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    posted a message on Foliage generating without shadows

    @Mozared: Go

    Unfortunately this does not work. I tried both "Brush" and "Tree" Layer without success.

    I will be doing my own testing with this issue as well.

    Okay so it appears that setting (Basic) Art: Layer field from Grass to Brush at least increased the proportion of dynamic grass that generates with shadows. However, there are still patches without shadows.

    From running multiple generations, it definitely feels like more grass has shadows than before.

    Using the setting Tree gives about the same proportion of shadows as Brush.

    So there are more shadows which is a definite improvement, though still not optimal.

    Thanks!

    Posted in: Terrain
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    posted a message on Foliage generating without shadows

    @Mozared: Go

    1. I just tried zooming in, but the shadows are still not there.

    2. These are not custom models. The ones in the screenshots are a copy of DynamicGrassEndion that has a larger Z scale. However, being a custom model is not the issue. This effect also occurs for the normal DynamicGrass models. But it is less noticeable with normal dynamic grass models because they are small. I've been having this issue with the DynamicGrass for a while, but I've ignored it since it's usually not that important. It has become important now because I'm using foliage for tall grass.

    Also, do you have similar effects when generating a lot of grass foliage, or is this unique to me?

    Thanks!

    Posted in: Terrain
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    posted a message on Foliage generating without shadows

    Hi all,

    There is an issue where random blocks of foliage generate without shadows. The effect is seen here:

    bad

    Which patches generate without shadows is completely random and changes on each generation. Normally this is not important because foliage doodads are by default small. However, I use upscaled dynamic grass to make fields of tall grass. In this use case, the patches without shadows are very noticeable.

    Has anyone who has also encountered this issue know a solution?

    Also, generating static shadows is not the solution. I have tried this and it has no effect.

    Thanks!

    Posted in: Terrain
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    posted a message on atom galaxy language package

    Galaxy atom package updated to lotv (at https://github.com/nmosfet/language-galaxy). Can be installed from atom package manager (under name "language-galaxy").

    Supports Galaxy syntax highlighting and auto-suggestion/completion for constants/functions from the following libraries:

    • natives.galaxy
    • NativeLib_h.galaxy
    • AI.galaxy
    • LibertyLib_h.galaxy
    • SwarmLib_h.galaxy
    • VoidLib_h.galaxy
    • GameData.galaxy
    Posted in: Galaxy Scripting
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    posted a message on atom galaxy language package

    @ArcaneDurandel: Go

    what do you mean by macros?

    Posted in: Galaxy Scripting
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    posted a message on atom galaxy language package

    Made/working on language pack for github's atom text editor:
    https://github.com/90-proof/language-galaxy

    Supports language syntax highlighting and natives autocompletion.

    Still need to work on proper highlighting of escape sequences, and add some missing constants and the WoL and HOTS trigger libs

    Posted in: Galaxy Scripting
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    posted a message on Veterancy Behavior Issues

    Some more background information: all my data is in a mod that my test map is using as a dependency. I have this test map set as the default test map through the Preferences > Test Document option.

    So I gave both my hero unit and the Test Hero my Hero Veterancy behavior. Turns out when I run the test through the mod (which goes through the Preferences > Test Document and then runs my test map), I am getting the issues with the level skipping and max experience problems. However, when I run the map directly from the test map file, the leveling is working properly. So I think there may be some issue with the dependency linking between the test map and my mod.

    There were some other issues when I ran directly from the test map though, like some ModelAddition actors that should be created on a UnitBirth event not appearing. I haven't tried removing and adding my mod again, but yeah it seems like there are some dependency issues in my test map that I'll need to look at.

    Thanks for your suggestion about testing with the Test Hero, since that led to my finding the above issue.

    Posted in: Data
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    posted a message on Veterancy Behavior Issues

    @FunkyUserName: Go

    I actually just updated my main post about that when you replied.

    The unit that I am testing with does not have any other behaviors, nor was I stacking any of the Veterancy behaviors. On the test map I was using, no other units had any Veterancy behaviors.

    Attached a screenshot of the Unit fields.

    It currently has the Test Veterancy Copy behavior. This behavior is not giving proper leveling.

    Posted in: Data
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    posted a message on Veterancy Behavior Issues

    I am having trouble with the Veterancy type behavior where the max level is not the same as the levels set in the Behavior: Veterancy Levels and the unit with the behavior is skipping levels.

