Okay, so I need 2 attributes for a tower-defence esque game, but I'm not sure how to do this.
The first attribute merely adds 3 attack power.
The second attribute adds 1 attack power for every point in the first attribute.
This way, I can have the second attribute go up once per wave, and the first attribute set near the beginning, and have units whos attack power rises faster..
I'm pretty much finished with a melee map I'm working on, that uses custom tilesets. I have a couple images, and they look fine in the editor, but in game they are all crazy shiny and in one case, oddly colored. I checked the other tiles to see what was wrong, and it seems that they use 2 seperate images. I want to know what the difference is, and how exactly I should go about fixing these for the tiles I already made.
I tried using No-Fly zones. They had absoulutely no effect, even increasing the radius did nothing. For now, I'm just going to continue letting air units pass through.
Well, I managed to figure out a short while ago, but it's great that we now have a tutorial for this kind of thing. I had to figure this out sans tutorials, and that wasn't fun.
Yeah. The maps mostly symmetrical with small, non gameplay differences, as it was mirrored by hand (I have my reasons). There are minerals, and it should be balanced with neither side having any huge, or even small advantages. However, I still need to be able to have areas where air units can't fly to.
I'm trying to create a melee map, but parts of the map have such uneven, high terrain that I feel the need to make parts unpathable to air (not much, mostly the corners). I want to do this without modding the data files as it is going to be a melee map.
Also, out of curiosity, does adding custom terrain textures make the map not considered melee anymore? What does?
I have a .dds file I want to import for a tileset, but the import manager is fucking up for me. I upload the file, and set the path to Assets/Textures. When I open the selector for the terrain texture, it can't find it. Switiching to edit raw data doesn't work either. It just can't find it. Also, renaming or moving the texture breaks it as well, but it is viewable in the import manager until I do so.
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Curses. Shame there has to be a limit.
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Okay, so I need 2 attributes for a tower-defence esque game, but I'm not sure how to do this.
The first attribute merely adds 3 attack power. The second attribute adds 1 attack power for every point in the first attribute.
This way, I can have the second attribute go up once per wave, and the first attribute set near the beginning, and have units whos attack power rises faster..
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Any plans to make a mod to put WC3 units in as custom races into SC2? Because Undead Vs. Protoss would be cool.
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I'm pretty much finished with a melee map I'm working on, that uses custom tilesets. I have a couple images, and they look fine in the editor, but in game they are all crazy shiny and in one case, oddly colored. I checked the other tiles to see what was wrong, and it seems that they use 2 seperate images. I want to know what the difference is, and how exactly I should go about fixing these for the tiles I already made.
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I tried using No-Fly zones. They had absoulutely no effect, even increasing the radius did nothing. For now, I'm just going to continue letting air units pass through.
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Look. I really need some help with this.
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The editor lacks unpathable air painting. This is one of my biggest gripes with the editor so far.
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Well, I managed to figure out a short while ago, but it's great that we now have a tutorial for this kind of thing. I had to figure this out sans tutorials, and that wasn't fun.
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Yeah. The maps mostly symmetrical with small, non gameplay differences, as it was mirrored by hand (I have my reasons). There are minerals, and it should be balanced with neither side having any huge, or even small advantages. However, I still need to be able to have areas where air units can't fly to.
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I'm trying to create a melee map, but parts of the map have such uneven, high terrain that I feel the need to make parts unpathable to air (not much, mostly the corners). I want to do this without modding the data files as it is going to be a melee map.
Also, out of curiosity, does adding custom terrain textures make the map not considered melee anymore? What does?
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I have a .dds file I want to import for a tileset, but the import manager is fucking up for me. I upload the file, and set the path to Assets/Textures. When I open the selector for the terrain texture, it can't find it. Switiching to edit raw data doesn't work either. It just can't find it. Also, renaming or moving the texture breaks it as well, but it is viewable in the import manager until I do so.
EDIT: Nevermind.
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So... How do you make textures for the game in the first place? ...
If you don't mind me hijacking this thread.
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I'm going to give this a try once my computer is reformatted, and I get 3dsmax.
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Enjoy this site. It's useful.
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Exactly.