@MaNtEc0r: Go Write your own text style in a ".sc2style" file, import it, add it to the list in game UI data, use it.
Use search to find info how to do that. You can add new fonts, too.
Thank you guys. Your answers made some questionmarks disappear.
Now that my only option is a workaround, I'd like to ask you for your opinion on how to achieve the best results.
What I need:
For my escape-like map I need 4 textures.
walkable
unwalkable (units die on contact)
ice (slippy = permanent force moving units in their facing direction)
dark ice (slippy without control = permanent force moving units in their facing direction without the option to change facing angle)
Since It's not me who creates the escapes, but the ingame players ("builders"), it's essential to be able to change all four of the textures.
How I'm currently thinkin of solving the problem:
Make the whole map walkable.
Use constructable 1x1 creep emitters (like Almighty described it) for unwalkable terrain.
Use flat textures (however that may work) for ice and dark ice.
Is that realistic or did I overlook something?
And how does that flat texture thing work after all :/?
my problem: it's essential for my map to change terrain ingame. I already read, that it needs workarounds to do so.
Now I have some questions on these workarounds:
1. Is there a way to have multiple kinds of creeps? Like every creep has another texture?
2. how do i fit the creep to be exactly 1x1 cell large?
I'd appreciate any help here. If I don't find a solution, my map is history :(.
Nice work! Thanks alot for that!
Still, someone knows how to remove these annoying text shadows? Seems like every text style throws shadows and I can't find a way to remove them :(.
Alright - trial and error it is ;)! If I come up with something useful, I will paste the results in here...
EDIT: Finally I succeeded: Save the minimap as 236x228. minimap gets scaled to 291x286 ingame, so make the gap in the frame also 291x286 and it should fit perfectly ;).
thanks for your answer! It is damn good to know how to fit the minimap in size and therefore solves some part of my problem.
The only problem with that method is, that if I'm cutting off edges, the minimap will fit in size but not in pattern. Take my example picture. Assuming I make the minimap picture larger, I would have to know how much of the edges will be cut off, or otherwise the horizontal lines (wooden pattern) won't fit with the frame :(.
Do you know how much will be cut off? Or what is the default size/scale of the minimap picture? If I knew that, I possibly could calculate the required size of the image and the frame.
Now that I finally succeeded with setting up a custom minimap background image, I've got some annoying issues with scaling.
What I want:
I've got one Minimap.tga background image (see picture below on the left!). This will be my ingame Minimap (already works).
Now I want the background image (see picture below on the right) to perfectly fit around the minimap.tga.
It works perfectly in Photoshop, but ingame there is some weird scaling of the minimap, so the borders of the minimap picture don't fit the borders of the right picture (added with dialogs).
what I already tried:
Minimap.tga in resolutions of 256x256, 291x286, 395x327 in combination with various resolutions in the Minimap-Layout-File.
Someone got an idea or somebody knows how the minimap scaling works in general?
I want to replace the minimaps background image. Like I paint the terrain, but normal minimap functionality is still given. Means, there is a background layer with my custom picture replacing the actual terrain. Units and other stuff, that usually appear on the minimap, will still appear on the new image.
I already managed it once (by accident), but don't have a clue how.
I only remember, that I somehow managed to overwrite the Minimap.tga, which seems to be impossible for me now :(!
@grenegg: You're right. I just was looking at the wrong place with the mpq-editor -thanks :)!
I've got some minor issue here. Some time ago I was (accidently) able to overwrite the Minimap.tga in my map, so the ingame minimap would show a custom background image. Now that I really could use it, I forgot how to overwrite the default minimap image. Everytime I change the name of my custom image to minimap.tga I get the message: "don't do that, that name is reserved!".
i am trying to create some custom ui stuff for my map and i would like to ask some things..
@DogmaiSEA
basically it is creating an invisible dialog and attaching images to it, right?
how does that work with different resolutions? you encountered any problems? i mean that basic border at the top and bottom (like between the minimap and the ability bar) - that screenshot is 2.560px × 1.440px but what if the user plays 800x600 (may happen due to whatever reason..) on slightly lower resolutions they just overlap and noone would notice i guess, but then soon the ability bar would go right into the minimap i think..?
what about removing the original interface...?
thats the basic thing to do if you're creating an custom ui, but i dont even know how to do that.. i dont think it is just hiding the UI while using the trigger to hide it..
would be nice if you could answer these questions for me.
