Heya. I needed to make bedrooms/sleeping quarters for the map I'm working on. The only thing I could find suitable for that was Valhalla Door. I edited its data to shrink it down to the size I needed, and then placed a bunch of it the way I needed. Shrinking the doors of course since they needed to be shorter.
I'll attach a screenshot of them to this post.
When I run a test of the map, however, they all disappear. I've tried editing them and checking the checkbox to not care about placement, tried removing their footprint, tried placing a lone one that isn't touching any other of them. Nothing seems to work. They're just not there when I run it.
Why did you modify DATA to decrease the model scaling? Simply use the doodad properties (press enter while doodad's selected) and change scaling from there.
The data method only requires 1 change to affect every doodad placed in the map. If you want all of your Doodad_A to be X size, it's easier than manually rescaling every Doodad_A you place. Though I agree that in this case they're all close enough together for a group selection to have done the job nicely enough.
As for the original problem, zaysite has the most likely solution - something set to not appear at your graphics settings. It's hard to guess further without seeing the data itself.
The actor is ValhallaBaseDoorDoodad. In the Actor tab, I removed the footprint and unchecked CActorBearingsAddToProximitySystem. In the Art tab, I changed CActorModelScale to X: 0.4, Y: 0.1, Z: 0.5. All other relevant data should be default.
I removed the footprint because I painted the whole map with No Building pathing, and I thought maybe that was the problem. But that doesn't seem to be it. Giving it a 1x1 footprint doesn't fix it.
My shaders were on high. I set it to ultimate and it still didn't show up. Same with lighting. Ultimate, still no show.
EDIT: I can't find anything that says render priority (except for minimap rendering.
(Basic) Art: CModel_Priority: 32?
EDIT:
..........
Re-checking that checkbox for CActorBearingsAddToProximitySystem fixed it... The description doesn't say anything about requiring that checkbox to be seen in the world.
"Controls whether this actor can be interacted with using the cursor and whether it can be found by other actors performing an area search."
Unless "area search" is what allows you to see everything that isn't grounds or walls.
Heya. I needed to make bedrooms/sleeping quarters for the map I'm working on. The only thing I could find suitable for that was Valhalla Door. I edited its data to shrink it down to the size I needed, and then placed a bunch of it the way I needed. Shrinking the doors of course since they needed to be shorter.
I'll attach a screenshot of them to this post.
When I run a test of the map, however, they all disappear. I've tried editing them and checking the checkbox to not care about placement, tried removing their footprint, tried placing a lone one that isn't touching any other of them. Nothing seems to work. They're just not there when I run it.
Does anyone know what's going on?
Sometimes if there not showing up in game it might be your video preferences.
Try making sure that Shaders and Lighting are on High.
Else im not sure at the moment.
Why did you modify DATA to decrease the model scaling? Simply use the doodad properties (press enter while doodad's selected) and change scaling from there.
@ScrinKing: Go
The data method only requires 1 change to affect every doodad placed in the map. If you want all of your Doodad_A to be X size, it's easier than manually rescaling every Doodad_A you place. Though I agree that in this case they're all close enough together for a group selection to have done the job nicely enough.
As for the original problem, zaysite has the most likely solution - something set to not appear at your graphics settings. It's hard to guess further without seeing the data itself.
What is the render priority of the door model?
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
The actor is ValhallaBaseDoorDoodad. In the Actor tab, I removed the footprint and unchecked CActorBearingsAddToProximitySystem. In the Art tab, I changed CActorModelScale to X: 0.4, Y: 0.1, Z: 0.5. All other relevant data should be default.
I removed the footprint because I painted the whole map with No Building pathing, and I thought maybe that was the problem. But that doesn't seem to be it. Giving it a 1x1 footprint doesn't fix it.
My shaders were on high. I set it to ultimate and it still didn't show up. Same with lighting. Ultimate, still no show.
EDIT: I can't find anything that says render priority (except for minimap rendering.
(Basic) Art: CModel_Priority: 32?
EDIT:
..........
Re-checking that checkbox for CActorBearingsAddToProximitySystem fixed it... The description doesn't say anything about requiring that checkbox to be seen in the world.
"Controls whether this actor can be interacted with using the cursor and whether it can be found by other actors performing an area search."
Unless "area search" is what allows you to see everything that isn't grounds or walls.