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    posted a message on Image to terrain converter like for SC1?

    I was wondering if there was any way to do this like there is with StarCraft 1's SCPM (I think that's right) image converter (converts images to maps). I wanted to be able to get a very approximate outline for a map I wanted to work on. However, the only way I can think of doing this is loading a 256x256 image made in paint in black and white with SCPM as a SC1 map and converting it with the SC1 to SC2 map converter. Any way I could get an outline to trace / work alongside with, that'd be great. I'm trying to get it as exact as possible. Any suggestions?

    Posted in: Terrain
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    posted a message on [Solved] Custom unit "attributes" (classifications)?

    @DrSuperEvil: Go

    Thanks. I'll put solved.

    Posted in: Data
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    posted a message on [Solved] Custom unit "attributes" (classifications)?

    I'm using the word "attribute" because that's what Blizzard and everyone's Grandma seems to call it, however, I've seen it called other things elsewhere. For example, on Liquidpedia, they're called Attributes. No, I'm not talking about heros. http://wiki.teamliquid.net/starcraft2/Massive What I was curious about is if you can make new attributes that don't exist in the game. Like "Medium," "Undead," "Colossal," or "Hover." I think I've seen this in maps, but I'm not sure. If so, I'm not sure where it is in the editor. The editor is a fun factory, after all.

    Posted in: Data
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    posted a message on Would Blizzard ban a semirealistic World War 2 map?

    I am asking, if based on historical events, Blizzard would ban a map. Here is where I run into the questionable "offensiveness" of the map: 1. There would be a Nazi Germany ("as Third Reich") 2. Actual countries and land would exist with their names proper. 3. There would be a hero mode where actual battlefield generals from the time period would be present (ex: Rommel might be a hero, and add an aura to all land vehicles that gives them some speed bonus). These heros would level up, but only in "knowledge" - there would be no "killing" heros, kind of like DotA heros but without attacks, just abilities that add to your units. 4. I have considered actually starting the game earlier, during the early 1900's, so that the Communist Revolution can happen, and World War 1 can happen (these events would not 'cause' defeat for players), then the Great Depression. 5. Territories would be present ex: "Ireland" "Germany" "Italy" etc. There would be no "concentration camps," so no worries about that. I'm just looking at recreating a "Diplomacy" style map of the first and second Great Wars. I have seen "World War Zombies" and "Risk" up there, and they have "real" places, so I'm wondering what limits, if any, would Blizzard place on recreating history?

    Edit: I'm not asking in the official forums because I feel like I'd be fishing for trouble even asking this, where there's a chance to 'get away' with it, if you know what I mean, by not even bringing up the topic there instead of having some admin think about it for two seconds and deem that it's against the rules according to their policy. ,~

    Posted in: Map Suggestions/Requests
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    posted a message on Can you force low quality settings in games (low quality models, textures, effects etc.)?

    @Vexal: Go

    Sorry. I could have sworn it uploaded...

    Posted in: Data
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    posted a message on Can you force low quality settings in games (low quality models, textures, effects etc.)?
    Quote from Vexal: Go

    This mindset is stupid. It's insulting enough that WoW looks like crap because they want as many players as possible to play it.

    Some people aren't poor and can afford good computers. It's sad when people like you cater to the masses. If a person can't run it on highest settings, they can turn them down themselves. Don't cripple the game for everyone.

    You're misunderstanding me, Vexal. These units are so small, you won't be able to make out the details on them, aside from that they're holding a certain shaped weapon and generally they're shaped a certain way, you won't be able to see "CAUTION: FLAMMABLE" on a flamethrower's suit, even if you wanted to. They are probably going to be about 1/2-1/4th the size, with no zooming in. I know nothing about modeling, and I ragequit my 3D model class when I was in game design in college. I would have to appeal to a friend or the Artist Tavern for that.

    I've attached a picture to give you a better idea of "smaller units" that, if 3D, wouldn't require a ton of actual -detail-. This is through a high-resolution mod of Red Alert 2 (copyright Electronic Arts, R.I.P. Westwood Studios).

    Theoretically, units would appear that size or slightly smaller in size. Also, I don't plan on having unit portraits, although I might. So, largely, I don't see how I would be punishing players with "good" computers if the models had less polygons and the resolution was lower.

    Posted in: Data
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    posted a message on Can you force low quality settings in games (low quality models, textures, effects etc.)?

    I'm working on a map where units are ridiculously small, but to the point where you can still tell what they are. The problem would be that there will be many units (high supply cap) along with units in view (depending on how the vision works) so I can see a problem easily arising where it would lag the begeebus out of someone's system who plays maps with a "normal" amount of units, causing all other players to cry.

