I would also use the lower tool, to lower the ground under the water.
It will be darker and look really cool since you cant see the groundtexture under it.
I did it on the attached testmap, you could take a look at it.
It would be helpful, if you could say us, what kind of map it will be at the end.
Will it be a normal melee map? What I don't expect, or is it some kind of Pirate Hero battle?
If its not a melee map, I don't know why you choose to build it synchronous, it just takes the realistic in it.
Another thing I always do when I create Island terrains:
I don't create them on platforms, that just looks so unreal, instead I create the Island by raising the ground. After that I add movement-blocker (red color) to block units from walking into the water.
Its hard to give any more tips, since you did not talk that much about it, especially when you don't give much details about the maptype.
I hope I could help you a bit.
The resource paths in the tutorial below have changed:
Minerals:
UI/ResourceIconNoBackground0
UI/ResourceIconNoBackground0_Prot
UI/ResourceIconNoBackground0_Terr
UI/ResourceIconNoBackground0_Zerg
Gas:
UI/ResourceIconNoBackground1
UI/ResourceIconNoBackground1_Prot
UI/ResourceIconNoBackground1_Terr
UI/ResourceIconNoBackground1_Zerg
others:
UI/ResourceIconNoBackground2
UI/ResourceIconNoBackground2_Prot
UI/ResourceIconNoBackground2_Terr
UI/ResourceIconNoBackground2_Zerg
UI/ResourceIconNoBackground3
UI/ResourceIconNoBackground3_Prot
UI/ResourceIconNoBackground3_Terr
UI/ResourceIconNoBackground3_Zerg
Best regards,
Helral.
And now back to the tutorial by h34dl4g.
Information:
First of all, I have to admit that my English is not the best so hope you guys are blind enough to miss the mistakes.
The reason why I'm writing this tutorial is rather simple: I nearly killed myself, trying to change the resource icon since nearly no one knows how to change them. Even in the German forums nobody knew it, but we have to admit that blizzard failed at forgetting the implementation in the data editor.
How do we change the Icon?-
Since the Data-Editor doesn't have to feature to change the resource icons, we have to use workarounds (what this tutorial is about).
There are two ways to change the resource icon:-
1. We change the file-paths our game searches for.
2. We import our new icons and replace the old ones by using the same file-path.
Lets forget the second way since it doesn't work probably.
How to change the file-paths our game searches for?-
We have to create a new text-file with the name "Assets"
What is this text-file about?
It saves the file-paths our game searches for, when creating the UI-icons in the game.
Small list of known UI-Textures:-
UI/ResourceIconEnergy=Assets\Textures\icon-energy-terran.dds
UI/ResourceIconEnergy_Prot=Assets\Textures\icon-energy-protoss.dds
UI/ResourceIconEnergy_Terr=Assets\Textures\icon-energy-terran.dds
UI/ResourceIconEnergy_Zerg=Assets\Textures\icon-energy-zerg.dds
UI/ResourceIconLife=Assets\Textures\icon-health-terran.dds
UI/ResourceIconLife_Prot=Assets\Textures\icon-health-protoss.dds
UI/ResourceIconLife_Terr=Assets\Textures\icon-health-terran.dds
UI/ResourceIconLife_Zerg=Assets\Textures\icon-health-zerg.dds
UI/ResourceIconShields=Assets\Textures\icon-shields.dds
UI/ResourceIconSupply=Assets\Textures\icon-supply-terran.dds
UI/ResourceIconSupply_Prot=Assets\Textures\icon-supply-protoss.dds
UI/ResourceIconSupply_Terr=Assets\Textures\icon-supply-terran.dds
UI/ResourceIconSupply_Zerg=Assets\Textures\icon-supply-zerg.dds
UI/ResourceIconTime=Assets\Textures\icon-time-terran.dds
UI/ResourceIconTime_Terr=Assets\Textures\icon-time-terran.dds
UI/ResourceIconTime_Prot=Assets\Textures\icon-time-protoss.dds
UI/ResourceIconTime_Zerg=Assets\Textures\icon-time-zerg.dds
UI/ResourceIcon0=Assets\Textures\icon-mineral-terran.dds
UI/ResourceIcon0_Prot=Assets\Textures\icon-mineral-protoss.dds
UI/ResourceIcon0_Terr=Assets\Textures\icon-mineral-terran.dds
UI/ResourceIcon0_Zerg=Assets\Textures\icon-mineral-zerg.dds
UI/ResourceIcon1=Assets\Textures\icon-gas-terran.dds
UI/ResourceIcon1_Prot=Assets\Textures\icon-gas-protoss.dds
UI/ResourceIcon1_Terr=Assets\Textures\icon-gas-terran.dds
UI/ResourceIcon1_Zerg=Assets\Textures\icon-gas-zerg.dds
UI/ResourceIcon2=Assets\Textures\icon-energy-terran.dds
UI/ResourceIcon2_Prot=Assets\Textures\icon-energy-protoss.dds
UI/ResourceIcon2_Terr=Assets\Textures\icon-energy-terran.dds
UI/ResourceIcon2_Zerg=Assets\Textures\icon-energy-zerg.dds
UI/ResourceIcon3=Assets\Textures\icon-health-terran.dds
UI/ResourceIcon3_Prot=Assets\Textures\icon-health-protoss.dds
UI/ResourceIcon3_Terr=Assets\Textures\icon-health-terran.dds
UI/ResourceIcon3_Zerg=Assets\Textures\icon-health-zerg.dds
Default Starcraft2 "Assets.txt" can be found in "patch.sc2archive/mods/liberty.sc2mod/base.sc2data/GameData/Assets.txt"
You can open .sc2archive files using any MPQ editor.
