|
Hello, Can someone tell me/direct me to a tutorial on how to change the background of maps? I am trying to get an effect like this: + Show Spoiler + (Essentially a pure white background with strong fog effects)
But instead I have these horrible black sections at the edge of my space platform cliffs. + Show Spoiler +
Thanks in advance!
|
Has anyone else noticed that with the new 3.0 version of the editor, "Generate Static Shadows" does not create shadows under doodads? See pictures:
+ Show Spoiler [WITHOUT static shadows] + + Show Spoiler [static shadows BEFORE 3.0] + + Show Spoiler [static shadows AFTER 3.0] +
As you can see, both before and after 3.0 the editor creates shadows around cliff edges - but after the 3.0 update, shadows are not created under doodads.
I'm wondering if this is just me? Is there some setting I need to be flipping somewhere?
EDIT:
@Veloh
I don't believe that changing the background color of a map is possible. It is possible to change the background model of a map, however there are only a limited number of models and none of them are solid-colored. It may be possible to do something like recolor an already existing model (The ladder map TPW Nimbus's stormy grey background is a recolor.) or replace the skybox texture with an single color texture.
However there is an easy way to cover up those gaps. Just put some lava just below the lowest cliff level:
![[image loading]](http://i.imgur.com/JvM32t4.png)
The lava will be affected by the fog, if you make the fog strong enough, you won't even know the lava is there:
|
Wow thanks! Does adding a large amount of lava/water create lag? Also I tried using all the skyboxes, and found that Xil does create that effect its muddy brown though 
Thanks for the help though!
|
On November 16 2015 11:41 Veloh wrote:Wow thanks! Does adding a large amount of lava/water create lag? Also I tried using all the skyboxes, and found that Xil does create that effect its muddy brown though  Thanks for the help though!
It might cause lag... used sparingly it should be fine I would think. lava or water under terrain "can cause issues" according to psione. I don't know the severity of those effects though. My guess is that doodads or water very low in the ground might cause the rendering engine to render blocks of terrain and doodads that are far out of the camera frame (due to the fact that the camera will "see" the below ground doodad from far away). If the lava is right next to a patch of the lowest cliff level (that the engine would be prompted to render anyway) my guess is that it won't impact performance that much.
If you don't want to use lava, you could also hide the gaps with doodads - using the same principle. Check out the aesthetics on this map for an example.
Or maybe just use a different cliff type? Umoja Lab's manmade cliff type might be a good substitute.
|
your Country52797 Posts
I can not seem to create diagonal ramps in the editor, is this a known issue? I'm using a ShakurasTempleCliff1 temple and cardinal ramps work fine. Also, my computer is a mac.
Edit: It seems to be happening regardless of which dependencies/titlesets I pick.
|
On November 18 2015 12:43 The_Templar wrote: I can not seem to create diagonal ramps in the editor, is this a known issue? I'm using a ShakurasTempleCliff1 temple and cardinal ramps work fine. Also, my computer is a mac.
Edit: It seems to be happening regardless of which dependencies/titlesets I pick. i am on a mac and i have the same problem for small diagonal ramps. When i try to make them larger they work. i havent found a workaround. Also the fill tool for textures crashes way too often so save a lot!
|
your Country52797 Posts
On November 18 2015 15:52 Reptilia wrote:Show nested quote +On November 18 2015 12:43 The_Templar wrote: I can not seem to create diagonal ramps in the editor, is this a known issue? I'm using a ShakurasTempleCliff1 temple and cardinal ramps work fine. Also, my computer is a mac.
Edit: It seems to be happening regardless of which dependencies/titlesets I pick. i am on a mac and i have the same problem for small diagonal ramps. When i try to make them larger they work. i havent found a workaround. Also the fill tool for textures crashes way too often so save a lot! Yeah, I just tested it a little more carefully and I'm able to make diagonal ramps that are 2x size or larger, whoops :\
|
quick question, can't remove maps from my account at all, anyone know what causes this or how to fix it?
|
On November 20 2015 03:50 Meavis wrote: quick question, can't remove maps from my account at all, anyone know what causes this or how to fix it? Yeah, I actually just encountered what seems like the same issue: the "remove from account" button was greyed out. I found that restarting the editor, going into the "manage published" dialog again and only clicking on the map I wanted to delete, and nothing else, then clicking the "remove from account" button caused it to work.
