Simple Questions/Answers - Page 70
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IveReturned
Turkey258 Posts
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MasterReY
Germany2708 Posts
If yes, which one is it ![]() | ||
LunaSaint
United Kingdom620 Posts
On November 12 2011 01:30 IveReturned wrote: Im having a problem lately. Im using Xil tileset and I cant change( do anything) To the background. ![]() Is that box selected? If it is, turn it off. | ||
Namrufus
United States396 Posts
On November 12 2011 02:36 IveReturned wrote: Also, do you know how I can make tar? you'll probably have to use water, mar-sara or zhakul water would be a good starting point. in order to get an opaque, smooth tarlike surface you can change the 'mesh roughness' and 'texture roughness parameters, as well as the "color falloff" parameter. recolorized lava doodads might also look good for tar bubbles. | ||
IveReturned
Turkey258 Posts
On November 12 2011 04:49 Namrufus wrote: you'll probably have to use water, mar-sara or zhakul water would be a good starting point. in order to get an opaque, smooth tarlike surface you can change the 'mesh roughness' and 'texture roughness parameters, as well as the "color falloff" parameter. recolorized lava doodads might also look good for tar bubbles. I played around a little bit but, I couldnt manage to make something good out of it. Can you help me doing that? EDIT: still having the same problem. This really looks awkward. ![]() | ||
Namrufus
United States396 Posts
On November 12 2011 05:52 IveReturned wrote: I played around a little bit but, I couldnt manage to make something good out of it. Can you help me doing that? EDIT: still having the same problem. This really looks awkward. + Show Spoiler + ![]() So I actually recommend that you start out with shakuras water, it looks the best under most circumstances imo. OK, so here we go... (note that it is hard to read the screenshots, but the locations on the menu are easy to see) so here is normal Shakuras water, height lowered of course + Show Spoiler + the first thing you'll want to do is to increase the color fallof parameter in the texture submenu color falloff controls the "haziness" of the water. you should increse the haziness so you can see only a little beneath the water surface + Show Spoiler + go to the basic submenu next set the color of the water to a dark black (possibly a little red or green) set tha alpha (transparancy) of the water surface a little higher (not too high as this will block out our nice color-fallof effect from before + Show Spoiler + now, back to the texture submenu the texture roughness and mesh roughness effect the waves on the surface of the water. mesh roughness actually effects the physical displacement of the surface of the water creating large smooth waves, while texture roughness only effects the strength of an animated bump map on the surface that creates a small ripple effect. As this is supposed to be tar, you should decrease one or both of these to get the effect you want (but do not set both of them to zero at the same time, as the water will then look very unrealisticly flat.) + Show Spoiler + as you modify the roughness, you may notice some weird reflection effects depending on what lighting you are using, if the reflections are too strong, you can enter the reflection submenu and reduce the specular scale parameter. the reflection menu has a lot of other parameters that control things like the reflection and refraction of units and terrain in the water that can make the water look really cool in some situations, I don't know enough about the individual parameters to tell you to do anything though. anyway, thats how I would do it, I hope that there isn't already a similar explaination like this elsewhere, then I would feel silly for writing all this :/ and also disregard what I said about recolored lava doodads: the lava splash doodad actually interferes with the water effects and none of the other lava doodads looked very convincing. That doesn't mean you can't use for example smoke or bone etc doodads to make the tar effect more realistic. EDIT: also, a question of my own: is it possible to change the color of lava without doing weird this with the data editor, I think I remember seeing a map once with green lava in it. | ||
IveReturned
Turkey258 Posts
On November 12 2011 07:15 Namrufus wrote: So I actually recommend that you start out with shakuras water, it looks the best under most circumstances imo. OK, so here we go... (note that it is hard to read the screenshots, but the locations on the menu are easy to see) so here is normal Shakuras water, height lowered of course + Show Spoiler + the first thing you'll want to do is to increase the color fallof parameter in the texture submenu color falloff controls the "haziness" of the water. you should increse the haziness so you can see only a little beneath the water surface + Show Spoiler + go to the basic submenu next set the color of the water to a dark black (possibly a little red or green) set tha alpha (transparancy) of the water surface a little higher (not too high as this will block out our nice color-fallof effect from before + Show Spoiler + now, back to the texture submenu the texture roughness and mesh roughness effect the waves on the surface of the water. mesh roughness actually effects the physical displacement of the surface of the water creating large smooth waves, while texture roughness only effects the strength of an animated bump map on the surface that creates a small ripple effect. As this is supposed to be tar, you should decrease one or both of these to get the effect you want (but do not set both of them to zero at the same time, as the water will then look very unrealisticly flat.) + Show Spoiler + as you modify the roughness, you may notice some weird reflection effects depending on what lighting you are using, if the reflections are too strong, you can enter the reflection submenu and reduce the specular scale parameter. the reflection menu has a lot of other parameters that control things like the reflection and refraction of units and terrain in the water that can make the water look really cool in some situations, I don't know enough about the individual parameters to tell you to do anything though. anyway, thats how I would do it, I hope that there isn't already a similar explaination like this elsewhere, then I would feel silly for writing all this :/ and also disregard what I said about recolored lava doodads: the lava splash doodad actually interferes with the water effects and none of the other lava doodads looked very convincing. That doesn't mean you can't use for example smoke or bone etc doodads to make the tar effect more realistic. EDIT: also, a question of my own: is it possible to change the color of lava without doing weird this with the data editor, I think I remember seeing a map once with green lava in it. thanks, I will definitely use it ![]() | ||
