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    posted a message on [Solved] Find and Replace textures, cliffs, waters...

    Okay, I found it!

    I searched in the t3terrain.xml file, and found some little inconsistency, and when I go to the Textures in the Map settings, I can see that Cliffs are still counted as my current set's cliffs, so what I did, a bit randomly I admit, I double clicked on the icon on the right, and it kind of replaced every cliffs by the one I selected.

    Little image of what I did: http://imgur.com/kjq5CSP

    Problem solved! I guess we can also use this to replace textures.

    Posted in: Terrain
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    posted a message on [Solved] Find and Replace textures, cliffs, waters...

    @Scbroodsc2: Go

    Thanks for the response. Yes I speak French, but I will keep speaking english so everyone can understand me ^^

    The thing is that I am trying to find a method to avoid having to replace the cliffs manually (for the water and the textures, I don't need it for now, but thanks for the info though!)

    So if I understand correctly, I'll have to replace the cliffs manually in every cases? :(

    That's bad :/

    The thing I don't understand is that my map doesn't have "Bel Shir cliffs" anywhere in the settings, so why it keeps using it? Maybe it is possible to replace everything automatically by editing the terrain source file? I'm going to look at this!

    Posted in: Terrain
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    posted a message on [Solved] Find and Replace textures, cliffs, waters...

    Hello,

    I am having a hard time trying to change my tileset in few clicks. I managed to change all my water to another water by replacing it manually, but I find it very long and boring, and I was wondering if it was possible to replace it with just a Find & Replace method like for Units or Doodads.

    I did not have not to it for now, but I would also be interested if a similar feature exists for Texture replacement.

    The last thing, and most important thing, is the cliffs. I used a Bel Shir tileset for a long time, but now I have switched to Char tileset. All the textures were replacing correctly, no problems with that. But now all my cliffs are still Bel'Shir cliffs... do you guys know how I can just replace all the bel'shir cliffs with my new Char tileset cliffs?

    Thanks,

    Posted in: Terrain
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    posted a message on [Solved] Display Building Range

    Yes it is solved

    Posted in: Data
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    posted a message on [Solved] Display Building Range

    @ZenonMalinowski: Go

    Oooohh the range is on the Placement Model directly... I have litteraly searched everywhere except here :x

    Thanks

    Posted in: Data
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    posted a message on [Solved] Display Building Range

    Hi,

    I have duplicated the photon cannon to make another building, and I still have the old photon cannon range displayed when I am placing the building. Is there a way to change the radius? Where is the actor or the thing that trigger that range to display? How can I do the same for other buildings?

    I have searched almost everywhere and I can't find anything that could be related to it...

    In the long term I would like to display a range, even after the building creation, or just when we place a building like the pylon power radius for example.

    Any ideas?

    Posted in: Data
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    posted a message on Question about "AI Pathing Cost Unit" function

    Hello there,

    I am using the "AI Pathing Cost Unit" to detect if a unit can access a specific area on the map. However, I want to go further and detect exactly which buildings are around that unaccessible area, but only the buildings that are first around it. Let me show you a drawing:

    http://imgur.com/SQrShD1

    It's pretty straightfoward. With the only function about pathing cost, I can't get the units that I want. So I tried to test every single case with the function in order to check what really happens, and I found out that this happens: http://imgur.com/a/ubpup

    The pathing I am displaying is a "Path Display", and the "AI Pathing Cost Unit" from Supply Depot to the point in the middle, is returning 5, and I expect it to returns -1 because I don't expect the supply depot to walk over the other supply depots like that. But it looks like it does, when buildings are close to each other, the "collision" is sort of "disabled" for some reason.

    Any idea on how to fix this properly? I remember I already fixed it on one of my older map, but I don't recall if it was very good... I am going to check this

    Posted in: Triggers
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    posted a message on double click = select all of that unit?

    @GalaxyCross: Go

    IIRC, you need to fill the "Select Alias" field in the unit properties.

    Posted in: Data
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    posted a message on [Solved] Error with Actors - Attack and Beam

    Yea I got the Art Beam with the correct beam with similar values as the Archon one.

    I will try to use a Damage Dummy, as you suggested, but that's quite strange cause I already succeeded with other effects like "Modify Unit" in the past.

    Thanks though

    EDIT: Tested with Dummy damage, and it worked... well I guess I'll use this now :/ Thank you very much. If someone succeeded with other effects please let me know.

    Posted in: Data
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    posted a message on [Solved] Error with Actors - Attack and Beam

    Hello

    I am trying to display a beam when a specific effect is applied to a unit. However, I come upon this error when the effect is applied: http://imgur.com/WX8poBv

    I have litteraly duplicated the ArchonAttack in order to create my ArchonAttack2, I have just changed the "Attack Effect" to my "Apply Behavior" (then I tested with a Set Effect, with same result) but I get the error...

    The thing I am asking here, beside a little bit of help on this issue, is to know where I can find tutorials on how to make simple stuff like Beam, Persistent Beams... I have tried almost everything, nothing works. I am using exclusively only Behaviors and Effects for this (no Abilities or Weapons), maybe this is the problem? I don't think so because everything is related to the Effects events, but I can be wrong.

    Thanks for your help.

    EDIT: My first Error when I first created the Beam Actor without a GenericAttack Action Actor, is that all my beams were working, and targetting the first target only.

    Posted in: Data
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    posted a message on Editor and Game very slow and high memory usage

    Ok well I just had a crash, that prooves that's not really normal :D

    I was ajusting Game UI in Data module, then I started saving, and bam, my editor goes up to 10 GO for NO REASON and then just make my computer crash, I still managed to get the Task Manager and close it by force....

    https://imgur.com/gCwVo4h

    And a little thing to note here, when my Galaxy is closed, SC2 takes only 400 MO

    Something is wrong here, isn't it ? :O

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Editor and Game very slow and high memory usage

    Same as usual, Void (Campaign) (I always have all the dependencies)

    I just noticed something, I have imported files... and one is almost 8 MO (uncompressed), can it be the cause of the slowness ?

    I tested the save without it, and it SEEMS slightly faster (maybe it's in my head)

    I don't find this very logical but maybe ? :O

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Editor and Game very slow and high memory usage

    I just enable this option, yes it's faster but not as fast as I usually get.

    I told you, I got no problems last week, even with this option disabled.

    I even tried to save the map on my SSD, it doesn't get any faster, strange.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Editor and Game very slow and high memory usage

    Hello

    I create maps since 5 years now, and this is new to me... Event last week it wasn't like this...

    Now when I'm creating a map, the editor take 1,7 GO of memory, and the game takes 1,8 GO (Always more than the editor) The memory usage itself is not very annoying, I have 16 GO, I can handle that. The real problem, is that now when I save my map, it takes almost 10/15 secondes ! That's a first to me. I don't have anything in particular, as I said, last week I did a map, with same dimensions, with same dependences and no problems.

    I understand that the editor can take a few GO. But the game ? The editor loads every assets, but why the game too ? I just discovered that this is a 64 bit version, I didn't noticed this last week, is this a maj from days ago or something ?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Problem with Structure firing Missile ability

    Okay I found the problem. If I remove the footprints, it works.

    Wow. That's the most illogical thing I've ever seen.

    I will try the Modify Unit effect though, I want my structure to have footprints :o

    Posted in: Data
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