Another grand tutorial from your favorite video-tutorial maker! Lots of cool stuff in this one, such as moving skyboxes with your hero, camera rotation, editing SC2layout files to customize the Blizzard UI, and more! While the title says RPG, it is more of the technical side. I won't show how to make a hero as I JUST did a massive tutorial on that. However, this tutorial will show you how to set up a 3rd person RPG type map assuming you take care of the hero/leveling side.
Seems pretty cool. I however wouldn't go for using the layout files in an rpg. You would need to have your hero selected for it to work at all times. I prefer ot go for a 100% custom ui made with dialogs and stuff.
That is much harder though; especially with inventory... good luck getting items pickup-able and movable in your inventory. As well, targeting abilities may be painful :/
I honestly Hate video tutorials.... really really hard to follow along and do at the same time.... is there a transcript available?
Not that im trying to be negative or any thing OneTwo its just... Ive always prefered a structured list of things to accomplish a goal and not a youtube videos.
Seems pretty cool. I however wouldn't go for using the layout files in
an rpg. You would need to have your hero selected for it to work at all
times. I prefer ot go for a 100% custom ui made with dialogs and stuff.
Umm Layout files work better then Dialog UI's
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Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
Videos are better because you can see exactly what they're doing!
Anyway OneTwo, you have the best video tuts out there, and I'm sure a lot of galaxy editor newbies have been helped through your efforts. Keep up the good work. :D
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Feel free to Send me a PM if you have any questions/concerns!
To SoulCarver: I honestly prefer reading text too as a 'user'. However I personally find it easier to make videos as a tutorial-maker because I just go through the steps and there's visual proof. What I will do (if I didn't delete it hopefully) is paste in my own "Plan.txt" which does have every step I did in the videos you see. I'll look for it when I get home later.
Okay, (long post) here's my transcript, sorry if it's a bit raw... also attached the image showing the interface layout changes:
3rd Person RPG Tutorial
(1 Player)
-------------------------------------
Demo & Part 1 (Terrain+Setup)
-------------------------------------
New Agria map
Stretch out camera bounds of your map to make use of as much room as possible
Paint terrain and cliffs WoW style using the height tool rather than basic cliffs of war3/sc2 style. See video for how I paint it.
Paint no pathing on our WoW-style cliffs to prevent player from wandering off the map.
Place and space out agria trees
Data editor->Actors (All doodads are actors), find art- scale field on Agria tree... make agria tree have 2.0 scale
Place a zeratul at a start position... and place a camera over his shoulder... and make sure Far Clip of 55 on cam.
-------------------------------------
Part 2 (Camera & Skybox)
-------------------------------------
Open Data editor, go to units tab, and search for Zeratul.
Zeratul - remove cloaked flag from flags.
Click on zeratul's actor in tree-view (or find his actor in actors tab). Find field named Status Bar Flags. Uncheck everything. This will remove his HP bar/energy bar.
Go to Cameras tab of data editor:
Default Camera - remove all zoom levels in zoom levels+ field.
Head on over to the trigger editor...
Click on the Melee Initialization trigger and remove all of the ACTIONS that are there. Then add the following:
Camera - Apply Camera 001 for player 1 over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
Camera - Lock camera input for player 1
Camera - Follow for player 1 (Unit group(Zeratul [29.98, 19.77])) with the camera and Clear Current Target
Visibility - Create a visibility revealer for player 1 within (Entire map)
New trigger, make it the following:
Camera Rotation Trigger:
Events
Unit - Any Unit is issued an order to Any Ability Command
Local Variables
Conditions
(Triggering unit) == Zeratul [29.98, 19.77]
Actions
General - Wait 0.15 Real Time seconds
General - Repeat (Actions) 3 times
Actions
Camera - Apply camera object Rotation (Facing of Zeratul [29.98, 19.77]) for player 1 over 2.0 seconds with Existing Velocity% initial velocity and 4% deceleration
General - Wait 0.3 Real Time seconds
Another new trigger, for adjusting camera pitch up:
Camera Pitch Up Trigger:
Events
UI - Player Any Player presses Up key Up with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
Camera - Apply camera object Angle Of Attack ((Current camera pitch of player 1) + 10.0) for player 1 over 1.5 seconds with Existing Velocity% initial velocity and 4% deceleration
And for pitch down:
Camera Pitch Down Trigger:
Events
UI - Player Any Player presses Down key Up with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
Camera - Apply camera object Angle Of Attack ((Current camera pitch of player 1) - 10.0) for player 1 over 1.5 seconds with Existing Velocity% initial velocity and 4% deceleration
For the interaction to test fighting:
Place some zerglings and hydralisks back in the terrain editor
Skybox:
Go to data editor, open models tab. Make a new model based on Generic etc...
