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[G] Using Invisible Cliffs - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-07-10 00:35:30
July 10 2012 00:02 GMT
#21
This is the best thing ever.

EDIT: How do you add skybox?? I have no idea how to do that
Mapmaker of Frost, Fruitland and Bridgehead
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-07-10 01:36:45
July 10 2012 01:13 GMT
#22
Also how do you do make the cliff on the either side of the bridge?
[image loading]
I mean this.

How do you add cliffs to either side of the bridge, and add skybox?

Thanks so much for the tut btw.
Mapmaker of Frost, Fruitland and Bridgehead
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-07-10 02:59:05
July 10 2012 02:57 GMT
#23
I might also add something, with regard to showing the terrain cells. If you turn on the placement grid(ctrl+shift+H), you can see exactly which cells are the pathable ones, so you'll know exactly where to stop when revealing them, so you don't get that nasty cliff overhang. I'm not sure whether it'll be the same in 1.5, hopefully it is, but for now this works well as is.

Working on using it now, might post my results later. Theoretically, with this we should also be able to create platforms that appear to hover above the landscape, akin to screenshots we've seen of HotS, and possibly even more. Sweet stuff.
"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 10 2012 03:09 GMT
#24
On July 10 2012 10:13 kim9067 wrote:
Also how do you do make the cliff on the either side of the bridge?
[image loading]
I mean this.

How do you add cliffs to either side of the bridge, and add skybox?

Thanks so much for the tut btw.


That's actually just a doodad that blends almost perfectly with the cliff. He used the same doodad when testing his bridges, which can be seen here. However, I'm not sure what the name of that doodad is, you'd have to ask him in his thread.

As far as the skybox goes, it's not too difficult. I'll add a little set of instructions when I get back to my home pc that has the editor.
Former ESV Mapmaker | @Timetwister22
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 10 2012 03:11 GMT
#25
On July 10 2012 12:09 Timetwister22 wrote:
Show nested quote +
On July 10 2012 10:13 kim9067 wrote:
Also how do you do make the cliff on the either side of the bridge?
[image loading]
I mean this.

How do you add cliffs to either side of the bridge, and add skybox?

Thanks so much for the tut btw.


That's actually just a doodad that blends almost perfectly with the cliff. He used the same doodad when testing his bridges, which can be seen here. However, I'm not sure what the name of that doodad is, you'd have to ask him in his thread.

As far as the skybox goes, it's not too difficult. I'll add a little set of instructions when I get back to my home pc that has the editor.


skyboxxxx

ah. is there one similar like the cliff of korhal skyscraper one.. im guessing not T.T
Mapmaker of Frost, Fruitland and Bridgehead
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 10 2012 03:15 GMT
#26
Thanks for the tutorial.

Is this the same technique used to add terrain object doodads such as glass floors? I have always wondered how to do that.
~ ~ <°)))><~ ~ ~
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-07-10 03:26:48
July 10 2012 03:23 GMT
#27
I have a result! Here:

[image loading]

The selection of doodads isn't the best, obviously, but it's a proof of concept. If one were to do this on an entire space platform map, with a better composition of doodads(that comes with practice ofc), the result would not only be a pain in the ass to make, but amazing as well. :D

Oh, and another thing to add. To make which cells are pathable and which aren't simple, it's easier to just disable all the doodad's footprints(look at the doodad's properties) and manually block individual cells through pathing.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 10 2012 03:43 GMT
#28
Now that is freakin awesome!! so many possibilities...
~ ~ <°)))><~ ~ ~
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 10 2012 03:49 GMT
#29
On July 10 2012 12:23 NewSunshine wrote:
I have a result! Here:

[image loading]

The selection of doodads isn't the best, obviously, but it's a proof of concept. If one were to do this on an entire space platform map, with a better composition of doodads(that comes with practice ofc), the result would not only be a pain in the ass to make, but amazing as well. :D

Oh, and another thing to add. To make which cells are pathable and which aren't simple, it's easier to just disable all the doodad's footprints(look at the doodad's properties) and manually block individual cells through pathing.


How did you add the skybox?? or was it two space platform cliffs, therefore the skybox is not necesary?
Mapmaker of Frost, Fruitland and Bridgehead
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-07-10 04:07:04
July 10 2012 04:05 GMT
#30
On July 10 2012 12:49 kim9067 wrote:
How did you add the skybox?? or was it two space platform cliffs, therefore the skybox is not necesary?

In this case, it was actually one type of cliff(Avernus), which I designated as my bridge-cliff, and since it's a Castanar map by default it has its own skybox. However, I think there's a way to add a skybox through the tileset menu, the same one where you mess around with the textures, lighting, fog, etc. I think. I haven't done it yet though.

As an aside, did you know that a single map can have 4 different cliff types? Possibilities, man...
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-07-10 04:56:25
July 10 2012 04:42 GMT
#31
On July 10 2012 13:05 NewSunshine wrote:
Show nested quote +
On July 10 2012 12:49 kim9067 wrote:
How did you add the skybox?? or was it two space platform cliffs, therefore the skybox is not necesary?

In this case, it was actually one type of cliff(Avernus), which I designated as my bridge-cliff, and since it's a Castanar map by default it has its own skybox. However, I think there's a way to add a skybox through the tileset menu, the same one where you mess around with the textures, lighting, fog, etc. I think. I haven't done it yet though.

As an aside, did you know that a single map can have 4 different cliff types? Possibilities, man...


WHAT?!?!?! SERIOUSLY?? HOLY CRAP. WILL TEST RIGHT NOW

EDIT: YES YOU CAN HOLY...
Mapmaker of Frost, Fruitland and Bridgehead
turtles
Profile Blog Joined August 2011
Australia360 Posts
July 10 2012 05:17 GMT
#32
Have you used the mar sara bridge method?