Demagus
48 Posts
How do you set a bridge (Doodad) to be passable for units walking UNDERNEATH it? ![]() What I'm trying to do is to have units be able to go over the bridge (this works fine) as well as different units be able to walk under the bridge in the canyon (as you can see, I set the pathing). This, however, I was not able to do and the units simply clump up on the side of the Doodad, even though it looks as if there should be sufficient space for them to be able to simply walk under it. Thx in advance for any helpful answers! | ||
FlopTurnReaver
Switzerland1980 Posts
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Roblin
Sweden948 Posts
On November 12 2011 23:45 Demagus wrote: A quick question for those experienced with the Galaxy Editor (I apologise if it has been asked before, i couldn't find the answer though -.-). How do you set a bridge (Doodad) to be passable for units walking UNDERNEATH it? ![]() What I'm trying to do is to have units be able to go over the bridge (this works fine) as well as different units be able to walk under the bridge in the canyon (as you can see, I set the pathing). This, however, I was not able to do and the units simply clump up on the side of the Doodad, even though it looks as if there should be sufficient space for them to be able to simply walk under it. Thx in advance for any helpful answers! theoretically speaking, SC2 is not 3-dimensional, all hard code in the game treats it as if there are only 2 dimensions, thus SC2 cannot tell whether a unit on the bridge is actually on the bridge or below it (other, visual-only code handles such stuff), thus SC2 does not support "pathing in relation to height", simply because: if a unit has location coordinates such that it coincides with the position of the bridge, then it is on the bridge. the sides of the bridge are pathing-blockers note the following: ground unit = unit which cannot path over ledges or abyss reaper and colossus = unit which ignore ledges in pathing air unit = unit which ignore ledges and abyss in pathing air units do not have inherently different pathing when compared to other units (only modified pathing). being "flying" is an attribute not related to the height of the model. | ||
Cruncharoo
United States136 Posts
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Superouman
France2195 Posts
On November 12 2011 23:45 Demagus wrote: A quick question for those experienced with the Galaxy Editor (I apologise if it has been asked before, i couldn't find the answer though -.-). How do you set a bridge (Doodad) to be passable for units walking UNDERNEATH it? ![]() What I'm trying to do is to have units be able to go over the bridge (this works fine) as well as different units be able to walk under the bridge in the canyon (as you can see, I set the pathing). This, however, I was not able to do and the units simply clump up on the side of the Doodad, even though it looks as if there should be sufficient space for them to be able to simply walk under it. Thx in advance for any helpful answers! I wish it was possible :'( I was thinking about it before the beta was out lol | ||
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The_Templar
your Country52797 Posts
On November 18 2011 00:41 Cruncharoo wrote: what is the name of the micro custom map that has like 20+ different games built in? it has blink micro, marine split, blocking a ramp, etc etc etc You mean this? http://www.teamliquid.net/forum/viewmessage.php?topic_id=237869 | ||
vorxaw
Canada245 Posts
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Goldfish
2230 Posts
Is there a way to change the data editor back to the way it was pre 1.4 via setting? Before 1.4 there was a drop down menu that listed all the data in data editor (abilities, actors, units, etc). Now they categorized it? I have to click the Data (Tab) > then either "Edit Game Data" (for units and abilities) or "Edit Actor Data", or "Edit Art and Sound Data". This may not be a big deal to some but this is going to increase the amount of time it takes to do things by +2-3 seconds >.> (the amount of time adds up, really!). No really it already took a lot of time going back and forth through everything, going to add up to several minutes. (Really I'm just frustrated by Blizzard like always) Anyone know if there is a way to change this or no? Also I can't take advantage of buttons because my resolution is low (I prefer keeping it low because I have not so great vision >.<) so is there any way to change it to the old way where everything was all in one drop down menu or no? | ||
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The_Templar
your Country52797 Posts
Where can I find the Neifhlem (Spelling?) Snow texture? | ||
bacoatc
El Salvador26 Posts
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FlopTurnReaver
Switzerland1980 Posts
On November 21 2011 01:32 TehTemplar wrote: How do I change lighting? Where can I find the Neifhlem (Spelling?) Snow texture? Window > Lighting (or just ctrl+shift+f10) You can go to sc2mapster.com and search for "niflheim". | ||
Kabel
Sweden1746 Posts
I just want to change what units can be morphed from a larvae. For example, I want to remove the Roach. It can not be built at all in the game. How can I do it? -_- Edit: Also, how can I change what buildings a Drone can build? | ||
Brutaxilos
United States2622 Posts
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