Make skybox model have belshir skybox as model field, and scale min/max be 0.007.
Go to Unit tab:
Duplicate probe and strip it, speed of 5, no collisions, height of -1.5, remove turning flag, make unselectable untargetable and not on radar flags checked, invulnerable flag checked, and make model for actor the skybox be the model we made earlier with belshir.
Back in INIT trigger add the lines:
Unit - Create 1 Player Sky Box for player 0 at (Position of Zeratul [29.98, 19.77]) facing 270.0 degrees (Ignore Placement)
Unit - Order (Last created unit) to ( Move targeting Zeratul [29.98,c 19.77]) (Replace Existing Orders)
To set the fog to prevent harsh edge of skybox:
Open Terrain Texture Sets tab, find Agria:
Fog Color: White
Fog Density: 1.0
Fog distance falloff: 4
Fog distance far: 60
Fog distance near: 35
Fog enabled: Enabled
Fog falloff: 0.11
Fog Starting Height: -25
-------------------------------------
Part 3 (Interface Layout)
-------------------------------------
In the data editor in Game UI, set world console bottom to 0.
Download SC2Layouts from sc2mapster to desktop or somewhere quick/easy. (Helral's tutorial)
The following will take Blizzard's UI and make it as in the attached image of this post...
Open CommandPanel.sc2layout (drag into notepad):
Make buttons 05 and 10 relative to 04 and 09 instead of 00 and 05.
The way to do this is to change the following data:
1. set the relative for both positions to $parent/CommandButton04 (09 for Button10)
2. set the Top pos to Min and the offset to 0
3. set the Left pos to Max and the offset to "#CommandButtonGap"
THEN CHANGE COMMANDTOOLTIP TO BE:
<Anchor side="Bottom" relative="$parent" pos="Max" offset="-100"/>
<Anchor side="Left" relative="$parent" pos="Min" offset="200"/>
Then change CommandButton00 to have TOP offset of 30
Then change CommandTargetPrompt to have TOP offset of 0
Open GameUI.sc2layout
CommandPanel:
Width to 3x bigger (1200), height to be 130.
Bottom offset from -18 to 0
Anchor of Right becomes Left, pos Min, and offset of 250.
InfoPanel (right below):
GET RID of height and make it:
<Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
<Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
<Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
<Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
Open InfoPanel.SC2layout
FIND THE FOLLOWING AND CHANGE IT:
<Frame type="InfoPaneUnit" name="InfoPaneUnit" template="InfoPaneUnit/InfoPaneUnitTemplate">
<Anchor side="Top" relative="$parent" pos="Mid" offset="400"/>
<Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
<Anchor side="Left" relative="$parent" pos="Min" offset="-65"/>
<Width val="402"/>
</Frame>
Open InfoPaneUnit.SC2Layout
For NameLabel, make offset for Top to be -820, and offset for Left to be -30
Open MenuBar.SC2Layout
Find MenuButton... change left anchor line to be <Anchor side="Left" relative="$parent" pos="Min" offset="200"/>
Open ResourcePanel.sc2layout
SupplyLabel frame, find anchor of Right, and change offset to -300
Head back into editor and open trigger window:
Go into INIT trigger, show/hide UI Frame:
UI - Hide Console Panel for (All players)
UI - Hide Hero Panel for (All players)
UI - Hide Achievements Menu Button for (All players)
Finally, go to import manager of editor, right click, import files, click browse... choose highest level "UI" folder that you downloaded... then you should see a tree-view with checkboxes of UI/UI/Layout/UI/... you can watch my video tutorial at this point of how I check off the right level, but the idea is to check off just under the first UI.... well, once it's imported it should look like:
UI
Layout
UI
achievement.sc2layout
etc etc..
