Has anybody had a measure of success with the AI editor? All I can get it to do is build 4 units. In the meantime, all my trigger-based AI works just fine in the same scenario.
I've had something like this before. Mess around with cliffs (each playable area needs to be isolated), base height for the map, and pathing. Anytime a unit walks on an area that he isn't allowed to get to, this shit happens. It didn't fully fix my problem, but it made it manageable.
If all else fails, go into hardcore debugging mode. Make a copy of your map and start getting rid of vital chunks: all data, all triggers, and then all terrain last. Worst case scenario you'll have to transfer all your stuff to an unbugged map. =/
Tried to work on the cliffs the most. But again, really wish I knew how the texture wrapped exactly beyond trial & error. Doodads are a no-win scenario at this point, but I've changed some of them up. I'll give everything else one last pass after this. Don't plan on putting too much time into this though since the protoss installation in HoTS is right around the corner and will kick the crap out of this one. :P
The overall layout is good, but the textures applied to cliffs, obelisks and other models didn't fit. It clearly looks like they dont belong there. Maybe could use some custom textures to do the job.
Yeah I was afraid of that. Was trying to be economical with the texture filesize & development time by just using textureselectbyid. I'm already using a custom texture for the cliff, so that's next on the agenda. Wish I had modeling skills so I knew how the cliffs actually worked, but still.
These look great! I'll give you some pointers on perfecting it though.
First, make the terrain a bit more detailed it looks slightly blurry. If you're familiar with photoshop use the sharpen tool ever so slightly for desired effect. Also remove the bits of snow on the dirt and grass. Starcraft 2 is more about mixing terrain unlike SC1 so when you have mixed textures of snow and then super detailed bits of snow it looks off.
Second you need normal maps. You can get a normal map converter and then in the channels (Red, Green, Blue and alpha) copy paste the red to the alpha and paint it all straight white. Then paint the blue channel straight black and you have your normal maps. This should help with the light dark issue.
Third, find a way to line up the installation terrain with the cliffs. I couldn't figure out a good way which is why I didn't add any but maybe you can.
Fourth, your doing an excellent job keep it up.
Thanks man. I added normal maps at first and it looked exactly the same to me in-game. And for some reason the game and the editor both crash when I add a normal map to the cliff itself. I had to remove the normal map with an MPQ editor just to get the editor to open the map back up again.
And I have no idea why the platform cliff texture is so blurry honestly, especially when the natural cliff looks so much sharper by comparison. The texture itself is very detailed but in-game it just turns out like monkey poo.
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Does the "weapon: allowed movement" field do anything?
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Here is the map file: http://www.sc2mapster.com/assets/gradiuss-protoss-installation/
and final version:
Thanks for the feedback everyone.
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Has anybody had a measure of success with the AI editor? All I can get it to do is build 4 units. In the meantime, all my trigger-based AI works just fine in the same scenario.
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Does this still work for everybody else?
EDIT: Never mind, still works for me. Just have to put the texture name all into the prefix.
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This patch is awesome. The AI editor is exactly what I needed for my campaign.
I hate how the install optimization or whatever deletes all the mods from your folder though. Nearly lost all my work. -_-
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No idea. Perhaps low-poly deaths don't work in higher gfx settings, or maybe you'd have to create a new actor for it and then try it.
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I've had something like this before. Mess around with cliffs (each playable area needs to be isolated), base height for the map, and pathing. Anytime a unit walks on an area that he isn't allowed to get to, this shit happens. It didn't fully fix my problem, but it made it manageable.
If all else fails, go into hardcore debugging mode. Make a copy of your map and start getting rid of vital chunks: all data, all triggers, and then all terrain last. Worst case scenario you'll have to transfer all your stuff to an unbugged map. =/
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That's a unit death. Use BloodSplats.
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@JimyStyles: Go
Yeah, with triggers you can just use the "create model at point" trigger.
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Alright, here's try #3. Hardwood floors seem to be the biggest issue, so I need to decide which texture to use:
One: http://sclegacy.com/_staff/gradius/protossinstallation3.jpg
Two: http://sclegacy.com/_staff/gradius/protossinstallation3.2.jpg
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Well here's round 2:
Tried to work on the cliffs the most. But again, really wish I knew how the texture wrapped exactly beyond trial & error. Doodads are a no-win scenario at this point, but I've changed some of them up. I'll give everything else one last pass after this. Don't plan on putting too much time into this though since the protoss installation in HoTS is right around the corner and will kick the crap out of this one. :P
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Protoss treasure chests! :P
http://sclegacy.com/_staff/gradius/treasurechests.jpg
Yeah I was afraid of that. Was trying to be economical with the texture filesize & development time by just using textureselectbyid. I'm already using a custom texture for the cliff, so that's next on the agenda. Wish I had modeling skills so I knew how the cliffs actually worked, but still.
When it's finished! ;D
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http://www.sc2mapster.com/assets/gradiuss-protoss-installation/
The upper level is meant to represent the guts/machinery of a protoss structure and not actually be playable.
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Thanks man. I added normal maps at first and it looked exactly the same to me in-game. And for some reason the game and the editor both crash when I add a normal map to the cliff itself. I had to remove the normal map with an MPQ editor just to get the editor to open the map back up again.
And I have no idea why the platform cliff texture is so blurry honestly, especially when the natural cliff looks so much sharper by comparison. The texture itself is very detailed but in-game it just turns out like monkey poo.
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Inspired by GhostNova's Brood War terrain, I decided to take a hand at porting some of the textures from SC1 to SC2.
It looks a bit weird, but hopefully somebody will find some use for it.
Link: http://www.sc2mapster.com/assets/scbw-ice-tileset-port/