How do they compare in ease of use and flexibility?

a few pictures of me messing around with bridges using the mar sara bridge method:

[image loading]

[image loading]
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
July 10 2012 06:02 GMT
#33
This was the first thing I tried to do when I opened the editor in beta more than 2 years ago. Was really bumped you couldn't have real bridges! Thanks for the workaround
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-07-10 09:19:46
July 10 2012 09:18 GMT
#34
On July 10 2012 10:13 kim9067 wrote:
Also how do you do make the cliff on the either side of the bridge?
+ Show Spoiler +
[image loading]

I mean this.

How do you add cliffs to either side of the bridge, and add skybox?

Thanks so much for the tut btw.


I used a line of 'Terran Gap Filler' doodads. Like this...

+ Show Spoiler +


place doodads in a line on the edges of the bridge. I held shift so that they were straight, and then filled in the gaps with more.
[image loading]

Then select them all (hold control and click on each one or drag a selection) and then hit return or go to edit> modify properties. Give them a negative height value to sink them below the bridge. -12.5 seems to work well.

[image loading]
[image loading]

The giant rock doodads also work well if you squish them a bit.



Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 10 2012 09:57 GMT
#35
Thanks for the writeup! =)
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2012-07-10 19:46:21
July 10 2012 19:35 GMT
#36
I just found out that the Bridge-Mar Sara doodad will perfectly allow pathing on top of it. The model data has physics set to "always Keyframed" which is unique to the Mar Sara bridges (the only ones I've found that allow walking on them).

[image loading]


It's not as flexible as this but it works. I'm trying to make it allow pathing underneath as well, because currently it blocks pathing on terrain underneath.

EDIT: I don't think it's possible. I set the footprint for the actor data to "none" but any unit that goes under the bridge gets teleported to the top. At the very least it's a way to allow any unit to cliff walk.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-07-10 19:59:34
July 10 2012 19:55 GMT
#37
On July 11 2012 04:35 Coppermantis wrote:
I just found out that the Bridge-Mar Sara doodad will perfectly allow pathing on top of it. The model data has physics set to "always Keyframed" which is unique to the Mar Sara bridges (the only ones I've found that allow walking on them).

[image loading]


It's not as flexible as this but it works. I'm trying to make it allow pathing underneath as well, because currently it blocks pathing on terrain underneath.

EDIT: I don't think it's possible. I set the footprint for the actor data to "none" but any unit that goes under the bridge gets teleported to the top. At the very least it's a way to allow any unit to cliff walk.


Yes this is what I was saying in oxy's map thread. You just have to make sure you set the "cliff level" dropdown to the correct number or else the units will act like they have vision based on the wrong cliff level. And if you use the doodad bridge over level 0 (a hole), you can't forcefield. And in no case can you spread creep, if I'm not mistaken.

If you think about units walking under a bridge, it doesn't make any sense unless you bend over backwards to make a special trigger set that simulates the main idea. You are asking for the ability to have units standing on top of each other (in the same X,Y position) and for the game to know how to path and AI in that situation. The way the game works, it's impossible. Are you going to make it so stalkers on top of the bridge can't shoot through the bridge to directly below that? What happens when stalkers blink from the upper cliff? Do they land on the bridge or below it? A number of workarounds could use where the mouse click is specifically, but that depends on awkward camera arrangement.

In short, starcraft is built as a 2-dimensional game, with simulated height elements (that really just have to do with pathing and vision). If you want a bridge where units can walk under and over, you'll have to make it modal so that only one of those can happen at a time. (In fact this would actually just be dynamic path blocking, but would trick the player with a cosmetic idea "bridge".)

Incidentally I have tried implementing just that, but it's hard to make it work perfectly. =\
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
July 10 2012 19:59 GMT
#38
Yup. This setup is pretty tempermental, it actually just stopped working entirely. I've been trying to get around it but with no success. The cliff way is the best way to make bridges it seems.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-07-10 20:07:54
July 10 2012 20:03 GMT
#39
On July 11 2012 04:59 Coppermantis wrote:
Yup. This setup is pretty tempermental, it actually just stopped working entirely. I've been trying to get around it but with no success. The cliff way is the best way to make bridges it seems.


Right. Considering the only value of a bridge is purely aesthetic, the invisible cliff method is the best way to preserve player expectations and also have the appearance of open space below -- if you want liquid. Otherwise, you're SOL and you have to use the doodad, which impacts integral game mechanics (though it might be fine depending on the map).

I guess you could use terrain objects as well, but that's another kettle of fish entirely.
Comprehensive strategic intention: DNE
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 10 2012 20:07 GMT
#40
On July 10 2012 18:18 OxyGenesis wrote:
Show nested quote +
On July 10 2012 10:13 kim9067 wrote:
Also how do you do make the cliff on the either side of the bridge?
+ Show Spoiler +
[image loading]

I mean this.

How do you add cliffs to either side of the bridge, and add skybox?

Thanks so much for the tut btw.


I used a line of 'Terran Gap Filler' doodads. Like this...

+ Show Spoiler +


place doodads in a line on the edges of the bridge. I held shift so that they were straight, and then filled in the gaps with more.
[image loading]

Then select them all (hold control and click on each one or drag a selection) and then hit return or go to edit> modify properties. Give them a negative height value to sink them below the bridge. -12.5 seems to work well.

[image loading]
[image loading]

The giant rock doodads also work well if you squish them a bit.





Yeah I actually just used giant rocks under my bridge, and it looks fine

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
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