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    posted a message on [Terrain] Project Samples

    Okay, so I've been working on this map for a while now and I've finished carving out the terrain I want so now I've gone back to decorating sections. Was looking for some feedback on some of the different areas I've done. I think I have pics from each of the 5 different kinds of lighting sections I have set up.

    I'll also give a little detail on what is in the screen shot.

    http://img.photobucket.com/albums/v693/mienk/Starcraft 2/Terrain009.jpg
    This is one of the docks for the train. Along the edges of the screen at the highest level is unviewable and unreachable terrain, so I'm not worried about those sections. The area below the tracks is clean on purpose.

    http://img.photobucket.com/albums/v693/mienk/Starcraft 2/Terrain006.jpg
    This is in the factory and is also probably one of the cleanest sections of the factory.

    http://img.photobucket.com/albums/v693/mienk/Starcraft 2/Terrain007.jpg
    This is an eco-system that has been set up to assist those working in the facility. Because this is a Castanaar map I had to bring two grass textures in because I couldn't afford to sack any more of my other tiles.

    http://img.photobucket.com/albums/v693/mienk/Starcraft 2/Terrain008.jpg
    This is a secured compound near the facility

    http://img.photobucket.com/albums/v693/mienk/Starcraft 2/Terrain005.jpg
    These lights are insane, and that's kind of the point. This is a section of the lab where something has gone terribly wrong. These marines are bunkering down with scrap metal in order to protect one of their barracks.

    Posted in: Terrain
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    posted a message on [Bug] GXE Minimap

    @Mogranlocky: Go

    Yea, I'm using 5 different lights. The one I'm calling 'default' is pretty mild but I'll try that. I'd prefer to edit each section in it's proper lighting, so that way it looks better. I'll try playing with the lighting a bit and see what I can do. Some of my lights are pretty crazy.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Black minimap terrain and bridge texture bug?

    @Devrak: Go

    lol, I just posted about the minimap bug too. Looks like Blizz did something that has started messing up our GXE. Everything has been find until recently.

    In regards to the bridges, that looks like untextured terrain. I've seen a few things that Blizzard didn't finish (like the fraking huge robot) that are colored just like that.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Bug] GXE Minimap

    Okay, so my minimap keeps doing this in the GXE, which also shows up in game like this.

    http://img.photobucket.com/albums/v693/mienk/Starcraft 2/MinimapBug.png

    If I change the whole map's textures to something else and then back again it will fix it, but only until it glitches again.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Is my editor broken?

    @sageanarion:

    Yea, the thing is still pretty buggy. I'm actually getting a new error that I'm about to make a new post for.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Bridge + Water = Bug?

    I would try a couple of things. Make sure that there is no other water being placed there (maybe the bridge put it's own water with it) and if there is delete it. I would also try Ctrl + Shift + L if that doesn't work. Maybe it's a lighting issue.

    Posted in: Terrain
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    posted a message on changing terrain with Triggers

    @thommiej:

    The only options you have to play with terrain in regards to triggers would be to show or hide the terrain. I didn't quiet understand what you were trying to do with the robot. Are you trying to make him a cliff walker in a way?

    Posted in: Triggers
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    posted a message on [Solved] Trigger Checking (Actor Attachment and Destruction)

    Okay, so here's what I've got going on now.

        Events
            Unit - Any Unit Enters Oxygen Gain 02
        Local Variables
        Conditions
            Oxygen == false
        Actions
            Variable - Set Oxygen = true
            Actor - Attach Mobile Oxygen Field to Head on (Triggering unit) (This is the actual Attach Actor action rather than Attach Model)
            Variable - Set Oxygen Bubble = (Last created actor)
            Environment - Set lighting to Castanar (Outside), blending over 3.0 seconds

    The lighting changes now, which makes me a happy camper, so that is solved.

