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Simple Questions/Answers - Page 41

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 39 40 41 42 43 182 Next
FirmTofu
Profile Joined March 2011
United States1956 Posts
April 20 2011 23:40 GMT
#801
Why wasn't MLG on liquibet?
I lie a lot when I'm town. I never lie when I'm scum.
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 21 2011 00:04 GMT
#802
On April 21 2011 08:40 FirmTofu wrote:
Why wasn't MLG on liquibet?


Wrong simple questions/simple answers thread. This is for making and using SC2 maps.
Ludwigvan
Profile Blog Joined April 2010
Germany2371 Posts
Last Edited: 2011-04-21 02:57:43
April 21 2011 02:57 GMT
#803
On April 21 2011 08:39 FlopTurnReaver wrote:
What could possibly be easier than copy/paste/rotate terrain?

A plugin.

On April 21 2011 08:39 FlopTurnReaver wrote:
Ok I'm sure there are a lot of things but you don't even give any examples on what you are thinking about.

My examples are mirrormaps. I want a perfect mirror. So I want to perfectly select one half of the map, rotate it and perfectly set it to the other side. I always make mistakes doing this myself.

On April 21 2011 08:39 FlopTurnReaver wrote:
And why aren't all general sc2 questions askers not getting warned? :s

NickMP
Profile Joined February 2011
United States46 Posts
Last Edited: 2011-04-21 23:54:22
April 21 2011 03:34 GMT
#804
Is there a way to completely get rid of terrain?
Like make it completely invisable?
I got it to do this:
+ Show Spoiler +
[image loading]

By messing around with the cliff models...
But is there a way to make the other part of the ground see though to?

[EDIT]YES! i figured it out!
I did'nt know there was a trigger to hide terrain.
I'm trying to learn how to play tetris A type music by lowering/raising my Supply Depots.
mike1290
Profile Joined January 2011
United States88 Posts
April 21 2011 16:53 GMT
#805
I am running into this problem in the data editor
[image loading][/url]

I do not know how I change the size of the token field size so that I can see it. I have tried playing around with it and I can't seem to find a solution.
HateRock
Archvil3
Profile Joined September 2010
Denmark989 Posts
April 21 2011 21:29 GMT
#806
I got a question regarding taking screenshots of my maps. This is an example of my problem:

Close up everything looks normal, nice looking textures and some protoss decals.

[image loading]

But when I zoom out to get a full map view the textures become really blurred and a lot of the doodads looks bad as well, especially the protoss decals. Example:

[image loading]

I've tried changing video settings in the editor from lhigh to low but no good result really, whenever I zoom out it is just a blur. I suspect my ancient gforce 8800 GTS video card is responsible for it but I dont know, hopefully someone got a solution to this?
Let thy speech be better than silence, or be silent.
Mereel
Profile Joined February 2010
Germany895 Posts
April 22 2011 01:56 GMT
#807
why do i always have the default lightning on the minimap and preview picture?
how can i change that?
TPW Mapmaking Team
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
April 22 2011 18:26 GMT
#808
On April 21 2011 11:57 Ludwigvan wrote:
+ Show Spoiler +
On April 21 2011 08:39 FlopTurnReaver wrote:
What could possibly be easier than copy/paste/rotate terrain?

A plugin.

On April 21 2011 08:39 FlopTurnReaver wrote:
Ok I'm sure there are a lot of things but you don't even give any examples on what you are thinking about.

My examples are mirrormaps. I want a perfect mirror. So I want to perfectly select one half of the map, rotate it and perfectly set it to the other side. I always make mistakes doing this myself.

On April 21 2011 08:39 FlopTurnReaver wrote:
And why aren't all general sc2 questions askers not getting warned? :s



Sometimes I feel that's a problem too. But then I stop being lazy and start being awesome again

One thing though that helps me alot, if you just want to copy one half side of the map, just paint a half circle of texture in the middle, copy and paste it so it makes a whole circle. Also works with cliffs etc.

On April 22 2011 06:29 Archvil3 wrote:
+ Show Spoiler +
I got a question regarding taking screenshots of my maps. This is an example of my problem:

Close up everything looks normal, nice looking textures and some protoss decals.