It seemed like when I clicked multiple maps within the dialog screen, the editor had to work overtime to load the multiple maps' header data.
When I eventually did manage to delete the map, it seemed like it was not deleted at first (it wasn't removed from the published list). I found that restarting the editor showed that the maps were, in reality, deleted.
Hope this helps.
|
Using water/fog is a lazy solution to the black cliff edge problem.
The problem is due to the cliff mesh your cliff is using, it's not meant to be used with "Show Lowest Level" on. What you can do is go under data and find a cliff that connects with the lowest level (thinking off the top of my head, Umoja Manmade possibly?), copy the mesh it uses it and paste it into the cliff that you're using on your map.
You can use this to make the Daeleem Ark cliffs like the Immortal Forge ones, because even though they're the same in style, Starship/Daeleem doesn't have a connector to lowest level, but IF does.
|
Hello fellow tl mapmakers.
On October 20 2015 10:17 NinjaDuckBob wrote: Hey, guys! I managed to create my own texture pack, but I would like to use it with other maps without having to create the whole pack again on each map I would like to use it with. Does anyone know of a simple way to access the texture pack from other maps? There is an export/import but if you don't want to start with that investment: 1/Do the "save as components" to your 2 maps (the one with your texture pack = A / the one you want to do with said texture pack =B) 2/Close maps/the editor, then you copy paste the relevant elements you need from A unto (replace) B then resave maps as maps.. do ask again if i am not getting through  also this
On October 21 2015 03:00 Dickbutt wrote:Show nested quote +On October 20 2015 18:37 -NegativeZero- wrote:On October 20 2015 15:45 Dickbutt wrote: Trying as hard as I can to not emulate the "ded gaem" crowd, but could this scandal be the nail in the coffin for StarCraft II as an esport? Not as a game, but as a digital sport. KR server had a sudden drop of online users at all given times, pro players are all unhappy, average players are either in disbelief or disappointment, and Korean bloggers/social gamers are already saying it's time to move on. From what I am seeing, people aren't saying we need to leave StarCraft, but that the game has far outlived its glory days and things will only get worse from here. you realize this is the mapmaking forum JBright directed me here before banning me lol Was he right to do so? Is the shinniness to your taste?
On October 24 2015 23:18 TheFish7 wrote: Question: Does anyone know if in LotV it will be possible to have more than two players controlling one player slot? In other words, could one make a custom game where there are 3, 4, or 5 people in an Archon?
Yes, it is possible in hots too through triggers, ask more if applicable.
On October 27 2015 11:24 SwedenTheKid wrote: How do you create pictures that show up when your map is selected on battle.net? like preview images of your map. I know about the Camera tool, but I've tried and failed to figure out how to properly assign camera shots of your map as preview images. Do click here, the where it is saved here Also maybe this ?
On November 04 2015 01:06 Reptilia wrote: is there anyway to rotate the whole map terrain 45 degrees? 1/ Copy rotate paste (extremely hard (many tries before you get it right) and long (each copypastu is long each cancel is longer still) / do cop^y from all layers* or 2/ change camera angle through triggering. *Ask again if applicable
On November 16 2015 04:26 Veloh wrote:Hello, Can someone tell me/direct me to a tutorial on how to change the background of maps? I am trying to get an effect like this: + Show Spoiler +(Essentially a pure white background with strong fog effects) But instead I have these horrible black sections at the edge of my space platform cliffs. + Show Spoiler +Thanks in advance! not finding it, i'm old sorry, but you will find it, maybe before me, do post here once you have.. I know I will. Something about importing your jpg dds or whathaveyou and selecting it/configuring it. It is possible.
On November 16 2015 08:08 Namrufus wrote:Has anyone else noticed that with the new 3.0 version of the editor, "Generate Static Shadows" does not create shadows under doodads? See pictures: + Show Spoiler [WITHOUT static shadows] ++ Show Spoiler [static shadows BEFORE 3.0] ++ Show Spoiler [static shadows AFTER 3.0] +As you can see, both before and after 3.0 the editor creates shadows around cliff edges - but after the 3.0 update, shadows are not created under doodads. I'm wondering if this is just me? Is there some setting I need to be flipping somewhere? EDIT:+ Show Spoiler +@Veloh I don't believe that changing the background color of a map is possible. It is possible to change the background model of a map, however there are only a limited number of models and none of them are solid-colored. It may be possible to do something like recolor an already existing model (The ladder map TPW Nimbus's stormy grey background is a recolor.) or replace the skybox texture with an single color texture. However there is an easy way to cover up those gaps. Just put some lava just below the lowest cliff level: ![[image loading]](http://i.imgur.com/JvM32t4.png) The lava will be affected by the fog, if you make the fog strong enough, you won't even know the lava is there: ![[image loading]](http://i.imgur.com/QVp4oO2.png) Bug yes yes.
