Quote from tearofrainbow:
Interesting challeng, though I doubt whether it is possbile to create a real map larger than 256*256. And I have suggestions for next challengs:
1. GE challenge: Cliffs more than 2 levels that work properly with ramps, units, etc.
2. Dat editor challenge: Bridge that really works so units can walk across / under it.
About the bridge; why is that so hard to implement? =) I'm not a coder but I'm curious.
i wanted more then 256*256 from begin on, but the problem seems to be map size, because in sc2 the largest amount of mb comes from the terrain and textures. if you would create a 512*512 map it would maybe already be to big for the publishing system (because of map size limit).
i dont think it would be a real problem for blizzard to allow 512² but the size of the maps would get to big. however, i would really love to create a 512² map, even if i would have to host it somewhere else. for orpgs its very important to have a big world and the "scaling" is just bulls*it. its an insane amount of work and i wouldnt do it, really. we also need more then 8 tilesets imo. shit on mapsize, epic maps have epic size, thats it.
Quote from tearofrainbow:
Interesting challeng, though I doubt whether it is possbile to create a real map larger than 256*256. And I have suggestions for next challengs:
1. GE challenge: Cliffs more than 2 levels that work properly with ramps, units, etc.
2. Dat editor challenge: Bridge that really works so units can walk across / under it.
You can make working bridges with the trigger editor. Its kind of compex but you have to make a ramp under the terrain of both ends of the bridge. Make a trigger so then when the unit starts walking onto the bridge (and over the ramp) the trigger repetitively increases the unit's height using the Pythagorean Theorem until the unit is fully on the bridge and off the ramp.
Where the unit's new height is A and its distance from the top of the ramp is B and the length of the ramp is C (usually "4" for one tier ramps).
Set the trigger up so that the unit can't walk past the bridges edges while its on it.
And then do the same thing in reverse when it gets to the end of the ramp.
Your solution is only for unit to walk into a bridge without awkwardness. Its easier to raise the terrain under the bridge and paint pathing there. The real challenge is to have 2 layers of pathing that unit can walk both on the bridge AND under it at the same time ( or even firing each other with the actual bridge as LOS blocker :) )
Your solution is only for unit to walk into a bridge without awkwardness. Its easier to raise the terrain under the bridge and paint pathing there. The real challenge is to have 2 layers of pathing that unit can walk both on the bridge AND under it at the same time ( or even firing each other with the actual bridge as LOS blocker :) )
with my method you can have units walk under and over the bridge no problem. i dunno about having the bridge as a LOS blocker though. that's a tough one. cause with my method you can have a zealot on a bridge start slashing away at a marine underneath the bridge :|
with my method you can have units walk under and over the bridge no problem. i dunno about having the bridge as a LOS blocker though. that's a tough one. cause with my method you can have a zealot on a bridge start slashing away at a marine underneath the bridge :|
Sorry, my bad. I take a look at your map and your workaround is actually feasible, you just didnt explain it clearly. However many problem has to be deal with unit height (all that i can think of my head can be solved with trigger). And yeah, like a zealot with a psi sword hacking away a marine 10 feet below a bridge. Or AI pathing
Quote from tearofrainbow:
Interesting challeng, though I doubt whether it is possbile to create a real map larger than 256*256. And I have suggestions for next challengs:
1. GE challenge: Cliffs more than 2 levels that work properly with ramps, units, etc.
2. Dat editor challenge: Bridge that really works so units can walk across / under it.
You can make working bridges with the trigger editor. Its kind of compex but you have to make a ramp under the terrain of both ends of the bridge. Make a trigger so then when the unit starts walking onto the bridge (and over the ramp) the trigger repetitively increases the unit's height using the Pythagorean Theorem until the unit is fully on the bridge and off the ramp.
Where the unit's new height is A and its distance from the top of the ramp is B and the length of the ramp is C (usually "4" for one tier ramps).
Set the trigger up so that the unit can't walk past the bridges edges while its on it.
And then do the same thing in reverse when it gets to the end of the ramp.
I have a bug report for your bridge in Metal Slug. Once I was killed on the bridge ( maybe while jumping ), and I was reborn under it.
! got a start
my mouse is in the top right corner near the circle
it's pretty easy to edit a map if you create one without using terrain. I don't really know what this feature is for... can't add terrain after creating it without
okay:
tried alot
-memory edits while the editor is running are only crashing it
-it is possible to edit everything but the editor crashes if the most important t3TextureMasks is bigger then 256x256
starcraft says: unable to open map
I guess it requires a lot of hardcoding to enable bigger maps. If you have to change some memory addresses from 1 byte to 2 bytes it's going to be really hard
I tested it out and it seem like the editor does support 512x512 terrain and terrain textures.
! got a start
my mouse is in the top right corner near the circle
it's pretty easy to edit a map if you create one without using terrain. I don't really know what this feature is for... can't add terrain after creating it without
okay:
tried alot
-memory edits while the editor is running are only crashing it
-it is possible to edit everything but the editor crashes if the most important t3TextureMasks is bigger then 256x256
starcraft says: unable to open map
I guess it requires a lot of hardcoding to enable bigger maps. If you have to change some memory addresses from 1 byte to 2 bytes it's going to be really hard
Well since SC2.exe reads them as 4 bytes i don't think that is the problem. Its more likely a buffer overflow.
