There is new tool in 1.5 Galaxy Editor: AI. I was looking through this and I think I can do some TD waves with it, but i can't really get a hold of this. Can anyone make step-by-step tutorial of how to make waves work?
Edit:
w/e. Now I can make TD waves by triggers only. Thanks to OneTwoSC and his VersusTD Tutorial.
I was wondering if anybody could make a tutorial about how to make a voting system with 2 options to pick what unit you want to be like pobes vs zeelot if anybody has played it. I want it to be like that, if you pick probe you become probe and out of all the people that pick zealot only one becomes the zealot. And if nobody picks zealot then it picks someone at random to become zealot. Thanks :D
Here's another idea: WC3 to SC2 using Blender. Thanks to "printIn" and "CruzR", the bridge is nearly complete. Now how to import/export correctly? I wonder if the animation sequences can follow too.
Id like a tutorial explaining how to do randomized terrain. EG Id like to create a rogue like rpg. However im not sure of anyway to randomize the terrain for different floors of a dungeon. (I would be using a random seed so that if you go back to the same floor it wont re randomize it, will simply recreate that floor)
Hi, I'd like you to help me on making an ability. I've got an imported unit from here: Adjutant Ghost, and I want to give her an ability which calls the Hyperion ( a modified one with less damage and untargetable, uncommandable, etc.) and issue it to attack to 3 random points, and then lauch 4 Yamato attack (the special one from Hyperion) in 4 random points (of course another weaker version of it). I'd like that attacks from the modified Hyperion be complete (the full amount of periods). I've got the modified Hyperion with modified attack and Yamato but I don't know what to do now. I'd like the Hyperion to drop like the air mercs from the Merc Compound, and then starting the attacks.
Hello, i was wondering if someone knew how to make a unit transform into another by pressing a button in the command card. ex: a marine turns into a marauder.
thank you to anyone who can help me.
Hi!
I would really appreciate if someone could make a clear tutorial, no video need, just printscreen and text, on how to make an levelable ability, or passive ability (behavior), at hero level 1-3-5-7...
In other words, I'd like to make a skip level requirement, so when my hero is level 2, he wont be able to level up the ability that he took at level 1.
If there's map maker that can help me I'm trying to make a map 2vs 6 AIs and 4 vs 6AIs and so on. If there's anybody that will be kind to me please. I m new
to the editor and will like to learn thank you!
Hi guys, first of let me just say that i've been looking through the various tutorials here and you guys are amazing, i mean the stuff you come up with is awesome and i find many of your tutorials very helpful, i am however trying to work a few things out that i can't find anything relating to.
I have a few things that i would like some help on, since i'm really an editor noob, but would love to learn, since i like playing with the editor.
1st up is the Siege Thor, i would like to make a thor that could deploy in siege mode for extended range and damage, but sacrificing movement, like the siege tank, and would like it to use the barrage animation for it (when it deploys it's big back cannons), it should still fire fairly fast, but not as powerful as the barrage ability though, and should be switched on and off like with the siege tank.
2nd, i would like to make a spell that fires about 6 to 8 missiles (preferably energy spheres or fireballs) that shoot out from the caster in the manner of the leviathans bile swarm, only to strike the ground in the target area randomly instead of a fixed point (or it could be several different fixed points within range), and then explode to deal damage to the enemy units inside the AoE. I would also like this ability to be levelable (if thats a word), say levels 1 to 5 or so, with maybe additional damage and a slightly inproved AoE at higher levels.
3rd, i am trying to work out how to add turrets and stuff to a unit, for instance, i would like to fit the Thors back cannons on the Warbot (if possible), or a siege tank cannon turret on a battlecruiser.
Right that's all i have for now, thank you for reading my post :)
P.S. I would like to say that i've looked at a few spell tutorials, but i could only find single target ones with straight flying missiles.
Can some one please Make a Video about making a simple Sphere in 3DSMAX paint it, and export it as M3, and the paint that covers it.
Most important thing here is how do you turn your painting on your model in to a BMP or DDS that covers all faces.
