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The minimap as well as the preview on the map I made is completely black. I've tried:
-Swapping out texture sets. -Opening the MPQ and deleting the minimap.tga
neither solution has worked.
edit:
When I swap it out for a standard set, the minimap works, but the moment I change it back, the minimap goes black again. I tried simply editing an existing texture set but that didn't work either. So it definitely a problem with the texture set, I just don't know what the problem is specifically.
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Here is how you fix it (you might want to first test it with a new empty map):
Attention! Any mistake might cause the loss of terrain texture information
Open the Data Editor and go to the Terain Texture Sets tab Select a standrt texture set that is the closest to what you curently have. Modefy this texture set so it matches your current one (try not to copy paste since you might copy the bug that is causing the black minimap) When done go to Map -> Map - Textues Select any standart Texture Set that is not your modefied one Note the order of the textures (old and new) on a notepad or take a screenshot or what ever you like Make sure you have a backup file Apply the new texture set Save & exit the editor, when done load your map again Go to Map -> Map - Textues and select your modefied standart texture set that we created earlier Take a look at your notepad/screenshot and set each texture to what it was replaced with Apply the texture set Save & exit the editor, when done load your map again Use test document to see if it worked
From a guy called Hobrow.
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On August 03 2011 15:32 zany_001 wrote:Show nested quote +Here is how you fix it (you might want to first test it with a new empty map):
Attention! Any mistake might cause the loss of terrain texture information
Open the Data Editor and go to the Terain Texture Sets tab Select a standrt texture set that is the closest to what you curently have. Modefy this texture set so it matches your current one (try not to copy paste since you might copy the bug that is causing the black minimap) When done go to Map -> Map - Textues Select any standart Texture Set that is not your modefied one Note the order of the textures (old and new) on a notepad or take a screenshot or what ever you like Make sure you have a backup file Apply the new texture set Save & exit the editor, when done load your map again Go to Map -> Map - Textues and select your modefied standart texture set that we created earlier Take a look at your notepad/screenshot and set each texture to what it was replaced with Apply the texture set Save & exit the editor, when done load your map again Use test document to see if it worked
From a guy called Hobrow.
Thank you so much.
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How do you change 1 textures in a set to only 1 texture in another set? every time I try it changes every single texture to the new set
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On August 04 2011 09:40 LawrenceVern wrote:How do you change 1 textures in a set to only 1 texture in another set? every time I try it changes every single texture to the new set  http://www.galaxywiki.net/Terrain#Terrain_Texture_Sets Remove a texture from the list on the right (as shown in the screenshot) then add from the left.
By the way, that article is really small, it'd be great if someone here experienced with textures and terrain could add to it. Or several someones.
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On August 04 2011 09:40 LawrenceVern wrote:How do you change 1 textures in a set to only 1 texture in another set? every time I try it changes every single texture to the new set  Map > Map Textures > Modify > Textures - Blend Then do the thing that's explained in the wiki.
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Is it possible to set a doodad to destructable? On my map Crash Landing I'm trying out new things for the center, one of the things I had in mind was a single HY Gold expansions in the middle of the map that's very hard to take with a lot of minerals but I still want to maintain the crashed battlecruiser since it's the "point" of the map.
![[image loading]](http://i.imgur.com/QBk44.jpg)
Also, if that is possible, originally I had some flames on the crashed battle cruisers, is there a way for them to go away once the battle cruiser is destroyed?
EDIT: I believe I found how to make the BC destructible, I changed a 6x6 destructible rocks model to that of Wrecked Battlecruiser doodad. I don't know if this automatically makes it unpathable and unbuildable aswell though... And is there any way for me to get some flames on the initial model of the wrecked battlecruiser?
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The only way I can think of is instead of using DR using a Terran building (also preferable because of the unit death) and setting the 'Terran Building Burnout' from the beginning. This process is honestly a bit more complex than just changing a model and I can't just explain it in short. I'll just linked you to the thread where a guy helped me with a similar project:
http://www.sc2mapster.com/forums/development/data/23095-burning-at-start/
To achieve particularly what you're looking for you might have to play around a bit with it and try what you can change to make it work.
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hihi one small question:
after creating xel'naga towers via triggers the eye symbols are not shown on the minimap. how can i fix this?
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In the seme-popular tournament map "Dual-Sight", the xel naga towers are modeled as gateways, and the vision comes from a point different from the gateway.
How do you do these two things.
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random question
where does the tag slayers (boxer) and red(nada) come from back in bw?
were those actual teams? was it just a clan like when your friends would make one on bnet?
edit: my bad didn't know there was this kind of thread for sc2 maps section. i just searched for the simple questions thread and assumed there was only one
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Blizzard's 2 minute timeout
RAGE
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I've seen in some of the map analyzers a map openness value. Wondering if there's a certain openness that favours a particular race more than another?
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For hopefully an insightful answer.
