My "first map" would be some random generic long-forgotten plaything spawned from WC2.
The oldest map that I have any specific working memory of was in SC1. Probably around '99 or 2000. (I later started working on rebuilding it in WC3, but didn't get far.) I don't know if I still have the map anywhere, might have to go dredging the depths of the internet to see if some old map archive still has a copy to refresh my memory.
I've had some questions about my modern Protoss structures (as seen in WTE 117, and Screenshot 1 here). So I finally took the time to dig up my retextures from the depths of my HotS beta folder.
Simply import the textures into a HotS-enabled map and place them in the Assets/Textures/ directory. Save. Then place the regular HotS - Korhal Sky Scrapers and HotS - Korhal Sky Scrapers Large doodads, now in all their golden glory.
Lighting region colors: Window -> Lighting. Pick the light set your map is using. Click the Regions tab, pick the region you want to edit. Uncheck "Use Default Values" and change the colors as you see fit.
And I'm not sure exactly what you're trying to ask with "darkness of glow."
Start with your diffuse map, desaturate it and tweak the brightness/contrast until you're happy. (Darker and higher contrast, generally. Keep the highlights bright, but make most of it pretty dark.)
For Protoss they tend to use a yellow-orange color range instead of greyscale to give it a more natural golden shine.
The data method only requires 1 change to affect every doodad placed in the map. If you want all of your Doodad_A to be X size, it's easier than manually rescaling every Doodad_A you place. Though I agree that in this case they're all close enough together for a group selection to have done the job nicely enough.
As for the original problem, zaysite has the most likely solution - something set to not appear at your graphics settings. It's hard to guess further without seeing the data itself.
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@Argutaris: Go
They're all official HotS models, which means Blizzard would jump down your throat for trying to make them WoL compatible.
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@Nebuli2: Go
That is one sexy skyline.
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@Exaken: Go
I know that tileset!
Loving the pearled texture on the rock. And the form of the mountains in the background of image 4.
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@Mozared: Go @Thunderzak: Go
I figured it was some sort of security grid, in case the things growing in the tank got out.
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937: HoTS - Ship Piping
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My "first map" would be some random generic long-forgotten plaything spawned from WC2.
The oldest map that I have any specific working memory of was in SC1. Probably around '99 or 2000. (I later started working on rebuilding it in WC3, but didn't get far.) I don't know if I still have the map anywhere, might have to go dredging the depths of the internet to see if some old map archive still has a copy to refresh my memory.
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I've had some questions about my modern Protoss structures (as seen in WTE 117, and Screenshot 1 here). So I finally took the time to dig up my retextures from the depths of my HotS beta folder.
Simply import the textures into a HotS-enabled map and place them in the Assets/Textures/ directory. Save. Then place the regular HotS - Korhal Sky Scrapers and HotS - Korhal Sky Scrapers Large doodads, now in all their golden glory.
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Lighting region colors: Window -> Lighting. Pick the light set your map is using. Click the Regions tab, pick the region you want to edit. Uncheck "Use Default Values" and change the colors as you see fit.
And I'm not sure exactly what you're trying to ask with "darkness of glow."
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A small, quick one for me this week.
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@phanalax128: Go
Start with your diffuse map, desaturate it and tweak the brightness/contrast until you're happy. (Darker and higher contrast, generally. Keep the highlights bright, but make most of it pretty dark.)
For Protoss they tend to use a yellow-orange color range instead of greyscale to give it a more natural golden shine.
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@ScrinKing: Go
It was true before HotS. ("As of patch 1.5" as specified in his post.)
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@ScrinKing: Go
The data method only requires 1 change to affect every doodad placed in the map. If you want all of your Doodad_A to be X size, it's easier than manually rescaling every Doodad_A you place. Though I agree that in this case they're all close enough together for a group selection to have done the job nicely enough.
As for the original problem, zaysite has the most likely solution - something set to not appear at your graphics settings. It's hard to guess further without seeing the data itself.
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@ScrinKing: Go
That's a sexy stargate.
Also liking your run down outposts. Clean, simple and effective.
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Loreena McKennitt - The Mystic's Dream
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I pulled a Brood this week and recorded a video flythrough.
It's dark ...that counts, right?