I believe foliage is inside the Texture Data. Find the texture inside the Data Editor and mess with the foliage settings there. Compare a Mar Sara Texture and Xil Texture to swap them if you want or create your own mix.
-This is not inside Terrain Texture Set, it should just be inside the Terrain Texture section.
As far as I know you can't make a bridge/doodad or anything that uses a footprint to be pathable underneath it. The Hero gate works the same way as a bridge works. It has to do with the model itself (has attachments I believe) and the footprint it uses. You can walk on top of it but not under it. I am not sure if that's just how the engine works, in where you can't have multiple layers of pathways (since it's an RTS, it's not meant for layering pathways) in which case it wouldn't be possible at all. I doubt this is possible through means of the model/footprint but feel free to experiment.
With that said, it is still possible to get the effect you want through other means. You would need to create heighting offsets through triggers for units. Units on top of the platform would need to have their height offset to match the heighting of the platform so it wouldn't look like they are floating in mid air. How to prevent them from walking off and float in mid air? Have a region that covers the platform, do a height check (to see if the unit is on top of the platform) when a unit trys to leave the region and then prevent the unit from leaving by moving the unit backwards.
For rooftops its really the same method. For multiple floors you could have a floor entrance for each floor level and when a unit goes to the entrance it will set their height offset to the next floor and the next. Do checks for height offsets to tell where a unit is, if a unit is on floor #1 it will have the height offset for floor #1, if it's on #2 then height offset will be #2, etc.
Anyways hope that gives you an idea of how to do it, good luck.
I think he's talking about the maxium textures in a tileset you can use, which is 8. You could import custom textures but you still can only use 8 Terrain Textures in a Tileset.
However like I said, if the area is flat you could create a flat model that uses a Terrain Texture and do this for every Terrain and stretch it out for each arena. It's possible, I have just tested it. Using a 10kb model (just a square) I flattened it and made it use a Terrain Texture, it showed up in game no problem and I could stretch it out and it looked just fine. Again, you can't use any heighting on it but I guess you could use cliffs around it and such, put other doodads ontop of it, etc.
You would need to make a model file for each Texture you wanted to use, so 10kb per Texture but that's not after its been optimized. The editor should make it smaller when you save it into your map. So this could be perfect for arena style where you need multiple flat surfaces.
Pretty sure that's not possible. What map did you see this on, maybe they were just blending all 8 textures together really well to make it seem like there was more than 8 or using flattened doodads.
- I guess if the arena's were flat and didn't use heighting at all you could just create a doodad using a block (square, such as road tiles) model and flatten it and have it use different Terrain Textures...
When you're using doodad effects like fog and clouds you need to press V to switch to Lock Game View Settings, showing what it looks like in game otherwise it will only show you the Editor Help Placement Model.
Switch back to move it and switch back to view it, alternatively you can use hot keys to move it while in Game View will work as well although changes might take a second to update (weather usually stays for a second or 2 more after moving).
Secondly, I don't think it's possible to tint only half the map or part of a section. But it's possible to change the lighting of the entire map with triggers (check Environment triggers) so you could switch back and forth between 2 or more lightings.
I don't think you can attach a Site Operation to a doodad so the alternative is to create a unit based on a doodad and attach it to the unit.
-Also attached is an example picture from a Weekly Terrain Exercise (#16) I did. I used a Rubble Wall Corner and flattened it and extended it across the room and of course, flipped it over.
If you remove the footprint and or are using a doodad without a footprint instead of a unit for the bridge, you should be able to build on the cliff level that the bridge is overlapping. In my picture I was able to place units, build and everything ontop of the bridge. It shouldn't be as complicated as you make it sound.
-Edit- If you can build on the cliff level, you can use a bridge for cosmetic (just for show). So make sure you can build on that cliff level to begin with and then just add a bridge without footprints.
Use a doodad for the bridge, put the bridge on a cliff level thats pathable (So not the very lowest). Lower the doodad height so that it's level with the cliff level. Use the cliff level for pathing/building, etc. I did this for my Weekly Terrain Exercise as well, #21. I used fences to block the sides of the bridge. You could just use the pathing brush and set it to no brush on the sides of the bridges, etc.
But yeah to get what you're asking you need to have a ground level and lower the bridge to the ground level, instead of creating an actual bridge across water. Give the illusion that its a bridge and it will work.
Looks a lot better, but it still looks really square. Try shaping the corners a bit and see how it comes out. And for textures, use the campaign maps for references to see how they blended textures and the styles they used. Getting better though!
Few tips, add extra room for the outside boundaries so you can create an atmosphere to give the map feeling so it's not just this big square. Add different heighting and levels all over the map to get rid of the plain level of view. Use more and different textures, it will really bring the map out. Add some doodads and you'll have yourself a nice lookin map.
A good tip when you're mirroring a map, after you mirror it, then try and add some variety to it so it's not the exact same. Use mirroring to get the baseline of your map and take it from there. Complete mirrors are kinda dull, spice it up! =)
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I believe foliage is inside the Texture Data. Find the texture inside the Data Editor and mess with the foliage settings there. Compare a Mar Sara Texture and Xil Texture to swap them if you want or create your own mix.
-This is not inside Terrain Texture Set, it should just be inside the Terrain Texture section.
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@Infernium: Go
As far as I know you can't make a bridge/doodad or anything that uses a footprint to be pathable underneath it. The Hero gate works the same way as a bridge works. It has to do with the model itself (has attachments I believe) and the footprint it uses. You can walk on top of it but not under it. I am not sure if that's just how the engine works, in where you can't have multiple layers of pathways (since it's an RTS, it's not meant for layering pathways) in which case it wouldn't be possible at all. I doubt this is possible through means of the model/footprint but feel free to experiment.