    I added a couple of events to the actor's data and it plays the birth animation now; however, I'm having a problem killing the actor now. Killing the model when I was using that was cake and to me, logic dictates that the method in which I had to kill the model (by killing the generic actor it created) should be the same method to kill this actor. But for some reason it's not doing the trick.

    Here is the removal trigger.

        Events
            Unit - Any Unit Enters Oxygen Lose 02
        Local Variables
        Conditions
            Oxygen == true
        Actions
            Variable - Set Oxygen = false
            Environment - Set lighting to Castanar (Default), blending over 3.0 seconds
            Actor - Kill actor model Oxygen Bubble

    'Oxygen Bubble' is a global variable I'm using to store the actor that is being created. When I was attaching a model, it worked fine with storing the generic actor and killing it. That is not the case when I'm using the actual actor.

    In the data editor, this is what I have going on for Actor Events

         Actor Creation
              Create  SoundEmitter Doodad_OxygenField
         Actor Creation
              AnimPlay Birth Birth
         Actor Creation
              AnimPlay Stand Stand PlayForever
         Actor Destruction
              AnimPlay Death Death
         Actor Destruction
              Destroy

    Posted in: Triggers
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    posted a message on Homeworld 2 fighter like attack?

    @Hookah604: Go

    I think this would have to be done via triggers. I could see the event 'unit becomes idle' being very useful for such a thing. The problem I see with either doing it through the data editor, if that is possible, or through triggers is getting the location they were at before they moved to attack.

    Edit: The Patrol Command/Ability might be a useful reference here. I wonder if it would be possible to remove the bouncing back between points and just make it a boomerang command, you patrol out, do what fighting you need to do, and then come home.

    Posted in: Data
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    posted a message on WoW within Starcraft 2 Possible???

    I think part of the problem is that I don't believe you can join a game in progress, so player A and B would have to start at the same time.

    How I could see this kind of working is that you have multiple maps that all share the same resources as well as banks. One map would be Stormwind and the surrounding areas and another map would be Ironforge and it's areas. This would allow the world to appear larger and add more quests and dungeons. As for dungeons I think you'd have to add them into the map. Which means if you had a Deadmines, it would have to be part of the Stormwind map.

    For larger group dungeons or raids you could make them their own separate map that players have to join.

    Posted in: Miscellaneous Development
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    posted a message on Seniors get to dress up freshmen for dance

    We want the pics. This is 1. an awesome idea for a dance (seniors dressing up freshman) and 2. an awesome idea for an outfit.

    Posted in: Off-Topic
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    posted a message on Custom tileset problem

    @DuckyTheDuck: Go

    After going into the data editor, did you go to Map > Map Textures and sacrifice one of your textures for a grass one? I sacked 2 of the Castanaar textures for some grass and they're both working.

    Posted in: Miscellaneous Development
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    posted a message on [Terrain] feedback needed.

    Yup, really good work you've got here. It'll look even better in game because you won't see as much at a time. My only suggestion: get some awesome lighting for that awesome terrain.

    Posted in: Terrain
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    posted a message on Purgatory Battlecruiser - Alpha

    That is awesome.

    I actually haven't made my own first model yet, it's all been model edits. You might be able to find my old work still out there. I did editing for a game called Freedom Force.Unfortunately I don't think my skills have really improved as I haven't had much practice. So even your current stuff is better than what I could do.

    Posted in: Artist Tavern
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    posted a message on How do you use downloaded libraries?

    Well, most of the libraries should come with instructions on how to use them. Of course most of them assume that since you downloaded it that you know the basics of using them. That was my first issue when I got my first library. After you import the library into your trigger editor, you need to run the new triggers that should have been added. So for instance, my library has a couple of required triggers and a couple of optional triggers for customization. The whole point of the library is so that it simplifies the trigger making process in regards to what you're trying to do.

    Some libraries have their triggers in their own section in the trigger category (like Hib's Hero Selector) and others are just in the general category tab. If that doesn't help let me know and I'll post some screenies.

    Posted in: Miscellaneous Development
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