[image loading]

But when I zoom out to get a full map view the textures become really blurred and a lot of the doodads looks bad as well, especially the protoss decals. Example:

[image loading]

I've tried changing video settings in the editor from lhigh to low but no good result really, whenever I zoom out it is just a blur. I suspect my ancient gforce 8800 GTS video card is responsible for it but I dont know, hopefully someone got a solution to this?

Decals are generally problematic in far zoomed out view. I'm not sure if theres anything you can do about. Also the look of the textures change the further you zoom out.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-04-22 18:43:09
April 22 2011 18:37 GMT
#809
On April 22 2011 06:29 Archvil3 wrote:+ Show Spoiler +

I got a question regarding taking screenshots of my maps. This is an example of my problem:

Close up everything looks normal, nice looking textures and some protoss decals.

[image loading]

But when I zoom out to get a full map view the textures become really blurred and a lot of the doodads looks bad as well, especially the protoss decals. Example:

[image loading]

I've tried changing video settings in the editor from lhigh to low but no good result really, whenever I zoom out it is just a blur. I suspect my ancient gforce 8800 GTS video card is responsible for it but I dont know, hopefully someone got a solution to this?

If you're taking zoomed out (overview) images, use the Export Map Image under Data. For best results, personally, I set my settings in SC2 to Ultra, and then set the Export Map Image settings to Game, and it looks awesome.

Oh and, 500th post, what a thriller it is too.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
adso
Profile Joined March 2011
718 Posts
April 22 2011 21:05 GMT
#810
On April 17 2011 23:34 yeahsc2 wrote:
How to bind F keys and which are available to bind?

It all depends if you're working on a cough' gamestation cough' PC or apple...
why would you need to bind any key in the first place?

On April 18 2011 09:29 kmkkmk wrote:
What is the meaning of libNtve_gf_?
I have libNtve_gf_SetPlayerGroupAlliance(PlayerGroupActive(), 1); in my map script but it only compiles if I remove libNtve_gf_
Am I missing something?

"lib" liberty campaign preset melee data?


On April 21 2011 08:39 FlopTurnReaver wrote:
What could possibly be easier than copy/paste/rotate terrain?
Ok I'm sure there are a lot of things but you don't even give any examples on what you are thinking about.
And why aren't all general sc2 questions askers not getting warned? :s

How bout: draw all the map?
People need to learn to "draw out" there arguments
The two threads are named exactly the same... maybe that should be addressed
+ Show Spoiler +


On April 22 2011 01:53 mike1290 wrote:
I am running into this problem in the data editor+ Show Spoiler +

[image loading]
I do not know how I change the size of the token field size so that I can see it.
I have tried playing around with it and I can't seem to find a solution.

Please rephrase what you wish to achieve
in the data editor, you must duplicate objects (units for ex) to "change" values...?
On April 22 2011 06:29 Archvil3 wrote:
I got a question regarding taking screenshots of my maps. This is an example of my problem:+ Show Spoiler +

Close up everything looks normal, nice looking textures and some protoss decals.
+ Show Spoiler +
[image loading]

But when I zoom out to get a full map view the textures become really blurred and a lot of the doodads looks bad as well, especially the protoss decals. Example:
+ Show Spoiler +
[image loading]

I've tried changing video settings in the editor from lhigh to low but no good result really, whenever I zoom out it is just a blur. I suspect my ancient gforce 8800 GTS video card is responsible for it but I don't know, hopefully someone got a solution to this?

In order to get roads or decals or other animations from a high angle
(beyond setting to high minimum or ultra, getting a graphics card that allows such a display )
you have to "brush up" (redraw) with an image software (the best is to take several "screenshots" and select the best your cp (or someone else you trust to get said a screenshot) can get.. and then "add" the missing bits from other versions.

Fist
Profile Joined October 2010
Netherlands235 Posts
April 24 2011 10:29 GMT
#811
What does UMS mean
Have you ever realized just how insignificant your existence on this planet really is?
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-04-24 11:32:33
April 24 2011 11:26 GMT
#812
use map settings

Usually means 1 player map (that's only a polling issue, the editor allows for multiplayer uses)

Usually means you download the map and play it offline
(the lag is the issue, since many features are lag inducing, this is the reason why the ums multiplayer scene has not exploded yet), but it would also cover multiplayer games (playable only online) that depart from sc2 standards.