Sorry for reactivating this old thread, but this question is of great interest for me right now.
I'd be very happy, if Dogmai would tell us something about it :).
0
Thanks alot. Will try that out :)!
0
With how many people are you testing the maps?
0
@TheAlmaity: Go
Thanks alot for your fast help. You saved my day ;)!
0
@TheAlmaity: Go @DrSuperEvil: Go @qwertziopuy: Go
Thank you guys. Your answers made some questionmarks disappear. Now that my only option is a workaround, I'd like to ask you for your opinion on how to achieve the best results.
What I need:
For my escape-like map I need 4 textures.
Since It's not me who creates the escapes, but the ingame players ("builders"), it's essential to be able to change all four of the textures.
How I'm currently thinkin of solving the problem:
Is that realistic or did I overlook something?
And how does that flat texture thing work after all :/?
0
Hello everyone,
my problem: it's essential for my map to change terrain ingame. I already read, that it needs workarounds to do so. Now I have some questions on these workarounds:
1. Is there a way to have multiple kinds of creeps? Like every creep has another texture? 2. how do i fit the creep to be exactly 1x1 cell large?
I'd appreciate any help here. If I don't find a solution, my map is history :(.
Thanks in advance -
TheuSs
0
Nice work! Thanks alot for that! Still, someone knows how to remove these annoying text shadows? Seems like every text style throws shadows and I can't find a way to remove them :(.
Thanks in advance -
TheuSs
0
@Helral: Go
Alright - trial and error it is ;)! If I come up with something useful, I will paste the results in here...
EDIT: Finally I succeeded: Save the minimap as 236x228. minimap gets scaled to 291x286 ingame, so make the gap in the frame also 291x286 and it should fit perfectly ;).
0
@Helral: Go
Hi Helral,
thanks for your answer! It is damn good to know how to fit the minimap in size and therefore solves some part of my problem. The only problem with that method is, that if I'm cutting off edges, the minimap will fit in size but not in pattern. Take my example picture. Assuming I make the minimap picture larger, I would have to know how much of the edges will be cut off, or otherwise the horizontal lines (wooden pattern) won't fit with the frame :(.
Do you know how much will be cut off? Or what is the default size/scale of the minimap picture? If I knew that, I possibly could calculate the required size of the image and the frame.
Greetings and thanks again -
TheusS
0
Hello everyone,
Now that I finally succeeded with setting up a custom minimap background image, I've got some annoying issues with scaling. What I want:
I've got one Minimap.tga background image (see picture below on the left!). This will be my ingame Minimap (already works). Now I want the background image (see picture below on the right) to perfectly fit around the minimap.tga.
It works perfectly in Photoshop, but ingame there is some weird scaling of the minimap, so the borders of the minimap picture don't fit the borders of the right picture (added with dialogs).
what I already tried: Minimap.tga in resolutions of 256x256, 291x286, 395x327 in combination with various resolutions in the Minimap-Layout-File.
Someone got an idea or somebody knows how the minimap scaling works in general?
TheuSs
0
@Helral: Go
I want to replace the minimaps background image. Like I paint the terrain, but normal minimap functionality is still given. Means, there is a background layer with my custom picture replacing the actual terrain. Units and other stuff, that usually appear on the minimap, will still appear on the new image.
I already managed it once (by accident), but don't have a clue how. I only remember, that I somehow managed to overwrite the Minimap.tga, which seems to be impossible for me now :(!
@grenegg: You're right. I just was looking at the wrong place with the mpq-editor -thanks :)!
0
Hello everyone,
I've got some minor issue here. Some time ago I was (accidently) able to overwrite the Minimap.tga in my map, so the ingame minimap would show a custom background image. Now that I really could use it, I forgot how to overwrite the default minimap image. Everytime I change the name of my custom image to minimap.tga I get the message: "don't do that, that name is reserved!".
Someone got an idea?
Thanks in advance -
TheuSs
0
@o3210: Go
Thanks. You're totally right. It just fixed itself after several restarts xD.
Everyday another surprise powered by Galaxy.
0
Sorry for reactivating this old thread, but this question is of great interest for me right now. I'd be very happy, if Dogmai would tell us something about it :).
0
Hello everyone,
i've got the following issue:
Anyone knows how to solve this issue?
Thanks in advance -
TheuSs
0
@xSun: Go
The trick is: < <youtube XXXXXXXX >>
The xxes is the youtube code in your adress bar after the "=".