I found it's simple to create a planet for your map.
You can create a Unit (duplicating Zealot, unit, model and actor)
Then select a planet for your model like Aiur
Then create a Rotator actor with an axis: X=0, Y=0, Z=1, rotation rate: 30
And another actor local offset: X=0, Y=100, Z=0
The rotator actor will make your planet rotate its facing, and the local offset actor will make the planet appear to be flying in an orbit.
However, I haven't found a way to make the planet not disappear when it leaves map bounds.
Does anyone know if it's possible to have an actor display once it has left map bounds? Otherwise the planet actor will not be visible for some of its orbit. To me this is really sad since it would be awesome to have a solar system orbiting in the background.
Update: Opening the Model Data and changing position X, position Y will work. The cutscene editor does not appear to use standard map position so you may want to start with a big object like a Command Center to see where the object is.
Since Blizzard changed the Previewer to the Cutscene Editor, I am planning to study up on this a bit. However, quick question regarding viewing Models. My map now has Terrain over the default viewing position of the model.
I would like to move the Model so I can view it, but when I change the model's position x, position y I am not sure the model is moving. That is, I am moving the model to an unoccupied place on the map but it is not visible.
I rely on the cutscene editor and viewing models to see their animations and attach points, so I need to be able to move the Model back to where I can view it.
anyone know if texturing higher cliffs has become simpler? unfortunately havent got the programs to change model size... my map depends on 8 cliffs, but i don't want to use cliff 0 because fog and also no water above
I'm just trying some simple stuff with the new LotV editor.
I'd like to link an Effect - Damage; Death Type: Fire to a unit's actor so that flames are generated on unit death. This seems to have changed since HotS.
It has been over one year since I stopped work on my RPG. My RPG had been my life work since the BW editor where I worked on twilight RPG. This was an experimental RPG with hyperrail Protoss transport planned. Now I have worked some time, possibly as long as five thousand editor hours to learn this programming software, and I am furious.
I almost to angry to convey, the anger I feel toward the editor, but now I hope to grasp the attention of Blizzard before the expansion finalizes. Finally you can see the map has expended beyond the bounds of the editor and can't be loaded even by a highly fast computer over 1 minute.
My RPG is only 1/3 or less complete and more custom abilities and data editing were planned. Figuring on exponential growth the map will take 5 minutes to load and no one will play it. I also can't work on it. So fed up.
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I found it's simple to create a planet for your map.
You can create a Unit (duplicating Zealot, unit, model and actor)
Then select a planet for your model like Aiur
Then create a Rotator actor with an axis: X=0, Y=0, Z=1, rotation rate: 30
And another actor local offset: X=0, Y=100, Z=0
The rotator actor will make your planet rotate its facing, and the local offset actor will make the planet appear to be flying in an orbit.
However, I haven't found a way to make the planet not disappear when it leaves map bounds.
Does anyone know if it's possible to have an actor display once it has left map bounds? Otherwise the planet actor will not be visible for some of its orbit. To me this is really sad since it would be awesome to have a solar system orbiting in the background.
0
Update: Opening the Model Data and changing position X, position Y will work. The cutscene editor does not appear to use standard map position so you may want to start with a big object like a Command Center to see where the object is.
0
Since Blizzard changed the Previewer to the Cutscene Editor, I am planning to study up on this a bit. However, quick question regarding viewing Models. My map now has Terrain over the default viewing position of the model.
I would like to move the Model so I can view it, but when I change the model's position x, position y I am not sure the model is moving. That is, I am moving the model to an unoccupied place on the map but it is not visible.
I rely on the cutscene editor and viewing models to see their animations and attach points, so I need to be able to move the Model back to where I can view it.
Any quick fix?
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Using Records: Text Variable and text with a Style. Is it possible to use a pre-written text with style applied?
Say I am creating a Dialog: Item Type (Label). Can we preserve a font style for the Label?
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don't understand all the UI editor
[b]trigger[/b] seems easy. to custom dialog, hide/show, hide/show background. also to [b]add & catalog[/b]: image file and text label
even to update via size.
over 10,000 images only 10 are easy the big obstacle.
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yes, to hide the cliff with Terrain Object Type: Cliff
Then the cliff is not Cliff Level
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Ratio Licencia
Ratio Licencia: Simulation R adventure Zim, Hammincourt, Tenechon thru the Reality and Simulator World.
If the world is real they will order it. So to collect the power from rivals and target.
Simulation R
Then the power increases from battle. Each target will be ordered to create harmonic.
Harmonic
Will yield final solution of the perfect fighting chaos.
Then Finally
Zim, Hammincourt, Tenechon have constructed ultimate energy the power is condensed.
Thanks
zenx1 inspiration drsuperevil data wargirlwargirl terrain prozaicmuse tutorials onetwoSC tutorials scbrood terrain timelapse Kueken data & attachments Revenge of Voliar 'Voliar's Revenge'
Video
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woke up and all line breaks of trigger comment have disappeared!
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OK death customize actor.
What happened to EFFECT: Death Type: "Electrocute for example? There ACTOR: Death Type+ no longer affect?
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anyone know if texturing higher cliffs has become simpler? unfortunately havent got the programs to change model size... my map depends on 8 cliffs, but i don't want to use cliff 0 because fog and also no water above
0
Mapping has become a lot more intimidating than in the old days. Lots of new ideas every day leads to use of the cinematic editor.
Now I am also trying to develop triggers almost impossible.
Data has become too hard becuase of memory.
Finally it seems I will have to leave mapster open to confidence increase.
My new project is almost 1% as far as other projects but cannot import data from the other project.
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I'm just trying some simple stuff with the new LotV editor.
I'd like to link an Effect - Damage; Death Type: Fire to a unit's actor so that flames are generated on unit death. This seems to have changed since HotS.
0
Killed by eviscerate effect, Marine turns grey, falls. There is no blood explosion. Eviscerate death should link to death effects+ under Marine actor?
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It has been over one year since I stopped work on my RPG. My RPG had been my life work since the BW editor where I worked on twilight RPG. This was an experimental RPG with hyperrail Protoss transport planned. Now I have worked some time, possibly as long as five thousand editor hours to learn this programming software, and I am furious.
My RPG
I almost to angry to convey, the anger I feel toward the editor, but now I hope to grasp the attention of Blizzard before the expansion finalizes. Finally you can see the map has expended beyond the bounds of the editor and can't be loaded even by a highly fast computer over 1 minute.
My RPG is only 1/3 or less complete and more custom abilities and data editing were planned. Figuring on exponential growth the map will take 5 minutes to load and no one will play it. I also can't work on it. So fed up.
Uploaded map is from a previous patch.
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@ogcaliko: Go
Looking forward to it; keep up the good work!