Don't you have time to do it yourself or just don't know how to do it? Which one? I saw many terrain tutorials and there are some options which you need to verify first: How big does your terrain texture needs to be? (they all are power of 2).
Teny2 wrote:
...Note that the size of your image must be a power of 2 for it to work in the Galaxy editor (128, 256, 512, 1024, ect)....
How big (thick) does need to be gridline? Max texture size by default SC2 uses is 2048? Making your specific size in the Gimp is easy. Can't you also choose from GalaxyEditor grid size (from tiny to huge?). That arises question how big grid box needs to be (tiny, huge or something inbetween?)
I, myself, do not have SC2 full version nor GalaxyEditor. Though I could make you that texture.
Don't you have time to do it yourself or just don't know how to do it? Which one? I saw many terrain tutorials and there are some options which you need to verify first: How big does your terrain texture needs to be? (they all are power of 2).
Teny2 wrote: ...Note that the size of your image must be a power of 2 for it to work in the Galaxy editor (128, 256, 512, 1024, ect).... How big (thick) does need to be gridline? Max texture size by default SC2 uses is 2048? Making your specific size in the Gimp is easy. Can't you also choose from GalaxyEditor grid size (from tiny to huge?). That arises question how big grid box needs to be (tiny, huge or something inbetween?) I, myself, do not have SC2 full version nor GalaxyEditor. Though I could make you that texture.
1024x1024 is fine. I'll take a picture of what one cell of terrain in SC2 looks like:
One cell of terrain = one little square. The grid lines should be about 5 pixels wide, and make sure to use the colors in the main post. If you can make the grid lines glow somehow, that would be sweet too.
The image above of the cells is not fullsize, click it to enlarge to get a better idea of how big the cells are..
I created something: 1024x1024 pixels, your used colours, border size (you can say frame) is 5 pixels (if it repeats then it becomes 10 pixels). There are many dds image compression methods (first I ended up with 3 mb files [no compression], then I used DXT1 compression and it went down to 512 kb (this image is so simplistic if it is possible 64x64 pixels version could maybe do same work because this image only consist of two colours (normal map bit more). If this texture works as designed it could be compressed even more. Used tools were the gimp (2.6.11), the Gimp normal map blugin (win32.1.2.2), the Gimp dds plugin (win32-2.0.9). This tutorial helped me creating sc2 custom terrain texture: http://www.galaxywiki.net/Custom_Terrain_Textures
Textures are attached as attachments. By tutorial instructions it should work.
EDIT:
Tell if it works, then we can optimize it even more or create totally new. My version is robust and simple, if you want something like on your posted image I could make another one, I guess I should use fade filter to get that fading cross look.
I created something: 1024x1024 pixels, your used colours, border size (you can say frame) is 5 pixels (if it repeats then it becomes 10 pixels). There are many dds image compression methods (first I ended up with 3 mb files [no compression], then I used DXT1 compression and it went down to 512 kb (this image is so simplistic if it is possible 64x64 pixels version could maybe do same work because this image only consist of two colours (normal map bit more). If this texture works as designed it could be compressed even more. Used tools were the gimp (2.6.11), the Gimp normal map blugin (win32.1.2.2), the Gimp dds plugin (win32-2.0.9). This tutorial helped me creating sc2 custom terrain texture: http://www.galaxywiki.net/Custom_Terrain_Textures Textures are attached as attachments. By tutorial instructions it should work.
EDIT: Tell if it works, then we can optimize it even more or create totally new. My version is robust and simple, if you want something like on your posted image I could make another one, I guess I should use fade filter to get that fading cross look.
It's good, but I need it the grid to be much smaller, and so that where the gridlines cross is in the center of the cell. I'll do a quick mockup:
Each small white square is a cell in SC2. The grid lines need to be in the center of the cell, and they need to fit perfectly within one cell. Disregard the empty 'cells' in the mockup, and the partially done grid in one of them. I need 2 lines, each probably about 4-5 pixels wide forming a plus shape in the middle of a 1x1 cell, and the outline to make it a grid.
My previous cell divided into four, still 1024x1024 pixels. I made first 512 cell (and its frame 5 pixels), then I duplicated it 4 times on 1024x1024 canva to get result. I made my best to get exact result.
My previous cell divided into four, still 1024x1024 pixels. I made first 512 cell (and its frame 5 pixels), then I duplicated it 4 times on 1024x1024 canva to get result. I made my best to get exact result.
