Does anyone know when I save that map on my drive as a separate map to customize it, how to make it start from the Hyperion, example, the mission with Media Blitz or right before Char. I want to make some 'After the Char missions' environment inside the Hyperion with some customizations.
Basically what I am trying to make just the same place how it would be after Char and like before HotS - that is No Tychus, no upgrades-research and such menus, some units I personally want to add. Or simply put: I want to remove every other trigger that is not needed, leaving only the ones that make up the Hyperion Rooms terrain plus the people inside and this terrain walkable by units you can command. Problem is with so many triggers I do not know which ones.
It currently starts from the Mar Sara bar (maybe because on single player/guest the campaign has never been started). Where do I change it to start from the Hyperion. Too bad no one has made a map cleaned from all needless cinematics and triggers and just leaving the triggers for the environment there where you can create and control units.
The Map is TStory01.SC2Map and it contains all Mar Sara Bar, Hyperion stuff and I already saved it separately. But I can't find how to set it to start from e.g after Media Blitz that is the last Hyperion interior, which means somewhere I need to change that other missions before are completed to appear right before going to Char, I can't find that in the tons of triggers.
And not to say finding where I can remove some units such as Tychus and changing some of the stuff to be controlable and with adding units inside that can walk.
@Eimtr: Go those are tons of triggers. I suggest you delete the ones you won't need first, little by little. Then you can start looking for the variables you want. There's probably some events that set it to use Char screen, if you find them just make the even be Map Initialization. I doubt someone will take the hard work of looking through the list for you, unless someone else has already tried to do something similar.
My question really wasn't Quantum Physics. I guess not everyone's familiar with Sections to answer some questions. Sections are something like saved portions of the map in the edtior to which Triggers, Placed Objects are attached. This whole new tab 'Sections' appears on Campaign Maps in the editor. That means you cannot delete triggers that belong to another Section or units on the map. Of course, you can Merge All Sections and all will be like any normal map. This is what prevented me from deleteing or creating triggers, if not the Shared section, all others do not allow you to do anything if you have not selected the specific Section that the triggers and objects are under.
For the TStory01.SC2Map specifically since the sections are in maps that no longer exist:
Maps\Campaign\StorySections\TStory01_Armory.SC2Map;base
Maps\Campaign\StorySections\TStory01_Bridge.SC2Map;base
Maps\Campaign\StorySections\TStory01_Cantina.SC2Map;base
Maps\Campaign\StorySections\TStory01_Char.SC2Map;base
Maps\Campaign\StorySections\TStory01_Corridor.SC2Map;base
Maps\Campaign\StorySections\TStory01_Flagship.SC2Map;base
Maps\Campaign\StorySections\TStory01_Lab.SC2Map;base
Maps\Campaign\StorySections\TStory01_MarSara.SC2Map;base
Maps\Campaign\StorySections\TStory01_Observatory.SC2Map;base
As for the rest - well once selected the correct Sections, just untick Disable Model on placement so that you see all modesl like Cantina plus props, Observatory plus Props, Armory, etc. They are just models in the map TStory1.SC2Map and scattered through the black map like space modules - you could always use Move Unit Instantly to move the unit between those Rooms. You do not need any Story triggers. Then place the SM units wherever you wish. I did so with some Captains, Cantina guys - just placed them in the Cantina, all Rewards from Missions such as New Folsom break in, Haven symbol etc are as separate props added in the Cantina - you can add/remove them.
When using tutorial, you can get the effects you want plus move units instantly through the rooms, plus playing Music of the Jukebox, Set Next Map/Run for the Lost Viking Arcade game when you click it or whatever. In the Armory I placed SM Banshee, SM Viking, SM Tank, Spectre (as I play with them) - and you can do that by yourself pretty much. I have used this OneTwoSC's camera vision lots of times - Maps where I make Interiors with a Roof on them - from Melee view you can see nothing, since the Roof covers all inside but once you enable OneTwoSC's RPG view, you see all inside. Now one problem with Cameras is sometimes Cameras won't enter inside or through cliffs and may climb above, in this case all that can be done is Set different Camera for Outside and Inside if a Camera doesn't follow behind a unit. Having selected the Unit to be any Selected unit, I made whichever unit is selected - the Camera with this RPG Vision follows them.
Another problem I faced was that there was no terrain. Thanks to Taintedwisp who told me how, I transferred in the state of SC2Components the terrain t3 files from a new map with terrain to the Campaign map - Pathing which I needed was bugged, units could go through red pathing ...
