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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.
Instructions1.Make a bridge. + Show Spoiler +2.Designate a cliff type for the bridge. + Show Spoiler +3.Open "terrain cliffs" in the data module. + Show Spoiler +4.Find the cliff type you used on the bridge, select "cliff mesh", and set it to 'none'. + Show Spoiler +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 +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 +7. When doing this, you should get something like this. + Show Spoiler +*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 +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 +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 +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 +
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!
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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.
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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.
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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 +
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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 +
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
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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 + 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.
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This is actually pretty sweet. First we find Jacky's trick for making bridges, now we learn something more comprehensive, progress ftw! :D
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This is awesome work by all involved (you know who you are). Great tutorial Timetwister! I cannot wait to try this now.
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what is the point? can units go below and above the bridge?
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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.
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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.
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Yeah I finally was able to work it out
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*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.
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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.
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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?
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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.
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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.
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On July 10 2012 07:35 IronManSC wrote:Yeah I finally was able to work it out + Show Spoiler + That's awesome, gonna go steal that now. :D
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This is the best thing ever.
EDIT: How do you add skybox?? I have no idea how to do that
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Also how do you do make the cliff on the either side of the bridge?
I mean this.
How do you add cliffs to either side of the bridge, and add skybox?
Thanks so much for the tut btw.
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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.
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On July 10 2012 10:13 kim9067 wrote:Also how do you do make the cliff on the either side of the bridge? 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.
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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? 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
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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.
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I have a result! Here:
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.
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Now that is freakin awesome!! so many possibilities...
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On July 10 2012 12:23 NewSunshine wrote:I have a result! Here: 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?
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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...
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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...
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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:
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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
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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 +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. 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. The giant rock doodads also work well if you squish them a bit.
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Thanks for the writeup! =)
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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).
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.
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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). 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. =\
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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.
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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.
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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 +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. 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. 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
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I have to admit these are some good-lookin bridges. ^^
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For my city map I also found a good doodad to fill in the wall with. While I'm actually using braxis alpha cliffs and not invisible cliffs, it still applies.
It's Korhal Building variation 8. It looks pretty good once you put the fog on.
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Someone plz tell me how to put skybox on T.T Timetwister said he would do it he would get back from work but I think he forgot T.T
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I wanted to give it a try! So I used my current project, Ulaan Winter, to try it on. Tell my what you think. :D
(The spires are retextured Redstone Spires, and the rock formations are just various rocks retextured to match the Ulaan cliffs)
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Finally got it. The Xel'Naga Worldship props make good bridge pieces.
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On July 11 2012 14:43 Coppermantis wrote:Finally got it. The Xel'Naga Worldship props make good bridge pieces.
Gorgeous! Might have to 'borrow' that one.
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Please! Someone tell me how to add skybox T.T
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Go to the texture set in the data editor and edit the skybox field.
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On July 12 2012 09:21 Gfire wrote: Go to the texture set in the data editor and edit the skybox field.
As in how do you add on to the actual map? Eg. Korhal skyscraper skybox
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On July 12 2012 09:30 kim9067 wrote:Show nested quote +On July 12 2012 09:21 Gfire wrote: Go to the texture set in the data editor and edit the skybox field. As in how do you add on to the actual map? Eg. Korhal skyscraper skybox I don't know what you mean.
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Timetwister said that you can add skybox, water, or lava to cover up the blackspot. How do you add the skybox like water and lava?
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You don't. The skybox goes behind the gaps in terrain. If there's no skybox, it shows black, but if there's a skybox, is shows that. Skybox is the space background on space maps.
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On July 12 2012 11:47 kim9067 wrote: Timetwister said that you can add skybox, water, or lava to cover up the blackspot. How do you add the skybox like water and lava? Try:
Map>Map Textures>Modify
to go into the data editor. Under Background Models(fixed), there's a dropdown box, where you can add a Braxis Alpha, Castanar, or other skybox. Under Background Models(unfixed), you can also add a Sky Parallax, if applicable(Braxis Alpha has one).
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Oh, the field is called Background Model? I thought it was labeled skybox in the title, too. I guess that's just the model names.
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On July 12 2012 12:10 NewSunshine wrote:Show nested quote +On July 12 2012 11:47 kim9067 wrote: Timetwister said that you can add skybox, water, or lava to cover up the blackspot. How do you add the skybox like water and lava? Try: Map>Map Textures>Modify to go into the data editor. Under Background Models(fixed), there's a dropdown box, where you can add a Braxis Alpha, Castanar, or other skybox. Under Background Models(unfixed), you can also add a Sky Parallax, if applicable(Braxis Alpha has one).
????\ Does it become a doodad that you can add? Does the black box in the bridge cliffs disappear?
Edit: OHH ok. I'll try that. Hopefully that'll work T.T Please Work T.T
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On July 12 2012 12:13 Gfire wrote: Oh, the field is called Background Model? I thought it was labeled skybox in the title, too. I guess that's just the model names. Indeed, I just opened up one of my standard space platform maps to verify it. If this doesn't work, then I have no further ideas, but it should work.
