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    posted a message on Default Water?

    Another solution to the original problem may be to just edit water settings and increase Texture Roughness, worked for me when I encountered this problem today.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #7: A Place of Worship

    @Mozared: Go

    lol

    Posted in: Terrain
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    posted a message on [Request] 2x2 Concrete Square

    It's probably not exactly what you're looking for, but the Installation Roof doodad uses a model that should be pretty close to what you want. By default these are raised a bit over the ground, not really sure if you can change that just by modifying the actor / model, but it's worth giving it a shot.

    Posted in: Requests
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    posted a message on Weekly Terraining Exercise #7: A Place of Worship

    Here we go, since I already did an ancient Protoss temple for the "These Dead Streets" exercise, I went with something a bit different this time. I'm guessing this isn't completely according to lore, but as a player of Warhammer 40k, I had a hard time resisting to build a place for the worship of the emperor Arcturus Mengsk himself. So, here we go :)

    Posted in: Terrain
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    posted a message on Default Water?

    My guess is that either, your graphic settings for water are really low, or you've somehow broken your installation of the game. If increasing the graphic setting doesn't work, running the repair tool (found in your SC 2 root folder /Support) should hopefully solve your issues.

    Posted in: Terrain
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    posted a message on Creating 'Grass' Doodad

    Sorry for the double post, but here are some images for reference, the first image shows some nice looking grass generated with the "generate foliage button", the second image shows how the model looks if you try to use it directly with a doodad (taken from the previewer, but it looks the same if you actually place a doodad using it as its model.

    Posted in: Terrain
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    posted a message on Creating 'Grass' Doodad

    Among the foliage for certain tilesets, there is grass, which would be great to be able to place manually on your map, however, none of the foliage doodads (from what I've seen) seem to use this grass when you place them on your own, and if you try to create a new doodad using the specific grass model(s), they either miss their textures, or you won't get any model at all (just the placeholder black sphere model).

    The models that I'm thinking of can be found under Assets/Foliage/DynamicGrass... or just DynamicGrass... (followed by various tilesets in both cases) if you want to use the already existing models in the data editor.

    Posted in: Terrain
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    posted a message on Can armor icon be removed ?

    @tigerija: Go

    Haven't tried this myself, but try changing the UI - Life Armor Icon under the units Actor, not sure if you get to actually remove it or if it only turns into some placeholder image, but that's my best guess.

    Posted in: Miscellaneous Development
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    posted a message on Valhalla Base Door? Can it be functional?

    Sounds like you haven't got campaign dependencies active (File / Dependencies / Add Standard, just add Campaign and move it to the top of your dependencies) and you should be able to find the gates.

    Posted in: Miscellaneous Development
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    posted a message on Unit Rank & Hints?
    Quote from viridiansky: Go

    2. When the game loads there is often a "hint" like "make sure to replace your drones" ect... How can I edit/remove this hint? My load screen type is custom.

    Think what you're looking for can be found in the Data Editor under "Game UI Data" then check the field named UI - Loading Screen Help - Text. Think the Field just above, Loading Screen Help - Race is somehow bound to race specific loading texts, but haven't really looked into how it's working.

    Posted in: Data
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    posted a message on Giving units Point Defense Lasers

    Not at home right now, so cant really be of much help, but I think the OP wanted to give the ability of the drone to shoot down incoming missiles to another unit, not the ability to summon point defense drones.

    Posted in: Data
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    posted a message on Building a motion tracker spell?

    Sorry if I was unclear, basically, I only want to detect enemy units when they're moving, doesn't really matter which kind of unit it is, as long as it's moving.

    Posted in: Data
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    posted a message on Building a motion tracker spell?

    Would it be possible to build a spell like that of the Sensor Tower (or Raynor's Radar ability), but with the limit that it only tracks moving units? I know there are filters for what to track with the radar ability, but there's no filter for if a unit is moving or not, I know there's a validator for something similar to that, but how would I do to apply that to the radar tracking?

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #6: Bridging the Gap

    @Mozared: Go

    It's probably good practice to stretch your imagination for which doodads you can use on those weirder tilesets :)

    Also, in response to Victiln, you can always just make it all in the editor, then you don't need to worry about actually making units able to path across the bridge.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #6: Bridging the Gap

    Kinda liked this new kind of assignment, however, I absolutely hate the tileset, just no enough doodads to flesh out the terrain as much as I'd have prefered, but anyway, I did what I could, quite happy with the result, although not as much as previous weeks, may give it another go later during the week if I have time.

    Also, how do you add a skybox, seeing as this tileset didn't have one by default?

    Posted in: Terrain
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