I've been so far making some work with the map editor, and I've managed some stuff so far. I was able to make some improvised jungles and mountains of my own, which I will show soon to request some decent critique and in another post, naturally.
My problem is that, now, I'm making a Terran city, kind of like a metropolis in a 256x256 map. So far I've been doing fine, despite the severe limitations of doodads for that (Building and store variations, including houses, lack of other doodads such as playground toys, single chairs, umbrellas fit for food courts and others). My problem is, yup, the Bridges.
I've been trying so far as to make a bridge (Specifically, using the Mar Sara long bridge), but so far was met with problems.
I need help to make this long bridge walkable and not just a doodad. Can someone please help, with a step-by-step lesson?
Not all bridges are actually walkable.
The short ones of Mar Sara are walkable. Use these as doodads.
You can copy paste such a bridge and add something to the actor to create invisible bridges that you can cover up with other doodads.
That's how I made the wooden bridges in my diablo map.
Yeah, well, problem is, I tried copying the bridge actor and still it didn't work, the unit wouldn't cross. Unless I did something wrong, hence me asking a step by step tutorial on this.
Also, on the Terrain object, I've did it, but the problem, for me, is the angle: I need diagonal long bridges and it only supports horizontal or vertical. Otherwise, I'll simply have to redesign it all and that's the last thing I want to do at this progress stage.
I did a full blown video tutorial on this in one of my Terraining Thursday shows. While this episode seems gone from the online database, the map is still there. Check my profile and get the 'terraining thursday data' map, and check what I've done there. Specifically the changes I made in the data editor and the pathing. That's the best I can do for you right now...
1. Duplicate the most fitting short Mar Sara doodad bridge (-> check actor and footprint).
2. Edit the footprint that your actor uses to create a long enough walkable area. Footprints are rectangles with the size of terrain cells and have 1 pathing layer and 2 other layers.
3. Place your new doodad and change its height.
Keep in mind that Footprints can't be rotated. So, you always need to create a proper footprint.
Footprints overwrite where a unit can or can't walk in 2D dimensions.
If you can't make it work with my description, I can make some screenshots to show everything step by step.
OK, while doing a tutorial I noticed that actually using a working bridge without footprint + self painted pathing is actually better than editing the footprint to make a bridge work.
Currently the footprint editor can't rotate and resize models, so it's not easy to paint the proper areas and guess the size you require the footprint to have.
So, the steps are as the following:
1. Get a doodad bridge that works. Test it before using it by placing it at the edge of a cliff and letting a unit run on it.
2. Select the doodad, edit its properties (hotkey: ENTER) and disable the footprint.
3. Then resize it and place it where you need it to be. If you hold SHIFT while moving it around, it ignores the grids, so you can really place it how you need it to be.
4. Switch to the pathing editor (hotkey: h), move the camera to look from above (hold ctrl + right click & move mouse; use scrollwheel to zoom out, if needed), paint the pathing (green = makes pathable, red = makes unpathable).
5. While painting it, you can use "shift + D" to toggle doodads on and off to look at the area you have drawn and the doodad. You should disable the water to be able to look at the ground of the cliff.
6. Test the bridge with a small unit like a Marine, check all edges and fix the areas where it feels bad.
I've the map attached. No data work, pure terrain. I think it's the easiest way.
With actual footprints some edges might be less rough, but overall it's the same.
Further expansion possibilities:
- Duplicate the actor of a working bridge, remove the footprint, add ActorCreation -> Set Opacity 0 to the actor events and use that doodad as an invisible bridge. You can use it as before. Then go ahead and cover it with other doodads to make it look like the units would walk over those doodads.
Doodad type actors can use Footprints from the data type of the same name via the Actor - Footprint field. They can apply pathable terrain over the area of the footprint eg. Mar Sara Bridge. Under the Pathing editor you need to make the cliff edges pathable near the bridge..
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
In reply to _ForgeUser6639002: im wondering i know its a different question and along time since the thread was posted but do you know how to set a action to the korhal extending bridges to get them to extend/retract ?. i haven't been able to find out how to do so and I've heard its possible.
Greetings.
I've been so far making some work with the map editor, and I've managed some stuff so far. I was able to make some improvised jungles and mountains of my own, which I will show soon to request some decent critique and in another post, naturally.
