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Simple Questions/Answers - Page 162

Forum Index > SC2 Maps & Custom Games
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Masemium
Profile Joined April 2012
Netherlands33 Posts
July 15 2015 11:17 GMT
#3221
I think I made a big poopoo by starting my mod as a dependant mod and not as an extension mod and as such I'm now trying to ... change my mod into an extension mod.

I'm fiddling with import and export files, but importing comes with a "the following files are using reserved file names and cannot be imported" error.

I'm slowly starting to panic I have to recreate my entire thing from scratch
Sentou junbi!
turtles
Profile Blog Joined August 2011
Australia360 Posts
July 15 2015 12:30 GMT
#3222
Masemium, there is a way to change it you don't have to start from scratch. I'm sure someone will be able to help you / you will figure it out.

Worst case scenario you could create a new map which is an extension mod and include your work as a dependency, that would do the same thing

But there is an easier cleaner way.
Masemium
Profile Joined April 2012
Netherlands33 Posts
Last Edited: 2015-07-15 15:33:29
July 15 2015 12:33 GMT
#3223
I'm now fiddling with an MPQ editor to basically copy the contents from my dependant mod into an extension mod, but no this-did-the-trick-results so far.

I'll try playing with dependency as you suggested.

EDIT: okay I was almost hacking SC2 to smithereens, when by chance I noticed that all I had to do was go to Mod Info and tick Extension Mod. Geez
Sentou junbi!
Puyi
Profile Joined November 2011
United States175 Posts
Last Edited: 2015-07-16 02:46:38
July 16 2015 01:55 GMT
#3224
edit: wrong simple question thread... lol
zergJared
Profile Joined October 2010
United States56 Posts
Last Edited: 2015-07-16 23:13:38
July 16 2015 22:30 GMT
#3225
Is this too many doodads?

http://imgur.com/x0EeqSU

It's only 1 portion of the map is this is pretty much the doodad density around the border.

Edit: Pls respond.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2015-07-17 03:44:18
July 17 2015 01:50 GMT
#3226
That's a good amount Jared.

Regarding the number of doodads on a map, "good" maps usually have around 4000 all over the map, trees and doodads that move and have dynamic shadows or are placed over water, usually are considered to be more resource expensive so you must be careful when doing that, specially if you will use trees that have dynamic shadows AND are placed over water tiles.

Also right below the mineral line patches you have straight natural cliff, it is usually not recommended for you to have more than just 2 to 3 "tiles" where the natural cliffs are on a straight line because they look unnatural and overall ugly.

Also forgot to say, the lowground cliff where the threes are placed look very very good.


/edit there it goes my 1111 post, this is what I earn by helping people, sigh -.-;
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 17 2015 02:55 GMT
#3227
On July 17 2015 07:30 zergJared wrote:
Is this too many doodads?

http://imgur.com/x0EeqSU

It's only 1 portion of the map is this is pretty much the doodad density around the border.

Edit: Pls respond.


Yeah, that's fine. Might even be able to put in more if you want.

On July 17 2015 10:50 Uvantak wrote:
/edit there it goes my 1111 post, this is what I earn by helping people, sight -.-;

Go for 11111 posts, even better.
ModeratorI am still alive, somehow
TL+ Member
zergJared
Profile Joined October 2010
United States56 Posts
July 17 2015 03:56 GMT
#3228
On July 17 2015 10:50 Uvantak wrote:
That's a good amount Jared.

Regarding the number of doodads on a map, "good" maps usually have around 4000 all over the map, trees and doodads that move and have dynamic shadows or are placed over water, usually are considered to be more resource expensive so you must be careful when doing that, specially if you will use trees that have dynamic shadows AND are placed over water tiles.

Also right below the mineral line patches you have straight natural cliff, it is usually not recommended for you to have more than just 2 to 3 "tiles" where the natural cliffs are on a straight line because they look unnatural and overall ugly.

Also forgot to say, the lowground cliff where the threes are placed look very very good.

Thanks!

/edit there it goes my 1111 post, this is what I earn by helping people, sigh -.-;

I feel honored!
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2015-07-17 15:00:33
July 17 2015 13:04 GMT
#3229
I think this has probably been answered several times already, but I can't find it, so I'll ask it here : what is considered acceptable as far as cannon-rush opportunities behind mineral lines are concerned? I mean, obviously it's not OK when the P can completely block access to the cannon with only one or two pylons, but what if the cannon can be attacked only through one tile? Two tiles? And what if there is the possibility to block a cannon with only two pylons, but the pylons and the cannon can be attacked from the high ground with range units? Is it acceptable then?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 17 2015 14:16 GMT
#3230
imo at least 4pylon requirement on full wallofs
"Not you."
Bareleon
Profile Blog Joined May 2011
371 Posts
July 17 2015 18:57 GMT
#3231
On July 12 2015 06:47 Bareleon wrote:
How do I make in-game tips? I want it to show up for everyone right when the game starts.


Anyone know?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 17 2015 22:37 GMT
#3232
On July 18 2015 03:57 Bareleon wrote:
Show nested quote +
On July 12 2015 06:47 Bareleon wrote:
How do I make in-game tips? I want it to show up for everyone right when the game starts.