With that said, it is still possible to get the effect you want through other means. You would need to create heighting offsets through triggers for units. Units on top of the platform would need to have their height offset to match the heighting of the platform so it wouldn't look like they are floating in mid air. How to prevent them from walking off and float in mid air? Have a region that covers the platform, do a height check (to see if the unit is on top of the platform) when a unit trys to leave the region and then prevent the unit from leaving by moving the unit backwards.
For rooftops its really the same method. For multiple floors you could have a floor entrance for each floor level and when a unit goes to the entrance it will set their height offset to the next floor and the next. Do checks for height offsets to tell where a unit is, if a unit is on floor #1 it will have the height offset for floor #1, if it's on #2 then height offset will be #2, etc.
Anyways hope that gives you an idea of how to do it, good luck.
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@hawkerhurricane: Go
To change the current tileset you are using go to: Toolbar -> Map -> Map Textures
To change a tileset's settings and textures it uses go into the Data Editor (F7) and it's under Data Type: Terrain Texture Sets.
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Short answer? No, don't think so at least not with the Editor alone.
If you need flat area's though you can create doodads that use the Terrain Textures, read my replies in Multiple Arena's topic: http://forums.sc2mapster.com/development/terrain/17834-multiple-arenas
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I think he's talking about the maxium textures in a tileset you can use, which is 8. You could import custom textures but you still can only use 8 Terrain Textures in a Tileset.
However like I said, if the area is flat you could create a flat model that uses a Terrain Texture and do this for every Terrain and stretch it out for each arena. It's possible, I have just tested it. Using a 10kb model (just a square) I flattened it and made it use a Terrain Texture, it showed up in game no problem and I could stretch it out and it looked just fine. Again, you can't use any heighting on it but I guess you could use cliffs around it and such, put other doodads ontop of it, etc.
You would need to make a model file for each Texture you wanted to use, so 10kb per Texture but that's not after its been optimized. The editor should make it smaller when you save it into your map. So this could be perfect for arena style where you need multiple flat surfaces.
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@ShadowDestroyer: Go
Pretty sure that's not possible. What map did you see this on, maybe they were just blending all 8 textures together really well to make it seem like there was more than 8 or using flattened doodads.
- I guess if the arena's were flat and didn't use heighting at all you could just create a doodad using a block (square, such as road tiles) model and flatten it and have it use different Terrain Textures...
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When you're using doodad effects like fog and clouds you need to press V to switch to Lock Game View Settings, showing what it looks like in game otherwise it will only show you the Editor Help Placement Model.
Switch back to move it and switch back to view it, alternatively you can use hot keys to move it while in Game View will work as well although changes might take a second to update (weather usually stays for a second or 2 more after moving).
Secondly, I don't think it's possible to tint only half the map or part of a section. But it's possible to change the lighting of the entire map with triggers (check Environment triggers) so you could switch back and forth between 2 or more lightings.
0
@Nebuli2: Go
You need to create a unit based on a doodad, change the scale to how you want it to fit and then flip it vertically so its upside down.
You can see how to flip a unit in this tutorial by ProzaicMuze. Look at the Wraith part of it:
http://forums.sc2mapster.com/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/
I don't think you can attach a Site Operation to a doodad so the alternative is to create a unit based on a doodad and attach it to the unit.
-Also attached is an example picture from a Weekly Terrain Exercise (#16) I did. I used a Rubble Wall Corner and flattened it and extended it across the room and of course, flipped it over.
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@PBobbert: Go
If you remove the footprint and or are using a doodad without a footprint instead of a unit for the bridge, you should be able to build on the cliff level that the bridge is overlapping. In my picture I was able to place units, build and everything ontop of the bridge. It shouldn't be as complicated as you make it sound.
-Edit- If you can build on the cliff level, you can use a bridge for cosmetic (just for show). So make sure you can build on that cliff level to begin with and then just add a bridge without footprints.
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Use a doodad for the bridge, put the bridge on a cliff level thats pathable (So not the very lowest). Lower the doodad height so that it's level with the cliff level. Use the cliff level for pathing/building, etc. I did this for my Weekly Terrain Exercise as well, #21. I used fences to block the sides of the bridge. You could just use the pathing brush and set it to no brush on the sides of the bridges, etc.
But yeah to get what you're asking you need to have a ground level and lower the bridge to the ground level, instead of creating an actual bridge across water. Give the illusion that its a bridge and it will work.
0
@Reaper872: Go
Looks a lot better, but it still looks really square. Try shaping the corners a bit and see how it comes out. And for textures, use the campaign maps for references to see how they blended textures and the styles they used. Getting better though!
0
@Reaper872: Go
Few tips, add extra room for the outside boundaries so you can create an atmosphere to give the map feeling so it's not just this big square. Add different heighting and levels all over the map to get rid of the plain level of view. Use more and different textures, it will really bring the map out. Add some doodads and you'll have yourself a nice lookin map.
A good tip when you're mirroring a map, after you mirror it, then try and add some variety to it so it's not the exact same. Use mirroring to get the baseline of your map and take it from there. Complete mirrors are kinda dull, spice it up! =)
And keep up the good work!
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@Builder_Bob: Go
I refer you to the SC2 Layout tutorial by Helral: http://forums.sc2mapster.com/resources/tutorials/17193-sc2layout-files-how-to-adjust-them
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What he said.
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@zeldarules28: Go
Too bad I am a Vegetarian, haha. =P