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    posted a message on [Data Editor] Creating Resource Fields

    Yeah I like it very much :>

    One thing which I noticed is that by default minerals do not spawn on terrain covered with creep... and here by removing flags and or pathing options responsible for collisions we could achieve 2 goals: - no spawn blockade on creep & ability to move over our mineral fields...

    It would be also interesting if to these mineral fields add kind of aura which would hurt passing by units and if they die in result of that minerals exposure they would be turned into some kind mutants/zombies ;>

    Posted in: Tutorials
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    posted a message on [Data Editor] Creating Resource Fields

    This tutorial is just awesome :x

    From my side only one addition: When you want to change name of new minerals - don't do this via right clicking menu with modify command (Ctrl+M shortcut) - this somehow have tendency* to create new models and in result kills proper animations of mineral field and workers carrying resources... Instead go to table view and manually change name and/or ID under "Unit - Name".

    • - it happens heavily when you have more types of duplicated not renamed minerals related models

    Oh and it is also interesting if you add this spawn field behavior within that mineral field. This gives that feeling of infinite grow and reminds old times when tiberium wasn't limited to spawning point neighborhood :>

    Also it can be nice if you edit behavior 'minerals field mineral' and set its amount (statistics tab) to sth around 100 - 200... with this you can pretty easily simulate visual tiberium growth as this amount is used whenever new mineral field is spawned :)

    Posted in: Tutorials
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