Curiously, due to all the time I spent on the WTE's and training for my private project, I have little gripes with the Terrain Editor other than the cliff height and terrain palette limits and the fact you can only spin doodads in the X axis, and not Y and Z axis.
There is no +2 cliff height limit as far as I recall. You just have to make that when setting up the map that the general cliff height of the map is lower than usual.
Curiously, due to all the time I spent on the WTE's and training for my private project, I have little gripes with the Terrain Editor other than the cliff height and terrain palette limits and the fact you can only spin doodads in the X axis, and not Y and Z axis.
Doodads are just actors+footprints. So you definite can rotate them in any axis
He did. It's not that it's impossible, it's that it takes fucking long and isn't a feasible terraining technique. Take a look at the picture I attached from an earlier WarCraft 3 terrain I made. Do you see the stairs leading up onto the Fort's wall on the left side? That took me 5 minutes to make by tilting barrels on their axis and flattening them. Can you imagine how long it'd take using site operations in the SC2 editor? I once made a wooden cabin out of tables turned on their side. Also took me 5 minutes. In the SC2 editor, it'd take me hours to get everything in the right position since I'd constantly have to go into the game to re-check the positioning and swap back out into the editor to adjust it.
There is no +2 cliff height limit as far as I recall. You just have to make that when setting up the map that the general cliff height of the map is lower than usual.
Same deal here. The cliff limit people are talking about refers to the fact that StarCraft 2 only has 4 different cliff heights: inpassible low terrain, normal terrain, normal terrain +1 and normal terrain +2. In the WarCraft 3 editor, which preceded this one, you could go up to normal terrain +30 if you so desired, making the creation of walkable mountains a ton easier.
This in a whole is the problem. Texture limits, cliff limits and no doodad flipping are three issues we don't need to be facing with the current technology. The texture limit problem existed back in the WarCraft 3 days simply because space and performance became an issue with more textures - now that this is no longer so, the SC2 editor shouldn't restrict us in this way. Unlimited cliff heights and doodad flipping were things that the WarCraft 3 editor had that the SC2 editor no longer has - in that regard, we went backwards.
It's not that these things 'cannot be done' through workarounds or such, it is that they should no longer be an issue thanks to modern day PC's and yet still are. It's Blizzard putting artificial restrictions upon our terraining.
For me the lack in the editor is with the triggers, In war3 I've known to do almost everything in GUI, here I know what I need to do but some triggers are just missing. Specifically what we have now in LIbraries should have been already included by Blizzard - change pitch, spinning , orbit, order unit to use item or to pick it up, etc.
Also I'd do a simple model under 5 KB any time than Texture select by Id - this is really a lame way to replace textures... They should make a way to replace textures more directly.
I also agree with the inability to place say 10 cliffs... on top of each other. What's what about.
This in a whole is the problem. Texture limits, cliff limits and no doodad flipping are three issues we don't need to be facing with the current technology. The texture limit problem existed back in the WarCraft 3 days simply because space and performance became an issue with more textures - now that this is no longer so, the SC2 editor shouldn't restrict us in this way. Unlimited cliff heights and doodad flipping were things that the WarCraft 3 editor had that the SC2 editor no longer has - in that regard, we went backwards.
There's only one simple barrier to enable unlimited number of cliffs: Blizzard must put the occlusion height parameter in the action set unit's property. If they do that, I'll be able to make a script that will have an unlimited number of cliff (10,100, why not?). You surely think that it will not be 'real' integrated cliff (you're right), but this workaround will do the job for the technical point of the cliffs.
And about the texture limit, I think that if you take a floor actor (like tarsonis concrete) and you put a ground texture via the texture select by id actor message, I think that it could make a good workaround (with little trials and errors).
@Renee2islga: Go
Curiously, due to all the time I spent on the WTE's and training for my private project, I have little gripes with the Terrain Editor other than the cliff height and terrain palette limits and the fact you can only spin doodads in the X axis, and not Y and Z axis.
There is no +2 cliff height limit as far as I recall. You just have to make that when setting up the map that the general cliff height of the map is lower than usual.
Doodads are just actors+footprints. So you definite can rotate them in any axis
@Renee2islga: Go
I'm guessing he meant without using site operations.
He did. It's not that it's impossible, it's that it takes fucking long and isn't a feasible terraining technique. Take a look at the picture I attached from an earlier WarCraft 3 terrain I made. Do you see the stairs leading up onto the Fort's wall on the left side? That took me 5 minutes to make by tilting barrels on their axis and flattening them. Can you imagine how long it'd take using site operations in the SC2 editor? I once made a wooden cabin out of tables turned on their side. Also took me 5 minutes. In the SC2 editor, it'd take me hours to get everything in the right position since I'd constantly have to go into the game to re-check the positioning and swap back out into the editor to adjust it.
Same deal here. The cliff limit people are talking about refers to the fact that StarCraft 2 only has 4 different cliff heights: inpassible low terrain, normal terrain, normal terrain +1 and normal terrain +2. In the WarCraft 3 editor, which preceded this one, you could go up to normal terrain +30 if you so desired, making the creation of walkable mountains a ton easier.
This in a whole is the problem. Texture limits, cliff limits and no doodad flipping are three issues we don't need to be facing with the current technology. The texture limit problem existed back in the WarCraft 3 days simply because space and performance became an issue with more textures - now that this is no longer so, the SC2 editor shouldn't restrict us in this way. Unlimited cliff heights and doodad flipping were things that the WarCraft 3 editor had that the SC2 editor no longer has - in that regard, we went backwards.
It's not that these things 'cannot be done' through workarounds or such, it is that they should no longer be an issue thanks to modern day PC's and yet still are. It's Blizzard putting artificial restrictions upon our terraining.
@Mozared: Go
Amen. That about sums up all my frustrations with the SC2 editor.
@Mozared: Go
I blame lack of quadcore support.
For me the lack in the editor is with the triggers, In war3 I've known to do almost everything in GUI, here I know what I need to do but some triggers are just missing. Specifically what we have now in LIbraries should have been already included by Blizzard - change pitch, spinning , orbit, order unit to use item or to pick it up, etc.
Also I'd do a simple model under 5 KB any time than Texture select by Id - this is really a lame way to replace textures... They should make a way to replace textures more directly.
I also agree with the inability to place say 10 cliffs... on top of each other. What's what about.
There's only one simple barrier to enable unlimited number of cliffs: Blizzard must put the occlusion height parameter in the action set unit's property. If they do that, I'll be able to make a script that will have an unlimited number of cliff (10,100, why not?). You surely think that it will not be 'real' integrated cliff (you're right), but this workaround will do the job for the technical point of the cliffs.
And about the texture limit, I think that if you take a floor actor (like tarsonis concrete) and you put a ground texture via the texture select by id actor message, I think that it could make a good workaround (with little trials and errors).