It's recommended to watch the video for this part ^ as it is difficult to explain the proper technique of importing. Once this is done, the tutorial is over!
Layout files are probably much easier to use, but can't have nearly as
much customization
dialogs are ....way easier to use... but yes... there are some things you can not to with the lay out files.... to optimize your ability as a mapper and your UI itself.... you would want to make as much use out of the original UI components by manipulating them through the lay out files.... any additional functionality that can not be provided by the layout files you would then want to use Dialogs for.
Though from my understanding the Layout files allow you to create even more advanced dialog templates.... that you can use in your dialogs. I have not touched on that yet so im not sure how that functionality works....
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Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
nice text there OneTwo... yeah I can tell exactly what you did through the text.. though I would suggest you format it and add some of the smaller details to it. =)
I mean if you really want to.
BTW ... not sure if you covered it. Or touched on it....
On your Info Panel/ Unit Panel did you do anything to Move/Scale up the Behavior Buff Icons? Might be Cool to see those displayed in more of a WOWish kinda style.
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
I actually didn't because I didn't have any to see / test with... but if you had it happen you could see where they shit and shift it...
Also, i didn't do any testing with selecting multiple units since in the tutorial it can never happen... you only have one hero. But that frame may be way off (the one with unit group wireframes)
Haha I hate going back and adding/changing stuff as a '4th part'... maybe a separate tutorial is better. ALso, I just reformatted the transcript a bit.
Haha I hate going back and adding/changing stuff as a '4th part'...
maybe a separate tutorial is better. ALso, I just reformatted the
transcript a bit.
Yeah thats the main reason I dont like Video tutorials.... if theres something wrong or missing or not explained well enough or glossed over... chances are the creater is not gonna redo it.....
Hence why detailed text based tutorials are FTW.
Though videos that show the end results of any tutorial are very nice.... for actor event tutorials I wish people would give us screen shots more often.
Following the OneTwoSC's youtube channel since the beta and the creation of this site (or maybe it wasn't known enough in our country :?).
Love you tutorials, cause they are really easy to perform, and that's a good way to learn something, as if you were talking with a teacher and doing everything by yourself...
So I love the last three videos especially and tried to create such an RPG map, and it was pretty easy and didn't take much time (although without any tutorials it would probably take muuuuuch longer). So I wanted to thank you for the videos. Waiting forward to see some new ones ;)
Also I don't mind if you spread my tutorials or the knowledge I present into Russian tutorials on your site... if you aren't already... definitely would be cool.
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Another grand tutorial from your favorite video-tutorial maker! Lots of cool stuff in this one, such as moving skyboxes with your hero, camera rotation, editing SC2layout files to customize the Blizzard UI, and more! While the title says RPG, it is more of the technical side. I won't show how to make a hero as I JUST did a massive tutorial on that. However, this tutorial will show you how to set up a 3rd person RPG type map assuming you take care of the hero/leveling side.
Map DL link: Link Removed: http://www.mediafire.com/?5nqe8qj8cibjbvq
Parts 2 and 3 in the descriptions of each successive video.
