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Simple Questions/Answers - Page 39

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 37 38 39 40 41 182 Next
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-04-08 12:18:46
April 08 2011 12:16 GMT
#761
On April 08 2011 19:38 Ludwigvan wrote:
I had the idea of this project: Reading replays and recreate situations, so that you can play from any point of a replay. I think this is definitely possible, I had the idea when there was the blackout in the Flash Jaedong game and was reminded of that by reading this topic.

I don't know if you could read all necessary info from the Replay itself, or you have to run the replay and then somehow grab the information from SC2. This information then has to be used to create a map in the Editor. This would be a lot of work.

What is the best way to do this, if there is any?


Replays are recreation of a game = a game that bots are replaying the way you originally did (that's why you have to watch them entirely once to access any portion)

However, i'm afraid that if it was easily do-able it would have been done by blizz already
"Jumping in" a specific point would require both players (in a 1v1) to "jump in at once"
At present there is no solution for that without creating a new game.

YABOT for 2 players comes to mind

Having a map where the game is regularly saved for both players (or at one of the players request) would get you your wish i think, that would be done with triggers.
Sarang
Profile Blog Joined September 2010
Australia2363 Posts
April 09 2011 10:46 GMT
#762
How do people get such good quality images of their maps, from all different angles? Is it just good usage of the "Export map image" function?

I tried that, but my computer locked up when I attempted to generate the image of my map in a large size. Do people do it another way, or is that function the only way to go?
"Killer helped me feel better before coming to the arena. He told me to say that." - Bomber
Ludwigvan
Profile Blog Joined April 2010
Germany2371 Posts
April 09 2011 13:50 GMT
#763
On April 09 2011 19:46 Sarang wrote:
How do people get such good quality images of their maps, from all different angles? Is it just good usage of the "Export map image" function?

I tried that, but my computer locked up when I attempted to generate the image of my map in a large size. Do people do it another way, or is that function the only way to go?

You can put you SC2 settings on Ultra, place cameras where you want them, test the map and take a screenshot.
funcmode
Profile Joined June 2010
Australia720 Posts
April 09 2011 14:14 GMT
#764
Most people just hit printscreen in the editor, then paste and save in some sort of image editing software.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
sebmathguy
Profile Joined November 2010
United States26 Posts
Last Edited: 2011-04-10 00:41:06
April 10 2011 00:40 GMT
#765
On April 08 2011 21:16 adso wrote:
However, i'm afraid that if it was easily do-able it would have been done by blizz already

Like LAN support?
EDIT: just saying, just because blizz doesn't do something doesn't mean it's hard to implement.
adso
Profile Joined March 2011
718 Posts
April 10 2011 11:45 GMT
#766
Using the editor's functions/abilities that blizz didn't "use" or "push in the limelight" yet for mainstream play" is always good/interesting/a great thrilll/the whole point for a mapmaker.. pushing the envelope so to say, that's what "community members" are good at/for.

"No lan" is the product of "bizness" interest, nothing to do with the community
+ Show Spoiler +
(i'm sure a whole bunch of nerds have been hard at work on that, the results would not be advertised )


Implementation in galaxy is like flirting with someone new: anything is possible... it's just easier to identify what is there already in galaxy (and that works) to obtain what one wants...

My answer, pointing to the "save" function (Ludwigvan might have been satisfied by this ?).
has a chance to work quickly and efficiently...Using replays as a starting point (i feel) would be counter productive...

oh and + Show Spoiler +
fu.. no lan
Archivian
Profile Joined November 2010
United Kingdom362 Posts
Last Edited: 2011-04-10 14:08:09
April 10 2011 14:03 GMT
#767
On April 09 2011 19:46 Sarang wrote:
How do people get such good quality images of their maps, from all different angles? Is it just good usage of the "Export map image" function?

I tried that, but my computer locked up when I attempted to generate the image of my map in a large size. Do people do it another way, or is that function the only way to go?


I make a camera, point and printscreen (whilst in editor - unless there is something specific I want to show in game, but then thats from a normal ingame angle). Thats it really. Though having good lighting, textures, warping terrain and doodads make all the difference. Im still working on the last few. Though I think I have lighting down mostly though, after a few bumps along the way (one comment was "eye cancer" ) Though basically the images look good if thats how it look on the map.

