Heres a pic: + Show Spoiler +
I cant get rid of it
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Forum Index > SC2 Maps & Custom Games |
Gl!tch
United States573 Posts
Heres a pic: + Show Spoiler + I cant get rid of it ![]() ![]() ![]() | ||
Mashmed
Sweden198 Posts
On October 02 2011 11:43 Gl!tch wrote: Ever since patch 1.4 whenever i load up a map or start one all the cliffs look like i did "show terrain cell's" on them. Heres a pic: + Show Spoiler + I cant get rid of it ![]() ![]() ![]() Had this problem for so long ![]() Press 'V' and it will dissapear. But when you activate grid you will have to press 'V' again not sure why. | ||
RumbleBadger
322 Posts
On October 02 2011 16:48 Mashmed wrote: Show nested quote + On October 02 2011 11:43 Gl!tch wrote: Ever since patch 1.4 whenever i load up a map or start one all the cliffs look like i did "show terrain cell's" on them. Heres a pic: + Show Spoiler + I cant get rid of it ![]() ![]() ![]() Had this problem for so long ![]() Press 'V' and it will dissapear. But when you activate grid you will have to press 'V' again not sure why. Was about to make a whole thread with this same question, but I came here first and you answered it. Thank you! | ||
a176
Canada6688 Posts
On October 01 2011 05:07 EffectS wrote: Is there a way to reset the Data Editor back to default settings? I've played with a little, with succes, but I have to alter my map to enter in the TL Map Making contest. So I have to change my 8x8 destructible rocks back to it's original sprite or whatever they call it. If there's no way to reset it to default can someone please help me out a little, it's been a long time since I actually used the Data Editor and I have no clue what i'm doing. change data source to [your map] right click on the entry (should be green), select 'reset to parent' | ||
Namrufus
United States396 Posts
On October 02 2011 16:48 Mashmed wrote: Show nested quote + On October 02 2011 11:43 Gl!tch wrote: Ever since patch 1.4 whenever i load up a map or start one all the cliffs look like i did "show terrain cell's" on them. Heres a pic: + Show Spoiler + I cant get rid of it ![]() ![]() ![]() Had this problem for so long ![]() Press 'V' and it will dissapear. But when you activate grid you will have to press 'V' again not sure why. I had this problem too. View->Show Terrain->Show Hidden Terrain Cells to OFF should get rid of this permenantly. | ||
FlopTurnReaver
Switzerland1980 Posts
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Mashmed
Sweden198 Posts
![]() + Show Spoiler + Opening .\wasteland2.sc2map... map name found for preferred locale: [Just Another StarCraft II Map] map name as part of filenames: Warning: Unexpected format for MapInfo, map size appears to be <84678, 0>. No MapInfo file. Warning: Could not read required map files for Wasteland2, skipping And does anyone know a simple way to avoid these non-pathable areas when using doodads? + Show Spoiler + http://i.imgur.com/GJcZ0.jpg Edit#3 ![]() I tried importing my own texture today, but I got this wierd border between my texture and other textures... Anyone know what the problem might be? + Show Spoiler + http://i.imgur.com/YpozC.jpg | ||
Namrufus
United States396 Posts
On October 04 2011 15:47 Mashmed wrote: I have a problem with the analyzer. I'm getting an error message I have never gotten before. I went about making the map the way I allways do yet this time I got an error so if anyone has an idea I would love a solution ![]() + Show Spoiler + Opening .\wasteland2.sc2map... map name found for preferred locale: [Just Another StarCraft II Map] map name as part of filenames: Warning: Unexpected format for MapInfo, map size appears to be <84678, 0>. No MapInfo file. Warning: Could not read required map files for Wasteland2, skipping the map analyzer broke for the latest version of the map editor, and the original creator of the anlyzer seems to be gone. There are a few simple fizes you can use from here however. And does anyone know a simple way to avoid these non-pathable areas when using doodads? + Show Spoiler + http://i.imgur.com/GJcZ0.jpg select a single pipe doodad, press crtl-a (or is it ctrl-shift-a...) to slect all of them, press enter to change the settings and select "ignore doodad footprint" (or maybe some other value). Also I have found that sometimes even though a square seems to be blocked by a doodad in the in the editor, it is actually is pathable in game (or vice-versa), so you might just have to test it. Edit#3 ![]() I tried importing my own texture today, but I got this wierd border between my texture and other textures... Anyone know what the problem might be? + Show Spoiler + http://i.imgur.com/YpozC.jpg no idea what's causing that, but it actually looks really cool, like a layer of ice beneath dirt and rock | ||
