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    posted a message on Button frames for uploaded command card art

    @Zolstice: Go

    I added an alpha level, now when I try to save it as a .dds, it says "Alpha information will be lost"

    WTF!

    Posted in: Data
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    posted a message on Button frames for uploaded command card art

    Whenever I try to use my own custom buttons based on artwork I import into the editor, when I view them in-game they lack the race-specific border that all command card buttons naturally have (zerg = orange, terrran = green). My buttons therefore look out of place and like they don't belong in the game. The uploaded .dds picture appears in the command card exactly how I built it in photoshop (which is bad). Sorry I can't post a screenshot, all my screenshot I try to take of sc2 end up all black.

    I tried cutting 4 pixels off of every edge (like the Blizzard-made buttons) and tried a variety of colors as backgrounds and no luck: my ability buttons still look like crap.

    What's the way around this?

    Posted in: Data
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    posted a message on Fitting graphics for custom buttons

    @TheAlmaity: Go

    I've tried a few different screenshot programs but they work with SC2. Will definitely try just deleting outside corners from the .dds file.

    Posted in: UI Development
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    posted a message on Fitting graphics for custom buttons

    @Helral: Go

    It's not a matter of stretching or dimensions. I am making my custom buttons using photoshop to convert them to .dds files so they are the perfect size. they just bleed all over the frame and don't look right alongside the other buttons.

    Note how this picture "looks" like a SC2 button, not just a picture. it has that green-frame stuff. See what I mean?

    You kind of lost me, I'm not sure what border/endcap/normal are and I can't understand that Wiki article about texturing.

    Posted in: UI Development
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    posted a message on Fitting graphics for custom buttons

    I am working around with implementing some custom abilities for skills, but can't seem to get the buttons to look just right. they bleed over the entire area of the button instead in an unattractive way, if you've ever tried to make your own buttons you know what I mean. What's the best way to make them look like they are uniform with the other Bliz-made buttons?

    Posted in: UI Development
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    posted a message on See-through floors with doodads beneath

    ah thank you guys very much

    Posted in: Terrain
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    posted a message on See-through floors with doodads beneath

    I'm going through some WoL campaign maps to check out the doodads and there's one thing I'm seeing consistently that I'm unsure how to do: placing a grating or glass floor with some kind of cool doodad visible beneath. Examples would be "valhalla glass floor" on THorner03, the Odin mission, right at the beginning of the stage when Tychus is under your control. I can select and create the under-effect, but don't know how to create the cool floor glass and I can't even seem to select it on any layer. help?

    Posted in: Terrain
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    posted a message on Viewing models in the editor

    Is there a way to do this? I'm trying to get acquainted with all the models but there's got to be an easier way than implementing every single one into a map to see what it is in-game... especially because many of them aren't very descriptive of what they look like.

    Posted in: Data
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    posted a message on So... what are mods?

    @Deadzergling: Go

    So, my guess is correct as to what mods actually are?

    Posted in: Data
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    posted a message on So... what are mods?

    I can't seem to find a really basic tutorial but it seems from reading semi-related articles that they are sets of data, separate from an individual map, that I can apply to many maps. For example, I can make a mod that gives marines 50 damage, giving each map where this mod is implemented this effect. Is this correct?

    How do I go about making, saving, and activating mods? If there's a tutorial plz point me in the right place. Thanks

    Posted in: Data
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    posted a message on Newbie Wednesday- Ask Questions!

    For the show on Feb 1:

    How do you make abilities that reference hero stats to determine their effectiveness? IE, say an ability does 10 x Hero's Strength attribute.

    Posted in: General Chat
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    posted a message on Calldown MULE: can you have 2 different units in one calldown?

    @CoolWhip125698: Go

    I know this is the "Data" forum, but you could use a trigger that calls a drop pod in addition to whatever you have going on in the ability. Dunno, that's just the first thing that came to mind and I know it would be an easy fix.

    Posted in: Data
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    posted a message on question on leveling up heroes' damage

    I understand how to increase a unit's damage "hero-style" through experience levels using a veterancy behavior and "stats" behaviors (like attack damage, shields, ect that increase based on experience). I'm wondering if it is possible to increase damage for a unit for a specific Armor type, like making a unit do 10 extra damage to light armor upon leveling up.

    This way a hero firebat's extra damage vs. light would scale appropriately as damage on the unit increases with levels.

    Posted in: Data
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    posted a message on What are dummys and squibs?

    @LankyTank: Go

    squibs refer to the type of classification a unit has in reference to it taking damage. for example, a flesh "squib" will make a squirty, low "thup!" sound when hit by bullets, like the sound one might hear when a bullet actually enters the skin. Metal squibs are like ricochets and are more like "ting!" and.... well you get it.

    and yeah nerfpl is 100% right, a dummy is something used when executing abilities via triggers. you need the actual parts that make the actions actually happen as well as a dummy working behind the scenes to make it possible. for a more in-depth explanation, watch the most recently posted video:

    http://www.livestream.com/sc2streamster/video?clipId=pla_edefa4a6-c251-4ca7-8327-3f812f5db892&utm_source=lslibrary&utm_medium=ui-thumb

    and start at 51:00. He first starts to go into dummy abilities at 51:40.

    Posted in: Data
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    posted a message on Newbie Wednesday- Ask Questions!

    What are the pros and cons for making abilities work through triggers as opposed to the data editor? Could you make an ability that works like WC3 "War Stomp" (AoE damage around caster and slows enemies' movement speed) each way (if you have time?) I'm more comfortable with triggers but it seems that data is more precise and objectively more straightforward.

    Posted in: General Chat
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