For reference:
Demo & Part 1 (Terrain) - 00:34 Demo, 02:27 Part 1 Begins, 03:55 Cliffs, 05:33 Pathing Blockers, 06:19 Trees, 07:13 Tree Scale, 08:07 Placing Zeratul, 08:41 Placing Initial Camera
Part 2 (Camera & Skybox) - 00:05 Modifying Zeratul, 00:55 Fixing Camera Zoom, 01:32 Init Trigger (camera/Visibility), 03:37 Camera Auto Rotation, 06:47 Camera Pitch Change, 08:51 Zerglings, 09:13 Skybox (model/unit, triggers), 18:28 Fog
Part 3 (Interface Layout) - 00:47 Getting files online, 02:17 Beginning Editing the layout, 02:33 Before & After Diagram, 02:46 CommandPanel.sc2layout, 09:36 GameUI.sc2layout, 11:05 MinimapPanel, 11:52 InfoPanel and Infopanel.sc2layout, 14:53 InfoPaneUnit, 15:42 MenuBar.SC2layout, 16:31 ResourcePanel.SC2Layout, 17:29 Hide UI Trigger, 17:57 Final (or actual) sc2layout importing
Great tutorial! Thank you :D
Seems pretty cool. I however wouldn't go for using the layout files in an rpg. You would need to have your hero selected for it to work at all times. I prefer ot go for a 100% custom ui made with dialogs and stuff.
@Nebuli2: Go
That is much harder though; especially with inventory... good luck getting items pickup-able and movable in your inventory. As well, targeting abilities may be painful :/
I honestly Hate video tutorials.... really really hard to follow along and do at the same time.... is there a transcript available?
Not that im trying to be negative or any thing OneTwo its just... Ive always prefered a structured list of things to accomplish a goal and not a youtube videos.
Umm Layout files work better then Dialog UI's
<<reply 261755>
Layout files are probably much easier to use, but can't have nearly as much customization
Videos are better because you can see exactly what they're doing!
Anyway OneTwo, you have the best video tuts out there, and I'm sure a lot of galaxy editor newbies have been helped through your efforts. Keep up the good work. :D
@zeldarules28: Go
Thanks!
To SoulCarver: I honestly prefer reading text too as a 'user'. However I personally find it easier to make videos as a tutorial-maker because I just go through the steps and there's visual proof. What I will do (if I didn't delete it hopefully) is paste in my own "Plan.txt" which does have every step I did in the videos you see. I'll look for it when I get home later.
@SouLCarveRR:
Okay, (long post) here's my transcript, sorry if it's a bit raw... also attached the image showing the interface layout changes:
3rd Person RPG Tutorial
(1 Player)
-------------------------------------
Demo & Part 1 (Terrain+Setup)
-------------------------------------
New Agria map
Stretch out camera bounds of your map to make use of as much room as possible
Paint terrain and cliffs WoW style using the height tool rather than basic cliffs of war3/sc2 style. See video for how I paint it.
Paint no pathing on our WoW-style cliffs to prevent player from wandering off the map.
Place and space out agria trees
Data editor->Actors (All doodads are actors), find art- scale field on Agria tree... make agria tree have 2.0 scale
Place a zeratul at a start position... and place a camera over his shoulder... and make sure Far Clip of 55 on cam.
-------------------------------------
Part 2 (Camera & Skybox)
-------------------------------------
Open Data editor, go to units tab, and search for Zeratul.
Zeratul - remove cloaked flag from flags.
Click on zeratul's actor in tree-view (or find his actor in actors tab). Find field named Status Bar Flags. Uncheck everything. This will remove his HP bar/energy bar.
Go to Cameras tab of data editor:
Default Camera - remove all zoom levels in zoom levels+ field.
Head on over to the trigger editor...