Also how do you add SC2 ship Engine with .M3 plugin?
what type of texture files can i use on here? what are the dds file type for and what are the difference betwen a non dds file like when i look up textures to download they come in jpeg or png i think and ive seen stuff with dds type do i need to convert my jpeg image textures do i need to edit this file type because i keep trying to import jpeg images to the texture area but i cant seem to get it to work what do i need to do to this files before i import them i followed some directions but i get stuck on a part where it says (‘CTerrainTex_Texture’ and fill in the filename of the texture you want to use) when i click on this it says add value then it shows all dds type files and i dont see the image im trying to use it has no jpeg image this dds files are from the editor so how can i add the jpeg image on to this area i have photoshop cc demo version how can i make this file in to dds how can i eddit an jpeg to be usefull in this area also this what does this mean ( ‘CTerrainTex_Normalmap’ and fill in the name of the white texture. When you’re finished click save.) white texture what is this white texture and how do i get this white texture and is their a even lesser tutorial then the regular beginers tutorial somewhere?
dds stands for direct draw surface and is the main format for textures in SC2. tga format is also possible but dds is preferable. So to answer your question in short you'll need to convert all other formats to dds. Aorta can do this and there are some plugins for photoshop and gimp for .dds formats. I'd like to try and answer more but it just becomes jargon a short ways into the paragraph, sorry.
The map cannot expand beyond 256x256 the only option would be to scale all units and such down and zoom the camera in to make it seem like you have more room.
Yes please! I need help on how to make a map really really dark! I am doing a prison escape map and it's going well so far! I want it to be midnight dark, but I do not know how. :)
Look in the lighting category of the data editor and find the one your terrain type (which is another tab in the data editor) is using and kinda edit it from there.
One thing I'm interested in figuring out, that hasn't been covered in any tutorial I've found, is a way to scale actor animations directly to an ability's area of effect.
So far I've been able to handle guesswork with animation effect scaling, but being able to reliably get it 1:1 would save me a world of work.
There is new tool in 1.5 Galaxy Editor: AI. I was looking through this and I think I can do some TD waves with it, but i can't really get a hold of this. Can anyone make step-by-step tutorial of how to make waves work?
Edit:
w/e. Now I can make TD waves by triggers only. Thanks to OneTwoSC and his VersusTD Tutorial.
I was wondering if anybody could make a tutorial about how to make a voting system with 2 options to pick what unit you want to be like pobes vs zeelot if anybody has played it. I want it to be like that, if you pick probe you become probe and out of all the people that pick zealot only one becomes the zealot. And if nobody picks zealot then it picks someone at random to become zealot. Thanks :D
Any way to copy animation sequences for imported custom units? For those who don't know how to animate?
Here's another idea: WC3 to SC2 using Blender. Thanks to "printIn" and "CruzR", the bridge is nearly complete. Now how to import/export correctly? I wonder if the animation sequences can follow too.
Id like a tutorial explaining how to do randomized terrain. EG Id like to create a rogue like rpg. However im not sure of anyway to randomize the terrain for different floors of a dungeon. (I would be using a random seed so that if you go back to the same floor it wont re randomize it, will simply recreate that floor)
Could we get a video tutorial for the Cutscene Editor.
Hi, I'd like you to help me on making an ability. I've got an imported unit from here: Adjutant Ghost, and I want to give her an ability which calls the Hyperion ( a modified one with less damage and untargetable, uncommandable, etc.) and issue it to attack to 3 random points, and then lauch 4 Yamato attack (the special one from Hyperion) in 4 random points (of course another weaker version of it). I'd like that attacks from the modified Hyperion be complete (the full amount of periods). I've got the modified Hyperion with modified attack and Yamato but I don't know what to do now. I'd like the Hyperion to drop like the air mercs from the Merc Compound, and then starting the attacks.
Thank you very much :)
Hello, i was wondering if someone knew how to make a unit transform into another by pressing a button in the command card. ex: a marine turns into a marauder. thank you to anyone who can help me.
Hi! I would really appreciate if someone could make a clear tutorial, no video need, just printscreen and text, on how to make an levelable ability, or passive ability (behavior), at hero level 1-3-5-7... In other words, I'd like to make a skip level requirement, so when my hero is level 2, he wont be able to level up the ability that he took at level 1.
