Alright here, in the middle of all this, something occured to me recently.
We all know about those Island expos, right? Where zerg and toss use Overlords and Void Prisms to bring their workers over?
There is also a map named Debris Field, which is nothing but island expos.
How is this going to work with the hauler? I get that it climbs cliff, but the idea of it jumping a giant gap and landing on an island a half-mile away? Just sounds a little silly....
As I said in the other thread, I've tried to start work on the camoflauge feature.
I don't know if it is my own screwup, or my graphic settings, but I don't see anything changing. I'm uploading it anyway, since I've added an actor event to the Droid and a new Validator for the Agria tileset.
I've had this same problem countless times while trying to edit campaign maps.
I'm under the impression Blizzard might have intentionally done this after those folks made a version of the campaign where you could play as the zerg, and they didn't like people messing with their maps.
I noticed that also when I first saw it, as I recall, we were going to use green.
Unless I'm mistaken, a color change would be easy enough for the textures. But I'm not entirely sure if we should or not.... I sort of like it with the rusty yellow...
0
Ah, I see.
Well, if you or Soul wants to mess around more, go for it....
This actually was quite informative to mess around with, so thanks for that.
0
I tried all of those.... and eventually decided to just upload it with the Xelnaga Worldship style.
I'm... kinda torn on how it looks in the end. For some reason, the Emissive texture with the green lines doesn't want to work.
I guess I'll save my opinion on the idea until we see it on all the units and with the custom textures.
Current cversion has a test reskin, and the droid is all set up for more.
0
Alright here, in the middle of all this, something occured to me recently.
We all know about those Island expos, right? Where zerg and toss use Overlords and Void Prisms to bring their workers over?
There is also a map named Debris Field, which is nothing but island expos.
How is this going to work with the hauler? I get that it climbs cliff, but the idea of it jumping a giant gap and landing on an island a half-mile away? Just sounds a little silly....
0
Alright. I have the unit set up for the texture change, but I'm not sure what new textures to make it take.
0
Alright, I see.
I am pretty much completely incompetent with the editor, and did what you had said to.
I sort of assumed there wasn't anything else I had to do. >.>
0
@DrSuperEvil: Go
According to the error message I get? No, it doesn't.
0
As I said in the other thread, I've tried to start work on the camoflauge feature.
I don't know if it is my own screwup, or my graphic settings, but I don't see anything changing. I'm uploading it anyway, since I've added an actor event to the Droid and a new Validator for the Agria tileset.
0
Sound like a lot of copy-paste... lol
Also, I have made the Validator and the actor event for Agria on the droid. But, as far as I can tell, nothing is happening.
However, on a hunch it might be my graphic settings? I'm gonna upload my changes anyway....
0
Alright, working on it.
Gonna have to head to work soon, but I'll upload this version to the data thread when if I finish before then.
0
Alright, not sure what is going on now.
I had to create a new validator, as none of the defaults have a terrain type.
Using "Valdate Player" causes my editor to crash when I try to make the unit. Using "Validate Unit" doesn't seem to do anything.
0
I'm in the actor events, and am currently this far.
Event: ActorCreation
Term: ValidateUnit (or validate Player....)
Action: TextureSelectByID
However, I'm not sure how to add that Terrain validatorm as I can't add a term after the texture select.
0
I've had this same problem countless times while trying to edit campaign maps.
I'm under the impression Blizzard might have intentionally done this after those folks made a version of the campaign where you could play as the zerg, and they didn't like people messing with their maps.
0
@DrSuperEvil: Go
Sounds good to me.
Would that be something to do with triggers or data? If you tell me how, I could try it on the alpha map.
0
@SoulFilcher: Go
Alright, sounds good.
0
I noticed that also when I first saw it, as I recall, we were going to use green.
Unless I'm mistaken, a color change would be easy enough for the textures. But I'm not entirely sure if we should or not.... I sort of like it with the rusty yellow...