While I know it's more or less a joke about the conversion but in all seriousness, I think the only reasonable conversion is War3's JASS into SC2's whatever new "programming" language. Obviously, ability/unit references will be shot.
Can't really carryover War3's units/spells/doodads map-wise since War3 and SC2's stuff won't be the same.
However what I would like is that SC2 also include the War3/TFT MPQ data so that it would be possible to use War3 old content (icons, models, special effects, etc., etc.) for more medieval-minded maps or to solve right away those SC2-into-War3 ideas even for multiplayer.
I presume it won't be done despite that the SC2 DVD(s) will probably have a bit of remaining space to fill.
[Quote=Maglok]An option to make big mechs out of buildings.[/quote]
I believe it will be possible. In war3, you could make a building movable "foot-wise" and pretty much act like a normal unit while still be considered a building to its core. The alternative would be a permanent "morph" from building into that mech unit (if you don't mind lacking morph animations unless you are pro at doing such things).
Ricky_Honejasi wrote:
While I know it's more or less a joke about the conversion but in all seriousness, I think the only reasonable conversion is War3's JASS into SC2's whatever new "programming" language. Obviously, ability/unit references will be shot.
Can't really carryover War3's units/spells/doodads map-wise since War3 and SC2's stuff won't be the same.
However what I would like is that SC2 also include the War3/TFT MPQ data so that it would be possible to use War3 old content (icons, models, special effects, etc., etc.) for more medieval-minded maps or to solve right away those SC2-into-War3 ideas even for multiplayer.
I presume it won't be done despite that the SC2 DVD(s) will probably have a bit of remaining space to fill.
Maglok wrote:An option to make big mechs out of buildings.
I believe it will be possible. In war3, you could make a building movable "foot-wise" and pretty much act like a normal unit while still be considered a building to its core. The alternative would be a permanent "morph" from building into that mech unit (if you don't mind lacking morph animations unless you are pro at doing such things).
It's a language derived from or is C, I don't recall.
JASS and their new language will be greatly different. Since they're using C as a basis, it's almost for certain that sc2 will use a compiled language (like uscript or nwnscript). The offset of this is of course the huge hit the open source community will take since I do not believe you can reverse engineer compiled scripts that easily, though I may be wrong.
Converting a wc3 map into sc2 wouldn't be too hard if you knew how the formats worked. SC2's terrain system is very different for one fact we know about already - it uses a texture material system and not a tile system, at least for the normal textures. It probably still uses tiles for the major meshes like platform cliffs.
Since wc3 generates its map into a mesh when you load the game, and when you load the editor, you'd need something to read that mesh and then generate an sc2 mesh and account for the size variables.
Doodads... probably even easier because of the fact that you could just reference doodad ids to each other and then the size accounting can just stick them in new co-ordinates.
Of course, all totally theorycraft, and there isn't anyone out there who can do anything like that at all. So don't expect or hope for something like that to ever show up. Plus sc2's terrain engine might turn out to be even more of a disaster than wc3's.
Of course, all totally theorycraft, and there isn't anyone out there who can do anything like that at all. So don't expect or hope for something like that to ever show up. Plus sc2's terrain engine might turn out to be even more of a disaster than wc3's.
Untrue! I remember a 3rd party wc3 editor that could convert SC1 and WC2 maps into WC3 maps. I expect someone in the community will figure shit out pretty fast.
Also, I don't consider WC3's terrain system a disaster. Remember, this is coming from a person who made a fuckton of maps, I know what I'm talkin about >_>
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I'd like an option that would convert for instance a desert map into a twilight one with every piece of land, doodad etc. getting replaced by its equivalent.
When I think of it, I would like their Object Editor to allow an "infinite levels" option. Basically it's a kind of option that will always give a set change regardless of the level after X levels. For example, you can decide specific Level 1 to 5's stats (ex : 10 dmg, 25, 60, 120, 180), hit the option to allow a constant extra +30 for level 6+ and you could have a skill/upgrade level of 1005 and it would end up having 3180.
That's mostly because in wc3 if you have lots of skills/upgrade levels (even just 20+ levels), it either increase loading time (if pre-loaded) or sudden load in-game (if not) due to loading all the different tooltips and set values for multiple levels at once.