Click on the Melee Initialization trigger and remove all of the ACTIONS that are there. Then add the following:
Camera - Apply Camera 001 for player 1 over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
Camera - Lock camera input for player 1
Camera - Follow for player 1 (Unit group(Zeratul [29.98, 19.77])) with the camera and Clear Current Target
Visibility - Create a visibility revealer for player 1 within (Entire map)
New trigger, make it the following:
Camera Rotation Trigger:
Events
Unit - Any Unit is issued an order to Any Ability Command
Local Variables
Conditions
(Triggering unit) == Zeratul [29.98, 19.77]
Actions
General - Wait 0.15 Real Time seconds
General - Repeat (Actions) 3 times
Actions
Camera - Apply camera object Rotation (Facing of Zeratul [29.98, 19.77]) for player 1 over 2.0 seconds with Existing Velocity% initial velocity and 4% deceleration
General - Wait 0.3 Real Time seconds
Another new trigger, for adjusting camera pitch up:
Camera Pitch Up Trigger:
Events
UI - Player Any Player presses Up key Up with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
Camera - Apply camera object Angle Of Attack ((Current camera pitch of player 1) + 10.0) for player 1 over 1.5 seconds with Existing Velocity% initial velocity and 4% deceleration
And for pitch down:
Camera Pitch Down Trigger:
Events
UI - Player Any Player presses Down key Up with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
Camera - Apply camera object Angle Of Attack ((Current camera pitch of player 1) - 10.0) for player 1 over 1.5 seconds with Existing Velocity% initial velocity and 4% deceleration
For the interaction to test fighting:
Place some zerglings and hydralisks back in the terrain editor
Skybox:
Go to data editor, open models tab. Make a new model based on Generic etc...
Make skybox model have belshir skybox as model field, and scale min/max be 0.007.
Go to Unit tab:
Duplicate probe and strip it, speed of 5, no collisions, height of -1.5, remove turning flag, make unselectable untargetable and not on radar flags checked, invulnerable flag checked, and make model for actor the skybox be the model we made earlier with belshir.
Back in INIT trigger add the lines:
Unit - Create 1 Player Sky Box for player 0 at (Position of Zeratul [29.98, 19.77]) facing 270.0 degrees (Ignore Placement)
Unit - Order (Last created unit) to ( Move targeting Zeratul [29.98,c 19.77]) (Replace Existing Orders)
To set the fog to prevent harsh edge of skybox:
Open Terrain Texture Sets tab, find Agria:
Fog Color: White
Fog Density: 1.0
Fog distance falloff: 4
Fog distance far: 60
Fog distance near: 35
Fog enabled: Enabled
Fog falloff: 0.11
Fog Starting Height: -25
-------------------------------------
Part 3 (Interface Layout)
-------------------------------------
In the data editor in Game UI, set world console bottom to 0.
Download SC2Layouts from sc2mapster to desktop or somewhere quick/easy. (Helral's tutorial)
The following will take Blizzard's UI and make it as in the attached image of this post...
Open CommandPanel.sc2layout (drag into notepad):
Make buttons 05 and 10 relative to 04 and 09 instead of 00 and 05.
The way to do this is to change the following data:
1. set the relative for both positions to $parent/CommandButton04 (09 for Button10)
2. set the Top pos to Min and the offset to 0
3. set the Left pos to Max and the offset to "#CommandButtonGap"
THEN CHANGE COMMANDTOOLTIP TO BE:
<Anchor side="Bottom" relative="$parent" pos="Max" offset="-100"/>
<Anchor side="Left" relative="$parent" pos="Min" offset="200"/>
Then change CommandButton00 to have TOP offset of 30
Then change CommandTargetPrompt to have TOP offset of 0
Open GameUI.sc2layout
CommandPanel:
Width to 3x bigger (1200), height to be 130.
Bottom offset from -18 to 0
Anchor of Right becomes Left, pos Min, and offset of 250.
MinimapPanel (right above)...
