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    posted a message on Changing Terrain / Different Maps

    Blizzard has said they are hoping to make Map Loading work online. But who knows when that might be.

    Posted in: Miscellaneous Development
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    posted a message on Unable to load 'Triggers'

    When I opened up my map this morning I got the following error:

    [5/14/2011 1:20:23 PM] Warning: Unable to load 'Triggers' from '.../Desktop/Dropbox/Starcraft Projects/Star Emblem/Star Emblem.SC2Map'

    Effectively it seems that all the Trigger structure is there, but all the variables, records, and presets are gone, and all the triggers, conditions, functions, actions, and folders have lost their names.

    Fortunately I have 14 auto backups and the most recent one is fine. But I really really do not want to have to go back to it. I did soo much busy work in the day that was lost. So many variables defined for data. So I thought I would beseech the community in the hopes of finding a way to fix this.

    I already opened up the Map with and MPQ extractor, and the files seem to be there. I kind of think it is the TriggerStrings.txt that isn't being loaded since this seems similar to what happens when a map isn't localized. But that is in there.
    ___

    So now I ask can anyone, anyone shine some sort of light on this. I'm really hoping someone can give me some hint or solution that might allow me to fix this.

    Posted in: Miscellaneous Development
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    posted a message on Sc2Streamster: Epic Streaming with capital E

    I would love to see less tutorials and more discussion of actual projects, and interviews with map developers. That is a niche which has yet to be filled, and would be quite interesting imo.

    Posted in: General Chat
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    posted a message on Custom Map - Serious Inquiry

    I'm quite interested, and you appeal of legitimacy appeals to me. Unfortunately I don't really know Galaxy (The modified C# within the editor). Which is really a shame.

    It seems like a good idea, especially what you have said about the upgrades being largely based on the terrain.

    Posted in: Team Recruitment
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    posted a message on Model Camera

    Is it currently possible for people to create cameras for models and properly export them? Cameras like the ones on portraits.

    I've been trying to put the player's camera at the front of a tank, but despite a number of methods, I keep getting screwed over by turning. So I spotted the "Use Model Camera" trigger action, and it seemed like it might be a lot simpler to use one. If this can be done, I will make a better request with pictures and what specifically I want.

    Posted in: Artist Tavern
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    posted a message on [Model Showcase] Warcraft Units

    Awesome! More great fantasy setting models. :D

    Although, the axe kinda looks like it has a grey wooden head.

    Quote from Yaos01: Go

    I think an helmet is lacking, but that's just me.

    A helmet could be cool.

    Posted in: Artist Tavern
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    posted a message on Whats your profession? Why do you map?

    I just finished my first year of university, and I'll be majoring in Computer Science... but through the faculty of Arts, as oppose to Science.

    Mainly I just enjoy mapping, it's a great way to try out all those creative ideas you get floating into your head. I've done some mapping for Age of Empires, and Starcraft 1 briefly, and then for Warcraft 3, and now Sc2. But also, I think in the future I would like to be employed doing some aspect of game development.

    Posted in: Off-Topic
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    posted a message on Two yellow triangles

    Huh, I was just gonna say it was a design element that the artists liked, but after all those images that is somewhat uncanny.

    Nanophage's explanation seems quite plausible though.

    Posted in: General Chat
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    posted a message on Importing Images

    I do have Photoshop. Thanks guys. I'll give them a try. :)

    Posted in: Artist Tavern
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    posted a message on Importing Images

    Surely one out there must know.

    Posted in: Artist Tavern
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    posted a message on Hex'd Again

    Ah good it has been published. Should give that a play then. :)

    Posted in: Map Feedback
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    posted a message on Importing Images

    Short Version
    I've been trying to import some images to use for buttons, however when I do so all the sections of the image which are partially transparent become completely opaque (solid). I'm importing it as a .dds, and I have tried doing is both as a .png converted to a .dds, and as a .tga (with an alpha channel) converted to a .dds

    But each time I get the same result. Should I be going about this in a different manner? (Because their are definitely blizzard images in the editor which are .dds and have partially transparent pixels)

    __

    Here's the full story

    I am creating some UI and I need both up and down arrows for changing the corresponding value. I settled a nice arrow image in the editor, with both normal and highlight versions, however it only has a down version (And that seems to be the case with most arrows in the editor, or at least all the ones I would want to use). For some reason (I am guessing because it is a button as opposed to a normal dialog item image), dialog item rotation does not work.

    So I thought it should be simple to just export it, flip each half the image (so as to preserve the location of the highlight arrow to the normal arrow), convert it back to a .dds and import it. Then, BAMM! NO! You can't do that! Because GE hates me. So I have the flipped images, but when I try to import them all the partially transparent pixels become opaque.

    Should I try converting to a .dds from a different format? Or perhaps using a different converter (Currently I am using GraphicConverter)?

    Posted in: Artist Tavern
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    posted a message on Exporting triggers and data to another map

    It would be a better idea to use a Mod. I am not fully versed in the 'how'. But as I understand it you should be able to publish one mod with the trigger data, and then just publish a bunch of different maps that have that mod set as one of it's dependancies. Which would greatly minimize the amount of pasting, and keep all the maps up to date.

    Posted in: Triggers
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    posted a message on Battle Planets - Beta Release

    Wait, you aren't you using the planet models which are already in the editor? I am pretty sure there are versions which are separate from the backgrounds.

    Ooh, Supernova sounds very interesting. Also, something one of my friends suggested when we were playing today, as a possible terrain feature. Comets. Could be interesting.

    After playing on Nemesis, I was wondering, do different stars have different gravitational pulls and bounce strengths?

    Also, do you think you'll ever be able to put in Trinary Star Systems? Or perhaps even higher?
    Some other binary star systems, with varying star sizes, could also be interesting.

    Posted in: Map Feedback
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    posted a message on Battle Planets - Beta Release

    I played a couple games of this with a group of my friends, and I must say we had a lot of fun. I was initially a little worried that like many games where you have to push people outside the ring it might be a little slow paced, but I have to say it is just great.

    I look forward to more star systems and perhaps some new terrain features (Not sure what, but maybe asteroid fields or something). New planets too, it struck me as odd that there are only 5 planets, they must be pretty easy to add, and there are already so many planet models in the editor.

    I have a suggestion though, give the vortex a gravitational pull. Right now it is a bit hard to get into them, even when you want to. And if they pulled a bit more then it might be viable to try and push people into them.

    Also what could be interesting, either as a weapon, or a mode, or some such, is moons.

    Posted in: Map Feedback
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