I'm a platinum scrub who has not played in 3 months (been map making the entire time but otherwise just observing games on my maps, and playing wow). Is it worth me continuing mapmaking or not, if I suck at the game are they really going to be that balanced...?
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On August 11 2011 18:32 Holiver wrote: For hopefully an insightful answer.
I'm a platinum scrub who has not played in 3 months (been map making the entire time but otherwise just observing games on my maps, and playing wow). Is it worth me continuing mapmaking or not, if I suck at the game are they really going to be that balanced...? If you're making melee maps, it is important that you know at least the basics of melee and have watched enough pros playing to know how terrain gives advantages to different races. You'll also want to have some friends who are good players playtest your map so you can see how it balances in action.
If it's UMS don't worry bro, just wing it.
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On August 11 2011 14:25 Aeropunk wrote: I've seen in some of the map analyzers a map openness value. Wondering if there's a certain openness that favours a particular race more than another? It's a pretty simple rule of thumb. The more open, the better for Zerg. Why? Because the strengh of Zerg is masses of units. They want to be able to surround their enemies which works best in open terrain. The narrower it gets, the better for the other 2 races. Obviously Protoss is more favoured than Terran due to the ingame mapeditor, also known as force fields.
On August 11 2011 18:32 Holiver wrote: For hopefully an insightful answer.
I'm a platinum scrub who has not played in 3 months (been map making the entire time but otherwise just observing games on my maps, and playing wow). Is it worth me continuing mapmaking or not, if I suck at the game are they really going to be that balanced...? It's not all about skill level. More important is your general understanding of balance and certain mapfeatures. Naturally the better you are at playing the game, the easier it is to understand strategic capabilities of a map etc. But take someone like lefix as example, he's like silver level in playing but pretty decent at mapmaking
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On August 11 2011 20:35 FlopTurnReaver wrote:Show nested quote +On August 11 2011 14:25 Aeropunk wrote: I've seen in some of the map analyzers a map openness value. Wondering if there's a certain openness that favours a particular race more than another? It's a pretty simple rule of thumb. The more open, the better for Zerg. Why? Because the strengh of Zerg is masses of units. They want to be able to surround their enemies which works best in open terrain. The narrower it gets, the better for the other 2 races. Obviously Protoss is more favoured than Terran due to the ingame mapeditor, also known as force fields.
Isn't openness also favoring Terran in TvP cause generally it's Bio vs Splash Units and Terran wants to get big concaves/surrounds and avoid splash and getting cut in half by forcefields?!
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I have made a map and and on some points when I walk small units on edges of cliffs, they fall in an invisible hole. This happens in some blizz maps, and I here are pictures of it happening on backwater glutch. + Show Spoiler +
So yeah I have same problem on my map. What is the easiest way to fix it? I have tried lowering the and highering the spots but it dosnt help.
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On August 11 2011 21:25 Ragoo wrote:Show nested quote +On August 11 2011 20:35 FlopTurnReaver wrote:On August 11 2011 14:25 Aeropunk wrote: I've seen in some of the map analyzers a map openness value. Wondering if there's a certain openness that favours a particular race more than another? It's a pretty simple rule of thumb. The more open, the better for Zerg. Why? Because the strengh of Zerg is masses of units. They want to be able to surround their enemies which works best in open terrain. The narrower it gets, the better for the other 2 races. Obviously Protoss is more favoured than Terran due to the ingame mapeditor, also known as force fields. Isn't openness also favoring Terran in TvP cause generally it's Bio vs Splash Units and Terran wants to get big concaves/surrounds and avoid splash and getting cut in half by forcefields?! Well yes if you look like it like that, on the other hand if a P goes for Gateway units and a T for mech it's the other way around again. But I did say that Protoss is more favoured than Terran 
On August 13 2011 00:39 Sea_Food wrote:I have made a map and and on some points when I walk small units on edges of cliffs, they fall in an invisible hole. This happens in some blizz maps, and I here are pictures of it happening on backwater glutch. + Show Spoiler +So yeah I have same problem on my map. What is the easiest way to fix it? I have tried lowering the and highering the spots but it dosnt help. I've never had this issue and it kinda looks as if they screwed up with the pathing. However this is not the case so what I'd suggest is to just fix it by painting some pathing blocker at the problem area. Or you do it with the pathingblocker doodads. I fixed it on BG with painting: + Show Spoiler +
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fcd- What is the proper technique for unloading a dropship on the run? I've been trying d+left click and then timing another d+left click as soon as the first marine drops and so on. It kind of works but only halfway. Is there a better technique or is this right and just requires practice?
- Im a nub and what is holding me back most are my keyboard mechanics. I've played around w/ my hotkey settings and made it a bit better but this is still my downfall. I cant tell u how often I have to take my eyes of the screen to look down. Any ideas on how to help this process along or is it just a practice makes perfect deal.
- Is Terran imba? I've been watching a bunch of GSL and its like 50% Terran. Same in IPL. Even in my random crappy ladder player pool theres def more Terran than others. Say it aint so, I'm scared of a nerf.
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