An early playable version is being tested. Alas, more work need to be done before some kind of release. Give me a tell if you want to test and offer feedback.
More progress estimated done around soon.... ish.,
The editor will also overwrite the minimap image every time you make changes to the map, so you must repeat this as the very last action before saving. Every time!
What you need is to scale your image to fit as a minimap and make it a tga file. Then you must name the file MinimapB.tga
Just import the image to your map and when it is imported you must rename it Minimap.tga.
Then save. The Minimap.tga file will disappear from the imported file list, but it will show up when you load the map.
(your image can not be imported if it's called Minimap.tga, the editor won't allow it. So you must first name it something else, like MinimapB.tga, then rename it while in the file import manager)
I'll upload my test map and the tga file I used so you can tinker with them if you need to.
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
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.
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
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.
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..
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
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@DudkiSC2: Go
Very much appreciated :D
I've sent you a PM
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Peekaboo
Not entirely dead yet. :)
An early playable version is being tested. Alas, more work need to be done before some kind of release. Give me a tell if you want to test and offer feedback.
More progress estimated done around soon.... ish.,
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Hmm, that would be much harder.
I'll look around but I think someone else will have to help you. I reckon it would require some moving around the UI somehow.
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The editor will also overwrite the minimap image every time you make changes to the map, so you must repeat this as the very last action before saving. Every time!
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I managed to do this
But that also means you'll be stuck with this
What you need is to scale your image to fit as a minimap and make it a tga file. Then you must name the file MinimapB.tga
Just import the image to your map and when it is imported you must rename it Minimap.tga. Then save. The Minimap.tga file will disappear from the imported file list, but it will show up when you load the map.
(your image can not be imported if it's called Minimap.tga, the editor won't allow it. So you must first name it something else, like MinimapB.tga, then rename it while in the file import manager)
I'll upload my test map and the tga file I used so you can tinker with them if you need to.
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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
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Very nice, i'll be following this. I like the menues, seem like a interesting concept.
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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. :)
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Awesome terrain as always. Can't wait to play this :)
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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
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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.
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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.
0
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!
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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 :)
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From a map I'm working on.