Mashmed
Sweden198 Posts
On October 06 2011 03:59 Namrufus wrote: + Show Spoiler + On October 04 2011 15:47 Mashmed wrote: I have a problem with the analyzer. I'm getting an error message I have never gotten before. I went about making the map the way I allways do yet this time I got an error so if anyone has an idea I would love a solution ![]() + Show Spoiler + Opening .\wasteland2.sc2map... map name found for preferred locale: [Just Another StarCraft II Map] map name as part of filenames: Warning: Unexpected format for MapInfo, map size appears to be <84678, 0>. No MapInfo file. Warning: Could not read required map files for Wasteland2, skipping the map analyzer broke for the latest version of the map editor, and the original creator of the anlyzer seems to be gone. There are a few simple fizes you can use from here however. And does anyone know a simple way to avoid these non-pathable areas when using doodads? + Show Spoiler + http://i.imgur.com/GJcZ0.jpg select a single pipe doodad, press crtl-a (or is it ctrl-shift-a...) to slect all of them, press enter to change the settings and select "ignore doodad footprint" (or maybe some other value). Also I have found that sometimes even though a square seems to be blocked by a doodad in the in the editor, it is actually is pathable in game (or vice-versa), so you might just have to test it. Edit#3 ![]() I tried importing my own texture today, but I got this wierd border between my texture and other textures... Anyone know what the problem might be? + Show Spoiler + http://i.imgur.com/YpozC.jpg no idea what's causing that, but it actually looks really cool, like a layer of ice beneath dirt and rock Took a while for someone to answer but thanks for the 'solutions' | ||
Bird on Tour
Germany2 Posts
is it possible to combine the mod "macro or die" (author _Major) and a KOTH map? I tried it the last few days, but i failed : ( | ||
EffectS
Belgium795 Posts
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MMello
279 Posts
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Mashmed
Sweden198 Posts
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Namrufus
United States396 Posts
On October 11 2011 21:15 Mashmed wrote: Does anyone know if there is a quicker way to go through the different versions of doodads? After you have placed them on the map. I have a bunch of trees that isnt the versions of those trees that I want, but I dont want them all to be one version. you can use the "," and "." keys to cycle through the different models for a doodad | ||
IronManSC
United States2119 Posts
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a176
Canada6688 Posts
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ALPINA
3791 Posts
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Mattchew
United States5684 Posts
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HypertonicHydroponic
437 Posts
I guess, what I really want to know is whether there is a guide for the fine details of map publishing, and if not, should there be, and if so, would anyone be will to help me put one together? (so at the very least I can follow it and make my own published maps more official :p) ![]() | ||
Namrufus
United States396 Posts
On October 13 2011 13:46 HypertonicHydroponic wrote: What I'd like to know is: is there a standard way to fill in the info for a map? Like, what to put for the map notes, extended map notes, etc. It does not appear that all of the autor information shows on melee settings, but maybe I am missing it. I guess, what I really want to know is whether there is a guide for the fine details of map publishing, and if not, should there be, and if so, would anyone be will to help me put one together? (so at the very least I can follow it and make my own published maps more official :p) ![]() If you open up one of the BNet maps you can copy the style Blizzard uses. for example: + Show Spoiler + Name: Abyssal Caverns Author: Blizzard Entertainment Description-Basic:1v1, 2v2, FFA Description-Extended: Your first expansion is easy to defend but additional resources are harder to protect. Rocks can be destroyed to open up additional paths or resources. A Watch Tower marks the center of the map. this thread might be similar to what you are thinking of making: http://www.teamliquid.net/forum/viewmessage.php?topic_id=189619 | ||
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