I am using a map with space terrain (braxis) and I lowered cliff with the brush by one to remove all the ground and leave just space, Then with the Pathing brush I made red areas where no units wre supposed to pass. The units are inside models and doodads, there is no cliffs or terrain other than the space background. The units that are Marines, other normal melee units pass through the no pathing as if it doesnt exist at all! Also for some reason it looks like Default Camera and view is like so much ahead of all. I use Base Height (tried from 0 to 100) and Height Field 7.... what is the reason for that Red Pathing not to work?
Oh man. 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. Thanks!
I am using a map with space terrain (braxis) and I lowered cliff with the brush by one to remove all the ground and leave just space, Then with the Pathing brush I made red areas where no units wre supposed to pass. The units are inside models and doodads, there is no cliffs or terrain other than the space background. The units that are Marines, other normal melee units pass through the no pathing as if it doesnt exist at all! Also for some reason it looks like Default Camera and view is like so much ahead of all. I use Base Height (tried from 0 to 100) and Height Field 7.... what is the reason for that Red Pathing not to work?
What mover are your units using?
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
hey Emitir Is this still the Tstory01 map?
@Taintedwisp: Go
Oh man. 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. Thanks!