• 0.947232113952736

    posted a message on Best resource to learn more about C or Galaxy basic

    Unfortunately, even though I’m a senior software developer for a living, there’s one big flaw with SC2 editor, there is no official documentation.

     

    you'll find some extremely useful documentation here, but it’s 3rd party and is missing some definitions since the many thousands of editable data fields or actor events are documented here as “this doesn’t seem to do anything.”

     

    so that’s kind of how I have to learn things, there’s a ton of trial and error involved here, and you may need to take some of your own notes. Aside from that, this editor is pretty freakin powerful. Just wish the devs made some official documentation about the data fields and actor events/actions, there’s a ton of untapped potential with this editor.

    Posted in: General Chat
  • 0

    posted a message on Make unit actor sink into terrain?

    I have many models that don’t have death animations. Since these are structures, having them do an animation where their entire model simply sinks below the ground would be enough.

     

    But under Actor events, I can’t find anything that works that sets the actor model height to something like -5 over a 2 second blend. I can do things like have their opacity or tint color changed slowly over a blend transition, but for their actual height I can’t seem to find anything that actually has any effect.

     

    Actions like “Set Height”, “Set Position” or “Force Height” seem to do nothing, and force height seems to be the only option that allows for a blend transition.

     

    anyone know what event action I should be using?? I’d rather use events instead of spending hours creating the same effect on 3DS Max for every single building model I have.

     

    I’d prefer to use no triggers, I’m building an open source mod using purely data to make this easier to use for other people. Also I think triggers are a resource hog compared to the Actor/Event system which seems optimized for multi-core PCs.

    Posted in: Data
  • 0

    posted a message on Need suggestions for making Naval (Sea) units.

    its taking me awhile to find a way to create a type of ground unit mover that can only move and be built upon a unique type of pathing.

     

    Initially, I thought that i could create a Mover which accepts only standing on or moving across terrain with “Cliff Blocking” pathing applied to it, but looking into the Data editor, there appears to be no way to both, prevent moving across pathable terrain, nor is there a way to require the mover to be on “Cliff Blocking” pathing.

     

    One thing I thought would work was to check the “ignore no fly zones” flag for Fly movers, while Sea movers would technically be identical to Air movers except Sea movers would not be able to ignore no fly zones, thereby, only requiring no fly zones to be placed along coastlines and also putting “No Pathing” in any terrain with water to keep ground units out. But ignore no fly zones for movers seems to do nothing.

     

    I want this to work using just the data editor, and zero triggers. Does anyone have any suggestions on what I should try to have mods with Land Sea and Air units?

     

     

    Posted in: Data
  • 0

    posted a message on The M3 exporters are exporting blank models... plz help

    So I think I found out why Blizzard's official SC2 Art Tools were not properly exporting M3 models. The problem happens when I import whatever model into SC2 Map Editor, the model seems to appear just fine, however, no textures work at all.

     

    So after hours of banging my head, I found out why Blizzard's exporter fails, when opening the raw M3 model using Notepad, I discovered that the model exported by SC2 Art Tools is actually telling the SC2 editor to find my textures here:

     

    Z:\NETWORK\some_texture01.dds

    Z:\NETWORK\some_texture02.dds

     

    rather than here:

     

    assets\some_texture01.dds

    assets\some_texture02.dds

     

    EDIT: Looks like I was right. After clicking "Move Files" in my Starcraft II import manager, I moved my custom M2 textures to the directory: "Z:\Network" and after doing so, it finally worked!

    Posted in: Artist Tavern
  • 0

    posted a message on The M3 exporters are exporting blank models... plz help

    I can't for the life of me get the M3 exporter to work. 

     

    If I just make a plain box and make it an editable mesh, the M3 exporter will tell me that the export was successful, but when I import the M3 model into the editor, I will see nothing. The exported file appears to be only 4KB, so the M3 exporter is doing nothing but writing a blank 3D model file.

     

    On the other hand, I am having some luck with Blizzard's official SC2 Art tools. Using their art tools, I can export my building 3D models just fine. The problem with Blizzard's tools, is that I can't configure the texture paths in any way at all. So my 3D models from SC2 Art Tools will never work since they'll only be models without any textures. (There seems to be no way of checking the DDS texture path by examining the M3 models.)

     

    The models I want imported are extremely simple, I need to use them as buildings. So a simple script or tool that can convert my OBJ models into Starcraft's M3 format is the only thing I really want. I'm using the recommended version of 3DS Max 2011, and I can't find any online resources anywhere to get extra help.

