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    posted a message on Custom Colors in Lobby

    Hm, update. Through Gameplay Data > Default SC2 Gameplay Settings, as Botan described, you are able to enable all of the colors currently in SC2, including White and the 8-player-map colors by setting the 'required players' count to zero.

    However, there still appears to be no way to add custom colors of your own, such as through a RGB interface (255,0,0 being pure red, for example). The listed colors are all of the ones currently available in SC2 but the option to click the + button in the field is greyed out and cannot be done. Also, when clicking on an existing parameter, such as Green, there is no option to edit the color itself. The Diffuse and Emissive fields can each be customized with an XYZW numerical, and the line 'Green' can simply be set to Color 1-15.

    However, as I said, there still seems to be no way to actually make a new color and insert it as an option, unless it has something to do with the XYZW fields, which change with each color already listed.

    Green, for example, is X : 0.09, Y : 0.5, Z : 0.0, W : 1.0

    But this doesnt seem to have anything to do with the RGB definition of color.

    Posted in: Data
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    posted a message on Custom Colors in Lobby

    Well, considering a Mod Extension is primarily made through the use of the Data Editor, I thought to post it here. It doesnt really fit a 'Melee Map', 'AI' or Scripting category.

    I dont wish to use triggers or player attributes because I know that can be done on an individual map basis, whereas this is for a Mod Extension run 'ontop' of whatever map you pick. However, for player attributes, that also locks in the color of the player to whatever it is set as. I wish for the Mod Extension, when used, for players to be able to pick from a wider selection of colors in the game lobby.

    Thanks for the info though, I'll have a look and see if I can get anything.

    Posted in: Data
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    posted a message on (Solved)How to Texture Swap On Death Model

    I dont see what anything regarding your information about stuff happening every 0.0625 seconds has anything to do about what I asked.

    Your second paragraph is slightly more helpful though, so thanks. I'll stare and sigh at the Editor some more until someone posts a more thorough guide or tutorial though. Every single source of information talks in terms, as you state, that only a programmer or experienced person is readily identifiable with, so it doesnt help newcomers.

    Posted in: Data
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    posted a message on (Solved)How to Texture Swap On Death Model

    Could anyone please extrapolate on that answer?

    For weeks I've been trying to get Dark Protoss textures working for the Protoss, for example - and I cannot for the life of me figure out how to and any online information regarding this is either indecipherable or I otherwise dont understand it.

    When people throw around 'send Message by ModelSwap' or 'TextureSelectbyID' I have absolutely no idea what it means. Hell, I havent even been able to specify a death actor model for any of my custom units yet. I simply cant find where to do so. Making a new entity in the Models section of the Data Editor using the death-model of the unit is easy, but I've found no way to actually link the unit to the death model.

    Another issue is things seemingly NOT EXISTING AT ALL in the Editor. It is completely baffling. For example, the Anion-Pulse Crystals upgrade that increases Phoenix range, researched at the Fleet Beacon. It simply does not exist anywhere, but somehow it is there ingame. I've looked in Upgrades. I've looked in Effects. I've even looked at the abilities and command card of the unit (Fleet Beacon) itself and it simply isnt there, yet it magically is in-game. I completely dont understand this.

    I had a very brief moment of success by adding an event to Zealots that change their model when a certain upgrade is completed - but then run into the problem that it only applies the model-swap to any currently existing Zealots. Any Zealots produced before the upgrade is done, and then the upgrade is completed, will swap their model. Any Zealots made AFTER the upgrade is already done, decide to use the default Zealot model instead of the new one specified. Ugh.

    My problem is that people use terminology such as TextureSelectbyID, Event Triggers, Validators and whatnot, as if folks already know what they are. I dont. Sure, I can find the Validators tab in the Data Editor for example, but from there I've no idea what to do or how to do it. Any tutorials on this matter do not provide a step-by-step instruction in terms that a newcomer can understand. Another problem is that code in general is alien to me. I struggle to understand it, since its like another language that nobody ever taught me, but somehow everyone else understands.

