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Active: 9770 users

[G] Using Invisible Cliffs

Forum Index > SC2 Maps & Custom Games
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1 2 3 4 Next All
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-07-09 21:59:43
July 09 2012 20:27 GMT
#1
[image loading]

Recently while working on an upcoming project, I discovered a method that essentially allowed me to make bridges look like legit bridges. In other words, you could see things under them. Upon my discovery, SUPEROUMAN used this technique on his map Cherno to give his bridges a nice and legitimate aesthetic look.

So today, I thought I'd like to go ahead and reveal the method that makes this possible to the community, as there has been much speculation on how it was done. Take note that in the following instructions, I used this technique to make a bridge simply as an example. The same technique can be applied for other uses which I shortly discuss after the instructions.

Instructions
1.Make a bridge.
+ Show Spoiler +
[image loading]


2.Designate a cliff type for the bridge.
+ Show Spoiler +
[image loading]


3.Open "terrain cliffs" in the data module.
+ Show Spoiler +
[image loading]


4.Find the cliff type you used on the bridge, select "cliff mesh", and set it to 'none'.
+ Show Spoiler +
[image loading]


5. You are left with a bridge with an invisible cliff. Sometimes you might need to use the 'Same level cliff' tool to reset the cliff to its new non-existing model. However, there is an issue. Part of the black squares are pathable. This is a result of the missing terrain cells that are removed when you remove the cliff model.
+ Show Spoiler +
[image loading]


6. To re-add the cliff cells, go to the "terrain objects" tool and use 'show terrain cells'. This will allow you to reapply the missing, yet pathable, terrain cells.
+ Show Spoiler +
[image loading]


7. When doing this, you should get something like this.
+ Show Spoiler +
[image loading]


*Side Note*
If you try and apply tile where the invisible cliff is, you will get these strange deformations. This just means that you've gone past the pathable terrain and that you need to remove those terrain cells that are causing the deformation.
+ Show Spoiler +
[image loading]


8. Once you complete this step, you can see that the terrain cells match the pathable terrain much more closely than the other side, which still has missing tiles.
+ Show Spoiler +
[image loading]


9. Add doodads, water, skybox, etc to cover the black spots and give the bridge look. The only disadvantage to this bridge idea yet is that when using reflective water, the bridge itself does not reflect. However, doodads and units do which does look kinda funny.
+ Show Spoiler +
[image loading]


10. To fix this, just turn off the reflectivity of the water, or just don't use water at all. Lava, skybox, etc are certainly safe from the reflective effect.
+ Show Spoiler +
[image loading]


Of course, the idea of making cliffs invisible can be used for way more things than just bridges. It can be used to make your own custom cliffs, or to put things under the map such as support columns, buildings, etc. Simply put, this allows you to place doodads, water, etc where you otherwise couldn't because cliffs were blocking it.

Do be careful though. I would not use this on cliffwalkable cliffs, as players may very well get confused when their colossus starts walking over a cliff that isn't there, or over something that doesn't look like a cliff. For that matter I would only really use this in areas where cliffwalking is clearly not possible in the first place.

To this day, the only issues that I have come across while testing are the reflective water issues I mentioned in the steps, and how the doodads you use to hide the black squares affect pathing. All I can suggest is to test in game to see whether the doodads on your bridges are effecting pathing as intended, and adjust them accordingly. I have not really tested frame rate changes as a result of this, but I certainly do think this should be looked into.

With all that said, I hope this helps make your bridges and cliffs look more awesome. Happy mapping!
Former ESV Mapmaker | @Timetwister22
Gfire
Profile Joined March 2011
United States1699 Posts
July 09 2012 20:29 GMT
#2
BTW, this doesn't work with the 1.5 beta editor. So there's a strong possibility it won't be possible once patch 1.5 comes out, unless we can get Blizzard to do something about it.
all's fair in love and melodies
Timetwister22
Profile Joined March 2011
United States538 Posts
July 09 2012 20:44 GMT
#3
On July 10 2012 05:29 Gfire wrote:
BTW, this doesn't work with the 1.5 beta editor. So there's a strong possibility it won't be possible once patch 1.5 comes out, unless we can get Blizzard to do something about it.


I went ahead and tested it to find that it is indeed still possible, it just requires a slightly different approach on dealing with those black squares. In 1.5 you can no longer use the 'show terrain cells' tool to add those missing, yet pathatable, cells. The solution is to simply make those pathable cells occupied by the black squares unpathable by using pathing paint or pathing blockers. Of course this means you will have to make your bridges wider at first since you will be shortening the width by about 2 tiles on each side. Nevertheless still possible, just a bit more painful.
Former ESV Mapmaker | @Timetwister22
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 09 2012 20:54 GMT
#4
Thank you~~ Mr Blizzard
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-07-09 22:12:27
July 09 2012 21:40 GMT
#5
aha yes I did this exactly the same way. 'Hiding' the cliffs was the difficult bit. I wonder if there is a way to do it with a transparent texture rather than a mesh type of 'none'? That might work in the 1.5 beta.

I have actually spent the last hour taking screenshots ready to write a tutorial on this, only to come on and read this! I guess you did discover the technique first so it's only right you make the tut. Here's the header I made.

+ Show Spoiler +
[image loading]
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-07-09 21:48:07
July 09 2012 21:46 GMT
#6
On July 10 2012 06:40 OxyGenesis wrote:
aha yes I did this exactly the same way. 'Hiding' the cliffs was the difficult bit. I wonder if there is a way to do it with a transparent texture rather than a mesh type of 'none'? That might work in the 1.5 beta.

I have actually spent the last hour taking screenshots ready to write a tutorial on this, only to come on and read this! I guess you did discover the technique first so it's only right you make the tut. Here's the header I made.

