On April 26 2010 13:31 MachinimaMat wrote: I used the map editor to create this using the Cinematics function.
dude omg that is absolutely fucking hilarious if i didnt have work in 6 hours i wud stay up for 6 more hours to figure out how that is done. 5/5 STARS GREAT 1st post imo.
On April 26 2010 09:21 ORLY wrote: Working on physics "engine"
Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well
AMAZING. I have faith people will be able to make aircraft pilotable after seeing this O.O
They had pilotable aircraft maps in wc3 but the controls sucked. Also they had maps with physics in them such as grenades that bounces against the ground and walls realistically.
Whats new in sc2 is that everything is a ton smoother.
Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well
wow how the hell do u make that kind of stuff anyway. ive looked around in the triggers but ive never found any of that cool stuff :p
btw ORLY can u make first person working?
You got to code the physics yourself, at least that was what you did in wc3. It is not about finding the right button but about learning how to code in their new language.
Also I can guranatee you that the popular maps early on will all be based on wc3 maps and not starcraft maps since this is basically the wc3 editor made a ton smoother and more powerful.
On April 26 2010 14:04 Klockan3 wrote: They had pilotable aircraft maps in wc3 but the controls sucked. Also they had maps with physics in them such as grenades that bounces against the ground and walls realistically.
Whats new in sc2 is that everything is a ton smoother.
Considering the system reqs for WC3 was something in the ballpark of a 400mhz PII, I would hope so.
Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well
AMAZING. I have faith people will be able to make aircraft pilotable after seeing this O.O
They had pilotable aircraft maps in wc3 but the controls sucked. Also they had maps with physics in them such as grenades that bounces against the ground and walls realistically.
Whats new in sc2 is that everything is a ton smoother.
Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well
wow how the hell do u make that kind of stuff anyway. ive looked around in the triggers but ive never found any of that cool stuff :p
btw ORLY can u make first person working?
You got to code the physics yourself, at least that was what you did in wc3. It is not about finding the right button but about learning how to code in their new language.
This basically. One thing I'm worried about though is how well online games will handle high frequency triggers. I'm running the physics and drawing code 50 times per game second to use absolute unit placement. If sc2 relies heavily on prediction this might ruin it.. I'm not familiar with wc3 mapping, any idea if it was a problem there?
You could use the built-in move commands to tween between points and cut down on the required frequency a lot, but they're pretty cumbersome for this kind of thing and you can't tween between air points.
morrow:There's some videos floating around of third person working, so I imagine first person is doable as well. No idea how you would go around doing projectiles tho
On April 26 2010 15:24 ORLY wrote:This basically. One thing I'm worried about though is how well online games will handle high frequency triggers. I'm running the physics and drawing code 50 times per game second to use absolute unit placement. If sc2 relies heavily on prediction this might ruin it.. I'm not familiar with wc3 mapping, any idea if it was a problem there?
You could use the built-in move commands to tween between points and cut down on the required frequency a lot, but they're pretty cumbersome for this kind of thing and you can't tween between air points.
morrow:There's some videos floating around of third person working, so I imagine first person is doable as well. No idea how you would go around doing projectiles tho
certain WC3 spells and systems were way more traumatic than that. so I doubt you'll have any trouble with it. then again, nobody knows anything with BNet 2.0
On April 26 2010 16:33 JaspluR wrote: noob question how do you add starting locations ?
This question has come up so much lol blizzard l2 make a ui.
It's under points and it's the 2nd button listed from left to right.
you get to points though the menu you know how you get to doodads and terrain and units etc it's that menu just find it in the top part it's there! gl~
haha thanks yeah the ui is kinda sucky ill be trying to make some new maps and a website to host my maps haha edit; i read through half of the pages so far but is there an easier way to mirror? lol im new to this and with triggers and stuff, are there guides or how do most people learn it? do you need programming skills? also, anyone having trouble with water? it looks weird, does it have to be placed on certain leveled ground? one moe thing; how would i adjust the los xel naga towers give?
On April 26 2010 01:09 Chuiu wrote: Tchackie you can have as many water heights as you want, but I don't think you can stack them on top of each other if thats what you mean.
the problem is, it seems i can only switch between them, not select an area of water and link it to one water state and then select another area of water and link it to another state
To allow the same looking water tiles in different elevations, you can go to data module and look under "Water" for Data Type. Then duplicate the specific water tile you want, modify name, etc to your liking and it'll appear in the Water brush along with the originals. Now you should know what to do next.
Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well
wow how the hell do u make that kind of stuff anyway. ive looked around in the triggers but ive never found any of that cool stuff :p
btw ORLY can u make first person working?
omg did you said "first person" ? Will we be able to play UMS map where you control a marine is a crowd (and auto control another unit if it die!) with this new editor ??
Still needs some animations and the airjumps are kinda glitchy, bounce would be cool as well
wow how the hell do u make that kind of stuff anyway. ive looked around in the triggers but ive never found any of that cool stuff :p
btw ORLY can u make first person working?
omg did you said "first person" ? Will we be able to play UMS map where you control a marine is a crowd (and auto control another unit if it die!) with this new editor ??
ye man, u can just put a camera in front of the face of the marine and make it rotate etc when the unit does i tried to do this in the editor and all worked except that the camera didnt move when the unit moved, i only got rotate to work. but first person ghost counterstrike style should be possible. i bet orly already could do it xD
I must say, I am really impressed. People have had the editor for mere days, yet some preety incredible stuff has already been made. One can only imagine what they will be able to do once they have gotten a good grasp on the tool.
Cant figure out how to change an ability in detail, like making guardian shield bigger and increase its protection value or make stim give additional damage etc :/
I'm working on the space tileset and I want floating-in-space continent type terrain, but all around the edges into oblivion I get these visible pieces, even though that's the lowest, unwalkable terrain layer: + Show Spoiler +
The problem is generating nice pics of my map in progress, but these pieces make it look terrible. Anyone know how to get rid of this? Or even seen it?
On April 27 2010 01:24 dimfish wrote: I'm working on the space tileset and I want floating-in-space continent type terrain, but all around the edges into oblivion I get these visible pieces, even though that's the lowest, unwalkable terrain layer: + Show Spoiler +
The problem is generating nice pics of my map in progress, but these pieces make it look terrible. Anyone know how to get rid of this? Or even seen it?