    If half of the 12 players have 150~ units engaging, I can easily see a problem. Any input would be marvelous.

    I was wondering if anyone knows a solution for this. If this has already been covered in another topic, sorry. I tried to find something, but could not easily. Thanks.

    Posted in: Data
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    posted a message on [?] Can't drag-select interceptor unit
    Quote from progammer: Go

    It's probably not "not clickable" Almost all unit is "not clickable". The flags you're looking for is "not selectable" (or may be just selectable, check/uncheck it accordingly)

    Yeah, just compare some of the flags with that of a normal, selectable unit and make sure they match up, pretty much. You'll find this solves a lot of headaches.

    Posted in: Miscellaneous Development
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    posted a message on Races, Mods, and Maps - Uploading Failure

    @XDretsamtovip: Go

    Apparently, this should no longer be a sticky?

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Vertical display of resources

    @Helral: Go

    Thanks, Helral. :P Yeah, kind of silly that I didn't realize I just needed to modify the label widths. Thank you!

    Posted in: UI Development
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    posted a message on [Solved] Vertical display of resources

    Okay, so I want to vertically display "supply," "minerals" and "gas" (order is not a big deal, although preferably in that order). I'm using code I'll show in a minute, which is going to look incredibly sloppy, but there's some sense to it as far as actually trying to navigate through it. The problem is, however, after gas goes into double-digits, it disappears (the value of gas you have) and shortly thereafter ellipses ("..."). My problem is not that I can't get the icons to stack vertically, or the numbers to stack vertically, it's that the vespene gas stops showing after 9. I haven't tested minerals, but they're at least okay up into the hundreds. If anyone can help me, I would be so thankful. I *have* tried moving the gas up and down to see if it's the distance between icons and data, but that doesn't seem to be the reason. I'm not sure what it is, but apparently the gas is sensing a border that isn't there that the mineral count is ignoring. This doesn't make sense to me because minerals show up last. I also don't think race matters.

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
    
    <!--Supply-->
    
    <!--SupplyLabel-->
    <Frame type="Label" name="GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/SupplyLabel" file="GameUI">
                <Width val="115"/>
                <Anchor side="Top" relative="$parent" pos="Min" offset="5"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
    </Frame>
    
    <!--SupplyBackground-->
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/SupplyBackground' file='GameUI'>
                <Anchor side="Top" relative="$parent" pos="Min" offset="5"/>
                <Anchor side="Right" relative="$parent\SupplyLabel" pos="Min" offset="-5"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <!--SupplyIcon-->
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/SupplyIcon' file='GameUI'>
                <Anchor side="Top" relative="$parent" pos="Min" offset="5"/>
                <Anchor side="Right" relative="$parent\SupplyLabel" pos="Min" offset="-5"/>
                <Texture val="@@UI/ResourceFrameVespeneIcon" layer="0"/>
     <TooltipAnchorPosition val="TopRight"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <!--Gas, 3-->
    <Frame type='CountdownLabel' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceLabel3' file='GameUI'>
                <Anchor side="Top" relative="$parent/SupplyLabel" pos="Max" offset="25"/>
                <Anchor side="Right" relative="$parent/SupplyIcon" pos="Min" offset="-5"/>
     <Anchor side="Left" relative="$parent/SupplyIcon" pos="Max" offset="0"/>
    </Frame>
    
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceIconBackground3' file='GameUI'>
                <Anchor side="Top" relative="$parent/SupplyIcon" pos="Min" offset="50"/>
                <Anchor side="Right" relative="$parent/ResourceLabel3" pos="Min" offset="-5"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceIcon3' file='GameUI'>
                <Anchor side="Top" relative="$parent/SupplyIcon" pos="Min" offset="50"/>
                <Anchor side="Left" relative="$parent/ResourceIconBackground3" pos="Min" offset="0"/>
                <Texture val="@@UI/ResourceIconNoBackgound3" layer="0"/>
     <TooltipAnchorPosition val="TopRight"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <!--Gas, 2-->
    
    <Frame type='CountdownLabel' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceLabel2' file='GameUI'>
                <Anchor side="Top" relative="$parent/SupplyLabel" pos="Max" offset="25"/>
                <Anchor side="Right" relative="$parent/SupplyIcon" pos="Min" offset="-5"/>
     <Anchor side="Left" relative="$parent/SupplyIcon" pos="Max" offset="0"/>
    </Frame>
    