    My custom Veterancy behavior has levels 0,1,2,3 with Minimum Experience required as 0,100,100,100 respectively. In game the hero is leveling like this:

    Level: 0 -> 1 -> 2 -> 3 -> 5 -> 6 -> 7 -> 8
    Experience: 0/0 -> 0/100 -> 100/200 -> 200/300 -> 300/400 -> 400/500 -> 500/600 | Experience caps at 600

    The level is skipping from 3 to 5, while the max experience cap is at 600. I tried disabling the Combine Experience and Combine Numeric Modifications flags in the Veterancy Flags field individually and together, but these didn't do anything.

    I instead gave my hero Blizzard's default Test Veterancy behavior, which also has levels 0,1,2,3 with Minimum Experience required as 0,100,100,100 respectively. This gave my unit proper leveling while my behavior did not:

    Level: 0 -> 1 -> 2 -> 3 -> 4
    Experience: 0/0 -> 0/100 -> 100/200 -> 200/300 -> 300/400 | Experience caps at 400

    So I made a copy of the Test Veterancy behavior to see if it was an issue with my behavior. This new behavior is called Test Veterancy Copy. I applied this to my unit and I had the same error that I had with my original Veterancy Behavior. The level was skipping from 3 -> 5 and the max experience cap was 600. The leveling was the exact same as my original one, even though I made a direct duplicate copy of the properly working Test Veterancy.

    Level: 0 -> 1 -> 2 -> 3 -> 5 -> 6 -> 7 -> 8
    Experience: 0/0 -> 0/100 -> 100/200 -> 200/300 -> 300/400 -> 400/500 -> 500/600 | Experience caps at 600

    The unit that I am testing with does not have any other behaviors, nor was I stacking any of the Veterancy behaviors. On the test map I was using, no other units had any Veterancy behaviors.

    Edit (Additional information): I also set the Gameplay Data "Default SC2 Gameplay Settings" fields related to Veterancy to the following:
    Stats: Veterancy Search Filters: Excluded: Player, Ally, Neutral, Enemy, Dead, Hidden
    Stats: Veterancy Search Max Count: 0
    Stats: Veterancy Search Radius: 0

    These were edited in order to disable XP sharing between units. I don't think these are related to my issue seeing as the Test Veterancy behavior is working fine.

    Has anyone had similar issues or know any solutions to this? Any help would be appreciated.
    Thanks.

    Posted in: Data
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    posted a message on Terrain Showcase: Raptor

    @nolanstar: Go

    yeah

    Posted in: Terrain
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    posted a message on Terrain Showcase: Raptor

    Highlights from a fantasy-themed terrain I have been working on as a Cortex Roleplay map. (It's not truly finished, but I've been running out of interest in working on it.)

    Map Overview

    Posted in: Terrain
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    posted a message on Cortex Roleplaying Toolkit - Forge Extensions

    (Below is taken directly from Cortex Toolkit - Forge Extensions project page)



    Cortex Roleplaying Toolkit and Forge Extensions

    Quote from MotiveMe (cortexrp.com/beta/?page=about):

    Cortex is a roleplaying map for Starcraft II, Blizzard's latest real-time strategy game. In a roleplaying map, the players create their own storyline to go along with anything they create, and interact with other players to move the story forward through time. Because of the highly dynamic nature of roleplaying maps, Cortex focuses on making it so that you can do everything possible in-game that you would otherwise need the Galaxy Editor to make. You accomplish this highly customized creating through the use of specialized chat commands such as @spawn to create units.


    Cortex is a library to provide players with an in-game sandbox with a significant amount of map and unit manipulation. While directly intended for roleplaying, Cortex can be used a general sandbox for things like attachment testing, in-game scenery creation, and unit testing. Cortex is coded exclusively in galaxy and is open source. Mappers can freely use and modify the code.

    Forge Extensions

    Cortex was initially developed primarily by Motive / MotiveMe (original sc2mapster asset and team). Later there were significant updates by Spritelayer. I have since unofficially taken over development of the Cortex library. I refer to my contributions as Forge Extensions because I was unsure of whether the changes would be directly implemented in the engine. The code will remain opensource and public. Briefly, features I've implemented include:

    • Per-unit commands caching system
    • System for loading/saving units (along with all relevant commands applied on the units)
    • UI
    • Blacklists (per-game-host basis)
    • Mouse-click model actor placement and manipulation
    • Camera manipulation
    • Unit squads and formations


    Current Version: Cortex Toolkit + Forge Extensions v1.1
    Added/Modified Commands: Commands



    Cortex with the Forge Extensions can currently be tested on SC2 maps Cortex Roleplay - Essence (terrain by Fruity) and Cortex Roleplay - Swamps (terrain by Piekan) on NA Battle Net. More maps will be including Forge in the near future. I do also have eventual plans to officially implement the Extensions into Cortex as Cortex 3.0.

    I am open to bug reports, feedback, and suggestions.

    Posted in: Project Workplace
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