Convert the screenshots to the .dds format with Aorta.
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Forge_User_24010345 posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?Posted in: Artist Tavern -
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DrSuperEvilGamepedia posted a message on A number of questions about Trigger related issuesPosted in: TriggersYou need to modify the ResourcePanel frame used by the GameUI layout like done for the inventory ability in the tutorial on the wiki (https://sc2mapster.gamepedia.com/Tutorials/Fixing_inventory_buttons) and then hookup the Image frames under the ResourcePanel layout ResourceFrame frame that is part of the GameUI layout.
My brother made a demo map: https://www.sc2mapster.com/forums/development/data/158163-how-to-change-resource-icon#7
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Talv_ posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?Posted in: Artist TavernWhen you're saying you're uploading them, you mean uploading to Battle.net, right? As screenshots for arcade section?
Actually that would explain something.. because I did notice such nothing for some other random arcade map.Anyway, it's most likely a flaw in the way Blizzard is processing TGA files. Possibly your TGA images have embedded color map which SC2 can't handle. Or what's more likely it just strips the header that included the color map, without adjusting the image. What in the end may give such effect.
Your options are:
- use TGA without embedded color map
- or simply use JPGs.. as they're better suited for this use-case anyway -
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: DataWorst case you could use XML for the morph directly.
Impossible the campaign function to launch other maps is single player only. The only work arounds are scaling stuff very small and having a large map with segments representing the different fields of play limited by the map bounds set by triggers like the bonus WOL mission or doing like Delphinium did and using triggers to completely rescuplt the terrain based on stored variables.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: DataYou mean have an Effect - Target ability that uses a placement footprint (Place Unit field) that orders the unit to the target point and then uses a Buff behaviour to use an Issue Order effect for the other ability when the Location Range validator returns true. There is also the Placement Location type of validator.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: DataWith hosting if the host is not implicit you need to specify an effect whose scope is used to act as a frame of reference for finding the actor (similar to the effect fields above the value fields for effects). With your beam for finding the actor to be hosted on for the impact and launch you have it set to actor find using the caster and target of an effect which you have not specified. Use the void ray attack beam as an example of how a simple beam should be set hosting wise.
It is specifically the spider mine model and not the widow mine.
I assume you are detecting the walk through a Unit Order Queue validator the unit having an order to use the Move ability which you are then using for your behaviour. Rather use actor creation for the application of the animation bracket. There is the Unit Movement Update actor event that you could use for a Status Set action that the term for the other actor event then validates.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data3. You are using a _Unit alias for the host of the launch site of your beam so unless your attached actors also have that alias it will default to the unit actor. You are also using scopes without an effect to act a reference.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data1. Town hall flag is able to be used by triggers for AI and for filter recognition. It was added after the penalty reveal. You want the Prevent Defeat, Prevent Destroy and Prevent Reveal flags.
2/3. Unfortunately I have never messed with sounds so my knowledge is limited. The Download flag means the sound asset is preloaded into the memory while Stream means the sound will be included if streaming.
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Kelthin posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Datai tried :shrug:, if you spawn the units with triggers, there is one that you can specify their facing while creating it.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data3. Under the Animation: Baselines - Animation Properties field you specify the walk animation and the Animation: Walk Animation Movement Speed field sets how fast. Remember the spider mine has a bugged animation unless you are using the fixed model downloaded from this site.
4. You set the rotation under the Create Unit effect (Set Facing flag) or the abilities used to create them. You can also use a Modify Unit effect to adjust the facing (eg. Make Caster Facing Target Point).
5. Under the Units data type the Behavior: Resource Drop Off field.
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Stuff like this is scary. Seems like this person had many dreams and passions that were shattered due to false promises and lack of simply basic real life resources. Although that being said. Working for Blizzard might not be as pleasant as it seems. They are likely to be very demanding of their workers. For me it would likely feel just like what it is: A job.