Could you please elaborate what exactly is ugly? I can't see a difference to be honest, other than that the lighting makes the normal walls look darker.
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May 27, 2018Posted in: General Chat
You could try your luck with component files and git, but from my personal experience, it is better to just upload the mapfile with the newest changes somewhere like Google Drive, and your teammates download that version, and then they work on it and upload the newest version as well.
It's cumbersome, but it prevents all of the technical issues that can come up when working with component files.
In either case, communication is key. Any technical issues can be overcome if you talk to your teammates often.
May 24, 2018Posted in: Terrain
You're not the only one. I've noticed the lack of meshes myself and checked every option available in the editor, but to no avail.
It seems like Blizzard has broken something in a recent patch. I'm afraid there's nothing we can do but wait.
May 12, 2018azureguy2 posted a message on UED 3.0 MOD // United Earth Directorate new playable racePosted in: Project Workplace
The mod includes some recolored doodads (they were being showcased in a video as well). Just take a look at the models inside the mod, maybe you can find something fitting!
May 10, 2018azureguy2 posted a message on UED 3.0 MOD // United Earth Directorate new playable racePosted in: Project Workplace
oh ok...I guessing the battle.net one is not up yet?
and quick question...when I use the downloaded version I only see in the units tab the UED Valkyie. is this normalYes, that is normal. There is a trigger included in the mod you're meant to copy&paste into your map. That trigger changes the models of all your units and structures automatically, if you've selected UED as your race (under player settings, change it to UED).The Valkyrie unit doesn't exist in default StarCraft II, that's why extra unit and weapon data was created for it.
Apr 17, 2018azureguy2 posted a message on Tutorial • Converting World of Warcraft .DDS files into useable .PNG files (in bulk)Posted in: Tutorials
Nice tutorial! The question on how to create .dds files comes up once in a while, so this should help.
Alternatively, if someone can't use Photoshop for some reason, Aorta works well for batch-conversion as well. Be sure to disable "Generate Mipmaps" when using that program.
Mar 4, 2018Posted in: General Chat
There are two separate copy link commands when you right-click. "Copy Link Location" and "Copy Image Location". You have to select the latter if you want the image url.
Here's an example:
Feb 23, 2018Posted in: Terrain
It looks like you have a modfile open. You can't place units in a mod because there is no terrain. Modfiles cannot have terrain.
Open a normal mapfile, then you should be able to place/search for units again.
Feb 8, 2018Posted in: General Chat
The editor has been showing these "error but not really an error" messages ever since Heart of the Swarm. Usually it's a single button image missing, and now it's this layout thing.
Unless the message is red, you can ignore those messages. Blizzard eventually fixes these things, even if it takes forever.
Feb 7, 2018azureguy2 posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?Posted in: Artist Tavern
Convert the screenshots to the .dds format with Aorta.
Jan 31, 2018Posted in: Triggers
My guess is that your "next map" trigger is being used at the end of the map, when the victory condition is being met normally.
However, if you use the victory cheat, the game never runs the normal end triggers, and thus the "next map" trigger is never being used.
As a result, it still uses the old "next map" trigger command used somewhere in the existing, untouched triggers.
Create a new trigger that sets the next map when you type a message, like "test", and then use the victory cheat. That should fix it.
Dec 18, 2017Posted in: Miscellaneous Development
Use "Play Soundtrack" trigger, set Category to "Music" and Soundtrack ID to "Music_Silence". Make it default.
This will make the music channel mute, it works better than the literal "mute channel" trigger.
Then, play your custom sound, and assign it to the "Music" group. Now it will play, with the benefit that the player can adjust the volume in the options menu.
On a side note, if anyone has trouble figuring out how to make music loop: On the Sound entry, be sure to set the Loop Count to "-1", and on the Soundtrack entry, be sure the "Continuous" flag is set. (it's on by default if you create a new entry, but if you duplicated an existing one, this may not be the case)
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