exists), but I wouldn't get my hopes up.

    #10 Dec 09, 2012 at 09:52 UTC - 0 likes

    @SuperiorHHH: Go

    For that you will need a complex workaround. Will there be pillars as well at the bottom?

    #11 Dec 10, 2012 at 04:19 UTC - 0 likes

    DrSuperEvil

    You're probably the man i need for this job. I'm a game designer and i decided to make my best design in the SC2 map editor. If you're interested, this game will probably be super popular in the arcade section.

    The bridges can be whatever we want them to be for this to work. They just need to look legit. The appearance is super important to me.

    Last edited Dec 10, 2012 by SuperiorHHH
    #12 Dec 10, 2012 at 21:03 UTC - 0 likes

    @SuperiorHHH: Go

    Having units going over one at a time is easy since you can just have a morphing unit with different footprints. For simultaneous use you will need a harness of Apply Force effects applied by offset persistents which will be alot of work effect wise since it will have to be orientated relative to the bridge start/finish and pull the units toward the center if they try and stray off the bridge path. As far as autopathing goes it will be impossible without at least some triggers so the unit remembers where it is going but adds an extra nodes telling it to take the correct route.

    Having pillars underneath would be an extra layer of complexity for units on the ground. Again you would need a complex web of apply forces.

    On second thought a Data/trigger solution is more plausible. You have invisible units that are unmovable locked in position with placement footprints but no pathing altering ones. The units have collision that just overlaps each other and a max push priority. You have a buff applied when entering/exiting the cliff area that adjusts the unit height (like the pheonix ability) and use Catalog triggers to adjust the collision of the unit so it collides with the bridge wall units. This collision change is then reversed when the buff is removed. The pillar units would collide normally but not with units with the buff. Rest would just be hanging visuals. Maybe a small apply force effect to stop units coming to a stop directly at the cliff edge so the buff raises them above the intented height. The whole bridge complex could be compacted into a single unit via a buff that uses a create persistent effect that uses Create Unit effects to make the rest.

    Last edited Dec 10, 2012 by DrSuperEvil
    #13 Dec 11, 2012 at 03:40 UTC - 0 likes

    DrSuperEvil

    Honestly, i don't care how it is done as long as it is doable. it will be multiple units because players will be in control of a spawn wave which they can send down multiple lanes; over bridges and under, possibly at the same time. While one player may be sending his units over the bridge, another could be sending his units under it. Depending on which path the players choose.

    #14 Dec 11, 2012 at 21:00 UTC - 0 likes

    Then the second option is probably best although you will need to try and recruit someone who is good in triggers to do the pathing fix.

    #15 Dec 12, 2012 at 10:16 UTC - 0 likes

    DrSuperEvil

    What are the benefits to the two different ways? Are they just two different ways of doing the same thing? Or will they have different effect? is one harder than the other? Or is it just preference?

    #16 Dec 12, 2012 at 11:26 UTC - 0 likes

    Hey DrSuperEvil as i mentioned before from the data weekly im curious how your zerg gate works exactly as thats might be something that could be used here.

    #17 Dec 12, 2012 at 23:31 UTC - 0 likes

    @SuperiorHHH: Go

    First way is effect only so less lag if there are tons of the things, downside is it will be alot more work to impelement and to debug.

    @hobbidude: Go

    Not for what he wants. If he wanted only units at the top to cross or units at the bootom then it would be good but he wants the full monty.

    Basicly the gate works by having two units with automatic morphs between each other validated by the number of units nearby that are zerg using an ennumerate area validator. Rest is just awesome eye candy.

  • 17 posts

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