Still too big, and the gridlines are not aligned properly. Needs to be one 'plus' of gridlines per square. Here's a pic for a better reference of what your texture looks like in the editor:
Sorry for your trouble... also, to get the effect im looking for wouldn't you need to make a small pattern of gridlines and just repeat it for the whole texture? So it looks like this:
How do you apply that texture in Editor? Is it like image on ground? To make precise texture I really should know the width and height of "black square" which you can see in your last posted image. I don't like to guess, but maybe 64x64 pixels fits into small "black square" (or 32x32), I do two test images to try it out and update my post with them.
EDIT: Made these images, try them out and look how they fit. I do not have required info to make what you like unless you do not find out that "black square" real width and height in pixels.
How do you apply that texture in Editor? Is it like image on ground? To make precise texture I really should know the width and height of "black square" which you can see in your last posted image. I don't like to guess, but maybe 64x64 pixels fits into small "black square" (or 32x32), I do two test images to try it out and update my post with them.
EDIT: Made these images, try them out and look how they fit. I do not have required info to make what you like unless you do not find out that "black square" real width and height in pixels.
I went into the editor, switched the camera view to be that of the in-game view, and then rotated the camera to 90 degrees, and took a Screenshot. Brought the screenshot into Photoshop and cropped to a single black square, down to the pixel, and got a 51x51 measurement (in pixels)
Also, your 64x64 texture is too small. This is what it looks like in SC2, incredibly stretched:
Each small square needs to be 51x51 so it goes by the grid, and the texture size needs to be 512x512 is my guess. But you need to just duplicate a single cell of the grid enough and align them to fit into a 512x512 texture, so that it is the correct size in game.
Edit: Also to get the texture on the ground I just made a new terrain texture and added it to my tileset, and then placed it like any other terrain. (grass, etc)
But with zoom in and out that 51x51 can change, I hope Pshyched can help you out.
No it wont, because it's the same distance, all I did was rotate the camera to be completely overhead. Even if it's the normal in-game view the texture will show up the same size. I'll try Pshyched's texture now.
Edit: Okay ingame it looks much closer to what I'd like, but the grid needs to be more centered, and there are a few places where it doesn't repeat properly. I guess if the grid is too hard to get centered I'd accept just a plain texture of the blue background color, but here's a pic of how Pshyched's texture looks in the editor:
As you can see obstacle here is that we do not know exact texture size, I got question. How is that possible that custom texture can be divided (in white circle, see image?). I understand you want red box type of thing. There seems to be also problem with applying this texture (from stretching to diffusing with ground texture).
I can't find anywhere sc2 terrain texture size, there is way to extract original texture from mpq for seeing how they did it (I do not like to guess).
As you can see obstacle here is that we do not know exact texture size, I got question. How is that possible that custom texture can be divided (in white circle, see image?). I understand you want red box type of thing. There seems to be also problem with applying this texture (from stretching to diffusing with ground texture). I can't find anywhere sc2 terrain texture size, there is way to extract original texture from mpq for seeing how they did it (I do not like to guess).
I take it english isn't your first language :P
I'm not entirely sure what your trying to ask? Is it possible for the grid to fit in the circle properly? Do you want me to export a terrain texture for you from the MPQ's to see how Blizzard did it?
English is more like a second language to me. Yes, I do want the original Blizzard terrain texture extracted. Could you give me file path to mpq? I have SC2 demo installed.
How SC2 applies texture is way different than I am used in Warcraft 3 (I made white circle aorund strange part). It is hilarious how something so simple which you request can be so complicated to do.
What I would suggest would be extracting a nonstandard texture that is easily readable (I was thinking the Port Zion Grid) and a screenshot to compare how it looks when placed in the editor.
English is more like a second language to me. Yes, I do want the original Blizzard terrain texture extracted. Could you give me file path to mpq? I have SC2 demo installed. How SC2 applies texture is way different than I am used in Warcraft 3 (I made white circle aorund strange part). It is hilarious how something so simple which you request can be so complicated to do.
I'll extract the Port Zion Grid as suggested in the last post and upload it for you + take a screenshot of how it looks in-game. brb.
Did a little research for you guys, the black squares are 96x96 pixels with reference to exported texture size. verified this looking at the arrangement on in editor textures and compared to the exported texture size. try that as the 1x1 cell size.
EDIT: quick math shows that 96 does not go into 1024 evenly though. that means there will be an issue with getting even tiling like that.
EDIT2: looks like the closest small tile-able size will be 64x64 pixels.
EDIT3: I made a 64x64 grid pattern and used it in a map. The grid lines are 4 pixels wide and divided into 2.
In other words each cell has a 2 pixel border so when it tiles it is doubled to 4 pixels wide.
You will notice that the black boxes, which are 1x1 in game space are 96x96. I went with 64x64 anyway because 96x96 does not tile evenly into 1024 and therefore the texture as a whole would not tile evenly.
