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.
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 ^^
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
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)
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
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.