http://www.galaxywiki.net/index.php?title=Models there's a small amount of information there about textures. Basically, a texture in Starcraft II is an image, usually in dds format, but sometimes in tga format. The texture may be diffuse (the actual colour of the model) specular (how shiny the model is) emissive (used for glows) and normal (parallax occlusion in sc2's case. Normal maps add detail to the model that isn't actually polygon-modeled.).
The alpha channel defines which part of the image is seethrough. If you have a window, you want it to be mostly seethrough but you also want to have a but of dirt on it, perhaps, and a crack or a bullet hole. You use a diffuse map to colour in the dirt, then make the image more transparent, using photoshop/gimp/paintshop pro.
Where you talk about alpha mapping and a muddle of orange pixels above, you actually mean a normal map. Normally, normal maps are blue and purple-toned. However, as SCII uses parallax occlusion maps, you have to invert parts of your normal map to get it to work correctly, causing it to look orange to the human eye. 3D modeling programs usually have a normal map bake function that you use to create a normal map from a high-polygon model. Once you've done that, follow one of the several tutorials around for converting your normal map to a parallax occlusion map.
You might want to check out www.galaxywiki.net, or at least, when it's released you'll want to check it out. Basically, it's a third party, intersite wiki just for mapping tutorials and reference. Its base is going to be SEN's old wiki, which you can see here http://www.staredit.net/starcraft2/Main_Page
"Team
[2 Teams] The values of this one depends on the number of players that have a Start Locations. I've chosen "2 Teams" arbitrary: there are many others.
We see there are 4 players (all 'Open' slots => human players) that will be separated into 2 teams that aren't definitive (no 'Locked' value). Let's analyze Player 3's value: "Team 2 [1]". This simply means the Player 3 will, by default (but not permanent), be the first player of the second team.
Therefore, "Team 3 [2]" means that the player will be the second player of the 3rd team." Basically, it's what position the player is on the team. Thast quote is from http://www.staredit.net/starcraft2/Game_Variants
Let's say the exterior of icc, that's the most basic form of structure I'd have; overlapping bridges all over the place, big ramps here and there, and then large internal structures and exterior walkways on towers and such that circle up them. I am under the impression that meshes can only have a collision spheres so far, unless you do what Sholdak suggests, but that would only account for parts of the structure directly above the ground.
Another thing I'd like to have is a walkable structure moving around the map. A ship or station, if you will, as part of an event. A bit much to explain... but something you wouldn't be able to do with collision meshes for sure.
I mean you have the base of the castle as either actual terrain or as a model, with collision turned on for the walls. Then you place the castle level 2 on top of the base, as a second unit or doodad or whatever. Rinse and repeat for as many levels and staircases as you have.
We don't mind advertising, but what payne was doing was spamming and generally being a kidiot. It certainly wasn't wanted by us.
I am in fact a staff member at SEN.
"we're not as good or as cool as you guys, but come hangout with us anyone because we're an old site and we've died off, and now need traffic to compete again." straw man fallacy, I didn't say that. We aren't JUST a SC1 site, we are both SC1 AND SC2, same as hive is both WC3 AND SC2.
Then you don't know the maker of one of the most popular maps on bnet, and you don't know one of the most genius mappers of all time. That's who UnholyUrine and Kaias are.
The SEN advertisees, which I'm guessing was payne, are not me. As far as I know, payne's actions were not approved of by the administration of SEN, nor was he told to do so.
I don't see it as shameless advertising, as it's in the correct area FOR advertising.
We have 7515 accounts on SEN. While many aren't active, and our SC2 section isn't as active as yours, this doesn't mean that we are significantly smaller, just less productive. It isn't presumptuous to call Tuxedo-templar, UnholyUrine, and Kaias the best SC1 mappers, as they are in fact among the best, creating some of the most popular or technically advanced maps on bnet.
"You say that you are already producing good maps. Fuck for sake speak about them! What are those maps? Make a thread about them on mapster and say that it's from sen. This way people will see what you do, and will want to go on your website. " Sure, but they aren't my maps and I'm not going to advertise for the authors.
I put a team recruitment thread in the team recruitment area and it got deleted, can a mod or someone explain why? There wasn't anything offensive in it, and it was in the correct area and everything...
Definitely make a blender plugin, also I suggest you make it for the 2.5 beta, not for 2.49. 2.5 has different scripts I believe, and is the future and main version of blender, so making the script for 2.49 is fairly pointless.
Biophysicist mang, where ya been? I haven't seen you on SeN or chat or anything :O
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Team Micro Arena? That's what TMA meant in SCBW.
