As Kueken said. Don't use the GUI editor. You could do the following in the amount of time it would take to make that in the GUI editor:
Learn all of Galaxy (if you haven't already)
Teach a turtle to read
Teach that turtle how to teach other turtles to read
Teach a turtle to speak
Teach that turtle how to teach other turtles to speak
Start a charity in which you send turtles to read moral-boosting books to hospitilized children
Potentially find Atlantis
Your choice.
I do use custom scripts for most of the maps math calculations and actor message related things. I haven't bothered learning all the functions though, so I usually just click my way through other things.
d = a - b = (d1,d2,d3) = (a1-b1,a2-b2,a3-b3)
e = a - c
You can replace the d and e values in the formula, or you can set up some variables for it. Your choice :)
Also, for your sake I hope you are using galaxy script. Clicking this monster together in Gui will be a pain :)
Yes! Finally managed to set it up.
Z = ((a1-x)((a2-b2)(a3-c3)-(a3-b3)(a2-c2))+(a2-y)((a3-b3)(a1-c1)-(a1-b1)(a3-c3))+a3((a1-b1)(a2-c2)-(a2-b2)(a3-c3)))/((a1-b1)(a2-c2)-(a2-b2)(a1-c1))
I'll just have to replace these with variables and it's ready to be used! :)
Sorry, I though you only needed an equasion for the specific values.
That is basically the coordinate formula of the plane created by your data points, calculated from the normal equation of the plane. I took your (0,0,0.5) point as base vector and calculated the normal vector of the plane via vector product of the vectors from the base vector to the 2 adjacent points of the quad.
For your variables, this would look like this. All of these are vectors, x = (x,y,z) being the point you are checking, h1-3 = (h1x, h1y.... are your corner points (You only need 3 of them). Capital X is the vector product, not a variable.
(h1-x) * [ (h2-h1) X (h3-h1) ]=0
I assume, you know how to calculate a vector product? All you need to do from here is add all the values, expand and bring z to one side.
Honestly, I started working with vectors for the first time just the other day. Apparantly they don't teach us about vectors during gymnasium, since I'm doing the last math course right now, which is about entirely different things.
Everything I know about it is stuff that I've looked up the last few days.
I'll try to solve it from here. The help you've provided is more than what I managed to get in the last 2 days of asking around.
I think you didn't quite understand what I tried to say: There is no shape which can be perfectly strained between your 4 corners. You would either need to fix your 4 heights in a way that the 4 heights always result in a beautiful rectangle or you need to calculate with 2 triangles. E.g. the two triangles h1,h3,h4 and h1,h2,h4 create a shape, which defines 1 Z for every possible point on the rectangle below them.
And that's what I need help with then.
I am aware that it would create two triangles on the top surface, but I have no idea what I would do with those two triangles, which is why I'm asking for an algorithm which allows me to solve the issue.
How did you get that equation? I need it in a form where I can input the various heights and bottom surface height/width into the equation.
The equation you provided would only work with the example.
I've been having a lot of trouble with this math problem, and I've tried to solve it for many hours without success.
Here's an example of the problem:
Basically what I need is an algorithm which calculates the Z height at any given 2D coordinate in a rectangle where each corner height can posses any positive value.
If anyone could provide me with an algorithm, that'd be great. I really need it for the map I'm working on.
It doesn't have to be written in galaxy script (though that'd save me some time), I can implement it myself.
I ended up replacing the Grad_GlowLine2Green.dds asset by importing a black texture over it instead. And I finally got the result I was looking for. :)
I recreated the declarations without success. The green line refuses to change texture.
It isn't exactly ideal when I'm building my map with the cube model.
This is your problem right here. Since patch 1.5, a prefix is required, otherwise the Texture Declarations have no effect.
I would suggest splitting into 2 declarations with 1 adaption each, so you can use different prefixes. Use the entire filename as prefix and substring for both.
