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Simple Questions/Answers - Page 25

Forum Index > SC2 Maps & Custom Games
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baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-21 19:43:34
January 21 2011 16:06 GMT
#481
barrin's thread on testing here
iGrok's on collaboration/mapmaker help here

edit: thank u funcmode
http://www.teamliquid.net/mirror/smilies/random-big.gif
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-01-21 19:39:00
January 21 2011 19:31 GMT
#482
On January 21 2011 12:36 MrHoon wrote:
is there a way to model for SC2, like there was for WC3?

Maybe even some art tools

Models imported into the galaxy editor have to be in the .m3 format. Textures have to be .dds.

These formats aren't properly supported by any 3d modeling programs, but you can get a plugin for 3ds that converts models to .m3 and a plugin for photoshop that can save images as .dds

EDIT: Here's links for both;

M3
DDS
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
January 21 2011 23:54 GMT
#483
In regards to the terran tarmac and decal type doodads not rendering for me in the editor:

I cannot say how I got into this state, but I believe it was monkeying with the editor graphics settings OR switching between another program running and the editor, such that the inconsistency was in my graphics card.

I believe it was my NVIDIA 8800GT card because closing and reopening the editor several times did not fix the issue, but eventually rebooting my machine did.

If anyone experiences this bug, please post if you noticed what happened when it started!
GaloGalo
Profile Joined January 2011
19 Posts
January 22 2011 00:18 GMT
#484
Hi guys

I'm new to sc2 and I would ask for very prosaic thing. As I watch the streams with the best I wonder how they at the start of the game so nicely and quickly divide workers into two equal groups by sending them in the direction of minerals. What are the keys to use to do something like this?

Thanks in advance.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 22 2011 00:25 GMT
#485
I don't even..

@Snowyowl, I'm in the chat channel MotM usually, so if you wanna test something you can find me there
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-22 01:46:43
January 22 2011 01:39 GMT
#486
On January 22 2011 09:18 GaloGalo wrote:
Hi guys
I'm new to sc2 and I would ask for very prosaic thing. As I watch the streams with the best I wonder how they at the start of the game so nicely and quickly divide workers into two equal groups by sending them in the direction of minerals. What are the keys to use to do something like this?
Thanks in advance.


wrong forum, you want the strategy forum
where possibly they'll eat u alive or answer...
i think maybe you should do the worker split with the mouse !?

On January 22 2011 08:54 dimfish wrote:
In regards to the terran tarmac and decal type doodads not rendering for me in the editor:
I cannot say how I got into this state, but I believe it was monkeying with the editor graphics settings OR switching between another program running and the editor, such that the inconsistency was in my graphics card.
I believe it was my NVIDIA 8800GT card because closing and reopening the editor several times did not fix the issue, but eventually rebooting my machine did.
If anyone experiences this bug, please post if you noticed what happened when it started!

@dimfish
i think like so many softs, galaxy has to be rebooted along with graphics cards after bug

so +1 for the bug
i think it's a "sensible" last resort, a developers' build in safeguard/bug to certain "default" graphics issues, rebooting is frequent on final cut or after effects, not to mention loads of small softs that all want a piece of the ram/card pie ..and of course u want 3 opened at the same time while watching day9's rendition of white ra...

i rather have the inverse bug (again this comes to mind) that lasted and maybe is unsolvable... doodads not featured in game (which is way more problematic in my book'
i also got bugs by alternating water and cliffs (that should be fixable tho, just lack time..)
http://www.teamliquid.net/mirror/smilies/random-big.gif
SidianTheBard
Profile Joined October 2010
United States2475 Posts
January 22 2011 20:53 GMT
#487
How do you get a dust like appearance like in Desert Oasis.

[image loading]

I looked and it doesn't appear to be a doodad, I'm assuming it has something to do with adding a "fog" layer below a certain height point, but I'm not sure.

Any help would be appreciated! :D
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
funcmode
Profile Joined June 2010
Australia720 Posts
January 22 2011 21:01 GMT
#488
On December 16 2010 01:15 FlopTurnReaver wrote:
Data (F7) > Terrain Texture Sets >

Select used Texture Set

Go to the Fog options and play around with it.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 24 2011 03:30 GMT
#489
Hey, I got following problem:

On a map I'm working on currently there's this thing that it seems something is kinda.. offset?

I guess those pictures explain it much better than I could do it with words.

+ Show Spoiler +
[image loading]
This is not where I want to place it but where it shows that it should be placed

[image loading]
This is where I want it to be placed and where it actually is


Unfortunatly you can't see the cursor then it would be a bit easier to understand. So basically what happens, when I want to use force field (or any other ability that works the same way) the preview of the FF is not where the cursor is. When I finally place it it's actually exactly where the cursor is.

