Hey, I'm wondering... is the hyperion of the campaigns, the place where you can go to the arsenal, bridge, watch tv, listen to the juke box,... made in the normal editor? If yes, are we able to open it in the editor and where do I find it?
I looked around it now that I know the editor better and didn't find anything obvious which couldn't be done with it (ofc that doesn't mean that I would be able to create sth like that :D ). And of course it would require a lot of custom models, flash movies, etc.
But there are some nice little things which would be nice to know how to do. I especially got curious about the research console, the buttons, highliting, movies, images and all stuff you find there. Did I miss the dialog actions to do that stuff?
Yes! Everything except of a few cinematics are done completely in the editor. Be it the Hyperion, mission briefing or the ground base on Char.
You can open it in the editor by:
1) Clicking on the Open Map button (or File -> Open)
2) Switching the tab to Campaign.
3) Selecting the right map. I think it's called TStory01 or something like that.
The newscasts and TV ads are small movies that are played. I think the preview screen of the mission briefind shows small movies too.
Pretty much everything else is done with in-game high-quality models (like the cinematic where Raynor and Tychus are storming the Bucephalus and meet Mengsk Jr., or the combat on Char where Warfied is injured).
The buttons, images and highlighting is all done with the editor.
The green arrows that show you where you can click on are small models, I think. While the research console is done with some pictures and dialogs.
Other things in the campaign is done mostly by using high quality model, actor/camera manipulation, dialog item. However there are some limitations that custom map cannot do exactly like blizzard such as you cannot play a flash movie on a dialog item (The video shown when you selecting a mercenaries/upgrades) (due to restricted native function )
There is no terrain needed, they use triggers and they spawn the models and set a camera, there aint no ingame actions happening except doodads and units. Nuff said.
Wow! oO
Is there an easy way to use the Hyperion map as a normal map? I mean, I will spend centuries If I try to explore the hundreds of triggers of the map...
The entire map is blank, everything you see are models, I don't get what you want to be able to "use" the map. Almost everything has been explored and shared
The entire map is blank, everything you see are models, I don't get what you want to be able to "use" the map. Almost everything has been explored and shared
I'm trying to do an space station map based on the Hyperion bridge map.
If all are simple models I will use lock steps (I have the Spanish version I don't know how is called in English).
I know about triggers but I'm not a professional to 'decompress' and understand hundreds of complicated triggers. It should be a chain (or something like that) that organize the order that the models spawn...
Hey, I'm wondering... is the hyperion of the campaigns, the place where you can go to the arsenal, bridge, watch tv, listen to the juke box,... made in the normal editor? If yes, are we able to open it in the editor and where do I find it? I looked around it now that I know the editor better and didn't find anything obvious which couldn't be done with it (ofc that doesn't mean that I would be able to create sth like that :D ). And of course it would require a lot of custom models, flash movies, etc.
But there are some nice little things which would be nice to know how to do. I especially got curious about the research console, the buttons, highliting, movies, images and all stuff you find there. Did I miss the dialog actions to do that stuff?
just curious, Rushhour ;)
Yes! Everything except of a few cinematics are done completely in the editor. Be it the Hyperion, mission briefing or the ground base on Char.
You can open it in the editor by:
1) Clicking on the Open Map button (or File -> Open)
2) Switching the tab to Campaign.
3) Selecting the right map. I think it's called TStory01 or something like that.
The newscasts and TV ads are small movies that are played. I think the preview screen of the mission briefind shows small movies too.
Pretty much everything else is done with in-game high-quality models (like the cinematic where Raynor and Tychus are storming the Bucephalus and meet Mengsk Jr., or the combat on Char where Warfied is injured).
The buttons, images and highlighting is all done with the editor.
The green arrows that show you where you can click on are small models, I think. While the research console is done with some pictures and dialogs.
@Rushhour: Go
You can refer to some of my library that I reversed engineered directly from blizzard's campaign map
http://www.sc2mapster.com/assets/cinematic-player/
http://www.sc2mapster.com/assets/starmovie/
http://www.sc2mapster.com/assets/planet-view/
I think that's about it.
Srry for the "necropost", but the Hyperion bridge map is black and empty u_u where are all the terrain and decorates? Please someone answer. Thanks.
PS: I'm not a good english talker.
There is no terrain needed, they use triggers and they spawn the models and set a camera, there aint no ingame actions happening except doodads and units. Nuff said.
Wow! oO Is there an easy way to use the Hyperion map as a normal map? I mean, I will spend centuries If I try to explore the hundreds of triggers of the map...
Bump!
@M1n1sh4: Go
The entire map is blank, everything you see are models, I don't get what you want to be able to "use" the map. Almost everything has been explored and shared
I'm trying to do an space station map based on the Hyperion bridge map. If all are simple models I will use lock steps (I have the Spanish version I don't know how is called in English). I know about triggers but I'm not a professional to 'decompress' and understand hundreds of complicated triggers. It should be a chain (or something like that) that organize the order that the models spawn...
@M1n1sh4: Go
If you feels hard, use the overview manager (F12) to explore which trigger links to each other or which unit variable is used or modified.