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    posted a message on Infinite thin "walls"
    Quote from hueschel: Go

    The blockers are doodads and as far as i know, you cannot change data of doodas :(

    You can modify doodads, just takes some time to find them. -Open up the data Editor -In the "Data Type" drop down select "Actors" -The "Building Blocker" doodad is located in the Doodad\CActorDoodad\Blockers, pathing, and Line of Sight folder -duplicate, rename, etc just like you would a unit

    However, the smallest footprint you can have to my knowledge is still 1x1 so that might not be an option anyway.

    For pathing, why not just restrict the pathing through the "pathing" bruishes? Hotkey H As for sight blocking, perhaps you could make a region for each room and mask everything in the region from sight until a unit enters the room? Doesn't work so well if you want units to be able to peer into the room from an open door though.

    Posted in: Data
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    posted a message on Creating Glowing Regions (Zone Control)

    Hmm, I was actually thinking about the same thing the other day for an idea I had. Possibly you could use the landing light doodad, and have it change to a specific variation (the variations are different colored lights).) That may be one method.

    Also a custom object could be used that has multiple textures. I believe its possible to swap out different textures via triggers. That would be cool if there is a "show region" option for regions...

    Actually, what about making each zone a decal? Might look a bit odd depending on your terrain though, It should be fairily simple to make it photoshop and export it to SC2. Not sure how the decals are set up but I'm sure it could be found out. You would have to make a variation for each color for each region (for example, Capture Region 1 RED for team 1, GREY for uncaptured, BLUE for team 2, etc..) Then create regions to fit the capture area and the appropriate triggers,

    Posted in: Miscellaneous Development
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    posted a message on Anyone here a Marine or was a Marine?
    Quote from Vicboy: Go

    Pfft, why don't you ask the captain of a Battlecruiser, instead? Marines know nothing compared to what the all-mighty Airforce knows.

    Aside from the notion that a space navy is probably more equated with a wet navy, and not the airforce - Depends on what the subject is. Marines know a heck of a lot more about infantry ground operations. And the Marines also have their own air and their own UAV systems, so I don't think you can rub that in their face either. I would say the AirForce probably has better trained aircraft mechanics but its probably all the same anyway.

    My father was in the Air Force, and I grew up around Air Force people, and let me tell you there are stupid people everywhere, including every branch of the military. Personalities and IQs run the complete gamut just like in any corporation or normal job.

    And yes, there are nerds in the military, though most join the Air Force. I was however a Marine Infantryman for 4 years so I guess you could ask me if you want to know something, assuming your talking about the U.S Marine Corps and not a different countries Marines.

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

    @Mogranlocky: Go

    Its often used on aircraft to show a critical component, like a ejection handle to escape hatch. Also the yellow triangle is kind of a universal exclemation mark. It probably represents nothing more then that. The artists just reused it a lot.

    Posted in: General Chat
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    posted a message on homepage has video audio that I cant find/turn off

    @BasicGear: Go

    Its a little video player that loads up near the bottom right side of the page. There's controls for it there.

    Posted in: General Chat
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    posted a message on Building placement
    Quote from Cliff747: Go

    I know. I was using the question to lead into building placement in general. If the AI knows how to place a CC, Nexis or Hatchery at an expantion why does it not know how to place buildings to wall off his ramp? Or not to place a building where a expantion should go?

    But let me ask another question. Ha Ha. Where is SC2's AI? Is it in a MPQ file? And what does MPQ mean?

    Its because the AI doesn't know that the ramp is a ramp. It only sees it as passable terrain. It couldn't care less that a ramp is there. The AI knows to place certain buildings because each race probably has a set of build orders programmed into the races AI routines. Or weighs certain conditions and variables to decide what to build next (which is also influenced by AI difficulty.)

    In order to get a AI to wall itself off you have to get the AI to recognize a ramp first, then determine where it starts in relation to the terrain level that the base is on.

    Posted in: Galaxy Scripting
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    posted a message on Looking for a Melee style map terrainer.

    @Robeezy: Go

    I may be interested in helping out with this, but I'm unfamiliar with "War of the Nations." Does the terrain need to be symetrical or can it be asymetric? Also, what size?

    I have a temp portfolio of some of my work with the BETA editor here: http://jeffrichey.wordpress.com/

    Posted in: Team Recruitment
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    posted a message on Campaign Mission Ideas?
    Quote from ItsPawl: Go

    You could make a map where the objective is to secure some kind of bulky but movable artifact. The objective of the map would be to hold the artifact while it slowly move towards your base, and if the enemy gets a hold of it they will start pushing it back towards their base. Extract the artifact to win or loose it to the enemy to loose.

    Making an iteration of the above idea,

    For #2, what if your protoss team has some sort of "super pylon" thats on a grav-sled/train thing. For whatever reason you are unable to build pylons, but you can build within the limited range of the super pylon. So basicly you must build around this pylon while its moving very slowly, defending it all the while until it gets to the end of the canyon.

    Alternativly, you could use the same idea but with a different execution. You have a number of "power points" along the route that must be activated in order to supply power to the grav train moving the super pylon. That way you can stop the train by not activating the next power node if you have to.

    I was reluctant to actually post this because it sounds like such a good idea imo that I might want it for myself :D

    Posted in: Miscellaneous Development
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    posted a message on Review: The Hungry Hungry Baneling
    Quote from Vexal: Go

    I present to the world an unbiased look into the quality of the map, Hungry Hungry Baneling.

    This map is easy. I beat it the first try. At no point did I ever fear death.

    I could not identify with the main character. I could never sympathize with someone who'd eat all of his friends, then eat his mother.When I found out what I had to do to win, I was overcome with a surge of guilt. I almos alt-f4'd to clear my conscience.