I'm not sure if it has to do with me playing around with the "Modify Height Field" option (I'm not completely sure what it does though) which I however set back to default later.

So anyone have an idea what I can do about it?

+ Show Spoiler +
Counting on you bask
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
funcmode
Profile Joined June 2010
Australia720 Posts
January 24 2011 05:23 GMT
#490
On January 24 2011 12:30 FlopTurnReaver wrote:
Hey, I got following problem:

On a map I'm working on currently there's this thing that it seems something is kinda.. offset?

I guess those pictures explain it much better than I could do it with words.

+ Show Spoiler +
[image loading]
This is not where I want to place it but where it shows that it should be placed

[image loading]
This is where I want it to be placed and where it actually is


Unfortunatly you can't see the cursor then it would be a bit easier to understand. So basically what happens, when I want to use force field (or any other ability that works the same way) the preview of the FF is not where the cursor is. When I finally place it it's actually exactly where the cursor is.

I'm not sure if it has to do with me playing around with the "Modify Height Field" option (I'm not completely sure what it does though) which I however set back to default later.

So anyone have an idea what I can do about it?

+ Show Spoiler +
Counting on you bask

Modifying Height Field definitely sounds like a potential cause for a problem like this. Did you close and re-open the map after setting it back to default?
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 24 2011 05:58 GMT
#491
Many times, yes.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-25 11:14:43
January 24 2011 11:23 GMT
#492
@reaver (+ Show Spoiler +
who creams me every time, i should 2v1 for it to be fun/usefull for him
)

has this translated to other old maps or is it a localized "last" map?
if you do another new map, does the problem keep happening?
if the sentry is not the only unit "affected" then the changes has applied to "general gameplay" and the height field tampering is sure to be the cause/solution

i suppose the problem is on ALL the layout

usually it's a case of painfully checking one's "new shit" vs "blizz default" data (for hours, enough to loose eyesight) that solves these "bugs" (gotta have a "functionnal"map to back and forth unto to do that),
however in this case, it's like foliage, you got circumvent the shit out of the resulting problems...
ie for unwanted height variations, maybe re smoothing out (with another tool or indeed the same "automatic tool) the entire layout could help (entire map ..aarrrrrg, i know)

if new maps are fine maybe scratching this one is better for keeping eyesight/wrist use/sanity

a copy paste of the terrain (and then it's "features") might work:
copy terrain, create new map/ paste, save/check if problem is still there (cry a bit if it is ; celebrate dancing all alone in front of cp if problem is gone), then save as, reopen screwed map, copy features one by one (once for each layer needed, saving as after each successful copying)

if new maps are concerned, gotta fix that shit or reinstall (i'm pretty sure that's not the case tho)

i think using the height auto function must of changed other variable changes that you'd have to reset... problem being you need these to be identified.. or maybe it's a bug, maybe you can't use the function at all, or can't after having implemented any "objects" on it

having galaxy open now, i think the option of adding random heights (via galaxy doing it randomy) should only be done on an empty map (did you toggle the "retain existing heights" or not?)

ooouuu had another idea: did u mess with borders (cause that's a huge bug shitstorm)?

just for info, + Show Spoiler +
the test error method (because i prefer avoiding viewing loads of tediously delicious tutorials made by people smarter than me) has one major drawback: you bin loads of maps cause u can't fix them, the trick is not to fuck galaxy in the process (i sorta fucked my texture window for instance, still works but no longer in default form


i always try new stuff on "empty i don't really mind if i bin" maps

if you're still stuck, send me the map or reinstall (a pain i know, plus i would avoid it cause i'm not sure what it might entail for further use of old maps)

good luck

oh and daffyduck says: u should watch motmt on justin tv
http://www.teamliquid.net/mirror/smilies/random-big.gif
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
Last Edited: 2011-01-24 14:20:32
January 24 2011 14:20 GMT
#493
i have got 3 accounts 2 of them are banned because i was stupid enough to use portait unlocker and other bots

how do i delete maps?

if you don't understand here is a picture.
+ Show Spoiler +
[image loading]

Live Fast Die Young :D
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-24 17:16:58
January 24 2011 17:14 GMT
#494
@ TibblesEvilCat

that's a synch refresh bug (between bnet and your cp) or a real bug
(+ Show Spoiler +
possibly the evil blizz is punishing u tl style, but i doubt it, having had prior encounters with their customer services, they are always on the level
)

i hope you tried rebooting cp and logging several times.... so i'm gonna assume u did

blizz has made it so u store / dwld stuff in various places, don't forget to "clear" them all

have u tried:
log off/ move all YOUR maps out of sc2 (folders) so as to have no "added content" (default) / re log to manage published or/and try and publish 1 new map, that might "refresh it" from your end