My problem is that, now, I'm making a Terran city, kind of like a metropolis in a 256x256 map. So far I've been doing fine, despite the severe limitations of doodads for that (Building and store variations, including houses, lack of other doodads such as playground toys, single chairs, umbrellas fit for food courts and others). My problem is, yup, the Bridges.
I've been trying so far as to make a bridge (Specifically, using the Mar Sara long bridge), but so far was met with problems.
I need help to make this long bridge walkable and not just a doodad. Can someone please help, with a step-by-step lesson?
Will be greatly appreciated.
@DeltaCadimus: Go
Use the bridge Terrain Objects (under the Terrain tools, not doodads).
And note that you can't walk under bridges - only on top.
Not all bridges are actually walkable.
The short ones of Mar Sara are walkable. Use these as doodads.
You can copy paste such a bridge and add something to the actor to create invisible bridges that you can cover up with other doodads.
That's how I made the wooden bridges in my diablo map.
Yeah, well, problem is, I tried copying the bridge actor and still it didn't work, the unit wouldn't cross. Unless I did something wrong, hence me asking a step by step tutorial on this.
Also, on the Terrain object, I've did it, but the problem, for me, is the angle: I need diagonal long bridges and it only supports horizontal or vertical. Otherwise, I'll simply have to redesign it all and that's the last thing I want to do at this progress stage.
I did a full blown video tutorial on this in one of my Terraining Thursday shows. While this episode seems gone from the online database, the map is still there. Check my profile and get the 'terraining thursday data' map, and check what I've done there. Specifically the changes I made in the data editor and the pathing. That's the best I can do for you right now...
1. Duplicate the most fitting short Mar Sara doodad bridge (-> check actor and footprint).
2. Edit the footprint that your actor uses to create a long enough walkable area. Footprints are rectangles with the size of terrain cells and have 1 pathing layer and 2 other layers.
3. Place your new doodad and change its height.
Keep in mind that Footprints can't be rotated. So, you always need to create a proper footprint.
Footprints overwrite where a unit can or can't walk in 2D dimensions.
If you can't make it work with my description, I can make some screenshots to show everything step by step.
Yeah, some screenies could translate it better.
Also, Mozared, I dled your map but I found no data altering whatsoever. Sorry. :(
OK, while doing a tutorial I noticed that actually using a working bridge without footprint + self painted pathing is actually better than editing the footprint to make a bridge work.
Currently the footprint editor can't rotate and resize models, so it's not easy to paint the proper areas and guess the size you require the footprint to have.
So, the steps are as the following:
1. Get a doodad bridge that works. Test it before using it by placing it at the edge of a cliff and letting a unit run on it.
2. Select the doodad, edit its properties (hotkey: ENTER) and disable the footprint.
3. Then resize it and place it where you need it to be. If you hold SHIFT while moving it around, it ignores the grids, so you can really place it how you need it to be.
4. Switch to the pathing editor (hotkey: h), move the camera to look from above (hold ctrl + right click & move mouse; use scrollwheel to zoom out, if needed), paint the pathing (green = makes pathable, red = makes unpathable).
5. While painting it, you can use "shift + D" to toggle doodads on and off to look at the area you have drawn and the doodad. You should disable the water to be able to look at the ground of the cliff.
6. Test the bridge with a small unit like a Marine, check all edges and fix the areas where it feels bad.
I've the map attached. No data work, pure terrain. I think it's the easiest way.
With actual footprints some edges might be less rough, but overall it's the same.
Further expansion possibilities:
- Duplicate the actor of a working bridge, remove the footprint, add ActorCreation -> Set Opacity 0 to the actor events and use that doodad as an invisible bridge. You can use it as before. Then go ahead and cover it with other doodads to make it look like the units would walk over those doodads.
Doodad type actors can use Footprints from the data type of the same name via the Actor - Footprint field. They can apply pathable terrain over the area of the footprint eg. Mar Sara Bridge. Under the Pathing editor you need to make the cliff edges pathable near the bridge..
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Did what you suggested yesterday, and it worked.
Sure it had a small glitch during crossing when there was a shadow misplacing, but I found out scaling the bridge upwards a bit solved it partially.
I think you should make this a tutorial, Ahli, particularly concerning making the modded bridge invisible.
Thank you very much guys! :)
In reply to _ForgeUser6639002: im wondering i know its a different question and along time since the thread was posted but do you know how to set a action to the korhal extending bridges to get them to extend/retract ?. i haven't been able to find out how to do so and I've heard its possible.
In reply to mandalore168:
Take a look, please.
link