+ Show Spoiler +
[image loading]


Where I did discover this process with my own ideas and knowledge of the editor, I will say that I think this has been done before me. I've seen screenshots of people using invisible cliffs to make their own custom cliffs, and iGrok has said he's used this technique before while experimenting with bridge types. Thus I won't directly take credit for the general idea, but I will of course take credit for being the first to write a guide on how to use this technique. Also, thanks for the header! Looks quite splendid :D

Former ESV Mapmaker | @Timetwister22
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 09 2012 22:10 GMT
#7
On July 10 2012 06:46 Timetwister22 wrote:
Show nested quote +
On July 10 2012 06:40 OxyGenesis wrote:
aha yes I did this exactly the same way. 'Hiding' the cliffs was the difficult bit. I wonder if there is a way to do it with a transparent texture rather than a mesh type of 'none'? That might work in the 1.5 beta.

I have actually spent the last hour taking screenshots ready to write a tutorial on this, only to come on and read this! I guess you did discover the technique first so it's only right you make the tut. Here's the header I made.

+ Show Spoiler +
[image loading]


Where I did discover this process with my own ideas and knowledge of the editor, I will say that I think this has been done before me. I've seen screenshots of people using invisible cliffs to make their own custom cliffs, and iGrok has said he's used this technique before while experimenting with bridge types. Thus I won't directly take credit for the general idea, but I will of course take credit for being the first to write a guide on how to use this technique. Also, thanks for the header! Looks quite splendid :D


Whoever writes the tutorial should get credit IMO.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 09 2012 22:16 GMT
#8
This is actually pretty sweet. First we find Jacky's trick for making bridges, now we learn something more comprehensive, progress ftw! :D
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
July 09 2012 22:21 GMT
#9
This is awesome work by all involved (you know who you are). Great tutorial Timetwister! I cannot wait to try this now.
https://johnemerson.artstation.com/
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
July 09 2012 22:27 GMT
#10
what is the point? can units go below and above the bridge?
since 98'
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 09 2012 22:31 GMT
#11
On July 10 2012 07:27 LarJarsE wrote:
what is the point? can units go below and above the bridge?

No, the point is aesthetic. It works like just normal terrain. Like how everyone wants to make sweet looking snow maps, bridges are just something cool, that give a map nostalgia points.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Timetwister22
Profile Joined March 2011
United States538 Posts
July 09 2012 22:34 GMT
#12
On July 10 2012 07:27 LarJarsE wrote:
what is the point? can units go below and above the bridge?


No, because the cliffs are still there, they're just invisible. The point of this is to give mapmakers the ability to be more creative when working with aesthetics on cliffs and bridges. From a players perspective, this won't really matter as the terrain features are the same. But from the spectators point of view, there is some some serious potential for eye-candy and general aesthetic appreciation.
Former ESV Mapmaker | @Timetwister22
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 09 2012 22:35 GMT
#13
Yeah I finally was able to work it out

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Guardian85
Profile Joined May 2012
162 Posts
July 09 2012 22:35 GMT
#14
I call sticky.
Guardian85
Profile Joined May 2012
162 Posts
Last Edited: 2012-07-09 22:39:47
July 09 2012 22:37 GMT
#15
*whispering voice* Psst Ironman Resize image?

I dont see the bridge atleast.

Btw awesome aesthetics and details there.. is it something your working on?
Reminds me of the campaign mission where you escourt colonists.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 09 2012 22:45 GMT
#16
On July 10 2012 07:37 Guardian85 wrote:
*whispering voice* Psst Ironman Resize image?

I dont see the bridge atleast.

Btw awesome aesthetics and details there.. is it something your working on?
Reminds me of the campaign mission where you escourt colonists.


It should resize automatically after a refresh or so. If it doesn't then try firefox or google chrome.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
moskonia
Profile Joined January 2011
Israel1448 Posts
July 09 2012 22:49 GMT
#17
On July 10 2012 07:27 LarJarsE wrote:
what is the point? can units go below and above the bridge?

Wow that would be a cool feature, is there any way to make a bridge you can go under?
Guardian85
Profile Joined May 2012
162 Posts
July 09 2012 22:58 GMT
#18
On July 10 2012 07:49 moskonia wrote:
Show nested quote +
On July 10 2012 07:27 LarJarsE wrote:
what is the point? can units go below and above the bridge?

Wow that would be a cool feature, is there any way to make a bridge you can go under?


Gave me an idea.. but i dont know if making them walk there is virtually possible..
But i was thinking of a "cavelike" tunnel.. where you have area transition locations at each side of the tunnel.. making them walk through a pre calculated width of the bridge.. depending on their walk speed.. and more or less spawn on the other side.

Only problem is .. i dont know if this would be considerd as a custom feature... and people could use it as a advantage to hide certain units..

Other then that i dont see how you can make two different pathable heights.. since from what i know pathing is interdimensional.
Guardian85
Profile Joined May 2012
162 Posts
July 09 2012 22:59 GMT
#19
On July 10 2012 07:45 IronManSC wrote:
Show nested quote +
On July 10 2012 07:37 Guardian85 wrote:
*whispering voice* Psst Ironman Resize image?

I dont see the bridge atleast.

Btw awesome aesthetics and details there.. is it something your working on?
Reminds me of the campaign mission where you escourt colonists.


It should resize automatically after a refresh or so. If it doesn't then try firefox or google chrome.


Im using Firefox.. but yes the image seemd to change after refreshing the page.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 09 2012 23:14 GMT
#20
On July 10 2012 07:35 IronManSC wrote:
Yeah I finally was able to work it out

+ Show Spoiler +
[image loading]

That's awesome, gonna go steal that now. :D
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
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