EDIT4: If you REALLY want a line every 96 pixels so that you have 1x1 in-game space represented, go with a halved grid of 32x32 and in game it will look like a thirded grid of 96x96.
AlphaShadows well done! It all looks logical and good.
St4rKill3r> Also, your 64x64 texture is too small. This is what it looks like in SC2, incredibly stretched:
What about that? It makes me wonder how does St4rKill3r apply imported textures. I am pretty sure I made 64x64 pixels image in the Gimp. Similar image on your picture AlphaShadows, looks OK while St4rKill3r got with my 64x64 image odd results. Clarification needed.
Clarification on importation? I unpack the map, drop the files I want into it, and repack it. In editor I tell it to move the files where they should be, but so long as they are in there you can find them to reference them. Sometimes you need to unpack, move and repack or just restart the editor to get the directories the way you want. I don't have it to an exact science.
(If you are not familiar with unpacking and packing the map, SC2Map files are just MPQs and you can rename them as such and use tools meant for that on them, then just rename them back for use with the editor.)
Btw, a solution occurred to me, you could use a solid color texture and then make the grid as a doodad that you place where ever you want the grids. That way you have total control over the size, placement, and alignment. And the bonus? Doodads can glow!
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Could someone make me a simple grid texture that fits perfectly into a 1x1 cell in the editor? Use the following colors:
# 77a3b0 - Background color for the grid
# a1ddee - Gridline color
Needs to be the same size as the normal SC2 textures, but must fit perfectly within a 1x1 cell of terrain.
Don't you have time to do it yourself or just don't know how to do it? Which one? I saw many terrain tutorials and there are some options which you need to verify first: How big does your terrain texture needs to be? (they all are power of 2).
Teny2 wrote: ...Note that the size of your image must be a power of 2 for it to work in the Galaxy editor (128, 256, 512, 1024, ect).... How big (thick) does need to be gridline? Max texture size by default SC2 uses is 2048? Making your specific size in the Gimp is easy. Can't you also choose from GalaxyEditor grid size (from tiny to huge?). That arises question how big grid box needs to be (tiny, huge or something inbetween?) I, myself, do not have SC2 full version nor GalaxyEditor. Though I could make you that texture.
1024x1024 is fine. I'll take a picture of what one cell of terrain in SC2 looks like:
One cell of terrain = one little square. The grid lines should be about 5 pixels wide, and make sure to use the colors in the main post. If you can make the grid lines glow somehow, that would be sweet too.
The image above of the cells is not fullsize, click it to enlarge to get a better idea of how big the cells are..
I created something: 1024x1024 pixels, your used colours, border size (you can say frame) is 5 pixels (if it repeats then it becomes 10 pixels). There are many dds image compression methods (first I ended up with 3 mb files [no compression], then I used DXT1 compression and it went down to 512 kb (this image is so simplistic if it is possible 64x64 pixels version could maybe do same work because this image only consist of two colours (normal map bit more). If this texture works as designed it could be compressed even more. Used tools were the gimp (2.6.11), the Gimp normal map blugin (win32.1.2.2), the Gimp dds plugin (win32-2.0.9). This tutorial helped me creating sc2 custom terrain texture: http://www.galaxywiki.net/Custom_Terrain_Textures Textures are attached as attachments. By tutorial instructions it should work.
EDIT: Tell if it works, then we can optimize it even more or create totally new. My version is robust and simple, if you want something like on your posted image I could make another one, I guess I should use fade filter to get that fading cross look.
It's good, but I need it the grid to be much smaller, and so that where the gridlines cross is in the center of the cell. I'll do a quick mockup:
Each small white square is a cell in SC2. The grid lines need to be in the center of the cell, and they need to fit perfectly within one cell. Disregard the empty 'cells' in the mockup, and the partially done grid in one of them. I need 2 lines, each probably about 4-5 pixels wide forming a plus shape in the middle of a 1x1 cell, and the outline to make it a grid.
Thanks for your help :D appreciated.
My previous cell divided into four, still 1024x1024 pixels. I made first 512 cell (and its frame 5 pixels), then I duplicated it 4 times on 1024x1024 canva to get result. I made my best to get exact result.
Still too big, and the gridlines are not aligned properly. Needs to be one 'plus' of gridlines per square. Here's a pic for a better reference of what your texture looks like in the editor:
Sorry for your trouble... also, to get the effect im looking for wouldn't you need to make a small pattern of gridlines and just repeat it for the whole texture? So it looks like this:
How do you apply that texture in Editor? Is it like image on ground? To make precise texture I really should know the width and height of "black square" which you can see in your last posted image. I don't like to guess, but maybe 64x64 pixels fits into small "black square" (or 32x32), I do two test images to try it out and update my post with them.