But since I don't want to change all of these textures I picked three of them (Mineral, Gas, Supply):
UI/ResourceIconSupply_Prot=Assets\Textures\icon-supply-protoss.dds
UI/ResourceIconSupply_Terr=Assets\Textures\icon-supply-terran.dds
UI/ResourceIconSupply_Zerg=Assets\Textures\icon-supply-zerg.dds
UI/ResourceIcon0_Prot=Assets\Textures\icon-mineral-protoss.dds
UI/ResourceIcon0_Terr=Assets\Textures\icon-mineral-terran.dds
UI/ResourceIcon0_Zerg=Assets\Textures\icon-mineral-zerg.dds
UI/ResourceIcon1_Prot=Assets\Textures\icon-gas-protoss.dds
UI/ResourceIcon1_Terr=Assets\Textures\icon-gas-terran.dds
UI/ResourceIcon1_Zerg=Assets\Textures\icon-gas-zerg.dds
As you can see, we have three paths for Minerals, three paths for Gas and three paths for supply.
Three for each race.
Now that we chose our 9 paths (3 resources), we have to modify the path so that we can use custom textures (icons) on them:
For example (mineral):
Original file-path:-
UI/ResourceIcon0_Prot=Assets\Textures\icon-mineral-protoss.dds
UI/ResourceIcon0_Terr=Assets\Textures\icon-mineral-terran.dds
UI/ResourceIcon0_Zerg=Assets\Textures\icon-mineral-zerg.dds
As you can see, we add a "custom" in front of the word "mineralicon".
We do the same with all other texture-paths we want to change.
Now we add these four lines that we just created to our "Assets.txt".
Basically it should look like this:
When you are finished with creating a list of file-paths you want to change, than just save and close it.
Our next step is to import our "Assets.txt".
For that, we use our import manager and import the file with the file-path:
"Base.SC2Data\GameData\" as I marked with the red frame.
Now that we changed the paths our game searches for, we have to chose which icon we want to use.
I chose a lumber-icon for my new mineral symbol (left).
We have to dublicate this icon now three times and rename it matching for the three races (right).
After we finished creating our three icons, we have to import them with the right paths.
The paths we chose to import our icons is:
"Base.SC2Data\Assets\Textures\" as I marked with the red frame.
Imported it should look like this:
So what we basically did was to say our game via Asset.txt that the mineral icon is not on place a but instead it is at place b.
Hope the tutorial was clear enough for you.
And yeah its so fucking complicated just to change the resource icons.
Special thanks to Blizzard at this point.
It looks ingame like this:
The big thanks goes to A1win, Helral and some other guys who published this workaround and helped me with it.
...... import your new icon into the same path the original icon is located (just search for something like "minerals" in any field you can search for a .dds file path and use the exact same path)
I got the paths:
Assets/Textures/icon-mineral.dds
Assets/Textures/icon-mineral-zerg.dds
Assets/Textures/icon-mineral-terran.dds
Assets/Textures/icon-mineral-protoss.dds
EDIT: I replaced the original Icons it worked but now I need to know where I can change the tooltip for the resources on the top right corner.
I tried it in some other Forums but no success at all.
So my simple question is: "Where can I find the Mineral-symbols in the Data editor so I can change them?"
