• 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
  • 0.966343411294923

    posted a message on [Tutorial] How to rename resources
    Quote from KingSolo >>

    Is there a way to add an entire other resource?

     No, the game only has minerals, vespene, terrazine and custom resource. You can toy around with dialogs, variables and triggers if you absolutely need a fifth one, but there's no way to add a new one.
    Posted in: Tutorials
  • 0

    posted a message on How to prevent air units from diving under water?!

    By default, air units will fly above bottomless pits (if you use the cliff tool and lower the cliff as far as possible, that creates a pit). Water is ignored by air units, it's just a graphical thing just like lava or fog.

    You must've changed something on an existing unit, or created a new unit from scratch and didn't modify it correctly, to create this issue.



    Anyway, here is how you can change things:


    -Check the "mover" part of the unit.

    "Fly" means it will fly at a minimum height (it will never fly below the water). It will gain height when flying above a higher cliff level, however.



    -Alternatively, you can go to "(Basci) Unit: Flags" and check "Ignore Terrain Height", then set the "Height" manually. It will use the ground of the bottomless pit as a starting point, so a value of 1 wound be well below the normal cliff level. A height level of 9 is the minimum to appear above ground, and 12 is the same height as all air units.

    However, the Fly mover should be all you need to get air units to work. But just in case you need a unit (air, ground, whatever), to be a set height, that's how you do it.

    Posted in: Terrain
  • 0

    posted a message on Importing Void Story libraries

    You're new to Starcraft II I take it? You don't import libraries, you add a dependency instead.


    Go to "File -> Dependencies -> Add Standard" and add the dependency you want. I suggest using the "Nova Covert Ops (Art Mod)" dependency as it includes all other default dependencies.

    Contrary to popular belief, it's not limited to those who have the Nova Covert Ops DLC, so you can safely use it.


    The Story dependencies are not included, as those only contain stuff used for the campaign hubs (walking around the Hyperion/Leviathan/Spear of Adun).

    You can add more than one dependency, the game will figure our the hierarchy automatically. There won't be any overlapping among Blizzard dependencies, so feel free to add as much as you want!


    Posted in: Triggers
  • 0

    posted a message on SC2mapster Discord
    Quote from JurunceNK >>

    I can't even chat in there :(


    Unfortunate 'cause I just joined and I would like to talk about my project that I've been working on. It's at the point where I can start putting it all together and make a StarCraft game out of it! But I need some tips and advice, and just generally see if anyone's interested in giving me a hand in it.

    Try it again, looks like you got caught in a bug. This message appeared in the news channel on the SC2mapster Discord:
    Posted in: General Chat
  • 0

    posted a message on I need a database for UED

    Strange, your mod's own Assets.txt file should override all the others, so adding your UED textures there should work. I can't imagine that a relevant texture wouldn't be listed in the core.sc2mod file either.

    Anyway, here are all of the files from all mods I could find: Assets Textfiles. Hopefully you can find what you need there.


    Posted in: Map Suggestions/Requests
  • To post a comment, please or register a new account.