I'm trying to find a way to blend Grass and Light Concrete... and Failing. I posted the ramps as a pic. I've been using Ground Props to blend textures that end abruptly. The look I'm going for is a concrete pathway that ramps up to a military style grass layout.
I spent a good couple hours tweaking and editing the lighting to get it to that solid mood for the map... Until I hit a wicked dead end in trying to get the dooads' lightning to becoming more pronounced or dynamic. (Sorry, I suck at lighting terminology). So, I created a Single Image depicting each stage of lighting in the Editor including my goal.
Notice in the Goal, the brighter lights are more dynamic, bringing out the hard detail in the Terrain. Every time I mess with the what seem would bring them out more end up making the Map brighter. I'm very satisfied with the Shadows and Midtones, but will sacrifice a little to get the brights to come out.
So, the real question, is this possible? Thanks in Advance!
I set the Pathing Footprint for a UNIT from 6x6 to (None) and Units still walk around it.. Even when it's dead. I altered the Fields: Pathing Footpring, Dead and Placement.
Is there a Field in the Editor that alters how long it takes for missiles, lasers, etc to reach its target? I modified a unit to have longer range, but the Weapon travel speed is ridiculously slow.
Okay, I scratched the Silo Nuke and had the Silos build the Nuke with the Standard Melee Nuke (Weapon - Nuke) and it works fine. The resources came back, but on the Ability Card I put -100/-100 and it builds free at a custom time without affecting the original Nuke Command Card for the Ghost Academy. I then created a Custom Requirement to allow only one Nuke at the Silo. Here's the thing. Everything works fine. Nuke launches hits kills builds finishes and caps at one. Only exception is. The nuke Count is 1 UNTIL the Nuke actually hits, unlike the original where the Nuke Counter would go to 0 at launch. Normally, I wouldn't care, BUT you can launch as many Nukes as you want as long as you have a Ghosts due to the fact that the Nuke Count is still > 0. Any Thoughts?
I Posted this on Battle.net as well, but looking for as much help as possible.
This is a little on the intermediate side. I'm workin' a custom AI map and another set of Nukes need to be created for this type of game. My Steps as follows:
- Duplicate UNIT 'Ghost Academy' as 'Nuke Silo'
- Duplicate ACTOR 'NukeSiloNova' as 'NukeSilo'
- ACTOR 'NukeSilo' TOKEN = UNIT 'Nuke Silo'
- /// Steps for adjusting art, size, rendering etc ///
- Duplicate UNIT 'Nuke' as 'Silo Nuke'
- Duplicate ACTOR 'Nuke' as 'SiloNuke'
- ACTOR 'SiloNuke' TOKEN = UNIT 'Silo Nuke'
- Duplicate ABILITY 'Ghost Academy - Arm Magazine (Nuke)' to 'Silo - Arm Magazine (Nuke)'
- Duplicate BUTTON 'Arm Silo with Nuke' to 'Arm Silo with Nuke (Silo)'
- ABILITY > Silo - Arm Magazine (Nuke) > Ability > Info > Ammo 01
- - REQUIREMENT : None
- - INFO > TIME : 10 (Down from 60)
- - INFO > UNIT : Silo Nuke
Now, everything works. The nukes build with no Factory or resource requirements. Ghost see the Nuke on their Command Card, but the requirement 'Build Nuke at Shadow Ops' still is displayed in red. I can't find this data on any of the cards. Much appreciation to whoever can guide me to the last step. Thanx in advance!
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Anyone know the race color codes? As in the colors that overlays the UI common buttons when you are that particular race:
Zerg: Tan..ish... something Terran: Tealish Protoss: Blueish
Preferably in AARRGGBB format. Many Thanks!
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@Mozared: Go @Telthalion: Go
Thanks guys, I tried some stuff out with advice from you and the other boards. It looks a lot better with your help!
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I was looking more for like... How the Terrain should blend as a whole : )
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I'm trying to find a way to blend Grass and Light Concrete... and Failing. I posted the ramps as a pic. I've been using Ground Props to blend textures that end abruptly. The look I'm going for is a concrete pathway that ramps up to a military style grass layout.
Pictures
Thanks in advance.
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I spent a good couple hours tweaking and editing the lighting to get it to that solid mood for the map... Until I hit a wicked dead end in trying to get the dooads' lightning to becoming more pronounced or dynamic. (Sorry, I suck at lighting terminology). So, I created a Single Image depicting each stage of lighting in the Editor including my goal.
Reference Shots
Notice in the Goal, the brighter lights are more dynamic, bringing out the hard detail in the Terrain. Every time I mess with the what seem would bring them out more end up making the Map brighter. I'm very satisfied with the Shadows and Midtones, but will sacrifice a little to get the brights to come out.
So, the real question, is this possible? Thanks in Advance!
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@DrSuperEvil: Go
Thanks, got it now.
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I set the Pathing Footprint for a UNIT from 6x6 to (None) and Units still walk around it.. Even when it's dead. I altered the Fields: Pathing Footpring, Dead and Placement.
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@TheAlmaity: Go
Thank you good sir. Worked like a charm!
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Is there a Field in the Editor that alters how long it takes for missiles, lasers, etc to reach its target? I modified a unit to have longer range, but the Weapon travel speed is ridiculously slow.
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@jaxter184: Go
UPDATE:
Okay, I scratched the Silo Nuke and had the Silos build the Nuke with the Standard Melee Nuke (Weapon - Nuke) and it works fine. The resources came back, but on the Ability Card I put -100/-100 and it builds free at a custom time without affecting the original Nuke Command Card for the Ghost Academy. I then created a Custom Requirement to allow only one Nuke at the Silo. Here's the thing. Everything works fine. Nuke launches hits kills builds finishes and caps at one. Only exception is. The nuke Count is 1 UNTIL the Nuke actually hits, unlike the original where the Nuke Counter would go to 0 at launch. Normally, I wouldn't care, BUT you can launch as many Nukes as you want as long as you have a Ghosts due to the fact that the Nuke Count is still > 0. Any Thoughts?
PS Now it's 99%
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If anything, you can map out all the Terrain and then use the Pathing palette to just mask the Texture type to 'No Buildings'