blizz's "bnet only" for mapmaker is such a pain (for lots of reasons), this kind of bug is probably one of the first one i've seen to go "far beyond the acceptable line"...(if it doesn't get fixed of course)

there is a "synching" issue that happens/is resolved each time u log on (opening sc2 for instance gets your galaxy to log off), if the synch is failing it would produce exactly a bug like this

let's say for instance that the maps are"still" on bnet = logical that they still be attached to your account even though you asked for them to be deleted (the order to do it might not have "worked")

now for the why and how the hell do u deal with it hen all of the above has been tried (and failed), i'm not sure...
reaching/going over their cap on Ko might be it (bnet has to bug sometimes) and it could resolve by resynching on it's own

resynching might be just a matter of waiting (queuing is bound to happen if loads of maps are being produced/publish, i foresee the same premium shite that u get on vimeo u tube whatever, implemented by blizz on the near horizon if the number of mapmakers / hosters reaches the x point (crossrealms x3 or x4 for "famous" maps))

if nothing works
i don't see any other way than posting on bnet forum with your issue
WHO CARES U DID THIS OR THAT, you bought their product (ie; 10 slots/whatever Ko cap) and they WILL act/solve the problem for u (if the problem is not on your end)

just to be clear (3 accounts?),
this is your last account (no problem with it, u had 10 maps, erased 8, and got the situation you're describing now.
i don't think different accounts matters (for the "missing" Ko issue) but there has to be a reason for this dire situation... (even if it is just a bug)

(+ Show Spoiler +
next time, u should blur email info on your picture, well... for this one just erase it
)
http://www.teamliquid.net/mirror/smilies/random-big.gif
Rawr
Profile Blog Joined October 2010
Sweden624 Posts
Last Edited: 2011-02-13 14:55:08
January 24 2011 17:51 GMT
#495
How can I change the model of the rich mineral field?
Joo Se-Hyuk
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
Last Edited: 2011-01-24 18:11:42
January 24 2011 18:09 GMT
#496
@ :silvermoon, select the mineral field, go to edit, modifley propertie, the 2nd tab will change it's mineral count :D

@ :basket

okay should i leave map editor logged in for a longish period of time, and where are the offical bnet fourms i'm been scammed before i can't tell differnce between fake and real site offen.

thank youn for help so far x
Live Fast Die Young :D
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-25 12:36:01
January 24 2011 18:37 GMT
#497
+ Show Spoiler +
hmmmm at least make it an r at the end


@tibblesevilkitten
the synching should be done in less than a minute (except maybe if your internet connection is awful)
the blizz forum is accessible through sc2,u seem to be on eu so i suppose: here, you should be able to find where to post from there

@silvermoon
if you mean replace the model and not the mineral count,

open the data editor/select the units' tabmenu
in melee/neutral/resource/ select the rich mineral field,

(underneath the "selection" box/window)in bottom "linked" objects box,
select it's specific actor, in the actor you'll find the "art/model" line /change it from the usual

i'm not so sure about what would result (minerals/gas and such are tricky buggers) for the model, cause although it displays only one in the data editor, it has "multiple" (4 i think) models linked to it (you'd most likely loose that)

glhf


edit: for people less fortunate than ihasaKAROT (next post), the answer to his question is on page 24

+ Show Spoiler +
daffyduck still says: thx ascend and everyone from motmt for getting motmt on justin tv


http://www.teamliquid.net/mirror/smilies/random-big.gif
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-01-25 12:23:59
January 25 2011 12:22 GMT
#498
Is there any way to view the visionrange of the Xel'Naga Tower in the editor?

found it
KCCO!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 25 2011 23:36 GMT
#499
Hi there, you might know there are doodads in the editor that use differents textures based on the texture set you chose. I want to know now: is it possible to change this?

What i currently got:
[image loading]

What i'd like to have:
[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 26 2011 15:38 GMT
#500
@dezi

I asked the same thing earlier about Destructible Rocks and found a solution:

+ Show Spoiler +
On January 20 2011 00:51 Ragoo wrote:
Show nested quote +
On January 19 2011 07:16 Ragoo wrote:
Can anyone tell me how to change the texture of Destructible Rocks from jungle to volcano textures when making a map on Bel'Shir texture set?

I need some Rocks with jungle texture and some with volcano (Char) texture.


Show nested quote +
On January 19 2011 07:22 iGrok wrote:
you can't AFAIK
The base texture set determines special textures for some things



I finally found out how

Was pretty obvious but there is just so much stuff you can change under model that I didn't see it.

You just go to Data , select the Destructible Rock 6x6 for example, go to Model , scroll down to "Texture Applied Groups" and select whatever type you want (for me it was Char). Now your Rock has Char texture or whatever you chose

I hope that's helpful for others as well.



BUT I tried to do the same thing with Gas Geysers and for some reason it didn't work.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
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