I just read this post, and yes, it should be possible using Renee's actor phasing method. It can send any actor message for specific players only, including Texture Select By Id.
Easiest way to use it would probably implementing the GAx3 mod into your map and use the trigger function to send an actor message for a specific player.
That did the trick. Thanks!
Edit: Actually, it only replaced one of the textures. Doesn't work for Grad_GlowLine2Green.dds
I'm having trouble setting this up for ShapeCube.
The team color is already removed, so I can see the default texture of it just fine.
I've declared the textures without a Prefix (since it doesn't use one)
I added two adaptions with suffix
XelNagaGlass.dds and Grad_GlowLine2Green.dds
for the main slot.
And then I applied my custom textures using the actor events.
The textures were set up properly with main.diffuse and main.emissive
I've followed the tutorial multiple times, and checked various example maps and comments, and I just can't get it to work.
Great to see a total conversion project in the works!
Terrain work is outstanding, I particularly like how you've done the cliffs using rock doodads and carefully placed textures.
Being a TC, do you guys plan to change /everything/ ? Like all the units and structures (the 3d art) and the terrain textures? It's probably not necessary, but would be cool to see. Keep on truckin' guys
We currently do not plan to change the terrain textures.
We do however plan to only have custom resources for units. Some may be texture edits, with a few changes to the models, and others may be entierly new models.
For structures we will probably end up only using models created for this map.
We even try to avoid using any public resources at all in order to make it as unique as possible.
By the way, at the moment, there is not a single structure in the entire game that you actually can attack. We plan to make the map different from other AoS maps. This wont be a "destroy the 2 towers in a lane and destroy your opponent base". We plan to have multiple small bases located at the lanes that you fight to gain control over using a capture method similar to arathi basin and alterac valley in wow.
To make this clear for everyone:
Yes. CloudWolf created Diablo 3 Warcraft.
The main developers behind Fields of Glory is very same persons who created Diablo 3 Warcraft.
CloudWolf
Me (My named was LTGH back then)
RedMarine
CloudWolf is the one who started the whole FoG Project, he also makes the textures & terrain.
I have created the maps Interface and done (almost) all UI related triggers.
RedMarine does all the other coding.
It was exactly the same way back when we created D3W, except that now we have full support from the entire community of UDMod :)
I am surprised that so many people around here knows about D3W. It was thanks to that map that all of this ever happened, haha.
I watched a couple episodes. It didn't seem interesting to me. But it seems to me people are overly-obsessed with it. What's that word for "Narutard" but for pony-lovers?
And what is the word for "Narutard" when it comes to simpsons-lovers?
Or doesn't that count for some reason? :( That is an anime, and its goal is to entertain people, just like this, or naruto :P
Everyone just happen to like different things, no need to call them things depending on what anime they like to be honest :)
Still.. I feel that my little pony is being underrated by people simply becouse they see some quite little ponies and do not even bother checking it out.
But if they see a yellow sponge (spongebob) its all fine! (I actually watch spongebob so I am not saying its bad :3)
0
I do use custom scripts for most of the maps math calculations and actor message related things. I haven't bothered learning all the functions though, so I usually just click my way through other things.
0
Yes! Finally managed to set it up.
Z = ((a1-x)((a2-b2)(a3-c3)-(a3-b3)(a2-c2))+(a2-y)((a3-b3)(a1-c1)-(a1-b1)(a3-c3))+a3((a1-b1)(a2-c2)-(a2-b2)(a3-c3)))/((a1-b1)(a2-c2)-(a2-b2)(a1-c1))
I'll just have to replace these with variables and it's ready to be used! :)
Thanks for all the help, I really appreciate it.
0
Honestly, I started working with vectors for the first time just the other day. Apparantly they don't teach us about vectors during gymnasium, since I'm doing the last math course right now, which is about entirely different things.
Everything I know about it is stuff that I've looked up the last few days.
I'll try to solve it from here. The help you've provided is more than what I managed to get in the last 2 days of asking around.