It seem like the editor does support 512x512 terrain and terrain textures.
You can patch the starcraft 2 editor to allow you to expand the bounds beyond the 256 limit by modifying the jump instruction at 0x00A89474
But it won't allow me to place units.
I' following your guide but I can't get it to work.
-start editor as admin
-create new map
-open map bounds
-check the 'modify map bounds' checkbox
-start sc2patch as admin
nothing happens, maximum is still 256
I'm using Win7 pro, does it work for anyone else?
Quote from tearofrainbow: Interesting challeng, though I doubt whether it is possbile to create a real map larger than 256*256. And I have suggestions for next challengs:
1. GE challenge: Cliffs more than 2 levels that work properly with ramps, units, etc.
2. Dat editor challenge: Bridge that really works so units can walk across / under it.
About the bridge; why is that so hard to implement? =) I'm not a coder but I'm curious.
i wanted more then 256*256 from begin on, but the problem seems to be map size, because in sc2 the largest amount of mb comes from the terrain and textures. if you would create a 512*512 map it would maybe already be to big for the publishing system (because of map size limit).
i dont think it would be a real problem for blizzard to allow 512² but the size of the maps would get to big. however, i would really love to create a 512² map, even if i would have to host it somewhere else. for orpgs its very important to have a big world and the "scaling" is just bulls*it. its an insane amount of work and i wouldnt do it, really. we also need more then 8 tilesets imo. shit on mapsize, epic maps have epic size, thats it.
@RileyStarcraft: Go
The texture mask is 2048x2048 on a 256 map. it is already bigger then 1024x1024 and the game doesn't load on a pc with a non shader 3 gpu...
Quote from tearofrainbow:
Interesting challeng, though I doubt whether it is possbile to create a real map larger than 256*256. And I have suggestions for next challengs:
1. GE challenge: Cliffs more than 2 levels that work properly with ramps, units, etc.
2. Dat editor challenge: Bridge that really works so units can walk across / under it.
You can make working bridges with the trigger editor. Its kind of compex but you have to make a ramp under the terrain of both ends of the bridge. Make a trigger so then when the unit starts walking onto the bridge (and over the ramp) the trigger repetitively increases the unit's height using the Pythagorean Theorem until the unit is fully on the bridge and off the ramp.
Where the unit's new height is A and its distance from the top of the ramp is B and the length of the ramp is C (usually "4" for one tier ramps).
Set the trigger up so that the unit can't walk past the bridges edges while its on it.
And then do the same thing in reverse when it gets to the end of the ramp.
It's actually 8 * [256*256]. There's one texture mask per tile :)
@ArcadeRenegade: Go
Your solution is only for unit to walk into a bridge without awkwardness. Its easier to raise the terrain under the bridge and paint pathing there. The real challenge is to have 2 layers of pathing that unit can walk both on the bridge AND under it at the same time ( or even firing each other with the actual bridge as LOS blocker :) )
@vjeux: Go the header say 2048x2048 ;)
I'm going to test it with a 2056 mask.
with my method you can have units walk under and over the bridge no problem. i dunno about having the bridge as a LOS blocker though. that's a tough one. cause with my method you can have a zealot on a bridge start slashing away at a marine underneath the bridge :|
Sorry, my bad. I take a look at your map and your workaround is actually feasible, you just didnt explain it clearly. However many problem has to be deal with unit height (all that i can think of my head can be solved with trigger). And yeah, like a zealot with a psi sword hacking away a marine 10 feet below a bridge. Or AI pathing
I have a bug report for your bridge in Metal Slug. Once I was killed on the bridge ( maybe while jumping ), and I was reborn under it.
I tested it out and it seem like the editor does support 512x512 terrain and terrain textures.
Well since SC2.exe reads them as 4 bytes i don't think that is the problem. Its more likely a buffer overflow. It seem like the editor does support 512x512 terrain and terrain textures. You can patch the starcraft 2 editor to allow you to expand the bounds beyond the 256 limit by modifying the jump instruction at 0x00A89474 But it won't allow me to place units.
Really nice malu05. Can you post the map? Also, is that readable by a non-pacthed editor?
@vjeux: Go
Here is one that is 704x124 www.madx.dk/tst.rar And nope, you most likely won't be able to load it.
Nope wont load in normal editors. Malu05 could you possibly create a tutorial teaching the steps to patch an editor?
hm explain it please.
can't find 0x00A89474
-open the Starcraft II Editor.
-create a new map
-open the "Map Bounds" menu (Map -> Map Bounds...)
-Download this file: www.madx.dk/files/SC2patch.rar and extract it.
-(if you have windows vista or 7) right-click the exe file and hit "run as administrator"
-Now you should be able to go beyond the limit
(you can extend the X axis without problems but the Y axis might cause a crash if you try and save the map)
@malu05: Go
does not work with the enGB... but didn't know this map bound feature
okay I don't really know what I have to look for in the memory or what tools are good or, yeah I'm a noob editing ram
@b0ne123: Go
im running enGB myself so it certainly should.
I' following your guide but I can't get it to work.
-start editor as admin
-create new map
-open map bounds
-check the 'modify map bounds' checkbox
-start sc2patch as admin
nothing happens, maximum is still 256
I'm using Win7 pro, does it work for anyone else?
Yeah doesnt work for me either.