CHANGE ANCHoRS TO BE:
<Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
<Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
InfoPanel (right below):
GET RID of height and make it:
<Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
<Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
<Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
<Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
Open InfoPanel.SC2layout
FIND THE FOLLOWING AND CHANGE IT:
<Frame type="InfoPaneUnit" name="InfoPaneUnit" template="InfoPaneUnit/InfoPaneUnitTemplate">
<Anchor side="Top" relative="$parent" pos="Mid" offset="400"/>
<Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
<Anchor side="Left" relative="$parent" pos="Min" offset="-65"/>
<Width val="402"/>
</Frame>
Open InfoPaneUnit.SC2Layout
For NameLabel, make offset for Top to be -820, and offset for Left to be -30
Open MenuBar.SC2Layout
Find MenuButton... change left anchor line to be <Anchor side="Left" relative="$parent" pos="Min" offset="200"/>
Open ResourcePanel.sc2layout
SupplyLabel frame, find anchor of Right, and change offset to -300
Head back into editor and open trigger window:
Go into INIT trigger, show/hide UI Frame:
UI - Hide Console Panel for (All players)
UI - Hide Hero Panel for (All players)
UI - Hide Achievements Menu Button for (All players)
Finally, go to import manager of editor, right click, import files, click browse... choose highest level "UI" folder that you downloaded... then you should see a tree-view with checkboxes of UI/UI/Layout/UI/... you can watch my video tutorial at this point of how I check off the right level, but the idea is to check off just under the first UI.... well, once it's imported it should look like:
UI
Layout
UI
achievement.sc2layout
etc etc..
It's recommended to watch the video for this part ^ as it is difficult to explain the proper technique of importing. Once this is done, the tutorial is over!
Nice tutorials, they do a very good job introducing the concepts for creating a third person map, and the new layout feature!
dialogs are ....way easier to use... but yes... there are some things you can not to with the lay out files.... to optimize your ability as a mapper and your UI itself.... you would want to make as much use out of the original UI components by manipulating them through the lay out files.... any additional functionality that can not be provided by the layout files you would then want to use Dialogs for.
Though from my understanding the Layout files allow you to create even more advanced dialog templates.... that you can use in your dialogs. I have not touched on that yet so im not sure how that functionality works....
@OneTwoSC: Go
nice text there OneTwo... yeah I can tell exactly what you did through the text.. though I would suggest you format it and add some of the smaller details to it. =)
I mean if you really want to.
BTW ... not sure if you covered it. Or touched on it....
On your Info Panel/ Unit Panel did you do anything to Move/Scale up the Behavior Buff Icons? Might be Cool to see those displayed in more of a WOWish kinda style.
@SouLCarveRR: Go
I actually didn't because I didn't have any to see / test with... but if you had it happen you could see where they shit and shift it...
Also, i didn't do any testing with selecting multiple units since in the tutorial it can never happen... you only have one hero. But that frame may be way off (the one with unit group wireframes)
Might be cool to add at least one buff spell to the tutorial and touch on the buff icons =)
@SouLCarveRR:
Haha I hate going back and adding/changing stuff as a '4th part'... maybe a separate tutorial is better. ALso, I just reformatted the transcript a bit.
Yeah thats the main reason I dont like Video tutorials.... if theres something wrong or missing or not explained well enough or glossed over... chances are the creater is not gonna redo it.....
Hence why detailed text based tutorials are FTW.
Though videos that show the end results of any tutorial are very nice.... for actor event tutorials I wish people would give us screen shots more often.
@SouLCarveRR:
Agreed
Following the OneTwoSC's youtube channel since the beta and the creation of this site (or maybe it wasn't known enough in our country :?). Love you tutorials, cause they are really easy to perform, and that's a good way to learn something, as if you were talking with a teacher and doing everything by yourself... So I love the last three videos especially and tried to create such an RPG map, and it was pretty easy and didn't take much time (although without any tutorials it would probably take muuuuuch longer). So I wanted to thank you for the videos. Waiting forward to see some new ones ;)
@Pinachet:
Thanks! Anything in particular you want to see?
Also I don't mind if you spread my tutorials or the knowledge I present into Russian tutorials on your site... if you aren't already... definitely would be cool.