i remember playing one of the very early versions of sotis, just to see what really skilled people can do back then - at that time i knew nothing of the editor itself and i knew that i sucked at map making.
i started creating some maps and learned really really much - never played sotis because i suck at dota but just tried it now to see how "advanced" it is.
holy shit. i seriously still suck at map making!
seeing that map - just the hero choosing was enough - made me in the first seconds think about abandoning my map projects because i would never create something like that.
obviously i wont kill my projects - but now i want to learn!
i have so many questions and hope im allowed to ask them in this one thread and in this triggering section.
so main question in this thread is - how are these "dialogs" done?
are these even dialogs or is this something way more complicated? anyone able to hint in the direction to go to create such an amazing hero choosing or whatever?
text tag and attribute icons - i searched for these things but never found anything to make them work - is this a new 1.3 patch feature (like simple giving an attribute an icon in the DE..?) or custom made with dialogs set in that place? (for the attributes..)
what about the text tag icons? never really tried it, but how would that work?
the inventory - is it as simple as i think it is? had no time yet to check it out, but it looks like just instead of 1 container that "opens" an inventory, having 6 different "inventories" but with no slots.
the button for the leaderboard and the leaderboard style in general - any advanced tutorials for that?
how does sotis handle the hero death? i guess its death prevention with fake death animation, right?
i know - most things will be a secret and i am definitly not going to copy all that stuff exactly into my maps.
but these things are huge improvements that i (at least some of them) already tried to work on in different ways but never succeeded.
hope anyone is able to answer some of these questions.
Look in my signature. I've got a complete "idiot's guide to making a DOTA map" tutorial. I believe part 3 covers how to make dialogs for hero selection.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
oh, no offense.. your tutroial is very nice and helped me on some things already - but that is nowhere even near to anything like i was looking for right now. ^^
i know how to create dialogs, also i have a very well working hero choose/random system for my map right now. but its just a plain dialog with 2 buttons - looks very ugly.
what i meant was the styling of that awesome hero choosing sotis uses or the item shop.
like i said i wont "copy" it, i just would like to know how this is made. some of these "textures" used are obviously selfmade but some others are in the game, and i'd like to know how to access them, position them etc..
There's a decrypted copy of it somewhere here in SC2mapster - Even though its difficult to decipher - You might still be able to find the Leaderboard your looking for ' Try Library Section :)
There is nothing really special with the dialogs done in sotis as far as custom dialog order/art; they are simply using a lot of blizzard premade high quality assets that are already in the editor but take a bit to find. For example (http://www.sc2mapster.com/forums/resources/tutorials/27900-dialogs-making-better-dialogs-intermediate/) this tutorial shows how much better you can make it by not using just the regular dialog backgrounds with is what most people use since they can't be bothered to go look themselves. I know i can point out how everything is done in this sotis one and could recreate it in a heartbeat, but as zelda kinda of lead on the biggest issue your gonna have is the actual organizing of the triggers and using "definition templates" to minimize your work and not have a shitload of repeated dialog actions.
I knew' I did check the date of post though' Was just checkin out If I could make threads like this- Since I don't know how to occupy with the Dialogs and Dialogs Items myself.
good evening.
i remember playing one of the very early versions of sotis, just to see what really skilled people can do back then - at that time i knew nothing of the editor itself and i knew that i sucked at map making.
i started creating some maps and learned really really much - never played sotis because i suck at dota but just tried it now to see how "advanced" it is.
holy shit. i seriously still suck at map making!
seeing that map - just the hero choosing was enough - made me in the first seconds think about abandoning my map projects because i would never create something like that.
obviously i wont kill my projects - but now i want to learn!
i have so many questions and hope im allowed to ask them in this one thread and in this triggering section.
so main question in this thread is - how are these "dialogs" done?
are these even dialogs or is this something way more complicated? anyone able to hint in the direction to go to create such an amazing hero choosing or whatever?
text tag and attribute icons - i searched for these things but never found anything to make them work - is this a new 1.3 patch feature (like simple giving an attribute an icon in the DE..?) or custom made with dialogs set in that place? (for the attributes..)
what about the text tag icons? never really tried it, but how would that work?
the inventory - is it as simple as i think it is? had no time yet to check it out, but it looks like just instead of 1 container that "opens" an inventory, having 6 different "inventories" but with no slots.
the button for the leaderboard and the leaderboard style in general - any advanced tutorials for that?
how does sotis handle the hero death? i guess its death prevention with fake death animation, right?
i know - most things will be a secret and i am definitly not going to copy all that stuff exactly into my maps.
but these things are huge improvements that i (at least some of them) already tried to work on in different ways but never succeeded.
hope anyone is able to answer some of these questions.
Look in my signature. I've got a complete "idiot's guide to making a DOTA map" tutorial. I believe part 3 covers how to make dialogs for hero selection.
oh, no offense.. your tutroial is very nice and helped me on some things already - but that is nowhere even near to anything like i was looking for right now. ^^
i know how to create dialogs, also i have a very well working hero choose/random system for my map right now. but its just a plain dialog with 2 buttons - looks very ugly.
what i meant was the styling of that awesome hero choosing sotis uses or the item shop.
http://www.abload.de/image.php?img=screenss99.png
like i said i wont "copy" it, i just would like to know how this is made. some of these "textures" used are obviously selfmade but some others are in the game, and i'd like to know how to access them, position them etc..
There's a decrypted copy of it somewhere here in SC2mapster - Even though its difficult to decipher - You might still be able to find the Leaderboard your looking for ' Try Library Section :)
@PatchOne: Go
There is nothing really special with the dialogs done in sotis as far as custom dialog order/art; they are simply using a lot of blizzard premade high quality assets that are already in the editor but take a bit to find. For example (http://www.sc2mapster.com/forums/resources/tutorials/27900-dialogs-making-better-dialogs-intermediate/) this tutorial shows how much better you can make it by not using just the regular dialog backgrounds with is what most people use since they can't be bothered to go look themselves. I know i can point out how everything is done in this sotis one and could recreate it in a heartbeat, but as zelda kinda of lead on the biggest issue your gonna have is the actual organizing of the triggers and using "definition templates" to minimize your work and not have a shitload of repeated dialog actions.
@Mugen245: Go You realized that this thread is more then 2 years old, did you?
@Exaken: Go
I don't think either of them did. I thought about congratulating them on their two year necro, but didn't feel like it before.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
I knew' I did check the date of post though' Was just checkin out If I could make threads like this- Since I don't know how to occupy with the Dialogs and Dialogs Items myself.
I do think that posts like hobbidudes are still useful, even after 2 years. I didn't know the picture he posted and I just had to bookmark it.
Everyone always says "use the search function" and adding useful knowledge to old threads makes that a useful way of going at it.
Well, that's just how I think about it.