    I liked how it was all cutesy like Hello Kitty and her little Hellow paws and her little Hello nose an her little Hello fur.

    Overall score:3/6.

    So you judge the "quality" of a map based on if you can identify with the main charachter. Which you said you can not. And yet you feel a surge of guilt with having to eat your mother.

    I don't think the authors intention is to make you sympathize with your charachter (which is ironic to me because you supposedly felt guilt. So the author DID manage to evoke an emotion regardless of intention.)

    The point in my view was to have FUN. Which is the end goal of most games, unless your talking about serious games (whose goal is usually to educate.)

    People need to take themselves less seriously and realize this. Not every game/mod needs to be some thought provoking evolutionary change in the norm. While the thought provoking classic 'Metropolis" is a great classic there are plenty of other "B-Grade" movies that are simply entertaining.

    Basing a review on emotional impact only, or a few game mechanics, in my opinion is wholly unfair to the author.

    I'm not trying to bash the OP or anything, simply pointing out the flaws in some ways that people review. The problem is that some people will not play some maps based on other peoples reviews. As absurd as that sounds since "fun" is purely subjective and depends on the person

    So my one question to you is, was it fun?

    As for me, I give it a 5/6 for fun factor But a 0 for emotional impact and a 3 for overall design

    Posted in: Map Review
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    posted a message on [Help!] I'm trying to learn how to texture things/edit textures could someone teach me the basics and so on?

    @GhostTwoSix: Go

    F9 in editor brings up the import window You have to apply the texture to the model in a 3d editing program such as 3ds max via a material, then export the object mesh. Then import the mesh and texture into sc2 using said import function.

    I haven't been able to find any sort of lua or xml document detailing the texture path/info for the imported object so manually editing is impossible, it has to be done within the 3d modeling program.

    Theres a m3 exporter on the forum, search for it. Its pretty buggy though atm.

    Posted in: Artist Tavern
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    posted a message on [Help!] I'm trying to learn how to texture things/edit textures could someone teach me the basics and so on?

    What you ask isn't something that can really be told in a simple forum thread. There is plenty of tutorials around on how to create custom textures, but the best method to learn is by simply making them and learning new techniques along the way.

    A few simple points though- Most game textures should be in powers of two. This means that their total texture resolution (size) should be 128, 256, 512, 1024, 2048 etc. The bigger the size the larger the file size will be.

    Modern games make use of many different types of textures. The most common types are diffuse (these are what gives an object color essentially,) Specular (governs how shiny and object is) Normal Map (helps to project additional details on a low poly object without having additional geometry. The process of generating a normal map is a very involved process. There are a lot of tutorials on this.) Emmisive maps make parts of a texture glow.

    Textures are traditionally applied to a model in one of two (or both even) ways. Tiling or UV mapping. Tilling is simply tiling a texture across parts of a model. For example, a red brick wall texture can be tiled. The advantages to this are that you can keep the texture relativly small and its easy to do from a modeling standpoint. The cons are that there will be a lack of unique textured detail across the tiled areas. Luckily, you can apply decals (textures with opaque areas) on top of tiled areas to help break up the tiling. Another good example of tiling is in games such as command and conquere, where the grass texture is used repetedly. Other textures in addition can be used to help break up tiling as well in environments.

    UV mapping is the process of taking a model and "unwrapping" it so that its skin can lie flat on a surface. This allows a artist to essentially paint directly onto the skin of an object. Thiink of the paper boxes or globes that many of us had to make as kids in school. You start with a sheet of paper (a 2d texture) and then you glue sides together to create the object. That is what uvmapping is but in reverse. The goal is to figure out how to break an object down into a 2d texture. Unwrapping allows a artist to output a map with the lines of an object showing thus alowing you to "paint by numbers." Meaning that you have a template similiar to that of a coloring book. You paint within the lines. Once done you can hide the layer and you have a complete texture.

    Theres is a lot more information that you need to know but thats a few of the basics.

    Posted in: Artist Tavern
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    posted a message on What am i doing wrong?

    Yeah thats what I figured but I jsut wanted to make sure. I finally got it working, then screwed it up. I blame it on bugs more then doing something wrong.

    Posted in: Artist Tavern
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    posted a message on What am i doing wrong?

    @Underp4ntz: Go

    I keep seeing this mythical "assets/textures" path mentioned but no one has actually said where the directory is. Should it be created in the main starcraft2 directory? Should it already exist??

    Posted in: Artist Tavern
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    posted a message on mod setup and exported model,diff swaped with spec

    Hi all, interesting problem I am having. For whatever reason my Diffuse in a exported model will not show. Instead it shows my specular map as the diffuse. The model shows up fine in game aside from the textures. The material info in the model previewer says its using the appropriate diffuse, spec, and emmisive maps in the right slots so I'm dumbfounded as to why the diffuse will not show.

    I have all the imported files residing (and exporting to) a folder I made inside the starcraft directory titled "assets" (so starcraft2/assets.) The "internal texture path" in the 3ds max export options is left blank (which points at the root directory?) Should it instead by starcraft2/assets (?)

    I'm a little comfused as to if there is an actual folder I should be putting these assets in if I intend to include them in a mod. Do I need to create a mod MPQ archive and put them in there? Will the editor do this automatically when I import?? I can't really find any information on how to setup custom mods.

    I just had a though. I wonder if my spec is simply to bright? I'll make a pure black spec and replace it and see if the spec is just overpowering my diffuse.

    Thanks!

    Posted in: Artist Tavern
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    posted a message on An Apology

    @jarltheafro: Go

    Good luck getting that anywhere expect in heavily dense areas though. Particularly in a country the size of the U.S Typically only areas with heavy fiber optic infrastructure can get net that fast. The fastest I can get in my area is 30/mb. And that isn't even available where I live.

    Posted in: Off-Topic
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