I am not sure if I've been clear enough. Thanks
If there's map maker that can help me I'm trying to make a map 2vs 6 AIs and 4 vs 6AIs and so on. If there's anybody that will be kind to me please. I m new to the editor and will like to learn thank you!
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Hi guys, first of let me just say that i've been looking through the various tutorials here and you guys are amazing, i mean the stuff you come up with is awesome and i find many of your tutorials very helpful, i am however trying to work a few things out that i can't find anything relating to.
I have a few things that i would like some help on, since i'm really an editor noob, but would love to learn, since i like playing with the editor.
1st up is the Siege Thor, i would like to make a thor that could deploy in siege mode for extended range and damage, but sacrificing movement, like the siege tank, and would like it to use the barrage animation for it (when it deploys it's big back cannons), it should still fire fairly fast, but not as powerful as the barrage ability though, and should be switched on and off like with the siege tank.
2nd, i would like to make a spell that fires about 6 to 8 missiles (preferably energy spheres or fireballs) that shoot out from the caster in the manner of the leviathans bile swarm, only to strike the ground in the target area randomly instead of a fixed point (or it could be several different fixed points within range), and then explode to deal damage to the enemy units inside the AoE. I would also like this ability to be levelable (if thats a word), say levels 1 to 5 or so, with maybe additional damage and a slightly inproved AoE at higher levels.
3rd, i am trying to work out how to add turrets and stuff to a unit, for instance, i would like to fit the Thors back cannons on the Warbot (if possible), or a siege tank cannon turret on a battlecruiser.
Right that's all i have for now, thank you for reading my post :)
P.S. I would like to say that i've looked at a few spell tutorials, but i could only find single target ones with straight flying missiles.
I'd like a tutorial to make my main character die or game over when it touches any enemy unit on the map. Thank you
Can some one please Make a Video about making a simple Sphere in 3DSMAX paint it, and export it as M3, and the paint that covers it. Most important thing here is how do you turn your painting on your model in to a BMP or DDS that covers all faces. Also how do you add SC2 ship Engine with .M3 plugin?
what type of texture files can i use on here? what are the dds file type for and what are the difference betwen a non dds file like when i look up textures to download they come in jpeg or png i think and ive seen stuff with dds type do i need to convert my jpeg image textures do i need to edit this file type because i keep trying to import jpeg images to the texture area but i cant seem to get it to work what do i need to do to this files before i import them i followed some directions but i get stuck on a part where it says (‘CTerrainTex_Texture’ and fill in the filename of the texture you want to use) when i click on this it says add value then it shows all dds type files and i dont see the image im trying to use it has no jpeg image this dds files are from the editor so how can i add the jpeg image on to this area i have photoshop cc demo version how can i make this file in to dds how can i eddit an jpeg to be usefull in this area also this what does this mean ( ‘CTerrainTex_Normalmap’ and fill in the name of the white texture. When you’re finished click save.) white texture what is this white texture and how do i get this white texture and is their a even lesser tutorial then the regular beginers tutorial somewhere?
im wanna make a map i seen that they have a 256 x 256 size how can i get this bigger?
@snipez10: Go
dds stands for direct draw surface and is the main format for textures in SC2. tga format is also possible but dds is preferable. So to answer your question in short you'll need to convert all other formats to dds. Aorta can do this and there are some plugins for photoshop and gimp for .dds formats. I'd like to try and answer more but it just becomes jargon a short ways into the paragraph, sorry.
The map cannot expand beyond 256x256 the only option would be to scale all units and such down and zoom the camera in to make it seem like you have more room.
Yes please! I need help on how to make a map really really dark! I am doing a prison escape map and it's going well so far! I want it to be midnight dark, but I do not know how. :)
@ArcticalEX: Go
Look in the lighting category of the data editor and find the one your terrain type (which is another tab in the data editor) is using and kinda edit it from there.
One thing I'm interested in figuring out, that hasn't been covered in any tutorial I've found, is a way to scale actor animations directly to an ability's area of effect.
So far I've been able to handle guesswork with animation effect scaling, but being able to reliably get it 1:1 would save me a world of work.
@ArcticalEX: Go
This is by onetwosc from the tutorial page. It should get you on the right path.