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[G] wrl's Tutorials for New Melee Mappers!

Forum Index > SC2 Maps & Custom Games
Post a Reply
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-02-02 05:22:51
September 27 2011 23:05 GMT
#1
Hello everyone!

In an effort to distract myself from actually making maps, I've decided to start doing a series of mapping tutorials aimed at newer map makers who may have a great idea for a map, but don't have the knowledge or skills to develop it.

I feel like videos are the best way for people to learn the editor, as written guides are easy to get lost in without being able to see each individual step.

Each tutorial will be very short and focused (between 5 and 10 minutes), covering only one small aspect of the editor so that viewers can easily find the information they are looking for.

Apologies in advance for the production quality, it will improve as I figure out the proper settings and programs to use and MacBook Pro microphones have a tendency to pick up a lot of background noise.

The first installment:

Texture Applied Groups!
Customizing the textures of units and doodads to match the theme of your map!




Custom Texture Assets
How to export textures from the SC2 editor, edit them in photoshop, and reimport them to your custom map.

My particular results in this tutorial aren't great, but I show a few good examples at the end of what can be done.

Part 1:


Part 2:
It's funny; I dream a lot, but I'm not a very good sleeper.
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
September 27 2011 23:43 GMT
#2
I wondered why my protoss decals didn't have the hexagon shape! I've been using Ulnar exclusively up until now, I thought maybe it was a custom doodad they had on Tal'Darim... so weird that they don't just include all the variations on every map.
Still, a bit of a strange first video for this series, I don't think newbies mappers usually start by deciding that they need to retexture doodads and arrange custom texture sets. By that point,you've usually more or less put the map together and are now just working on prettying it up.
But still, thanks for the tip, I personally did not know of the existence of this feature, and I know that the future ones are going to be relevant to me so looking forward to the seeing the next ones ^^
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-09-28 01:37:53
September 28 2011 01:30 GMT
#3
On September 28 2011 08:43 totalpigeon wrote:
I wondered why my protoss decals didn't have the hexagon shape! I've been using Ulnar exclusively up until now, I thought maybe it was a custom doodad they had on Tal'Darim... so weird that they don't just include all the variations on every map.
Still, a bit of a strange first video for this series, I don't think newbies mappers usually start by deciding that they need to retexture doodads and arrange custom texture sets. By that point,you've usually more or less put the map together and are now just working on prettying it up.
But still, thanks for the tip, I personally did not know of the existence of this feature, and I know that the future ones are going to be relevant to me so looking forward to the seeing the next ones ^^


the hexagon is part of the default set .. should be available on every tileset? it is for me!

at first I thought the textures automatically changed with tileset, but I've never seen the ulnar decals ... so good

thanks wrl
starleague forever
wrl
Profile Joined April 2011
United States209 Posts
September 28 2011 01:33 GMT
#4
Ya I wanted to cover something I hadn't seen covered in other tutorials. I'll cover some more basic stuff in the future. Eventually it will all add up to something for mappers of all levels. Glad it helped though!

I'd love for someone with a bit more time and ambition than me to go through and catalog all of the texture applied groups for various doodads.

Sometimes you'll run in to something interesting you didn't think of before (such as the Xel'Naga version of the Protoss Decals)
It's funny; I dream a lot, but I'm not a very good sleeper.
Gl!tch
Profile Joined December 2010
United States573 Posts
September 28 2011 01:48 GMT
#5
This is cool, i've achieved a similar affect (with the decal's at least) just changing the specific doodad's colour. (only works with green realy).

This is far better :D
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 28 2011 03:27 GMT
#6
Awesome. That will certainly make a map feel like it fits together well instead of a few random mismatched doodads on a mismatched terrain
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-02-02 00:32:45
February 02 2012 00:32 GMT
#7
Update:

New video! Custom Texture Assets and using photoshop to edit terrain textures.

Also; better sound quality.


(the video may still be processing, give it a few minutes)
It's funny; I dream a lot, but I'm not a very good sleeper.
eTcetRa
Profile Joined November 2010
Australia822 Posts
February 02 2012 04:18 GMT
#8
Second video was removed due to being too long. Apparently
Retired Mapmaker™
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
February 02 2012 04:19 GMT
#9
I've had this problem as well. You want to break it into two <15 minute length videos.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
wrl
Profile Joined April 2011
United States209 Posts
February 02 2012 04:32 GMT
#10
Ya I'm having issues with cutting it in half. It either loses sync or crashes the program(s) I try using to cut it up.

:| Hopefully I'll figure it out soon.
It's funny; I dream a lot, but I'm not a very good sleeper.
wrl
Profile Joined April 2011
United States209 Posts
February 02 2012 05:27 GMT
#11
Okay. Fixed the videos for Tutorial 2. The second part is way out of sync, live and learn I won't be using xsplit to record locally again.
It's funny; I dream a lot, but I'm not a very good sleeper.
lefix
Profile Joined February 2011
Germany1082 Posts
February 02 2012 10:22 GMT
#12
just a little heads up: you don't need an mpq editor to change textures, you can actually find all texture files in the data editor and rightclick export them
Map of the Month | The Planetary Workshop | SC2Melee.net
wrl
Profile Joined April 2011
United States209 Posts
February 02 2012 14:55 GMT
#13
On February 02 2012 19:22 lefix wrote:
just a little heads up: you don't need an mpq editor to change textures, you can actually find all texture files in the data editor and rightclick export them


Maybe this is only in my case, but this doesn't work for me. The files that get exported are always messed up.
It's funny; I dream a lot, but I'm not a very good sleeper.
ArcticRaven
Profile Joined August 2011
France1406 Posts
February 03 2012 22:26 GMT
#14
Same for me here. They must be corrupted in some way by the export.

Otherwise, thanks a lot, wrl !

Ulnar decals = protoss decals + added awesomeness. It's gonna be fun
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
lefix
Profile Joined February 2011
Germany1082 Posts
February 03 2012 23:12 GMT
#15
hmm, they shouldn't be.
they may show up weird in the preview pic, but that only because the specular map is stored in the alpha channel
Map of the Month | The Planetary Workshop | SC2Melee.net
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