• 0.954258088508739

    posted a message on How can more people work on 1 map?

    You could try your luck with component files and git, but from my personal experience, it is better to just upload the mapfile with the newest changes somewhere like Google Drive, and your teammates download that version, and then they work on it and upload the newest version as well.

    It's cumbersome, but it prevents all of the technical issues that can come up when working with component files.


    In either case, communication is key. Any technical issues can be overcome if you talk to your teammates often.

    Posted in: General Chat
  • 0

    posted a message on No Fly Zone Meshes not appearing

    You're not the only one. I've noticed the lack of meshes myself and checked every option available in the editor, but to no avail.

    It seems like Blizzard has broken something in a recent patch. I'm afraid there's nothing we can do but wait.

    Posted in: Terrain
  • 0

    posted a message on Remove map file from "Window" drop down?

    If you close one map, the editor will automatically switch over to the other map you've currently open in the editor.

    Posted in: Data
  • 0

    posted a message on UED 3.0 MOD // United Earth Directorate new playable race

    The mod includes some recolored doodads (they were being showcased in a video as well). Just take a look at the models inside the mod, maybe you can find something fitting!

    Posted in: Project Workplace
  • 0

    posted a message on UED 3.0 MOD // United Earth Directorate new playable race
    Quote from Azog2016 >>

    oh ok...I guessing the battle.net one is not up yet?


    and quick question...when I use the downloaded version I only see in the units tab the UED Valkyie. is this normal



    Yes, that is normal. There is a trigger included in the mod you're meant to copy&paste into your map. That trigger changes the models of all your units and structures automatically, if you've selected UED as your race (under player settings, change it to UED).
    The Valkyrie unit doesn't exist in default StarCraft II, that's why extra unit and weapon data was created for it.
    Posted in: Project Workplace
  • 0

    posted a message on Tutorial • Converting World of Warcraft .DDS files into useable .PNG files (in bulk)

    Nice tutorial! The question on how to create .dds files comes up once in a while, so this should help.


    Alternatively, if someone can't use Photoshop for some reason, Aorta works well for batch-conversion as well. Be sure to disable "Generate Mipmaps" when using that program.

    Posted in: Tutorials
  • 0

    posted a message on Images now automatically download to my compunter

    There are two separate copy link commands when you right-click. "Copy Link Location" and "Copy Image Location". You have to select the latter if you want the image url.


    Here's an example:


    Posted in: General Chat
  • 0

    posted a message on How to enable unit select UI?

    It looks like you have a modfile open. You can't place units in a mod because there is no terrain. Modfiles cannot have terrain.


    Open a normal mapfile, then you should be able to place/search for units again.

    Posted in: Terrain
  • 0

    posted a message on UI Error in All Maps

    The editor has been showing these "error but not really an error" messages ever since Heart of the Swarm. Usually it's a single button image missing, and now it's this layout thing.

    Unless the message is red, you can ignore those messages. Blizzard eventually fixes these things, even if it takes forever.


    Posted in: General Chat
  • 0.96081143384048

    posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?

    Convert the screenshots  to the .dds format with Aorta.

    Posted in: Artist Tavern
  • 0

    posted a message on Issues moddnig LotV campaign

    My guess is that your "next map" trigger is being used at the end of the map, when the victory condition is being met normally.

    However, if you use the victory cheat, the game never runs the normal end triggers, and thus the "next map" trigger is never being used.

    As a result, it still uses the old "next map" trigger command used somewhere in the existing, untouched triggers.


    Create a new trigger that sets the next map when you type a message, like "test", and then use the victory cheat. That should fix it.

    Posted in: Triggers
  • 0

    posted a message on [Seasons Greeting] Happy new year sc2mapster !

    Merry Christmas and Happy New Year everyone!

    Posted in: General Chat
  • 0

    posted a message on playing sounds with cinematic mode

    Use "Play Soundtrack" trigger, set Category to "Music" and Soundtrack ID to "Music_Silence". Make it default.

    This will make the music channel mute, it works better than the literal "mute channel" trigger.


    Then, play your custom sound, and assign it to the "Music" group. Now it will play, with the benefit that the player can adjust the volume in the options menu.


    On a side note, if anyone has trouble figuring out how to make music loop: On the Sound entry, be sure to set the Loop Count to "-1", and on the Soundtrack entry, be sure the "Continuous" flag is set. (it's on by default if you create a new entry, but if you duplicated an existing one, this may not be the case)

    Posted in: Miscellaneous Development
  • 1.36488120623825

    posted a message on How to create wireframes (including shield wireframes)



    Do you want to create a new unit or structure with a new model, but don't know how to create a wireframe image for it? Never fear, for here is a tutorial on how to do just that!

    Those of you who don't want to spend money on Photoshop, you're in luck! This tutorial uses Paint.net instead.


    Video Tutorial

    Note: This video has no commentary (my voice sucks). It's meant to be watched after reading the written tutorial, so you can understand each step better.



    1. Prepare The Model In The Cutscene Editor


    First-up, open the editor and go to the model you wish to create a wireframe image for it. Click on “View In Cutscene Editor” to load the model inside the cutscene editor.



    The wireframe should make it clear at first glance what type of unit the player is using. Therefore, you should use either the idle stand animation or attack animation.