Anyone know?


There might be a better way but I think you're going to be looking at creating a custom dialog. I don't know that there is a functionality that lets you just set up tips easily. You could do a workaround like a custom loading screen, or use Text Messages or do something more cinematic.
~ ~ <°)))><~ ~ ~
Bareleon
Profile Blog Joined May 2011
371 Posts
July 18 2015 00:55 GMT
#3233
On July 18 2015 07:37 TheFish7 wrote:
Show nested quote +
On July 18 2015 03:57 Bareleon wrote:
On July 12 2015 06:47 Bareleon wrote:
How do I make in-game tips? I want it to show up for everyone right when the game starts.


Anyone know?


There might be a better way but I think you're going to be looking at creating a custom dialog. I don't know that there is a functionality that lets you just set up tips easily. You could do a workaround like a custom loading screen, or use Text Messages or do something more cinematic.


You know how some arcade games there is text when the game starts that explains some things? How do I make that text?
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 18 2015 01:29 GMT
#3234
On July 18 2015 09:55 Bareleon wrote:
Show nested quote +
On July 18 2015 07:37 TheFish7 wrote:
On July 18 2015 03:57 Bareleon wrote:
On July 12 2015 06:47 Bareleon wrote:
How do I make in-game tips? I want it to show up for everyone right when the game starts.


Anyone know?


There might be a better way but I think you're going to be looking at creating a custom dialog. I don't know that there is a functionality that lets you just set up tips easily. You could do a workaround like a custom loading screen, or use Text Messages or do something more cinematic.


You know how some arcade games there is text when the game starts that explains some things? How do I make that text?

A lot of the time I just see the tips written in on the splash screen (that's generally what I prefer to do, with some minimal pointers once the game actually starts)
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Bareleon
Profile Blog Joined May 2011
371 Posts
July 18 2015 02:12 GMT
#3235
On July 18 2015 10:29 [UoN]Sentinel wrote:
Show nested quote +
On July 18 2015 09:55 Bareleon wrote:
On July 18 2015 07:37 TheFish7 wrote:
On July 18 2015 03:57 Bareleon wrote:
On July 12 2015 06:47 Bareleon wrote:
How do I make in-game tips? I want it to show up for everyone right when the game starts.


Anyone know?


There might be a better way but I think you're going to be looking at creating a custom dialog. I don't know that there is a functionality that lets you just set up tips easily. You could do a workaround like a custom loading screen, or use Text Messages or do something more cinematic.


You know how some arcade games there is text when the game starts that explains some things? How do I make that text?

A lot of the time I just see the tips written in on the splash screen (that's generally what I prefer to do, with some minimal pointers once the game actually starts)


How do you do that?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 18 2015 02:41 GMT
#3236
You could try something like this:
[image loading]
~ ~ <°)))><~ ~ ~
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 18 2015 02:43 GMT
#3237
On July 18 2015 11:12 Bareleon wrote:
Show nested quote +
On July 18 2015 10:29 [UoN]Sentinel wrote:
On July 18 2015 09:55 Bareleon wrote:
On July 18 2015 07:37 TheFish7 wrote:
On July 18 2015 03:57 Bareleon wrote:
On July 12 2015 06:47 Bareleon wrote:
How do I make in-game tips? I want it to show up for everyone right when the game starts.


Anyone know?


There might be a better way but I think you're going to be looking at creating a custom dialog. I don't know that there is a functionality that lets you just set up tips easily. You could do a workaround like a custom loading screen, or use Text Messages or do something more cinematic.


You know how some arcade games there is text when the game starts that explains some things? How do I make that text?

A lot of the time I just see the tips written in on the splash screen (that's generally what I prefer to do, with some minimal pointers once the game actually starts)


How do you do that?

Make a custom desktop size image in Photoshop and select it as your starting screen. I think it might need to be saved in tga format
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Bareleon
Profile Blog Joined May 2011
371 Posts
Last Edited: 2015-07-18 02:58:09
July 18 2015 02:57 GMT
#3238
On July 18 2015 11:41 TheFish7 wrote:
You could try something like this:
[image loading]


Thanks. But do I have to pause the game or not?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 18 2015 03:54 GMT
#3239
No, you can display different kinds of texts at pretty much any time, think the only restriction is cinematic texts must be done in cinematic mode.
~ ~ <°)))><~ ~ ~
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 18 2015 05:15 GMT
#3240
On July 17 2015 10:50 Uvantak wrote:
That's a good amount Jared.

Regarding the number of doodads on a map, "good" maps usually have around 4000 all over the map, trees and doodads that move and have dynamic shadows or are placed over water, usually are considered to be more resource expensive so you must be careful when doing that, specially if you will use trees that have dynamic shadows AND are placed over water tiles.

Also right below the mineral line patches you have straight natural cliff, it is usually not recommended for you to have more than just 2 to 3 "tiles" where the natural cliffs are on a straight line because they look unnatural and overall ugly.

Also forgot to say, the lowground cliff where the threes are placed look very very good.


/edit there it goes my 1111 post, this is what I earn by helping people, sigh -.-;

my maps tend to average slightly over 1000 doodads, i guess i'm doing it wrong...
vibeo gane,
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