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Hi Guys. Firstly I want to thank everyone who helped me with the skybox. In the end, I just decided to use another method, which is to make the fog itself black, so that even if there is a hole, you can't see it. Here's the bridge... I'm so proud of it.
It's a fully transparent, pathable, creepable, Forcefieldable bridge. HOORAY.
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You can also make flat water which is the same color as the fog and cover it with that. That's what I used on my city map. If it's down in the fog, it won't even matter what color it is, but it will pick up whatever fog color so you can't see the holes.
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On July 12 2012 13:54 Gfire wrote: You can also make flat water which is the same color as the fog and cover it with that. That's what I used on my city map. If it's down in the fog, it won't even matter what color it is, but it will pick up whatever fog color so you can't see the holes.
O_O how do I make flat water???? T.T I tried to do with water but there's always color and everything... I'm learning so much today O_o
Edit: Guys, I just realized that... the bridge doesn't work, the units just sink down. Sigh so you NEEd the texture for this to work, meaning = no translucent bridges T.T
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On July 12 2012 13:55 kim9067 wrote:Show nested quote +On July 12 2012 13:54 Gfire wrote: You can also make flat water which is the same color as the fog and cover it with that. That's what I used on my city map. If it's down in the fog, it won't even matter what color it is, but it will pick up whatever fog color so you can't see the holes. O_O how do I make flat water???? T.T I tried to do with water but there's always color and everything... I'm learning so much today O_o Edit: Guys, I just realized that... the bridge doesn't work, the units just sink down. Sigh so you NEEd the texture for this to work, meaning = no translucent bridges T.T
Couldn't you just make a transparent texture?
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I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights.
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On July 12 2012 15:57 hobbidude wrote: I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights.
Er, can you explain this in further detail? Are you referring to a terrain object? If you could, in fact, bridge between two cliff levels, that would be pretty special.
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On July 12 2012 16:48 EatThePath wrote:Show nested quote +On July 12 2012 15:57 hobbidude wrote: I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights. Er, can you explain this in further detail? Are you referring to a terrain object? If you could, in fact, bridge between two cliff levels, that would be pretty special.
HOW O_o
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On July 12 2012 16:48 EatThePath wrote:Show nested quote +On July 12 2012 15:57 hobbidude wrote: I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights. Er, can you explain this in further detail? Are you referring to a terrain object? If you could, in fact, bridge between two cliff levels, that would be pretty special. Well, theoretically you could make an invisible ramp using an invisible cliff, and then build it out of doodads, just like with the bridges here.
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On July 12 2012 15:57 hobbidude wrote: I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights. I don't think this would actually work all that well, mostly because it still uses the bridge doodad, which doesn't allow creep spread or forcefields. Also, trying to make a rampbridge would be tricky, because cliffwalkers ignore ramps more or less, so you'd have to make the bridge's appearance compensate for that.
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I tried this, like, two pages back. It doesn't work too well, the terraining is better as it doesn't screw anything up.
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On July 12 2012 23:48 Gfire wrote:Show nested quote +On July 12 2012 16:48 EatThePath wrote:On July 12 2012 15:57 hobbidude wrote: I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights. Er, can you explain this in further detail? Are you referring to a terrain object? If you could, in fact, bridge between two cliff levels, that would be pretty special. Well, theoretically you could make an invisible ramp using an invisible cliff, and then build it out of doodads, just like with the bridges here. Right, but I meant without the ramp, which would be quite significant for the possibility of emulating more than 3 pathable height levels. Though I doubt it's possible. Although, a rampbridge from main to natural would look so fucking cool.
On July 13 2012 01:18 NewSunshine wrote:Show nested quote +On July 12 2012 15:57 hobbidude wrote: I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights. I don't think this would actually work all that well, mostly because it still uses the bridge doodad, which doesn't allow creep spread or forcefields. Also, trying to make a rampbridge would be tricky, because cliffwalkers ignore ramps more or less, so you'd have to make the bridge's appearance compensate for that. You would just have to make the cliff unpathable on either side of the rampbridge (or have a trench), and then they'd path over the bridge as though it were a normal connecting chokepoint.
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Sigh.. Well, 1.5 completely broke this
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This is still very well possible, just a little bit trickier. I'll update the OP with an updated step-by-step once I have time, but for now here is a set of images that should help you out when doing this post patch. http://imgur.com/L2OjI,cnhpw,atKnk,T3YJS
The issue of course being that you can't re-add the terrain tiles. Instead, you have to actually remove some, then use pathing paint or 1x1 pathing blockers to make the black areas unpathable. I actually did this on Odd-Eye previous to the patch, since it was easier to place doodads on the invisible ground that it was to raise them all to the exact height along an invisible cliff.
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