I used the search function but it didn't helped so am I just to moronic to find that in the Dataeditor or is it just missing lol?
In Warcraft3 it was easy to find but here it seems impossible.
0
I would also use the lower tool, to lower the ground under the water.
It will be darker and look really cool since you cant see the groundtexture under it.
I did it on the attached testmap, you could take a look at it.
-h34dl4g
0
It would be helpful, if you could say us, what kind of map it will be at the end.
Will it be a normal melee map? What I don't expect, or is it some kind of Pirate Hero battle?
If its not a melee map, I don't know why you choose to build it synchronous, it just takes the realistic in it.
Another thing I always do when I create Island terrains:
I don't create them on platforms, that just looks so unreal, instead I create the Island by raising the ground. After that I add movement-blocker (red color) to block units from walking into the water.
Its hard to give any more tips, since you did not talk that much about it, especially when you don't give much details about the maptype.
I hope I could help you a bit.
-h34dl4g
0
Resource paths have changed
The resource paths in the tutorial below have changed:
Minerals:
Gas:
others:
Best regards,
Helral.
And now back to the tutorial by h34dl4g.
Information: First of all, I have to admit that my English is not the best so hope you guys are blind enough to miss the mistakes.
The reason why I'm writing this tutorial is rather simple: I nearly killed myself, trying to change the resource icon since nearly no one knows how to change them. Even in the German forums nobody knew it, but we have to admit that blizzard failed at forgetting the implementation in the data editor.
How do we change the Icon?-
Since the Data-Editor doesn't have to feature to change the resource icons, we have to use workarounds (what this tutorial is about).
There are two ways to change the resource icon:-
1. We change the file-paths our game searches for.
2. We import our new icons and replace the old ones by using the same file-path.
Lets forget the second way since it doesn't work probably.
How to change the file-paths our game searches for?-
We have to create a new text-file with the name "Assets"
What is this text-file about?
It saves the file-paths our game searches for, when creating the UI-icons in the game.
Small list of known UI-Textures:-
UI/ResourceIconEnergy=Assets\Textures\icon-energy-terran.dds
UI/ResourceIconEnergy_Prot=Assets\Textures\icon-energy-protoss.dds
UI/ResourceIconEnergy_Terr=Assets\Textures\icon-energy-terran.dds
UI/ResourceIconEnergy_Zerg=Assets\Textures\icon-energy-zerg.dds
UI/ResourceIconLife=Assets\Textures\icon-health-terran.dds
UI/ResourceIconLife_Prot=Assets\Textures\icon-health-protoss.dds
UI/ResourceIconLife_Terr=Assets\Textures\icon-health-terran.dds
UI/ResourceIconLife_Zerg=Assets\Textures\icon-health-zerg.dds
UI/ResourceIconShields=Assets\Textures\icon-shields.dds
UI/ResourceIconSupply=Assets\Textures\icon-supply-terran.dds
UI/ResourceIconSupply_Prot=Assets\Textures\icon-supply-protoss.dds
UI/ResourceIconSupply_Terr=Assets\Textures\icon-supply-terran.dds
UI/ResourceIconSupply_Zerg=Assets\Textures\icon-supply-zerg.dds
UI/ResourceIconTime=Assets\Textures\icon-time-terran.dds
UI/ResourceIconTime_Terr=Assets\Textures\icon-time-terran.dds
UI/ResourceIconTime_Prot=Assets\Textures\icon-time-protoss.dds
UI/ResourceIconTime_Zerg=Assets\Textures\icon-time-zerg.dds
UI/ResourceIcon0=Assets\Textures\icon-mineral-terran.dds
UI/ResourceIcon0_Prot=Assets\Textures\icon-mineral-protoss.dds
UI/ResourceIcon0_Terr=Assets\Textures\icon-mineral-terran.dds
UI/ResourceIcon0_Zerg=Assets\Textures\icon-mineral-zerg.dds
UI/ResourceIcon1=Assets\Textures\icon-gas-terran.dds
UI/ResourceIcon1_Prot=Assets\Textures\icon-gas-protoss.dds
UI/ResourceIcon1_Terr=Assets\Textures\icon-gas-terran.dds
UI/ResourceIcon1_Zerg=Assets\Textures\icon-gas-zerg.dds
UI/ResourceIcon2=Assets\Textures\icon-energy-terran.dds
UI/ResourceIcon2_Prot=Assets\Textures\icon-energy-protoss.dds
UI/ResourceIcon2_Terr=Assets\Textures\icon-energy-terran.dds
UI/ResourceIcon2_Zerg=Assets\Textures\icon-energy-zerg.dds
UI/ResourceIcon3=Assets\Textures\icon-health-terran.dds
UI/ResourceIcon3_Prot=Assets\Textures\icon-health-protoss.dds
UI/ResourceIcon3_Terr=Assets\Textures\icon-health-terran.dds
UI/ResourceIcon3_Zerg=Assets\Textures\icon-health-zerg.dds
Default Starcraft2 "Assets.txt" can be found in "patch.sc2archive/mods/liberty.sc2mod/base.sc2data/GameData/Assets.txt"
You can open .sc2archive files using any MPQ editor.
