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    posted a message on Did Heart of the Swarm add anything to the editor?

    @LongLivetheTalDarim: Go

    Correct. WoL users don't have access to the new units, models, sounds, tilesets, music, etc.

    Posted in: Galaxy Scripting
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    posted a message on Weekly Terraining Exercise #119: Umoja

    @Scbroodsc2: Go

    You did the same thing I always do when I try to create a melee map: your initial bases are tiny. There isn't enough room to build a full base.

    And the floor needs more texture play. Installations (and melee maps in general) thrive off of having interesting and varied ground texture.

    Posted in: Terrain
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    posted a message on Terraining FAQ

    @Mozared: Go

    Just browsed through the FAQ for the first time (I know, I'm an evil lazy person like that) and found some outdated info:

    Model occlusion now has a 0 to 1 Occluding Opacity field to set how transparent the object becomes when it fades out. 0 being completely invisible, 1 being fully visible.

    Posted in: Terrain
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    posted a message on Texture Blending Bug?

    @Gorandor: Go

    Have you tried reselecting your texture set through the map options after you did your data editing? If you try to replace a texture that already exists somewhere on the map it will still eat up a phantom texture slot, so you won't be able to paint the new one until you explicitly tell the game to replace it with the new one.

    Sometimes you also need to reopen the map afterwards.

    Posted in: Terrain
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    posted a message on Disappointment about the expansion
    Quote from Taintedwisp: Go

    ...

    You cant connect 2 different types of cliffs on the same level

    ...

    Yeah you can. Just have to enable it in your Tools -> Brush menu (or Shift I).

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #118: HOTSHIT

    @HydraMannequin: Go

    I wouldn't really call my walkway "new tech", just new cliff graphics and some cliff doodads to hide the giant gaping hole in the world mesh.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #118: HOTSHIT

    I'll start by saying that I freakin' love the new assets. So much potential for amazing maps.

    This was actually surprisingly quick to make. As Gorandor said, Zerus is amazingly easy to work with. Those plant clusters make it a snap to build lush jungles with relatively few doodads.

    Edit: Attached map.

    Posted in: Terrain
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    posted a message on (SOLVED) HOTS/WOL Dependencies mutually exclusive?

    There's no reason to think they would be mutually exclusive.

    You should be able to stick both WoL and HotS dependencies in the same map/mod without issue.

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #117: Megatroprotoss

    @JacktheArcher: Go

    I recolored the textures in photoshop. The originals were grey instead of gold.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #117: Megatroprotoss

    @Kanitala: Go

    The taller structures are actually recolored Korhal Skyscrapers. Most of the default protoss doodads are designed to be parts of a ship, not a city.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #117: Megatroprotoss

    @Kanitala: Go

    I had a prototype protoss city started in the beta editor that looked remarkably similar to the old briefing screen. Alas, I can't access it anymore since they shut down the beta. The few screenshots I took while I was working on it are pretty terrible and don't really show off much of anything. (Also, outdated and incomplete).

    The map was a concept for a possible campaign mission, so it has a lot of big open areas that allow base construction and maneuvering of armies, but aren't very interesting to look at in still shots.

    Edit: And another screenshot I had floating around. Different map, same general idea.

    Posted in: Terrain
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    posted a message on Leaked Heart of the Swarm beta unit details video

    @SoulFilcher: Go

    Yeah. The Protoss Snake was a completed unit in the beta client. The head with a tail of 6 or so segments.

    I never actually tried to use it in-game, but I clicked a few down on one of my test maps.

    Posted in: General Chat
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    posted a message on Mar Sara Sand [SOLVED]

    @Terhonator: Go

    That's Blizzard's new texture height map 'feature' (currently only on Mar Sara textures). Something about giving a more realistic desert look, but you can see how well it achieves that.

    To make it work the way it did before, open the offending terrain texture in the data editor and reset the Height Map to parent.

    Posted in: Terrain
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    posted a message on Changing cliff heights

    @JimyStyles: Go

    You would need to make a set of custom cliff meshes in 3ds Max, Blender, etc. Otherwise the effective height of the cliff won't match the height of the cliff model.

    Aside from that, it's a simple matter of setting the cliff height values in the data editor.

    Posted in: Terrain
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    posted a message on HOTS terrain showcase

    @Eimtr: Go

    One jungle map coming right up.

    I've only done a couple playtests vs AI, so I can't vouch for whether it's actually any good as a melee map - I just had fun making it. Certainly not fit for competitive play, but since I don't play competitively that's not much of a concern for me.

    Posted in: Terrain
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