EDIT: Made these images, try them out and look how they fit. I do not have required info to make what you like unless you do not find out that "black square" real width and height in pixels.
I went into the editor, switched the camera view to be that of the in-game view, and then rotated the camera to 90 degrees, and took a Screenshot. Brought the screenshot into Photoshop and cropped to a single black square, down to the pixel, and got a 51x51 measurement (in pixels)
Also, your 64x64 texture is too small. This is what it looks like in SC2, incredibly stretched:
Each small square needs to be 51x51 so it goes by the grid, and the texture size needs to be 512x512 is my guess. But you need to just duplicate a single cell of the grid enough and align them to fit into a 512x512 texture, so that it is the correct size in game.
Edit: Also to get the texture on the ground I just made a new terrain texture and added it to my tileset, and then placed it like any other terrain. (grass, etc)
Hows this?
But with zoom in and out that 51x51 can change, I hope Pshyched can help you out.
No it wont, because it's the same distance, all I did was rotate the camera to be completely overhead. Even if it's the normal in-game view the texture will show up the same size. I'll try Pshyched's texture now.
Edit: Okay ingame it looks much closer to what I'd like, but the grid needs to be more centered, and there are a few places where it doesn't repeat properly. I guess if the grid is too hard to get centered I'd accept just a plain texture of the blue background color, but here's a pic of how Pshyched's texture looks in the editor:
As you can see obstacle here is that we do not know exact texture size, I got question. How is that possible that custom texture can be divided (in white circle, see image?). I understand you want red box type of thing. There seems to be also problem with applying this texture (from stretching to diffusing with ground texture). I can't find anywhere sc2 terrain texture size, there is way to extract original texture from mpq for seeing how they did it (I do not like to guess).
I take it english isn't your first language :P
I'm not entirely sure what your trying to ask? Is it possible for the grid to fit in the circle properly? Do you want me to export a terrain texture for you from the MPQ's to see how Blizzard did it?
English is more like a second language to me. Yes, I do want the original Blizzard terrain texture extracted. Could you give me file path to mpq? I have SC2 demo installed. How SC2 applies texture is way different than I am used in Warcraft 3 (I made white circle aorund strange part). It is hilarious how something so simple which you request can be so complicated to do.
What I would suggest would be extracting a nonstandard texture that is easily readable (I was thinking the Port Zion Grid) and a screenshot to compare how it looks when placed in the editor.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
I'll extract the Port Zion Grid as suggested in the last post and upload it for you + take a screenshot of how it looks in-game. brb.
@ST4RKiLL3R: Go
Did a little research for you guys, the black squares are 96x96 pixels with reference to exported texture size. verified this looking at the arrangement on in editor textures and compared to the exported texture size. try that as the 1x1 cell size.
EDIT: quick math shows that 96 does not go into 1024 evenly though. that means there will be an issue with getting even tiling like that. EDIT2: looks like the closest small tile-able size will be 64x64 pixels.
EDIT3: I made a 64x64 grid pattern and used it in a map. The grid lines are 4 pixels wide and divided into 2. In other words each cell has a 2 pixel border so when it tiles it is doubled to 4 pixels wide.
You will notice that the black boxes, which are 1x1 in game space are 96x96. I went with 64x64 anyway because 96x96 does not tile evenly into 1024 and therefore the texture as a whole would not tile evenly.
EDIT4: If you REALLY want a line every 96 pixels so that you have 1x1 in-game space represented, go with a halved grid of 32x32 and in game it will look like a thirded grid of 96x96.
AlphaShadows well done! It all looks logical and good.
St4rKill3r> Also, your 64x64 texture is too small. This is what it looks like in SC2, incredibly stretched: What about that? It makes me wonder how does St4rKill3r apply imported textures. I am pretty sure I made 64x64 pixels image in the Gimp. Similar image on your picture AlphaShadows, looks OK while St4rKill3r got with my 64x64 image odd results. Clarification needed.
Clarification on importation? I unpack the map, drop the files I want into it, and repack it. In editor I tell it to move the files where they should be, but so long as they are in there you can find them to reference them. Sometimes you need to unpack, move and repack or just restart the editor to get the directories the way you want. I don't have it to an exact science.
(If you are not familiar with unpacking and packing the map, SC2Map files are just MPQs and you can rename them as such and use tools meant for that on them, then just rename them back for use with the editor.)
Btw, a solution occurred to me, you could use a solid color texture and then make the grid as a doodad that you place where ever you want the grids. That way you have total control over the size, placement, and alignment. And the bonus? Doodads can glow!