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    posted a message on How was the Custom Map Scene at this Point in WC3?
    Quote from ProzaicMuze: Go

    @Lonami: Go You must be really bad at mapping in order to think that the WC3 editor was better than SC2's editor. . . especially the Data Editor. . .

    In many ways it is. The Data Editor especially is a clumsy compromise between the power of something like the Unreal Engine and the ease-of-use of something like the WC3 Object Editor. Instead of the best of both worlds, the result is simply a horrendous workflow.

    Quote from ProzaicMuze: Go

    Anyone who tries to argue the point that we're behind the WC3 progression is foolish. Are you really trying to say that 1 year after launch people had large communities dedicated to making WC3 Maps? That those same communities had already created tutorials for large portions of the editor? That Blizzard actually cared enough about UMS to even TRY to fix their stupid mistakes?

    Oh yeah, that's right. . . none of the above is true.

    Most of the above is true.

    1. There were large communities dedicated to WC3 modding from the beginning: WC3Campaigns, WC3Sear.ch, Campaign Creations, etc. They were all more active, individually, than the current SC2 modding community put together.

    2. Those communities had already created tutorials for most of the World Editor, yes. They had also produced tools for handling SLKs, BLPs, MDXs, etc., as well as plug-ins for 3DS and MilkShape, tutorials for MDL editing, and so on.

    3. The WC3 communities were active enough that they successfully lobbied Blizzard for new features, actually. For example, things like cast events didn't exist at release. But sure, Blizzard didn't support WC3 modding enough. They don't support SC2 modding enough, either.

    Quote from ProzaicMuze: Go

    As someone who has written tutorials (and will eventually write more), I find it shocking that so many of you seem to think we're developing slowly. Um, hello? My first month here I gave you guys attachments, custom movers, in depth actors, etc! Just imagine if Helral, OneTwo, Beider and so forth hadn't been creating the tutorials that they did? Many of you would STILL be failing your way through the editor if not given up.

    And this is the real reason I replied. It's important to note that none of the above is a reflection on you or other tutorial makers. It's really not your fault that SC2 modding hasn't caught on. The toolset just isn't very good, and credit for that goes to Blizzard.

    Posted in: General Chat
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    posted a message on So Data > Triggers?

    It depends on what you want to do.

    On the one hand, anything with dynamic numbers is going to be slower and more cumbersome in the Data Editor. Take Chain Lightning, for instance. Several people have posted Data Editor solutions, but they involve a lot of objects and still aren't flexible enough for my tastes. So a while back I did a draft of a ability that uses only 2 effects/actors and lets scripting handle the rest. With 50 measly lines of code I can arbitrarily change any part of the ability at runtime—more or less forking, more or less damage per fork, crits, evasion, whatever—and the whole thing sits in a single Andromeda file, so the organization is also much better than it would be in the Data Editor.

    On the other hand, sometimes the Data Editor is necessary because Blizzard simply hasn't exposed certain functionality to Galaxy (Blizzard's motto when designing the SC2 Editor seems to have been "so easy, a caveman could do it." Thus we have degrees instead of radians, points instead of coordinates, lots of missing functionality, etc.). When it comes to things like site operations, for instance, the Data Editor is your only real choice. And you're always going to need some data anyway, since that's the only place to manage buttons and other things. So when you need to use data, use data.

    In short: choose the right tool for the job. More often than not I think that's scripting, but sometimes it's the Data Editor.

    Nota bene: while lots of people have been exploring the Data Editor and posting their findings, relatively little has been said about Galaxy. Rest assured, however, that its secret powers (like ) are out there waiting to be discovered and immortalized in tutorials by ProzaicMuze's evil scripting twin.

    Posted in: Miscellaneous Development
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    posted a message on [Replacement needed] Data/Trigger Editor
    Quote from EternalWraith:

    If I wanted to post an example, I would have. If you are not enthusiastic or really motivated to it, I honestly wouldn`t want you. This isn`t a side project by any means. You were also supposed to complete something for me in the past, in which I never heard from you.

    Setting aside the fact that nobody who knows what they're doing is going to take you seriously when you say things like "You do exactly what I tell you to do" (unless you're a proven modder, but you aren't)—setting that aside...what are people supposed to be enthusiastic or really motivated about? You've given zero specifics about the map other than that it's yet another AoS.

    Talent attracts talent. Assuming you're looking for a skilled, long-term team member, your best play here is to show off what you and your current team are capable of. Otherwise you're just going to continue to attract people who flake on you after a few weeks or, if you're really lucky, a few months. As it stands, the prospect of future collaborations and premium maps carries no weight.

    Posted in: Team Recruitment
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    posted a message on [Data] Unit Afterimage Effect
    Quote from SkrowFunk: Go

    @uncassiel: Go I'd love a dynamic solution that could work for any unit. Any idea how that was done in the video?

    Yeah, but I no longer have the code thanks to the wonderful beta uninstaller deleting everything. In short, you use a loop with a 0.0 wait (which actually waits for 0.03125. It's still not great, but it's better than the 0.0625 minimum for timers). On each trip through the loop, you create one or more copies of the unit (or just the unit's model) and send actor messages to control the animation and vertex coloring. From here you can do a lot of different things with the images, depending on the effect you're after.

    Posted in: Tutorials
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    posted a message on [Data] Unit Afterimage Effect

    You're much better off scripting this. Not only can a single script create trails for every unit in the game (as opposed to editing each unit individually), but you can easily animate them as well.

    Embed Removed: https://www.youtube.com/v/cu7E7Ds2V6g?fs=1
    Posted in: Tutorials
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    posted a message on Warning: uninstall deletes your personal files.

    Bump for anyone who hasn't seen this. I decided to abandon SC2 for the Unreal Engine a while ago, so I was going to upload the libraries used and for one and all. Unfortunately, I uninstalled the beta first and now those libraries are gone. Be careful where you store your files.

    Posted in: General Chat
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