    For today’s tutorial, we’ll create a new wireframe for the marine unit while he’s standing still (Blizzard uses his attack animation as a wireframe).


    Once you’ve got the pose you wish to use for the wireframe, you have to adjust the camera angle as well as the background color.

    Using “Front” camera view, then rotate the model by 45° to the right, is a good starting point. Then hold CTRL and the Left Mouse Button to rotate the model.




    Change the lighting used by the texture set of the map to “Default Lighting”. This way the lighting in the cutscene editor will change as well, as it uses the map texture’s lighting as well.

    Once that’s done, select the Default Light entry and change the angle from which the light comes from (Key category).


    For a wireframe, a clear contrast and clearly-recognizable shapes are more important than the level of detail. Therefore, make sure that the light will make most of the unit bright, will still having a touch of shadow to make it look more realistic.


    Last but not least, change the team color to white for the best possible contrast.



    2. Take A Screenshot Of Your Model


    Create a screenshot of your unit model inside the cinematic editor and paste it in your image program of choice. You might have to try out different zoom levels until you find something that is the right size.


    Btw, you can also create a unit icon image at this point.


    Image Sizes

    Wireframes are 140 by 140 in size. Unit icons are 76 by 76 in size.

    For unit icons, there must be a border of at least 5 pixels, so your screenshotted model shouldn’t be larger than 71 pixels.


    Remove and/or recolor a few pixels if necessary to make the image look smooth from up close, and make the background image transparent.


    Next, turn the image from color to black and white (also known as grayscale). If the image looks dark in some parts and has some deep black spots, change the gamma levels to make it brighter.

    Remember, the wireframe will be colored to green, yellow, red etc., so the brighter the image is, the more clearly-recognizable the colors will be in-game.


    Save this image as “Marine – Base”. In case something goes wrong, you can use this image as a backup.



    3. Creating Outlines


    The last thing to do is to create an outline for the unit. Other programs like Photoshop have their own way of doing this, but I’ve found a good alternative with Paint.net and the “Outline Object” plug-in made by pyrochild.



    In Paint.net, go to “Effects → Object → Outline Object”.

    For the default outline every wireframe has, set the width to 1 and softness to 254. Also, change the color to white (255, 255, 255).

    Now you have a finished wireframe image. Save this one as “wireframe-marine-new”.



    4. (Optional) Create Shield Wireframe Images


    If your unit or structure uses shields, then you can create outlines for shields as well. Be warned, however, that it requires a bit more effort.



    Step 1

    First-off, open the “Base” image we created earlier.


    For the shields, we’re gonna need a silhouette of your unit. Create a new layer that will become the background. Fill it with a color and put it under the layer of your unit wireframe image.

    Merge the layers, use the magic wand tool and invert selection. Now fill the wireframe image with another color, preferably something other than black.

    Make the background color transparent and save this image as “Marine – Silhouette”.


    Now use the outline tool again. Set the width to 3 and the softness to 240. Color is white as always.

    Use the magic wand to select the silhouette and delete it. Now save that image as “wireframe-marine-new-shield01”. (I'll refer to these images as "shield01" and the like from now on out).


    Repeat this process, but change the width to 6 and 9 respectively.



    Step 2

    What you have to do next is to edit the "shield02" and "shield03" images so that they overlap well with shield01 as well as each other.


    Open “shield01”, add a new layer and fill it with a color. Put the layer below the white outline. Merge the layers, then use the magic wand and select the background.

    Be sure to set the threshold to 0%, as we want to select everything from "shield01", including the pixels with very low opacity.


    Invert the selection and fill out the outline with another color. Make the background transparent and save this image as “Marine - Shield01 Silhouette”. Close this image now.



    Step 3

    Next, open “shield02” and import (or copy&paste) the “Marine - Shield01 Silhouette” image from before. Use the magic wand to select the silhouette, then change the layer to shield02, and press delete.


    The “shield02” outline should now have its inner part removed, so it doesn’t overlap with the base wireframe image or “shield01”. However, there still are some spots which don’t overlap properly with “shield01”.

    Remove the silhouette and add the original “shield01”. You will see the spots which aren't 100% white between "shield01" and "shield02". Those are the spots that need to be filled with white on the “shield02” layer.

    Use the pencil tool to add the white pixels. Once that’s done, remove the “shield01” layer as well as the background, and save “shield02” once more.


    Repeat step 2 and 3 the for “shield03”.



    Step 4

    One last thing is to change the opacity of “shield02” and “shield03”. Open these two images, double-click on their layer and change the opacity to 155(60%) for “shield02” and 77(30%) for “shield03".



    5. Import Images


    All that is left to do is to convert the images (I use Aorta for this), import them into the map or mod, and add the wireframes to your unit.




    This is it, now you’ve got a new set of wireframes for your own unit!



    Posted in: Tutorials
  • 0

    posted a message on variables as requirement

    I would advise against using behaviors. If you mean that a unit gets a new behavior for each kill, then the game will lag eventually.

    Granted, it would take 500 or 1000+ behaviors at once to cause lag, but still.


    What you could try instead is to use upgrades. Make a trigger that increases the level of a kill upgrade by one if the player kills a unit. You can still use requirements with this.

    Posted in: Data
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