I've also done use mopaq path, running the editor with a new map before preview, etc.
Just to make it clear: "use mopaq path" should be checked if you have the textures imported (or if you're using the textures you exported from editor), then the model will use those textures inside editor. But if you only have the textures on disc, you shouldn't check that flag.
Also, I heard there were problems with "_" letter in a file name, but I though it's fixed.
Done as you said. Didn't help, there were still no regions to chose from. Then I decided to try 'localeidinstall=enGB', and it worked, I have my regions list back. Thank you!
When you press preview without "use mopaq paths" checked, max uses local textures you referenced in the material. So, maybe you need to go to the material and pick the textures again, because examples have different paths defined, different from where you put them. Maybe it will also work if you drop the textures in one of the default max folders.
Or just try to place a particle emitter on the new scene, and define material for it. It should work in preview.
Sure I do. Great game. Its implementation of territory control idea is pretty prosperous gameplay wise. And humor components are entertaining, for example I liked how after explosions soldiers fly up in the air, almost reaching player's camera. This game was the first map I created as sc2 mod, because after I discovered arcade, I was like "wtf, no one has created it? I should do it then". So, this game actually turned me into mapmaker.
Have anyone done it already? If not, tel me please, how much do you plan to pay? I kinda could do it, but feel a bit lazy. Maybe the sum will motivate me. Though, other modellers are around as well.
I believe there's a way to load components in a map, why else would there be a possibility to save map as a set of components? But I never added anything like this. So you have to try what works. Merge sounds like a possibility. If it work, report please, I'm curious.
Ok, I've been able to reproduce this bug, and it looks like some unknown sc2 editor bug. I managed to circumvent it by commiting the texture to a mod file via Art Tools. One more possible way is to import the file you need to be imported in the new document, then save it as components and add it to your published map.
Don't you want to describe your development experience? Like motivation, and challenges you had to face. I think it may be interesting to read, about a transition from editor to another engine.
There's slight randomness in this problem, based on the imprecision of fixed number. When terrain height is 8, it's being rounded to 7.9997, which is < 8, and the problem emerges. I can imagine a situation where terrain height is 7.9, and it's rounded to something like 7.9002, and error wouldn't happen.
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Nope, I haven't, I don't have a CN account to even try.
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Just to make it clear: "use mopaq path" should be checked if you have the textures imported (or if you're using the textures you exported from editor), then the model will use those textures inside editor. But if you only have the textures on disc, you shouldn't check that flag.
Also, I heard there were problems with "_" letter in a file name, but I though it's fixed.
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Done as you said. Didn't help, there were still no regions to chose from. Then I decided to try 'localeidinstall=enGB', and it worked, I have my regions list back. Thank you!
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There used to be the check-list of regions, but not anymore. The dropdown list (to chose what server to log in to) is empty too. Is it only me?
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When you press preview without "use mopaq paths" checked, max uses local textures you referenced in the material. So, maybe you need to go to the material and pick the textures again, because examples have different paths defined, different from where you put them. Maybe it will also work if you drop the textures in one of the default max folders.
Or just try to place a particle emitter on the new scene, and define material for it. It should work in preview.
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@Terhonator: Go
Sry, it's named "Z remake". Here's the link:
battlenet://starcraft/map/2/130353
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Yes, it's available on US and EU servers as "Zed remake".
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Sure I do. Great game. Its implementation of territory control idea is pretty prosperous gameplay wise. And humor components are entertaining, for example I liked how after explosions soldiers fly up in the air, almost reaching player's camera. This game was the first map I created as sc2 mod, because after I discovered arcade, I was like "wtf, no one has created it? I should do it then". So, this game actually turned me into mapmaker.
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Have anyone done it already? If not, tel me please, how much do you plan to pay? I kinda could do it, but feel a bit lazy. Maybe the sum will motivate me. Though, other modellers are around as well.
0
I believe there's a way to load components in a map, why else would there be a possibility to save map as a set of components? But I never added anything like this. So you have to try what works. Merge sounds like a possibility. If it work, report please, I'm curious.
0
Ok, I've been able to reproduce this bug, and it looks like some unknown sc2 editor bug. I managed to circumvent it by commiting the texture to a mod file via Art Tools. One more possible way is to import the file you need to be imported in the new document, then save it as components and add it to your published map.
0
Don't you want to describe your development experience? Like motivation, and challenges you had to face. I think it may be interesting to read, about a transition from editor to another engine.
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hey
fuck real life, just mapmake stuff
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Unity? GJ!
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There's slight randomness in this problem, based on the imprecision of fixed number. When terrain height is 8, it's being rounded to 7.9997, which is < 8, and the problem emerges. I can imagine a situation where terrain height is 7.9, and it's rounded to something like 7.9002, and error wouldn't happen.