I added a turret to a building but I'm getting a weird actor error sometimes. The turret duplicates itself and a frozen copy of the turret stays behind.
It onlyhappens when the turret's target is killed by an allied unit. If it's not firing, or if it's fighting a battle all on it's own, it's fine.
When I lift up the building, the problem fixes itself either upon liftoff or when the structure lands. Very weird, but I am not so much an expert at turret attachment. Here's what the duplicate turret looks like. 1 Rotating, firing, and acquiring targets normally, the other frozen in place and bugged out.
Lifted off, frozen artifact of actor sometimes remains.
Looks awesome though. Creative departure from the "steam and iron" theme that Terran is typically portrayed. This is one of the only times I've seen the "futuristic city" idea done really right. I was also waiting for someone to put the newest urban doodads to really artistic use, I am planning something similar for a mission in my campaign.
That's convenient. How do you make sure that your trees are actually coded in as trees though, so it works? I assume you had to make unique tree units from scratch and just used the tree .m3 model for them?
Not sure if this would work if you are using other types of invulnerable units, but there is a flag on a weapon to allow it to attack invulnerable and you can make the trees invulnerable.
Unit works fine, except his hitbox is too big. And by that I mean you can click way far away from him and it still picks up as clicking him. Is there a way to edit this in editor? Or does the model need to be modified by 3rd party program? Note I'm not talking about selection circle, that part is fine.
This looks awesome! I don't know what I would change. Maybe just the outskirts yet because you haven't gotten to them yet. Would like to see some in-game angles to see how the map handles obstruction from buildings.
Go into the Data editor and look at the Models type. Search "portrait" and every unit portrait in the game should come up. Now within each entry is the "(Basic) Art: Image" field that points to a .dds file type image. Just replace each of these with your custom art and you're set.
There's also the matter of forcing the portraits to be static instead of 3D models as a player option. I know it does that automatically on some graphical presets but don't know off the top of my head how to force it on. Maybe someone else can chime in but that's a start :)
If you just wanna use static unanimated portraits that changes everything. I belirve there is a data field just for that. That difficulty is about a 2. Hardest part will be making the portraits look good because of the size difference. Sc:r portraits are much more square so will look pretty wonky or cutoff unless you're decent at Photoshop.
Hey man I saw your post on reddit! Let me also welcome you to mapster.
Maybe you could also share a little more about what you're trying to do in your project? Like make a custom campaign or something along those lines?
As far as giving you a number of difficulty, I would put it at about a 9. I've been making maps/campaigns for about 4 years, I'm definitely no super programming badass but this is over my head. You'd have to not only learn the map editor (which itself has a learning curve that scares almost everyone off) but also some 3D editing software (like 3DS MAX I'd guess, I don't know much about it but work with people who do) and re-render/transfer the art into a new file format and size in order to make it work. So you'd probably also have to be a pretty decent 3D artist and have good knowledge of how different 3D softwares work to make any sort of progress. Also note that the portraits in remastered are different dimensions than SC2, so there's even more tinkering on your part.
So you're looking at learning at least 2-3 different pieces of 3D design software (probably about $200 each if bought) and that's before you even start learning about making portraits work in game. And this is really more of a "polish" than a true game idea; if you did this, I would bet a huge number of your players wouldn't even notice. The Sc2 portraits really aren't bad, and in many cases are pretty similar to the SC:R portraits to begin with.
But don't let us scare you off, if you're really enthused about this I love it. The only reason any of us are here is that we are unhealthily passionate about using the clunky old editor. Shoot me a PM and I can connect you with some of my artist friends.
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I added a turret to a building but I'm getting a weird actor error sometimes. The turret duplicates itself and a frozen copy of the turret stays behind.
It only happens when the turret's target is killed by an allied unit. If it's not firing, or if it's fighting a battle all on it's own, it's fine.
When I lift up the building, the problem fixes itself either upon liftoff or when the structure lands. Very weird, but I am not so much an expert at turret attachment. Here's what the duplicate turret looks like. 1 Rotating, firing, and acquiring targets normally, the other frozen in place and bugged out.
Lifted off, frozen artifact of actor sometimes remains.
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What kind of map is this for? RPG?
Looks awesome though. Creative departure from the "steam and iron" theme that Terran is typically portrayed. This is one of the only times I've seen the "futuristic city" idea done really right. I was also waiting for someone to put the newest urban doodads to really artistic use, I am planning something similar for a mission in my campaign.
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That's convenient. How do you make sure that your trees are actually coded in as trees though, so it works? I assume you had to make unique tree units from scratch and just used the tree .m3 model for them?
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Not sure if this would work if you are using other types of invulnerable units, but there is a flag on a weapon to allow it to attack invulnerable and you can make the trees invulnerable.
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Thank you very much, can't wait to try this. Workarounds are never ideal but this one seems relatively painless.
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I'm using a custom downloaded model off the assets section (this one: https://www.sc2mapster.com/projects/taylor-mouses-stuff/images, Executor Slamus).
Unit works fine, except his hitbox is too big. And by that I mean you can click way far away from him and it still picks up as clicking him. Is there a way to edit this in editor? Or does the model need to be modified by 3rd party program? Note I'm not talking about selection circle, that part is fine.
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This looks awesome! I don't know what I would change. Maybe just the outskirts yet because you haven't gotten to them yet. Would like to see some in-game angles to see how the map handles obstruction from buildings.
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Some stuff from my newest project:
Mountains near town
Protoss city and base
Zerg cluster on Protoss planet
Temple (interior)
All will be part of the LifeForce campaign. Love feedback/constructive criticism as well.
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In reply to XCraftin4K:
There's also the matter of forcing the portraits to be static instead of 3D models as a player option. I know it does that automatically on some graphical presets but don't know off the top of my head how to force it on. Maybe someone else can chime in but that's a start :)
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In reply to XCraftin4K:
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No you can't open one games maps with the other game, they are totally different engines and don't play with each other at all. Sorry.
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In reply to XCraftin4K:
As far as giving you a number of difficulty, I would put it at about a 9. I've been making maps/campaigns for about 4 years, I'm definitely no super programming badass but this is over my head. You'd have to not only learn the map editor (which itself has a learning curve that scares almost everyone off) but also some 3D editing software (like 3DS MAX I'd guess, I don't know much about it but work with people who do) and re-render/transfer the art into a new file format and size in order to make it work. So you'd probably also have to be a pretty decent 3D artist and have good knowledge of how different 3D softwares work to make any sort of progress. Also note that the portraits in remastered are different dimensions than SC2, so there's even more tinkering on your part.
So you're looking at learning at least 2-3 different pieces of 3D design software (probably about $200 each if bought) and that's before you even start learning about making portraits work in game. And this is really more of a "polish" than a true game idea; if you did this, I would bet a huge number of your players wouldn't even notice. The Sc2 portraits really aren't bad, and in many cases are pretty similar to the SC:R portraits to begin with.
But don't let us scare you off, if you're really enthused about this I love it. The only reason any of us are here is that we are unhealthily passionate about using the clunky old editor. Shoot me a PM and I can connect you with some of my artist friends.
0.964285714285714
I'll send out next emails tomorrow :)
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what bugs?
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what's wrong with it now? Balance issue or bug?