• 0

    posted a message on Loading Screen Image

    Hmm, are you certain you can't set it to custom? It doesn't seem like that option is greyed out on your screenshot.

    Edit: Ah, you want to replace the minimap, not remove it?

    I think you need to import your image to the map and use either the data editor or put your image info in a certain location path within the import folder.

    I can't help you right now since I'm not in front of my computer. Will try to find an solution later, if no one else will pick this up

    Posted in: Miscellaneous Development
  • 0

    posted a message on [singleplayer campaign] Herakles

    Very nice, i'll be following this. I like the menues, seem like a interesting concept.

    Posted in: Project Workplace
  • 0

    posted a message on How to create an invisible bridge thats visible in editor

    I'm using the 3x3 unbuildable bricks doodad as a template to an invisible bridge. By now I have just hidden the doodad with a trigger during the game but I wonder if it is a way to make it invisible without having to use triggers. I would also like it to be visible in the editor while I'm tuning the doodad to see which height it is in relation to the other doodads that make up the bride or floating island or whatever.

    Basicly I want a 3x3 bricks doodad that is visible in editor mode but is hidden during the game and while in game mode in the editor. I think it can be done since birds/weather doodads change from being an arrow in editor mode and to the bird/weather model/animation in game mode while in the editor.

    I've tried to look in the data editor under actors but I've had no luck. I tried to put the brick model as the editor model and removing the main model. But while it did become invisible in game mode and visible in editor mode, the doodad lost it's footprint properties and didn't elevate units no more.

    Any help would be appreciated. :)

    Posted in: Data
  • 0

    posted a message on Aureolin Eclipse (Single-player campaign)

    Awesome terrain as always. Can't wait to play this :)

    Posted in: Map Feedback
  • 0

    posted a message on Orion: Ground Zero

    Btw, why not make more maps based on this concept?

    You don't have to reinvent the concept. Just copy the map with all the triggerwork and custom data and instead rework the terrain and base placement and attack waves :)

    I think this is a nifty concept and would like to see those new factions in more maps. Perhaps three maps, one jungle, one desert and one iceworld :D

    Posted in: Map Feedback
  • 0

    posted a message on [HELP] Creating a walkable Doodad which reaches outward a cliff.

    Is there a way to make 3x3 bricks visible in the editor but invisible in the game without triggers?

    It's hard to adjust height while invisible in the editor.

    Posted in: Data
  • 0

    posted a message on [HELP] Creating a walkable Doodad which reaches outward a cliff.

    I usually use hots bricks 3x3

    You can raise height with it and unlike other doodads units standing on it will follow the doodad height.

    You can increase the doodads size. I oftenok position it on the terrain/doodad i want to appear walkable then in game i hide it with av hide doodad type trigger.

    Posted in: Data
  • 0

    posted a message on Happy Holidays Mapster!

    This'll be the best Christmas ever!

    Now's the season to be jolly. Lala lala la, la la la la.

    I will have a family Christmas and then leave town to visit friends on new years eve. Work doesn't start up again until January 19 so I will have tremendous amount of free time. So no excuses now, must.. finish.. maps..

    Happy Christmas everyone!

    Posted in: General Chat
  • 0

    posted a message on Orion: Ground Zero

    Watched some minutes of the video. Nice job!

    I have some immediate thoughts about the minimap ping and control points from what I watched in the video.

    I really like the yellow circle pulse happening to the units in the control point field. I was just thinking of fixed yellow circle when we discussed this but the pulse works so much better.

    Did you try to have all the units have one pulse at the same time? Meaning that the pulse was not happening for a random unit at a time but that all the units in a control point field would have a pulse simultaneously? I'm thorn between thinking that this would be cool to thinking that it might be distracting. Perhaps a pulse every 2-3 seconds.

    I like yellow circles and pings on the minimap. I think the minimap pings perhaps are a bit too large. They might be less intruding on the minimap if you scaled them down to 0.75, or perhaps even 0.5

    I hope to try this out during christmas :)

    Posted in: Map Feedback
  • 0

    posted a message on Weekly Terraining Exercise #186: Autumn

    From a map I'm working on.

    Posted in: Terrain
  • 0

    posted a message on Terrain bug?

    The bug was still there last time i tested. I have not been able to fix it.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Terrain bug?

    I have had that same bug before. I'll upload my map to.

    Whatever is causing the bug is in both these maps. Perhaps that can help us figure out what's going on.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Terrain bug?

    I downloaded the map and it shows the same bug for me to so it's the map and not your system.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Orion: Ground Zero
    Quote from StealthToast: Go

    Heh, I have a tendency of writing too much in tooltips :P Should rework on them, especially since I'll be adding new upgrades so there'll be new ones.

    I don't think it's overexplained, it was just the newness of it all :)

    Quote from StealthToast: Go

    I like the minimap ping idea, should help save up time, since you can hover over it to see what control point is active instead of trying to find it in the world. As for the visual effect, how about a circle similar to Sensor Towers/artillery units to indicate the radius of the point and/or a yellow circle beneath units when they're affected by it? (or a green/red circle, for positive/negative effects)

    Circles beneath unit can work very well.

    I was thinking of a Sensor Tower like circle that can be seen thought the fog and that would be faint when player units were absent but glowed up a little when player units enter the field. Perhaps the entire field becomes visible if the player controls units in it as well.

    Quote from StealthToast: Go

    Also, did you find it too easy or too hard on casual? I've been told easy difficulties are too hard and hard ones are too easy, but most of that was before I changed them.

    Well, since I had spent so much time ogling new units and upgrades the first attack waves came as a surprise so I used terribleterribledamage some times at the start. That kinda messes up the entire difficulty aspect of the game but perhaps the first attack waves can be more forgiving on easy difficulty since I am just getting used to the new rules and stuff.

    Then again, I was reeaally unprepared. I think I started high tier buildings to early instead of building a proper defense. Most people would do much better then me there.

    I can try to make some proper playthroughts later.

    Posted in: Map Feedback
  • 0

    posted a message on Weekly Terraining Exercise #184: Wastelands

    @wargirlwargirl: Go

    Two first screens look more wasteland like, but I find the other's a bit more appealing. I like this level of detail in a map, it is convincing and it has a clear path/room for unit movement between the clusters of doodads. Which type of maps are you making?

    I think a closer camera would work better for a showcase, if only just to hide the black background.

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