Is it one of the trench objects, by any chance? If so, you're likely boned - there used to be a bug that made these objects multiply every single time you saved/loaded the map and the copies weren't removable, and I'm not sure if it was ever solved. You should normally be able to select (and delete) terrain objects when in the Terrain: Object palette.
I recommend you re-post your question in the data boards, they're sure to have a more coherent answer there. My data's too rusty to know an outright fix.
Hmmm... This is something data related, for sure. These doodads have some kind of innate pathing, presumably because they mash with terrain in certain fashions. Perhaps the easiest option would be to create a new doodad based of a doodad with no pathing whatsoever, and to then change its model to the one used for this doodad.
I'm not at home right now so I can't double check, but in that case do PM Maity or ask your question again in general chat: it could well be that the option is gone and that advanced fields show by default these days, but if this is not the case you're definitely missing it somewhere. The option did used to add a truckload of data options, so I'm sure some fog options should be in there...
What I'm talking about is an option that adds 'extra' data fields to the data editor that are hidden by default. By now most people have turned it on (and I'm actually not 100% sure if it's a thing anymore since the latest updates), but the option is/was activated by pushing a button in the data editor - one of the 8+ brown/yellowish buttons underneath 'Help' on your screenshots.
I definitely see your issue, but I'm not sure if it's fixable at all. If it is, I'm pretty positive the answer's in the data editor, but I'm not much of an authority on that. What you could perhaps do is send a PM to 'TheAlmaity' directing him to page 4 of this thread so he can take a look for you - he's got some more up to date knowledge.
Ok, another basic question. Forgive me if this is obvious to you, but... you've got "show advanced data fields" in the data editor turned on, right? There should be multiple options in regards to fog in the data editor and I'm mildly sure this is where you'd need to fix this issue.
Hmmm, changing the doodad tint doesnt work UNLESS I change the HDR multiplier. But that doesnt work on the Unit's Actor
Exactly this used to be the case in a previous version of the editor (couple of months ago) and both some others and me had issues with it until Blizzard patched the bug out. Since then I haven't seen it. None of us here are avid data editors, but I wouldn't be surprised if your "units don't tint" may have been a side-effect of that doodad-colouring bug.
That said, I just double-checked, and I have your 'tinted units not showing' bug without having the tinted doodad bug. Just to be sure: you are using the event 'Actor Creation', right? This is quite a peculiar bug, though it could just simply be an error on Blizzard's side. Did you recently update your editor, perhaps?
I too would say it's definitely something in the 'View' options. Have you tried all of them? Otherwise, try the 'Render' menu and play with going in and out of game view (V).
Could you tell us exactly what is happening? What data editor field are you adjusting for the recolour? And what happens if you place a unit that should be recoloured in your map - does it simply display its regular colours, even after saving and restarting the editor? Does the same happen if you place a doodad, double click it and manually recolour it? Are you sure you're on the latest version of the editor (should be 2.0.11)?
They should show up automatically, depending on how you tint them. I think if you directly tint a unit or a model in the data editor the terrain editor should show them. Might take a save and/or a restart of the editor, though.
I considered that, but came to the conclusion that Niflheim is still there, even now that we have Kaldir. Should probably adjust the question somewhat.
Did I not put this in the FAQ somewhere? It's quite easy; Map > Map Textures > Set 'New Texture Set' to your imported texture > hit 'OK'. Note the maximum of 8 textures in a tileset; you can only replace texture set A with the imported texture set, or otherwise use between 1 and 7 different textures in your old set. You can't use the two next to eachother in the same map and have 16 textures to pick from.
Some of that is already in there, either completely or partially. Lighting Map, Terrain Foliage and custom doodads would be a nice new addition. Will see if I can do something with that.
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@JEGCPR: Go
Is it one of the trench objects, by any chance? If so, you're likely boned - there used to be a bug that made these objects multiply every single time you saved/loaded the map and the copies weren't removable, and I'm not sure if it was ever solved. You should normally be able to select (and delete) terrain objects when in the Terrain: Object palette.