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceIconBackground2' file='GameUI'>
                <Anchor side="Top" relative="$parent/SupplyIcon" pos="Min" offset="50"/>
                <Anchor side="Right" relative="$parent/ResourceLabel2" pos="Min" offset="-5"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceIcon2' file='GameUI'>
                <Anchor side="Top" relative="$parent/SupplyIcon" pos="Min" offset="50"/>
                <Anchor side="Left" relative="$parent/ResourceIconBackground2" pos="Min" offset="0"/>
                <Texture val="@@UI/ResourceIconNoBackgound2" layer="0"/>
     <TooltipAnchorPosition val="TopRight"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <!--Gas, 1-->
    
    <!--Gas 1 Label-->
    <Frame type='CountdownLabel' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceLabel1' file='GameUI'>
                <Anchor side="Top" relative="$parent/SupplyLabel" pos="Max" offset="25"/>
                <Anchor side="Right" relative="$parent/ResourceIcon2" pos="Min" offset="-5"/>
     <Anchor side="Left" relative="$parent/SupplyIcon" pos="Max" offset="0"/>
    </Frame>
    
    <!--Gas 1 BG-->
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceIconBackground1' file='GameUI'>
                <Anchor side="Top" relative="$parent/SupplyIcon" pos="Min" offset="50"/>
                <Anchor side="Right" relative="$parent/ResourceLabel1" pos="Min" offset="-5"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <!--Gas 1 Ico-->
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceIcon1' file='GameUI'>
                <Anchor side="Top" relative="$parent/SupplyIcon" pos="Min" offset="50"/>
                <Anchor side="Left" relative="$parent/ResourceIconBackground1" pos="Min" offset="0"/>
                <Texture val="@@UI/ResourceIconNoBackgound1" layer="0"/>
     <TooltipAnchorPosition val="TopRight"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <!--Minerals resized-->
    
    <!--Minerals Label-->
    <Frame type='CountdownLabel' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceLabel0' file='GameUI'>
     <Anchor side="Top" relative="$parent/SupplyLabel" pos="Max" offset="50"/>
                <Anchor side="Right" relative="$parent/ResourceIcon1" pos="Min" offset="-5"/>
     <Anchor side="Left" relative="$parent/SupplyIcon" pos="Max" offset="0"/>
    </Frame>
    
    <!--Minerals Ico BG-->
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceIconBackground0' file='GameUI'>
     <Anchor side="Top" relative="$parent/SupplyIcon" pos="Max" offset="25"/>
                <Anchor side="Right" relative="$parent/ResourceLabel0" pos="Min" offset="-5"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <!--Minerals Ico-->
    <Frame type='Image' name='GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceIcon0' file='GameUI'>
     <Anchor side="Top" relative="$parent/SupplyIcon" pos="Max" offset="25"/>
                <Anchor side="Left" relative="$parent/ResourceIconBackground0" pos="Min" offset="0"/>
                <Texture val="@@UI/ResourceIconNoBackgound0" layer="0"/>
     <TooltipAnchorPosition val="TopRight"/>
     <Width val="48"/>
     <Height val="48"/>
    </Frame>
    
    <!--This defines the resource panel shape & size-->
    <Frame type="ResourcePanel" name="GameUI/UIContainer/FullscreenUpperContainer/ResourcePanel" file="GameUI">
     <Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
     <Anchor side="Left" relative="$parent" pos="Mid" offset="-600"/>
     <Anchor side="Right" relative="$parent" pos="Mid" offset="600"/>
      <Width val="1000"/>
      <Height val="1000"/>
     </Frame>
    
    </Desc>
    
    Posted in: UI Development
  • 0

    posted a message on Campaign units in "melee" mode.

    @DrSuperEvil: Go

    @Dresnia: Go

    Hi, thanks for getting back to me. Just go on Battle.net, select Melee, and search "instant build" or instabuild or summat. You'll find results. This is under the melee category. When I went to create the game, it was "melee" - not custom. So Blizzard's filters considered it melee, even though it only had one game type option when you go to make the game yourself. No "custom," and apparently, it's "melee." So I'm confused. How does it pass in the filter as game type melee, when the units you can build are not melee units?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Campaign units in "melee" mode.

    Hi, thanks for reading this. I'm sure it's somewhere in this forum - but I've been looking through it for some time and I can't find it. What I really want are just some custom buildings for melee mode. Nothing really "modified," except that destructible campaign buildings would be on the map. However, when I add the campaign or liberty story dependency, it says it's no longer a melee map. But I'm looking at other maps on Battle.net that are categorized as "melee" by the system and have entirely custom units, and use other dependencies. I don't understand. I know I'm new to actually editing anything but the terrain, but any help - even pointing me in the direction of a tutorial dealing with non-melee units in melee, that would be great. Or even some down-to-earth smackdown on something that I'm missing out on. Thanks for anyone that helps.

    Posted in: Miscellaneous Development
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