0
And that's what I need help with then.
I am aware that it would create two triangles on the top surface, but I have no idea what I would do with those two triangles, which is why I'm asking for an algorithm which allows me to solve the issue.
How did you get that equation? I need it in a form where I can input the various heights and bottom surface height/width into the equation.
The equation you provided would only work with the example.
0
@Oelfrachter: Go
When I said rectangle, I was refering to the bottom of the shape, to make it clear that the bottom always will be in the shape of a rectangle.
0
I've been having a lot of trouble with this math problem, and I've tried to solve it for many hours without success.
Here's an example of the problem:
Basically what I need is an algorithm which calculates the Z height at any given 2D coordinate in a rectangle where each corner height can posses any positive value.
If anyone could provide me with an algorithm, that'd be great. I really need it for the map I'm working on.
It doesn't have to be written in galaxy script (though that'd save me some time), I can implement it myself.
0
I ended up replacing the Grad_GlowLine2Green.dds asset by importing a black texture over it instead. And I finally got the result I was looking for. :)
Thanks for all the help! :)
0
@Kueken531: Go
I recreated the declarations without success. The green line refuses to change texture.
It isn't exactly ideal when I'm building my map with the cube model.
0
That did the trick. Thanks!
Edit: Actually, it only replaced one of the textures. Doesn't work for Grad_GlowLine2Green.dds
0
I'm having trouble setting this up for ShapeCube.
The team color is already removed, so I can see the default texture of it just fine.
I've declared the textures without a Prefix (since it doesn't use one)
I added two adaptions with suffix
XelNagaGlass.dds and Grad_GlowLine2Green.dds
for the main slot.
And then I applied my custom textures using the actor events.
The textures were set up properly with main.diffuse and main.emissive
I've followed the tutorial multiple times, and checked various example maps and comments, and I just can't get it to work.
0
We currently do not plan to change the terrain textures.
We do however plan to only have custom resources for units. Some may be texture edits, with a few changes to the models, and others may be entierly new models.
For structures we will probably end up only using models created for this map.
We even try to avoid using any public resources at all in order to make it as unique as possible.
By the way, at the moment, there is not a single structure in the entire game that you actually can attack. We plan to make the map different from other AoS maps. This wont be a "destroy the 2 towers in a lane and destroy your opponent base". We plan to have multiple small bases located at the lanes that you fight to gain control over using a capture method similar to arathi basin and alterac valley in wow.
0
To make this clear for everyone:
Yes. CloudWolf created Diablo 3 Warcraft.
The main developers behind Fields of Glory is very same persons who created Diablo 3 Warcraft.
CloudWolf
Me (My named was LTGH back then)
RedMarine
CloudWolf is the one who started the whole FoG Project, he also makes the textures & terrain.
I have created the maps Interface and done (almost) all UI related triggers.
RedMarine does all the other coding.
It was exactly the same way back when we created D3W, except that now we have full support from the entire community of UDMod :)
I am surprised that so many people around here knows about D3W. It was thanks to that map that all of this ever happened, haha.
0
And what is the word for "Narutard" when it comes to simpsons-lovers? Or doesn't that count for some reason? :( That is an anime, and its goal is to entertain people, just like this, or naruto :P Everyone just happen to like different things, no need to call them things depending on what anime they like to be honest :) Still.. I feel that my little pony is being underrated by people simply becouse they see some quite little ponies and do not even bother checking it out. But if they see a yellow sponge (spongebob) its all fine! (I actually watch spongebob so I am not saying its bad :3)
0
This is actualyl some serious shit you know :D The hive is invaded by MLP becouse of how awesome it is.
People should really give this a chance before judging it.
I was formerly known as LTGH on hiveworkshop. I was actually on the sc2mapster newspage once :O http://www.sc2mapster.com/announcements/map-selection-custom-ui-terrain-deformation/
0
I built the interface so that it works in all resolutions. Looks perfect with the smallest one aswell.