Instead of transfering the terrain t3... component files from a new map with the same map size and camera bounds that either because the Sections in TStory01.SC2Map or because the terrain transfer bugged the pathing and made it useless - I did the opposite. I created a new map with the same map size and camera bounds, at first Braxis removing the space platform with brushing -1 cliff level and leaving space - then again setting the Terrain Texture Set to be Story - since it already has terrain, I transferred just the Objects and Objects.version file from the Campaign map to the new map - so that all doodads and units remain as they are (well I had to raise the Height Field to 7 again but all is placed exactly since it was Objects transfer), also adding the line
in the ComponentList.SC2Components. I also copied the PaintedPathingLayer file from the Campaign map to use the exact same pathing I did, I tested pathing it was all fine - I couldn't even place units on the map which was proof pathing was required and working properly, I had to brush Green pathing and so I allowed units to walk on Green. The Red is also working fine, so all works great now.
SM_HyperionBridgeHolomap.m3 is the model of the starmap that appears on the Hyperion Bridge Table and not the PlanetViewGalaxy.m3 that has some space and is much bigger to be placed on the Table.
You think those Characters have always been like that? No, they are on the map away from any rooms, I put them all to be where they had to be based on the story.
Great work uncovering it! Now I can hope to see some great results for custom campaigns. If you're kind enough you could upload a 'basic' versions of the reworked map, so people can use it as well.
I am afraid it's nothing that special or worth of a resource or upload. I mean, all I did was
• transfering the placed Rooms (which had their props already placed inside) from the buggy campaign map to a new map with the same map size and camera bounds, only placed the units that were away from any Rooms back to the rooms, deleting the extra copies of Raynors and others, and set my own camera made from OneTwoSC's RPG view
• Expanded the Valerian Flagship corridors to have some more corridors and rooms, added roof and filled some holes in the walls of the Armory and the Cantina that didn't look well,
• With my own triggers, the Jukebox plays random music when you enter (move instantly to the Cantina) and you can play Lost Viking from there (with no option of going back or you'd get back to the actual campaign as it happens lol), No TV news because I don't know how to make ones and I personally don't need to
• this is just plain but walkable terrain (inside the rooms), no dialogues with Characters, no cinematics or other interactive effects - you move between rooms with whatever triggers you like I move a unit instantly from one room to another if he reaches a certain place inside
But if you still think I should upload such map here just as a file, I could do that if I clean it from my own stuff.
Does anyone know when I save that map on my drive as a separate map to customize it, how to make it start from the Hyperion, example, the mission with Media Blitz or right before Char. I want to make some 'After the Char missions' environment inside the Hyperion with some customizations.
Basically what I am trying to make just the same place how it would be after Char and like before HotS - that is No Tychus, no upgrades-research and such menus, some units I personally want to add. Or simply put: I want to remove every other trigger that is not needed, leaving only the ones that make up the Hyperion Rooms terrain plus the people inside and this terrain walkable by units you can command. Problem is with so many triggers I do not know which ones.
It currently starts from the Mar Sara bar (maybe because on single player/guest the campaign has never been started). Where do I change it to start from the Hyperion. Too bad no one has made a map cleaned from all needless cinematics and triggers and just leaving the triggers for the environment there where you can create and control units.
Look on campaign mission (menu is just map) and try to copy it.
@ShadowDancer93: Go
The Map is TStory01.SC2Map and it contains all Mar Sara Bar, Hyperion stuff and I already saved it separately. But I can't find how to set it to start from e.g after Media Blitz that is the last Hyperion interior, which means somewhere I need to change that other missions before are completed to appear right before going to Char, I can't find that in the tons of triggers.
And not to say finding where I can remove some units such as Tychus and changing some of the stuff to be controlable and with adding units inside that can walk.
@Eimtr: Go those are tons of triggers. I suggest you delete the ones you won't need first, little by little. Then you can start looking for the variables you want. There's probably some events that set it to use Char screen, if you find them just make the even be Map Initialization. I doubt someone will take the hard work of looking through the list for you, unless someone else has already tried to do something similar.
My question really wasn't Quantum Physics. I guess not everyone's familiar with Sections to answer some questions. Sections are something like saved portions of the map in the edtior to which Triggers, Placed Objects are attached. This whole new tab 'Sections' appears on Campaign Maps in the editor. That means you cannot delete triggers that belong to another Section or units on the map. Of course, you can Merge All Sections and all will be like any normal map. This is what prevented me from deleteing or creating triggers, if not the Shared section, all others do not allow you to do anything if you have not selected the specific Section that the triggers and objects are under.
