Short answer, no, not really. Long answer: You can mess with terrain heights for explosions and things like that. You may also be able to change textures. Cliffs are unchangeable from what I know. I don't know how it's done so please don't ask me.
Mostly you have to be creative when you want something like that. Also op is your avatar from the makers of Black and White? Reminds me of the logo in black and white 2 that I would spend hours playing with when I was younger.
That is completely different. The doodads in Piercing of Shroud were pre-placed and no triggers were used. Blizzard made two separate islands on the map. One is destroyed and one is not destroyed. They used camera bounds to shift between the destroyed island and not destroyed island. Hopes this helps.
That is completely different. The doodads in Piercing of Shroud were pre-placed and no triggers were used. Blizzard made two separate islands on the map. One is destroyed and one is not destroyed. They used camera bounds to shift between the destroyed island and not destroyed island. Hopes this helps.
Lmao. Its a shame they didn't run out of map space. I mean this makes sense, but still, They designed the engine with this limitation, and so had to make a workaround. Although, It does save some work in setting up the new area, so...
To be fair... errr... They 'designed the engine' in this way because it was easier, cheaper, and changeable terrain in-game wasn't really needed. It's not like this "workaround" means that they had to cope with a huge problem created by a design error of their own and then found a cheap and ugly-looking way to make it work. The transition works perfectly in-game (and isn't noticeable), and this is a solution that has been used in multiple games over a very long time period.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
With triggers or something like that?
if not possible can creep used in same way?
Short answer, no, not really. Long answer: You can mess with terrain heights for explosions and things like that. You may also be able to change textures. Cliffs are unchangeable from what I know. I don't know how it's done so please don't ask me.
To a certain degree, if you've a few years of time on your hands, it's possible to replace doodads and work with textures.
I searched forums, found this: (about terrain deformation in-game)
Click me!
Gonna check for texture change in-game tutorial. Hope I helped :)
Edit: found nothing about texture-replacing trigger, maybe you could do it via Data or Actors?
Mostly you have to be creative when you want something like that. Also op is your avatar from the makers of Black and White? Reminds me of the logo in black and white 2 that I would spend hours playing with when I was younger.
As for the creep - yes you can change its texture to whatever you wish. There is somewhere a tut or a thread about it
I wish
Any idea how campaign map called "Piercing the Shroud" (secret map) is created? I mean all doodads are changed in last part of the map.
@Terhonator: Go
That is completely different. The doodads in Piercing of Shroud were pre-placed and no triggers were used. Blizzard made two separate islands on the map. One is destroyed and one is not destroyed. They used camera bounds to shift between the destroyed island and not destroyed island. Hopes this helps.
Read this for how to change creep texture.
http://www.sc2mapster.com/wiki/galaxy/data/terrain-texture-sets/
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Lmao. Its a shame they didn't run out of map space. I mean this makes sense, but still, They designed the engine with this limitation, and so had to make a workaround. Although, It does save some work in setting up the new area, so...
@Ranakastrasz: Go
To be fair... errr... They 'designed the engine' in this way because it was easier, cheaper, and changeable terrain in-game wasn't really needed. It's not like this "workaround" means that they had to cope with a huge problem created by a design error of their own and then found a cheap and ugly-looking way to make it work. The transition works perfectly in-game (and isn't noticeable), and this is a solution that has been used in multiple games over a very long time period.