On November 16 2015 11:41 Veloh wrote:Wow thanks! Does adding a large amount of lava/water create lag? Also I tried using all the skyboxes, and found that Xil does create that effect its muddy brown though  Thanks for the help though! Anything makes yopur map lag more.
On November 18 2015 15:52 Reptilia wrote:Show nested quote +On November 18 2015 12:43 The_Templar wrote: I can not seem to create diagonal ramps in the editor, is this a known issue? I'm using a ShakurasTempleCliff1 temple and cardinal ramps work fine. Also, my computer is a mac. Edit: It seems to be happening regardless of which dependencies/titlesets I pick. i am on a mac and i have the same problem for small diagonal ramps. When i try to make them larger they work. i havent found a workaround. Also the fill tool for textures crashes way too often so save a lot! Mac bug yes yes. Sometimes I manage to redo and fix, sometimes it wins.
On November 20 2015 03:50 Meavis wrote: quick question, can't remove maps from my account at all, anyone know what causes this or how to fix it? lol, you can, you are just very impatient and blizzchu servers are indifferent to that, been there done that.
On November 23 2015 04:39 Avexyli wrote: Using water/fog is a lazy solution to the black cliff edge problem. The problem is due to the cliff mesh your cliff is using, it's not meant to be used with "Show Lowest Level" on. What you can do is go under data and find a cliff that connects with the lowest level (thinking off the top of my head, Umoja Manmade possibly?), copy the mesh it uses it and paste it into the cliff that you're using on your map. You can use this to make the Daeleem Ark cliffs like the Immortal Forge ones, because even though they're the same in style, Starship/Daeleem doesn't have a connector to lowest level, but IF does. Circumventing sounds like better than nothing.
Also, have fun and do ask all your questions, I hope on not getting temp-ed for a while. 
|
+ Show Spoiler +Would anyone want to join me in testing maps? I play with yours, you play with mine, type of "deal". Mine: Starheroes Apocalypse (alpha on sc2 arcade, for 1 player) We would call it "fun" and quit quick if it isn't  ![[image loading]](http://i.imgur.com/aSL5VUX.jpg)
On November 26 2015 20:46 Homonuncnunc wrote: Does anyone know how to get rid of the massive flickering/artifacting that occurs in the editor when zoomed out?
Yes, possibly, what are you worried about? Please be a little more specific. The editor creates/updates an interface that visually helps you.. but every layer needs to have a default setting (if that def set isn't to your taste maybe you need to identify which one) .. if you turn off certain things you might get ahead?!
|
Does anyone know how to get rid of the massive flickering/artifacting that occurs in the editor when zoomed out?
|
On November 26 2015 20:46 Homonuncnunc wrote: Does anyone know how to get rid of the massive flickering/artifacting that occurs in the editor when zoomed out?
Never mind, solved it through trial and error. Turns out it's caused by the shader option under preferences. Has to be medium or low or the graphical errors start. Now I wonder if it's a hardware thing.
|
Would anyone like a map template with triggers/regions to nullify the square cornered map default?
ps: complimentary, a bit about silencing/invulnerable/uncommandable units coming out of the teleporter region
|
Is anyone else having issues with the Cybros tileset? When I change terrain types, even to ones I already have, the editor crashes.
Also on an unrelated note do they still not have the terrain buttons, or is something just not loading for me? I'm getting the terrain buttons of the Daelaam Ark tileset but they're labeled as generic Cybros1-Cybros8.
|
now that we're on the final version of starcraft 2, has anyone looked into seeing if islands maps are feasible?
|
your Country52797 Posts
On November 30 2015 09:47 blabber wrote: now that we're on the final version of starcraft 2, has anyone looked into seeing if islands maps are feasible? Not yet.
|
If you have an arcade game made in HotS, how do the units become updated to LotV (ie: Warp Prism pickup range)?
|
Gonna need to replace your hots dependency with void multi
|
|
|
|