@IllusionOfHatred: Go
I recommend you re-post your question in the data boards, they're sure to have a more coherent answer there. My data's too rusty to know an outright fix.
@IllusionOfHatred: Go
Hmmm... This is something data related, for sure. These doodads have some kind of innate pathing, presumably because they mash with terrain in certain fashions. Perhaps the easiest option would be to create a new doodad based of a doodad with no pathing whatsoever, and to then change its model to the one used for this doodad.
@AndG: Go
I'm not at home right now so I can't double check, but in that case do PM Maity or ask your question again in general chat: it could well be that the option is gone and that advanced fields show by default these days, but if this is not the case you're definitely missing it somewhere. The option did used to add a truckload of data options, so I'm sure some fog options should be in there...
@AndG: Go
What I'm talking about is an option that adds 'extra' data fields to the data editor that are hidden by default. By now most people have turned it on (and I'm actually not 100% sure if it's a thing anymore since the latest updates), but the option is/was activated by pushing a button in the data editor - one of the 8+ brown/yellowish buttons underneath 'Help' on your screenshots.
I definitely see your issue, but I'm not sure if it's fixable at all. If it is, I'm pretty positive the answer's in the data editor, but I'm not much of an authority on that. What you could perhaps do is send a PM to 'TheAlmaity' directing him to page 4 of this thread so he can take a look for you - he's got some more up to date knowledge.
Ok, another basic question. Forgive me if this is obvious to you, but... you've got "show advanced data fields" in the data editor turned on, right? There should be multiple options in regards to fog in the data editor and I'm mildly sure this is where you'd need to fix this issue.
@AndG: Go
Does holding control and mousewheel-scrolling down help?
@AndG: Go
Isn't there an option for fog visibility in the data editor? I don't know off the top of my head, but take a peek - I think there's something.
Exactly this used to be the case in a previous version of the editor (couple of months ago) and both some others and me had issues with it until Blizzard patched the bug out. Since then I haven't seen it. None of us here are avid data editors, but I wouldn't be surprised if your "units don't tint" may have been a side-effect of that doodad-colouring bug.
That said, I just double-checked, and I have your 'tinted units not showing' bug without having the tinted doodad bug. Just to be sure: you are using the event 'Actor Creation', right? This is quite a peculiar bug, though it could just simply be an error on Blizzard's side. Did you recently update your editor, perhaps?
@robin374: Go
I too would say it's definitely something in the 'View' options. Have you tried all of them? Otherwise, try the 'Render' menu and play with going in and out of game view (V).
Could you tell us exactly what is happening? What data editor field are you adjusting for the recolour? And what happens if you place a unit that should be recoloured in your map - does it simply display its regular colours, even after saving and restarting the editor? Does the same happen if you place a doodad, double click it and manually recolour it? Are you sure you're on the latest version of the editor (should be 2.0.11)?
They should show up automatically, depending on how you tint them. I think if you directly tint a unit or a model in the data editor the terrain editor should show them. Might take a save and/or a restart of the editor, though.
@Exaken: Go
I considered that, but came to the conclusion that Niflheim is still there, even now that we have Kaldir. Should probably adjust the question somewhat.
@Telthalion: Go
I need to not forget about this message and update it once I have more time.
@TahoeRacer: Go
Did I not put this in the FAQ somewhere? It's quite easy; Map > Map Textures > Set 'New Texture Set' to your imported texture > hit 'OK'. Note the maximum of 8 textures in a tileset; you can only replace texture set A with the imported texture set, or otherwise use between 1 and 7 different textures in your old set. You can't use the two next to eachother in the same map and have 16 textures to pick from.
@ScorpSCII: Go
Some of that is already in there, either completely or partially. Lighting Map, Terrain Foliage and custom doodads would be a nice new addition. Will see if I can do something with that.