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You want to look into actors and actor events. Actors are the glue linking visuals and sounds to data.
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http://www.galaxywiki.net/index.php?title=Models there's a small amount of information there about textures. Basically, a texture in Starcraft II is an image, usually in dds format, but sometimes in tga format. The texture may be diffuse (the actual colour of the model) specular (how shiny the model is) emissive (used for glows) and normal (parallax occlusion in sc2's case. Normal maps add detail to the model that isn't actually polygon-modeled.).
The alpha channel defines which part of the image is seethrough. If you have a window, you want it to be mostly seethrough but you also want to have a but of dirt on it, perhaps, and a crack or a bullet hole. You use a diffuse map to colour in the dirt, then make the image more transparent, using photoshop/gimp/paintshop pro.
Where you talk about alpha mapping and a muddle of orange pixels above, you actually mean a normal map. Normally, normal maps are blue and purple-toned. However, as SCII uses parallax occlusion maps, you have to invert parts of your normal map to get it to work correctly, causing it to look orange to the human eye. 3D modeling programs usually have a normal map bake function that you use to create a normal map from a high-polygon model. Once you've done that, follow one of the several tutorials around for converting your normal map to a parallax occlusion map.
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Why do you not want to use overriding?
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SEN, hiveworkshop.com, udmod, sc2mod, nibbits.
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www.galaxywiki.net is up, use that rather than the staredit.net wiki, as it's replacing our wiki.
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You might want to check out www.galaxywiki.net, or at least, when it's released you'll want to check it out. Basically, it's a third party, intersite wiki just for mapping tutorials and reference. Its base is going to be SEN's old wiki, which you can see here http://www.staredit.net/starcraft2/Main_Page
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"Team [2 Teams] The values of this one depends on the number of players that have a Start Locations. I've chosen "2 Teams" arbitrary: there are many others. We see there are 4 players (all 'Open' slots => human players) that will be separated into 2 teams that aren't definitive (no 'Locked' value). Let's analyze Player 3's value: "Team 2 [1]". This simply means the Player 3 will, by default (but not permanent), be the first player of the second team. Therefore, "Team 3 [2]" means that the player will be the second player of the 3rd team." Basically, it's what position the player is on the team. Thast quote is from http://www.staredit.net/starcraft2/Game_Variants
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I mean you have the base of the castle as either actual terrain or as a model, with collision turned on for the walls. Then you place the castle level 2 on top of the base, as a second unit or doodad or whatever. Rinse and repeat for as many levels and staircases as you have.
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@IskatuMesk: Go
You could use multiple models and stack em to achieve the effect you want, I believe.
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We don't mind advertising, but what payne was doing was spamming and generally being a kidiot. It certainly wasn't wanted by us.
I am in fact a staff member at SEN.
"we're not as good or as cool as you guys, but come hangout with us anyone because we're an old site and we've died off, and now need traffic to compete again." straw man fallacy, I didn't say that. We aren't JUST a SC1 site, we are both SC1 AND SC2, same as hive is both WC3 AND SC2.
Then you don't know the maker of one of the most popular maps on bnet, and you don't know one of the most genius mappers of all time. That's who UnholyUrine and Kaias are.
0
The SEN advertisees, which I'm guessing was payne, are not me. As far as I know, payne's actions were not approved of by the administration of SEN, nor was he told to do so.
I don't see it as shameless advertising, as it's in the correct area FOR advertising.
We have 7515 accounts on SEN. While many aren't active, and our SC2 section isn't as active as yours, this doesn't mean that we are significantly smaller, just less productive. It isn't presumptuous to call Tuxedo-templar, UnholyUrine, and Kaias the best SC1 mappers, as they are in fact among the best, creating some of the most popular or technically advanced maps on bnet.
"You say that you are already producing good maps. Fuck for sake speak about them! What are those maps? Make a thread about them on mapster and say that it's from sen. This way people will see what you do, and will want to go on your website. " Sure, but they aren't my maps and I'm not going to advertise for the authors.
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I put a team recruitment thread in the team recruitment area and it got deleted, can a mod or someone explain why? There wasn't anything offensive in it, and it was in the correct area and everything...
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Definitely make a blender plugin, also I suggest you make it for the 2.5 beta, not for 2.49. 2.5 has different scripts I believe, and is the future and main version of blender, so making the script for 2.49 is fairly pointless.
Biophysicist mang, where ya been? I haven't seen you on SeN or chat or anything :O
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How hard would it be for you to make a standalone 3ds-to.m3 program?