even if we would be able to patch it, every player that wants to play the map would have to patch himself. this wont work at all. until blizzard doesnt change it themselfes we can forget it.
even if we would be able to patch it, every player that wants to play the map would have to patch himself. this wont work at all. until blizzard doesnt change it themselfes we can forget it.
It could have potentially been a bug with one of the patches though, we never know.
It's not possible to create more players as far as I know...
Yes but as far as we all knew when we started trying to figure this out a 512x512 map wasn't possible. We still haven't really figured it out but you get the idea...
Increasing the map size is a small change compared to the number of players. They have probably hardcoded the number of players in a huge number of places like in the battle.net lobby system, in the communication protocol and in the game internals. I highly doubt it is possible to make such a drastic change.
The map size is something dynamic, so we did not know if they hardcoded the maximum. Sadly it appears they did :(
Well i don't know how are the textures applied to terrain but when I'm making a ground texture in 3ds max I add a UVWmap modifier and apply texture to a face. By this i suffer with a cloned texture but i have it in bigger resolution if camera is looking only at small area.
Has nobody here have had a 256 x 256 sized map with doodads and terrain finished on it? It adds like 500k processing for the editor alone. I'm scared to think of 512 x 512, which is 4 times the room. The only thing I can think about doing, is something my friend did on wc3 (though it lagged on wc3). Which would be to have it so if a unit enters a boundary it loads a randomized terrain and then saves all the terrains into a table, so that units can backtrack. If you dont want the camera obviously moving, then you can use wasd, but move the terrain instead of the character. :p
Has nobody here have had a 256 x 256 sized map with doodads and terrain finished on it? It adds like 500k processing for the editor alone. I'm scared to think of 512 x 512, which is 4 times the room. The only thing I can think about doing, is something my friend did on wc3 (though it lagged on wc3). Which would be to have it so if a unit enters a boundary it loads a randomized terrain and then saves all the terrains into a table, so that units can backtrack. If you dont want the camera obviously moving, then you can use wasd, but move the terrain instead of the character. :p
Edit: Oh crap, this was super old. Xd
I dont know if it possible but I know malu05 in project vector is working on having parts of the map load during game play. The reason i bring this up on this old topic is because I think we could simulate a 512x512 map for a single person. I dont know how off I may be because I'm still a noob.
Well i don't know how are the textures applied to terrain but when I'm making a ground texture in 3ds max I add a UVWmap modifier and apply texture to a face. By this i suffer with a cloned texture but i have it in bigger resolution if camera is looking only at small area.
Also this guy has an interesting idea although I dont know how it would work with basic pathing and the placement block system but I think this could work. Am I right?
I wonder if it's possible via mod files... I don't know how the mod files work, but maybe there is a configuration file that will allow for different sizes. Maybe that mod file would allow the game engine to bypass the 256 limit.
I made a map technically 2560x2560 by making all models 10% their original size. Be careful and reduce their movement speed and weapon range as well. Textures look a bit odd as well. Also, it crashes the game often. Try to only do 50% or no lower than 25% scale.
Ohhh wait, i have not updated to patch 15 yet. That is possibly why. Can someone upload their sc2editor.exe?
@malu05: Go
!
why dont you update to patch 15?
Thanks alot. Ill update it tommorow when i get to my cmputer again.
I get a error when i update so i have to reinstall the entire game plus the 15 patches... Can't wait that long, for the stuff that patch 15 fixed.
Patch 16 is the latest, btw.
Ohh wait, that was not sc2editor.exe that was StarCraft_II_Editor.exe. I need the one from
StarCraft II Beta\Support\ folder.
Anyway, ill do the update myself.
yay MWE can open those big maps :) can the game open them?
@sanktanglia: Go the game is unable to open big maps. the must be a limit somewhere. something like mark map = illegal if size >256
Bump :)
if the game cant open it its senseless.
even if we would be able to patch it, every player that wants to play the map would have to patch himself. this wont work at all. until blizzard doesnt change it themselfes we can forget it.
how about make a 512*512 or more map with 32 or more players?
It could have potentially been a bug with one of the patches though, we never know.
It's not possible to create more players as far as I know...
Yes but as far as we all knew when we started trying to figure this out a 512x512 map wasn't possible. We still haven't really figured it out but you get the idea...
Increasing the map size is a small change compared to the number of players. They have probably hardcoded the number of players in a huge number of places like in the battle.net lobby system, in the communication protocol and in the game internals. I highly doubt it is possible to make such a drastic change.
The map size is something dynamic, so we did not know if they hardcoded the maximum. Sadly it appears they did :(
Well i don't know how are the textures applied to terrain but when I'm making a ground texture in 3ds max I add a UVWmap modifier and apply texture to a face. By this i suffer with a cloned texture but i have it in bigger resolution if camera is looking only at small area.
Has nobody here have had a 256 x 256 sized map with doodads and terrain finished on it? It adds like 500k processing for the editor alone. I'm scared to think of 512 x 512, which is 4 times the room. The only thing I can think about doing, is something my friend did on wc3 (though it lagged on wc3). Which would be to have it so if a unit enters a boundary it loads a randomized terrain and then saves all the terrains into a table, so that units can backtrack. If you dont want the camera obviously moving, then you can use wasd, but move the terrain instead of the character. :p
Edit: Oh crap, this was super old. Xd
rofl, love necroposts... wish they came up with a way tho. :(
Hehehehe! I mean bump!
So I was wondering if its possible to create a 256x256 map and load a already created map like the following guy was talking about for backtracking.
I dont know if it possible but I know malu05 in project vector is working on having parts of the map load during game play. The reason i bring this up on this old topic is because I think we could simulate a 512x512 map for a single person. I dont know how off I may be because I'm still a noob.
Also this guy has an interesting idea although I dont know how it would work with basic pathing and the placement block system but I think this could work. Am I right?
I wonder if it's possible via mod files... I don't know how the mod files work, but maybe there is a configuration file that will allow for different sizes. Maybe that mod file would allow the game engine to bypass the 256 limit.
Just an idea I had.
I made a map technically 2560x2560 by making all models 10% their original size. Be careful and reduce their movement speed and weapon range as well. Textures look a bit odd as well. Also, it crashes the game often. Try to only do 50% or no lower than 25% scale.