     

    Is there a walkthrough anywhere for making a box with a material and importing it into SC2?

    Posted in: Artist Tavern
  • 0

    posted a message on How many are going Proffesional? Or are?
    Quote from Gradius12: Go

    I specifically chose not to go into a computer science career because I knew that after putting in a full shift of programming, the last thing I would want to do is come home and do it again as a "hobby".

    I love having the ability to combine the Liberal Arts with Computer Science. Idk I guess I'm just wired that way. You have to see yourself as an artist, not a science wiz, that's close to what Steve Job's vision of the world was.

    Plus, I can make insane multiplayer action games with 75% of the programming already done for me.

    Embed Removed: https://www.youtube.com/v/ate1pU516B4featureplayer_embedded?fs=1

    I would not have been able to make this from scratch very quickly. SC2 is an incredible engine to work off of, hope they have the premium maps feature soon.

    Posted in: General Chat
  • 0

    posted a message on How many are going Proffesional? Or are?

    I'm taking a Computer Science major, and I think my decision had a lot to do with all of Blizzard's editors going back to Starcraft 1. I won't be making maps professionally, but I'll always be making them passionately. It's like blizzard just hands you all these great tools to build yourself a world.

    Like Steve Jobs said, the personal computer revolution had everything to do with just computer hobbiest going to their home brew computer club to show off their projects. Jobs also said that these kind of people with these hobbys would have ended up being poets or artists had they been born a few centuries earlier.

    I think with that metaphor it's safe to say that everyone here on sc2mapster is an artist or poet. Coming here to the sc2mapster club to show off what we create in our spare time not because we want money and fame, but because we love modding and building worlds.

    Posted in: General Chat
  • 0

    posted a message on unit with 2 duplicate models on top each other, how do you fix this?

    @DrSuperEvil: Go

    I've actually found that the culprit to this is when I spawn a burrowed zergling or hydralisk or if I initially create some zerglings and hydralisks burrowed when the game starts. I don't have any trigger issues. Just my only problem is my initially burrowed units create a second duplicate model when it unburrows.

    Posted in: Triggers
  • 0

    posted a message on unit with 2 duplicate models on top each other, how do you fix this?

    My hydralisks and zerglings have 2 models for themselves instead of just 1. This only happens to them if they are spawned with triggers as Zergling (burrowed) or Hydralisk (burrowed). How could I fix this? or better yet how the hell do you even go about debugging / troubleshooting this issue?

    any suggestions on fixing this would be greatly appreciated!

    Posted in: Triggers
  • 0

    posted a message on Extracting Files From SC2Mod file?

    Is it dooable? I need the original dragoon model and I plan on using the one from the Ita Broodwar mod.

    Posted in: Art Assets
  • 0

    posted a message on [lotr'ish] The Invasion of Auir (inspired from Kerrigan's Demise)

    The Invasion of Auir

    Remember Kerrigan's Demise from Broodwar? I'm bringing that masterpiece back in a new form called The Invasion of Auir.

    If you're not familiar with Kerrigan's Demise another example is a Warcraft III map called PreLOTR: War of the Jewels. You own two or more capital buildings each of which that periodically spawn your military units depending on your Tech Level. Your tech level is advanced at one of your capital buildings, each new tech level makes your periodic spawn of military units more powerful. Each player has heroes that must be used wisely since they cannot be resurrected once they die. Heroes are extremely useful for assaulting the enemy base but you can really screw yourself over if your hero dies if you don't micro your assaults effectively. However you can also gain a massive advantage if the enemy accedently leaves one of his heroes in the open and you kill it.

    Setting

    This map will take place during the end of the Zerg campaign along with the entire Protoss campaign from vanilla Starcraft all assembled into a single multiplayer 4vs3vs3 epic battle royal packed with imported voice dialog from vanilla Starcraft. I loved the campaign for Starcraft and I really hope to bring it back in a fresh re imagined fashion with this game.

    Players And Teams

    This won't just be a simple battle of good vs evil, there will be 3 teams: Sons of Auir, Zerg Swarm, and the Allied Forces.