Example pics:
Doodads
+ Show Spoiler +
[image loading]
[image loading]
[image loading]




More Lighting oriented
+ Show Spoiler +

Older pics when I fussed around with Depth of Field on the Camera- in the end I didnt like it though, especially coz no matter how little you apply it, it blurs the skybox. You can see the difference in these pics, the bottom one has DoF on.
[[image loading]
[image loading]
[image loading]


A bit more balanced
+ Show Spoiler +
[image loading]

[image loading]
[image loading]




Sometimes the export image works just as well though
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
"you were only supposed to blow the bloody doors off!" Micheal Caine
hobbidude
Profile Joined December 2010
Canada171 Posts
April 11 2011 09:06 GMT
#768
Is there a manual way to rotate "units" with the editor other than just the 0 or 180 ( im looking for a 45 degree angle); i.e. can this be done in the data editor? I'll looking to make a doodad into a unit but its always places it straight across.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
April 11 2011 09:15 GMT
#769
Hit enter while selecting the unit/doodad. Brings up the options for that unit/doodad. There you can put in the degrees to rotate.
KCCO!
hobbidude
Profile Joined December 2010
Canada171 Posts
April 11 2011 09:20 GMT
#770
On April 11 2011 18:15 ihasaKAROT wrote:
Hit enter while selecting the unit/doodad. Brings up the options for that unit/doodad. There you can put in the degrees to rotate.


That only works for doodads, not for units.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 11 2011 09:44 GMT
#771
On April 11 2011 18:20 hobbidude wrote:
Show nested quote +
On April 11 2011 18:15 ihasaKAROT wrote:
Hit enter while selecting the unit/doodad. Brings up the options for that unit/doodad. There you can put in the degrees to rotate.


That only works for doodads, not for units.



You have to edit the "unit Flag".

Using Destructible Large Garage as an example:

F7 -> Units(Tab) -> Type Garage in search -> Select Garage (Large)

In the menu below:

Click on Sub Catagory "Units" -> "Garage (Large) - Destructible"

On the Menu on the right:
search for "Unit - Flags" (or just type "Flag" in the search above)
Double click "Unit - Flags" -> tick "Turnable".

The garage should be rotatable like doodads, though this does not rotate the footprint, just the aesthetic.

Hope this is helpful
"you were only supposed to blow the bloody doors off!" Micheal Caine
ooni
Profile Blog Joined March 2010
Australia1498 Posts
April 11 2011 10:48 GMT
#772
I have an attachment with team coloured texture. The problem is the team colour is not transfer to the attachment when attached to the unit. How do I achieve this?
Hi!
adso
Profile Joined March 2011
718 Posts
April 11 2011 19:51 GMT
#773
Could you rephrase didn't get that ???
thOr6136
Profile Blog Joined July 2009
Slovenia1775 Posts
April 11 2011 20:26 GMT
#774
Hey guys, can you make a map size larger and not changing anything on it? If yes, how?
adso
Profile Joined March 2011
718 Posts
April 11 2011 21:27 GMT
#775
Map/Map bounds:
toggle modify map bounds and then change the map bounds by clicking to change the size standards

however it's buggy territory, making the map broader seems to work properly though
(going back and forth is a no no)
ooni
Profile Blog Joined March 2010
Australia1498 Posts
April 11 2011 23:29 GMT
#776
I have an attachment (like a helmet) with team colour. When I attach the model to the unit, the team colour is not transferred (it is black). How do I get the team colour?
Hi!
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-04-12 08:05:37
April 12 2011 07:59 GMT
#777
i don't know
but typing team colors gets me a lot.
SmashHammer
Profile Joined January 2011
United States148 Posts
April 12 2011 21:04 GMT
#778
Has anyone ever added a lot of neutral units to one of their maps? And if so did it cause a lot of lag? I'm currently working on something that requires many many neutral units, say 1000+, and am worried that it will make the map unplayable on most computers.
teaser:
+ Show Spoiler +
Not even close to done....
[image loading]
TPW Mapping - theplanetaryworkshop.com
adso
Profile Joined March 2011
718 Posts
April 12 2011 21:26 GMT
#779
<3

on topic:+ Show Spoiler +

i play with 7 cps (on insane) with ffa = around 13th minute (or even before or after)
= freeze "lag", as in unplayable = 3rd greatest disappointment when testing

around 1000 doodads with animations required = lag (barely playable maybe)

playing with high to get doodads and textures to the max = lag


so yeah, sc2 lags... on multiplayer

the solution is to have the "actors" play out their part without the actual units being used
SmashHammer
Profile Joined January 2011
United States148 Posts
April 12 2011 21:42 GMT
#780
the solution is to have the "actors" play out their part without the actual units being used

I'm not sure how to do this. I only have a basic understanding of the data and trigger editors. Any help would be greatly appreciated.
TPW Mapping - theplanetaryworkshop.com
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