For the TStory01.SC2Map specifically since the sections are in maps that no longer exist:
Maps\Campaign\StorySections\TStory01_Armory.SC2Map;base
Maps\Campaign\StorySections\TStory01_Bridge.SC2Map;base
Maps\Campaign\StorySections\TStory01_Cantina.SC2Map;base
Maps\Campaign\StorySections\TStory01_Char.SC2Map;base
Maps\Campaign\StorySections\TStory01_Corridor.SC2Map;base
Maps\Campaign\StorySections\TStory01_Flagship.SC2Map;base
Maps\Campaign\StorySections\TStory01_Lab.SC2Map;base
Maps\Campaign\StorySections\TStory01_MarSara.SC2Map;base
Maps\Campaign\StorySections\TStory01_Observatory.SC2Map;base
As for the rest - well once selected the correct Sections, just untick Disable Model on placement so that you see all modesl like Cantina plus props, Observatory plus Props, Armory, etc. They are just models in the map TStory1.SC2Map and scattered through the black map like space modules - you could always use Move Unit Instantly to move the unit between those Rooms. You do not need any Story triggers. Then place the SM units wherever you wish. I did so with some Captains, Cantina guys - just placed them in the Cantina, all Rewards from Missions such as New Folsom break in, Haven symbol etc are as separate props added in the Cantina - you can add/remove them.
When using tutorial, you can get the effects you want plus move units instantly through the rooms, plus playing Music of the Jukebox, Set Next Map/Run for the Lost Viking Arcade game when you click it or whatever. In the Armory I placed SM Banshee, SM Viking, SM Tank, Spectre (as I play with them) - and you can do that by yourself pretty much. I have used this OneTwoSC's camera vision lots of times - Maps where I make Interiors with a Roof on them - from Melee view you can see nothing, since the Roof covers all inside but once you enable OneTwoSC's RPG view, you see all inside. Now one problem with Cameras is sometimes Cameras won't enter inside or through cliffs and may climb above, in this case all that can be done is Set different Camera for Outside and Inside if a Camera doesn't follow behind a unit. Having selected the Unit to be any Selected unit, I made whichever unit is selected - the Camera with this RPG Vision follows them.
Another problem I faced was that there was no terrain. Thanks to Taintedwisp who told me how, I transferred in the state of SC2Components the terrain t3 files from a new map with terrain to the Campaign map - Pathing which I needed was bugged, units could go through red pathing ...
Instead of transfering the terrain t3... component files from a new map with the same map size and camera bounds that either because the Sections in TStory01.SC2Map or because the terrain transfer bugged the pathing and made it useless - I did the opposite. I created a new map with the same map size and camera bounds, at first Braxis removing the space platform with brushing -1 cliff level and leaving space - then again setting the Terrain Texture Set to be Story - since it already has terrain, I transferred just the Objects and Objects.version file from the Campaign map to the new map - so that all doodads and units remain as they are (well I had to raise the Height Field to 7 again but all is placed exactly since it was Objects transfer), also adding the line
<DataComponent Type="plob">Objects</DataComponent>
in the ComponentList.SC2Components. I also copied the PaintedPathingLayer file from the Campaign map to use the exact same pathing I did, I tested pathing it was all fine - I couldn't even place units on the map which was proof pathing was required and working properly, I had to brush Green pathing and so I allowed units to walk on Green. The Red is also working fine, so all works great now.
SM_HyperionBridgeHolomap.m3 is the model of the starmap that appears on the Hyperion Bridge Table and not the PlanetViewGalaxy.m3 that has some space and is much bigger to be placed on the Table.
You think those Characters have always been like that? No, they are on the map away from any rooms, I put them all to be where they had to be based on the story.
Great work uncovering it! Now I can hope to see some great results for custom campaigns. If you're kind enough you could upload a 'basic' versions of the reworked map, so people can use it as well.
@SoulFilcher: Go
I am afraid it's nothing that special or worth of a resource or upload. I mean, all I did was
• transfering the placed Rooms (which had their props already placed inside) from the buggy campaign map to a new map with the same map size and camera bounds, only placed the units that were away from any Rooms back to the rooms, deleting the extra copies of Raynors and others, and set my own camera made from OneTwoSC's RPG view
• Expanded the Valerian Flagship corridors to have some more corridors and rooms, added roof and filled some holes in the walls of the Armory and the Cantina that didn't look well,
• With my own triggers, the Jukebox plays random music when you enter (move instantly to the Cantina) and you can play Lost Viking from there (with no option of going back or you'd get back to the actual campaign as it happens lol), No TV news because I don't know how to make ones and I personally don't need to
• this is just plain but walkable terrain (inside the rooms), no dialogues with Characters, no cinematics or other interactive effects - you move between rooms with whatever triggers you like I move a unit instantly from one room to another if he reaches a certain place inside
But if you still think I should upload such map here just as a file, I could do that if I clean it from my own stuff.
@Eimtr: Go
Well, atleast I would be interested if you release it, I have no idea how you made it :)