    Sons of Auir

    (4 Players)

    The Sons of Auir will consist of Aldaris, The Conclave, Fenix, and The Vanguard of Auir. This team will initially have the home field advantage but their larger team size is not static. Fenix and The Vanguard of Auir are loyal descendants of the templar cast, but if Aldaris and The Conclave fall than they will automatically join the Allied Forces (Raynor, Zeratul, and Tassadar). So the Zerg Swarm needs to plan out their invasion accordingly in order to not disrupt the civil policies of the Protoss homeworld. Aldaris and The Conclave are obligated by the Khala's law to destroy the blasphemous Dark Templar along with the traitor Tassadar. This way it is more accurate according to the campaign since Fenix stays on Aldaris's side but joins Tassadar later after realizing the gravity of the Zerg threat.

    The Vanguard of Auir player is subject to change to possibly Artanis instead, but once I have more time to read up more in depth with the lore I'll make the final decision at another time.

    Zerg Swarm

    (3 Players)

    The Zerg Swarm will be Kerrigan, The Overmind, and a Zerg Cerebrate(still haven't decided on what to name the cerebrate). The Overmind's primary goal will be to destroy the capital building of The Conclave and be made manifest in its place which will give the Overmind player a massive advantage by giving him or her another spawning point as well as a new and better hero that will replace the Overmind Birth Mother(brought to The Conclave ruins in order to birth The Overmind building). If the Overmind is born then The Sons of Auir will finally come to their senses and join the Allied Forces.

    Allied Forces

    (3 Players)

    The Allied Forces so far is my favorite team since they are the most diverse. They will be Tassadar, Zeratul, and Jim Raynor (they are the only team with a terran player.) Similar to the Protoss campaign, you can choose to attack The Conclave and Aldaris first in order to persuade Fenix and The Vanguard of Auir to join you.

    Overall Vision Of The Game

    So it's not EXACTLY accurate according to the Starcraft lore but I want the outcome of every game to be a different and more dynamic experience so the map itself won't go stale. You get the chance to revisit and rewrite the story in your own way.

    BETA Video

    So the video you're about to watch is played as Zeratul but with SHARED CONTROL turned on, I did this purely for testing purposes. In the real game you will only control one player and each player will have his/her own unique intro dialogue. Hope you like it:

    (SC2mapster admins are more than welcome to feature this on the news page of this website)

    I'm going to use this thread for updates on the status of this map and I'll leave a date and time indicator for every milestone or important update info on this map's status right here in this thread.

    I'm putting a lot of detail into every little doodad, trigger, dialog scene and unit in my spare time as I work on this map. In the next couple of weeks this map will have more details at CiniCraft.com on one of the left sidebars that say "coming soon". I've been working on this project for over a year now, I will not release this map until it is PERFECT. (I was obsessed with Kerrigan's Demise and I've been very dissappointed with the 'popular' custom maps for Starcraft II)

    Find Me CiniCraft On Battle.net:

    Join the channel "Philadelphia" on battle.net. I've been playing a lot of Starcraft II lately, you may also find me playing Diablo III! :D

    So that's all I can say about the map so far, tell me what you think about it from the video!

    (Updates on this map's status will go under this line in the future)

    Posted in: Project Workplace
  • 0

    posted a message on Need Help Setting Game Lobby Settings[forces]SOLVED

    Is there a link anywhere to a tutorial to help me set up the game lobby?

    I need the following set up for my map that has 3 teams: ___ Zerg Swarm: 3 players, Sons of Auir: 4 players, and Allied Forces: 3 players.

    I need to make it easy to pick your player and team in the lobby before the game starts. Any help would be very much appreciated!

    EDIT: Nevermind I found a link: http://www.sc2mapster.com/forums/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/

    Posted in: General Chat
  • 0

    posted a message on Ice Troll Tribes

    @cinicraft: Go

    I'd like to thank Sixen for posting my project on the sc2mapster homepage. It's an honor to be on the front page.

    Posted in: Project Workplace
  • 0

    posted a message on Ice Troll Tribes

    I'm trying to bring back this classic from Warcraft III. Ice Troll Tribes was always my favorite survival map just because of its perfect balance of difficulty. My goal of this project is to make you forget that you're playing Starcraft II.

    Official Website

    Above is the official website with all the info about the map. I hope to register a domain name for it soon, right now I want to see the interest of the community on my project.

    Posted in: Project Workplace
  • 0

    posted a message on Unit names keep going back to default...?

    Whenever I change the name of ANY unit on my map it just goes back to its default name, the maximum HP and shields doesnt go back to default but the names do! And if I created a unit object from scratch then the names go back to NOTHING so my unit names are their original names such as Zealot, Marine etc... and my custom units are (no name)s. This seems to be happening after I save the map.

    what the hell....

    Posted in: General Chat
  • To post a comment, please or register a new account.