I normally just end up saving as sc2components folders and editing most by hand, except lighting and terrain crap, and a few actor and requirement shit.
Hunter_Killers wrote:I was the only one really doing anything to begin with and its still probably going to slower than just bypassing the editor altogether.
The delays in doing almost anything is what makes me never want to touch that abomination.
Unfortunately you're right. There's an insane amount of unresponsive delay while switching between XML files, which it does automatically depending on the object you select.
The editor's sluggishness renders any kind of workflow agonizing no matter how skilled you are in using it.
At this point, even if the editor worked 100% perfectly, was snappy as datedit, ect. the engine itself would become the barrier and there still would be no reason to use SC2 as a basis for a project instead of something like the UDK. You're looking at the same kind of work, except Unreal 3 is ridiculously more powerful and supported by its developers.
If the editor was usable and the engine supported third person cameras properly I would consider a project... but otherwise nothing I want to make is possible in sc2.
A heavy lightning effect? I didn't know you could turn off Lightning. Does sc2 have a special lightning system? Does this make the archon's attack disappear? imba.
Seriously guys, use sc2components folders to bypass pretty much the whole editor. This is my current workflow, using notepad++ for most XML and galaxy shit. I used to use oXygen but i fucked that installation.
EDIT: I get also that lighting (not lightning) bug.