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    posted a message on Doors?

    Is the question what model you should use for doors or simply how to do the pathing?

    If it's a question of pathing, then @ZeroAme: Go: I'm not sure if your pathing solution works simply because when you remove Doodads I believe their pathing is preserved? (I may be wrong if the game treats replacing differently than removing + creating). If ZeroAme's does work then just do what he said. Otherwise do the same thing but use Units so that pathing is removed. Again, not really sure about that.

    Anyway, if it's about the model, though, aren't there some cool futuristic-looking doors in the Space Platform Doodads? Not sure if they have variations, though...

    Posted in: Miscellaneous Development
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    posted a message on Any good item models?

    Just curious as to what you guys found have so far in the editor in terms of useful item models, aside from the crate doodads I guess.

    Posted in: Miscellaneous Development
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    posted a message on WC3 Hero/Unit Library

    Classic. Keep up the good work! More than anything I feel like this will be useful to people, not so much because they will want a Tauren Chieftain in their Starcraft 2 map (although that will probably happen once the art is there for it), but because they will say, "Hey, wouldn't it be cool to have a sci-fi ability that does the same thing as <<n>> from Warcraft," and this will provide it for them. :)

    Posted in: Project Workplace
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    posted a message on Lights Out (dialog style)

    @moronsonofboron: Go

    Hehe, no problem, and good luck with your own map! I'll look forward to playing it. Either way it's always nice to see someone else working with puzzles; they're very rewarding to design and I think they bring a lot to a gameplay experience, even though very few people seem to use them! Cheers

    Posted in: Project Workplace
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    posted a message on Lights Out (dialog style)

    @moronsonofboron: Go

    Very nicely done. It's interesting that you have a future implementation planned using units, as I actually found the current presentation to be both effective and elegant, but, then again, why would you be making it in the SC2 editor if you couldn't have explosions, right?

    I get the impression that this was more or less just a diversion for you, but let me know if you're interested in collaborating on a bigger puzzle map. I'm currently working on a project that's kind of an amalgamation of different puzzles (think Professor Layton meets Machinarium meets a Zelda Dungeon, assuming you've played some of those), and I was actually planning on doing a "Lights Out" level. Anyway, the idea is that each puzzle or mini-puzzle would be a component of a longer progression; let me know if that kind of thing appeals to you. It's not that I'm actively looking for a mapping partner, but there are just so few people who like to make this sort of thing for SC2 that I figured we could gain a lot by pooling resources (again, IF you're interested in doing more stuff like this).

    Cheers!

    Posted in: Project Workplace
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    posted a message on Data Editor usability

    @Timthetoolman: Go

    Ohhhhhhh. Thanks dude. It was like that for me initially, then I think one of the patches wiped the settings, but ya, my reaction when it changed was, whoa, Blizzard just wasted a lot of time on a really crap UI.

    Heh, I think I have good instincts for using the editor but bad ones for learning it; that is, I'm very organized and always know what I want to do, which is good when I know what I'm doing, but I'm loath to experiment, even when it would be largely beneficial (such as now, when I know nothing).

    Edit: Wow, this has made my whole experience much more streamlined and finding things so much easier! Can't believe I've been mucking around in that gross layout for the past few days.

    Posted in: Miscellaneous Development
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    posted a message on Data Editor usability

    So... When I first got the Galaxy Editor I was like, "Whoa, awesome, they made the Data Editor super super fast," but then somewhere along the way I needed to "Show Advanced Values" and now it takes 3-4 seconds to load each Data Type when I switch between them. Anyway, I was wondering if there were a way to somehow keep these categories loaded so that after you opened them the first time they'd be fast from then on. Obviously I feel like it's costing me enough time that I took the time to write this forum post :P (but in all seriousness I think it's more a matter of when you're editing the several different Data Types that might be involved in a unit and you simply lose your train of thought because you spend so much time navigating).

    Posted in: Miscellaneous Development
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    posted a message on Beam Projectiles

    @RileyStarcraft: Go

    HUZZAH! Thank you, sir. :) :)

    Exuberation after a day without progress.

    Posted in: Miscellaneous Development
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    posted a message on Beam Projectiles

    So, I see the fields that you guys are talking about, but I still don't know what I should do to them to change the z offset >.<. I guess I'm pretty bad with the data editor in terms of knowing what certain fields do or how to modify them.

    So, if you guys would humor me by just spelling out what to do in a specific example, for instance, @RileyStarcraft: Go: in the Launch Site Ops section of Actor \ Target that you were talking about, there's only a line titled "Operations" with "SOpAttachHarness" written in it. The other two parameters are Hold Position and Hold Rotation, which don't seem like they would affect it. What exactly would I put in "Operations" to change the z offset?

    Or, conversely, if I were to change the beam directly (let's just assume here that I'm modifying an existing beam actor, since I don't know enough about Events to create one from scratch), what fields would I change under Hosting \ Host Launch to achieve the same effect? Sorry that these questions are so rudimentary but there aren't really any tutorials spelling this kind of stuff out at the moment.

    Posted in: Miscellaneous Development
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    posted a message on Beam Projectiles

    Okay: I will give this a try after lunch and let you guys know. Thanks for the help! Ya, you're right, Dinadan, the Void Ray effects are extremely complicated >.< so I probably will just use the Disruption Beam (it's for a custom unit anyway).

    Posted in: Miscellaneous Development
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    posted a message on Beam Projectiles

    So I've already found several threads about projectile launch points that were all more or less (mostly less) clear on how to at least approach the problem. I'm having an issue, however, with changing the z offset of beam projectiles, specifically the Void Ray's beam, which, as far as I can tell, has neither a Mover nor a Unit Weapon associated with it. Can anyone who's familiar with this type of editing share any insight on the matter?

    Posted in: Miscellaneous Development
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    posted a message on 3v3 Melee Map: Dusty Bucket

    @dra6o0n: Go

    The grid lines make it not too bad. It looks like he just approximated based off that rather than actually copying anything outright. You DO know that you can drag select terrain, copy + paste + rotate it, right?

    @MortalPlague: Go

    Oh, and nice looking map, sir!

    Posted in: Project Workplace
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    posted a message on Help - how to use a modified terrain texture set

    So I was wondering if anyone could help me out with using a modified terrain texture set. I've figured out how to replace tiles using the Data Editor, but when I go to use a different texture set, (1) the tiles don't match up in the swap window (which ones are replaced by which, despite having them in the correct order in the Data Editor), (2) the new texture is only listed as as a duplicate of an existing one, and (3) in the past when I have gone ahead and swapped them, the new texture does nothing on the map.

    I'm a little lost with this, and if someone who knows their way around it could help me out, I'd really appreciate it. Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Extending my map

    If you haven't figured this out by now already, you actually CAN drag select a portion of terrain and copy + paste it and, as s3rius said, the same for doodads / units. If you're having problems with alignment (getting the doodads and units to exactly the right spot with respect to the terrain), then put down a doodad or unit with a snap-to-grid placement, which will force all of the other doodads to align relative to IT and which will in turn be relatively easy to align with respect to the terrain.

    Posted in: Miscellaneous Development
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    posted a message on Doodad Placement - Variations

    So I must just be missing something here, but is there any way to select the variation for a pre-placed doodad before you place it on the map? For the most part I've been getting around this by just placing a doodad, modifying it to the variation that I need, and copying and pasting where appropriate, but I feel like an idiot whenever I have to do that because it was so easy in the WC3 editor and I just can't seem to figure out how to do it in SC2. Thanks! -Hege

    Posted in: Miscellaneous Development
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