But since I don't want to change all of these textures I picked three of them (Mineral, Gas, Supply): UI/ResourceIconSupply_Prot=Assets\Textures\icon-supply-protoss.dds
UI/ResourceIconSupply_Terr=Assets\Textures\icon-supply-terran.dds
UI/ResourceIconSupply_Zerg=Assets\Textures\icon-supply-zerg.dds
UI/ResourceIcon0_Prot=Assets\Textures\icon-mineral-protoss.dds
UI/ResourceIcon0_Terr=Assets\Textures\icon-mineral-terran.dds
UI/ResourceIcon0_Zerg=Assets\Textures\icon-mineral-zerg.dds
UI/ResourceIcon1_Prot=Assets\Textures\icon-gas-protoss.dds
UI/ResourceIcon1_Terr=Assets\Textures\icon-gas-terran.dds
UI/ResourceIcon1_Zerg=Assets\Textures\icon-gas-zerg.dds
As you can see, we have three paths for Minerals, three paths for Gas and three paths for supply.
Three for each race.
Now that we chose our 9 paths (3 resources), we have to modify the path so that we can use custom textures (icons) on them:
For example (mineral):
Original file-path:-
UI/ResourceIcon0_Prot=Assets\Textures\icon-mineral-protoss.dds
UI/ResourceIcon0_Terr=Assets\Textures\icon-mineral-terran.dds
UI/ResourceIcon0_Zerg=Assets\Textures\icon-mineral-zerg.dds
Our file-path (custom):-
UI/ResourceIcon0_Prot=Assets\Textures\icon-custommineralicon-protoss.dds
UI/ResourceIcon0_Terr=Assets\Textures\icon-custommineralicon-terran.dds
UI/ResourceIcon0_Zerg=Assets\Textures\icon-custommineralicon-zerg.dds
As you can see, we add a "custom" in front of the word "mineralicon".
We do the same with all other texture-paths we want to change.
Now we add these four lines that we just created to our "Assets.txt".
Basically it should look like this:
When you are finished with creating a list of file-paths you want to change, than just save and close it.
Our next step is to import our "Assets.txt".
For that, we use our import manager and import the file with the file-path:
"Base.SC2Data\GameData\" as I marked with the red frame.
Now that we changed the paths our game searches for, we have to chose which icon we want to use.
I chose a lumber-icon for my new mineral symbol (left).
We have to dublicate this icon now three times and rename it matching for the three races (right).
After we finished creating our three icons, we have to import them with the right paths.
The paths we chose to import our icons is:
"Base.SC2Data\Assets\Textures\" as I marked with the red frame.
Imported it should look like this:
So what we basically did was to say our game via Asset.txt that the mineral icon is not on place a but instead it is at place b.
Hope the tutorial was clear enough for you.
And yeah its so fucking complicated just to change the resource icons.
Special thanks to Blizzard at this point.
It looks ingame like this:
The big thanks goes to A1win, Helral and some other guys who published this workaround and helped me with it.
-h34dl4g
0
These icons are NOWHERE in the data-editor....I searched every *** place!
I got the paths: Assets/Textures/icon-mineral.dds Assets/Textures/icon-mineral-zerg.dds Assets/Textures/icon-mineral-terran.dds Assets/Textures/icon-mineral-protoss.dds
EDIT: I replaced the original Icons it worked but now I need to know where I can change the tooltip for the resources on the top right corner.
0
Hi,
I tried it in some other Forums but no success at all. So my simple question is: "Where can I find the Mineral-symbols in the Data editor so I can change them?"
I used the search function but it didn't helped so am I just to moronic to find that in the Dataeditor or is it just missing lol? In Warcraft3 it was easy to find but here it seems impossible.
-h34dl4g