    I've been working damn hard on my own Mod Extension for the past 5 months or so now, but most of what I've done has been fiddling with existing parameters and material, such as changing numerical values like health and damage or changing one model to another. Creating anything completely new, such as a totally new unit linked to its own death model, using its own weapon and its own abilities, has been mind bogglingly difficult. Anything I have that actually works is either through blind luck by facerolling my keyboard until something works, or it half-works, causes the game to crash or I stare at the Data Editor and tutorials for hours in frustrated confusion.

    Why am I posting this here? Because whenever I make my own threads asking such specific questions, nobody answers. Im just looking for a little help in absolute basic laymans terms that a newcomer can understand.

    Posted in: Data
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    posted a message on Custom Colors in Lobby

    Hi folks.

    As we all know, the color selection within SC2 is extremely limited. In the lobby, we can only select from the basic colors (Red, Blue, Green, Teal, Purple, Orange, Pink, Yellow) - and strangely, ONLY on 8 player maps are those additional colors (Light X, Dark X, etc) available for selection.

    Is there a way to enable all of the colors always available via the Data Editor for use within a Mod Extension? For example, on a 1v1 map, I might like to play as Dark Grey or Light Green.

    Also, is there a way to add custom colors of our own? I find it ridiculous that we have 3 Greens but only 1 Red. If there is some sort of RGB interface for setting numerical values to colors, then we would be able to add whatever colors we so desire for selection within the lobby. I do not want to edit existing colors, mind you. I dont want to change Orange to Dark Red. I'd rather have all of the colors we currently have, plus adding more for user selection.

    Is any of this possible? Thanks in advance.

    Posted in: Data
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    posted a message on Upgrade - Changing a units Model

    Hi folks

    I've searched around and not been able to locate an answer, so I thought I'd ask : How do I set an upgrade so that every unit of that type, built after the upgrade is completed, uses a new model?

    For example. The Charge upgrade for Zealots. Zealots do not change in appearance once the upgrade is completed. They simply gain the ability. I would like all Zealots built after the upgrade is completed to use a different model, which I have imported and ready. However I cannot find where in the Upgrade data menus to do such a thing. I can only seem to find the 'Actor' tab when browsing the "Upgrade : Effects" parameter, and in doing so, there doesnt appear to be anything relating to the unit model.

    I might aswell add on here that I've an issue with the Shrike Bunker Turrets upgrade too. I have added the Campaign dependency, so that is not an issue. However, some of the upgrades from the campaign work and some dont - for seemingly no reason. For example, researching Titanium Housing (Extra health and a different visual model for Missile Turrets) works just fine. But Shrike Turrets do not.

    I have tried looking at the upgrade itself in the data editor. I havent edited a single thing relating to the Titanium Housing and it works fine. I also havent touched the Shrike Turret. But the Shrike Turret does not work and I cannot determine why. Even when the upgrade is researchable at the Engineering bay for example, when completed, nothing happens to the Bunker(s).

    Posted in: Data
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    posted a message on [Data] Regenerate Minerals/Gas

    Thank you very much for this. Helped heaps.

    Posted in: Tutorials
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    posted a message on Height Mapping - Issues

    Hi folks I've plentiful experience in using the Terrain editor, but run into a problem I am unsure how to fix. I began work on a new map and set the starting Height Map to 50, which was way too high considering the height-limit for any water is 48. Now, in the toolbar at the top, I found the option to reset the Height Map to a more reasonable level, such as 8.

    However, since this drops the map a significant 'distance', even though my cliffs and terrain is still fully intact - the camera seems to still believe the map is at a height of 50. Both in the Editor and in-game, even zoomed in as much as possible the camera is still about 30 height units above the ground. This makes any further work on the map almost impossible and actual in-game playing downright impossible.

    How do I fix this so that the camera, both in the Editor and in-game, is aware that the Height Map is no longer 50?

    Just going to ask too. I thought increasing the base Height Map (to 50 for example) meant the final dropoff cliffs would be much higher. As in, the cliff-falloff to the unpathable layer, when often used around the edges of maps. What does increasing the Height Map actually do? Raising or lowering a cliff level adjusts the height by +2 or -2 respectively, or -8 for the final 'edge' cliff, so I dont see what the point is.

    Posted in: Terrain
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