It mostly means: learn a new game with extra/different gameplay specific features departing a bit (or completely) from the well known and used melee gameplay.
Fist
Profile Joined October 2010
Netherlands235 Posts
April 25 2011 10:25 GMT
#813
Thanks for the clear explaniation=)
Have you ever realized just how insignificant your existence on this planet really is?
adso
Profile Joined March 2011
718 Posts
April 25 2011 23:55 GMT
#814
On April 26 2011 08:43 Carmine wrote:
I just started trying to use the editor. I decided to make a multiplayer map where the units are all different than in the regular multiplayer. I started by downloading shakuras plateau. Then I started editing data.

First I made Zergling hatch 4 to an egg (without the upgrade). I tested this and it worked. Then I wanted to make them cheaper and weaker, so I went to the zergling unit stats and changed its food cost/mineral cost. I also went to the actor and changed the model to be a bit smaller. When I went back to the editor to check if it worked, the new changes had taken effect but my old change (4 to an egg) wasn't in effect anymore. I checked and the changes I made were still present in the editor but they aren't being manifested during my test sessions for some reason.

Similarly it happened with drones as well. Got them to hatch 2 to an egg, and it tested perfect. Then changed the food/minerals and once i went back to check the additional changes my old changes had been reverted.

Each time I would go back to check if the changes i made to units/egg were still in the editor and they were, but for some reason it isn't working. I am new to this and need help! Thank you.


Your modifications being done in a "newbie" fashion is probably the problem
for it to work () start over..

duplicate the necessary units and change the abilities concerned applying them to those "new" units...
interdependent abilities/data have a habit of crossfiring on the starting out mapmaker
scmapster or other sources have loads of tutorials that allow for a method to the madness

i have the same result (apparently it should work but something went wrong...) when i rush stuff
Carmine
Profile Joined September 2010
United States263 Posts
April 26 2011 04:08 GMT
#815
Thanks for your more in depth answer adso. So I should make a new unit called "Zergling1"or something and make all changes to that unit, while linking the spawn zergling to it? I will try this as well as scmapster.
Terran was created third, with purity of tanks.
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 26 2011 09:46 GMT
#816
Maybe someone can explain this to me:

I used a map with Niflheim tileset for this map, only changed color of the lighting and adjusted fog height a little, so nothing big.

Now in the editor it looks like this: + Show Spoiler +
[image loading]


but ingame it looks like this (ultra graphic settings): + Show Spoiler +
[image loading]
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
roswellmania
Profile Joined March 2010
27 Posts
April 26 2011 11:45 GMT
#817
Hi,
I already searched but didnt find my question.
I often play 2on2 and give my ally shared control. But i dont see when he has selected my units, but afterwards in replay i do. So is there a way to make it visible ingame? I already look up in options but didnt find anything.
thx for answers
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 26 2011 12:35 GMT
#818
On April 26 2011 18:46 Ragoo wrote:
Maybe someone can explain this to me:

I used a map with Niflheim tileset for this map, only changed color of the lighting and adjusted fog height a little, so nothing big.

Now in the editor it looks like this: + Show Spoiler +
[image loading]


but ingame it looks like this (ultra graphic settings): + Show Spoiler +
[image loading]



Ok I solved it now. Apparently there is an option "Fog Enabled" -_-
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
adso
Profile Joined March 2011
718 Posts
April 26 2011 21:24 GMT
#819
On April 26 2011 20:45 roswellmania wrote:
Hi,
I already searched but did not find my question.
I often play 2on2 and give my ally shared control. But i don't see when he has selected my units, but afterward in the replay i do. So is there a way to make it visible ingame? I already look up in options but didnt find anything.
thank for answers

Not sure.. i think there is no visual display of "loss" of unit control.
(when playing in cooperation (on a team) you already share color...).

don't think blizz thought of "adding" to the co op setting regarding who has control...
but i never relinquish control of my units, so what do i know (:
kenxftw
Profile Joined December 2010
10 Posts
Last Edited: 2011-04-27 05:26:51
April 27 2011 05:26 GMT
#820
Event: Unit - Any Unit Enters (Region(Any Region))
Conditions: (Triggering Region) == Region Array[*]

I want the * to be "Any Integer".

Basically I want my event to trigger when someone enters any region that is inside my region array.
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