Page 6 of 7

Re: Editor question thread

Posted: Tue Apr 27, 2010 11:08 pm
by Maglok
@AA: You can also press shift while placing to ignore collision. Also I think I saw turned doodads somewhere, will look into it.

Re: Editor question thread

Posted: Tue Apr 27, 2010 11:40 pm
by Master Jademus Sreg
Mucky wrote: What about raising cliff levels without the need for raising the surrounding land? I want pillars, not pyramids.
Like this?

Re: Editor question thread

Posted: Wed Apr 28, 2010 12:31 pm
by Archangel
IskatuMesk wrote: AA> Do you still plan to work on your sc1 project? I have more free time now and can work on the second video if you desire.
Aye. I found a wonderfully nice CGI artist to model my Protoss dudes. I just wanted to spend this valuable time in Beta to fiddle with the Galaxy Editor. I missed out on all the other Game Betas (SC, WC3) so I'm all giddy and distracted. Fear not, I'll be back. I <3 your vids by the by.

Re: Editor question thread

Posted: Wed Apr 28, 2010 7:22 pm
by SaintKerrigan
Anyone monkey around with the editor enough to consider throwing out some basic pointers on how to do things like create valid triggers, where to find stuff, etc. Cause I've been blindly trying to translate my SC1 modding knowledge to SC2, but am failing miserably (I still can't figure out where to find certain actions in the trigger menu).

Re: Editor question thread

Posted: Wed Apr 28, 2010 8:32 pm
by Ricky_Honejasi
Saint_Kerrigan wrote: Anyone monkey around with the editor enough to consider throwing out some basic pointers on how to do things like create valid triggers, where to find stuff, etc. Cause I've been blindly trying to translate my SC1 modding knowledge to SC2, but am failing miserably (I still can't figure out where to find certain actions in the trigger menu).
For triggering, it would have been preferable if you knew WC3 triggers since the translation between WC3 to SC2 is quite reasonable.

As for the data editor, I honestly feel that the only preparation possible was modding the SC2 beta before the beta editor came up to have any clue of things in advance. SC1 and WC3 "unit" stuff simply don't transfer that well into SC2. Ultimately, requiring that you either wait for tutorials or that you poke until you understand things.

EDIT : If you do have Warcraft 3 (even non-TFT), you might want to see my trigger tutorials there : http://www.campaigncreations.org/forum/index.php?topic=496.0

It's a set of maps, play first and then open it up to see how the results were produced.

It does contain easy to understand aspects about triggering (which is starting from Chapter 1, Chapter 0 being the Object Editor) and while it's incomplete, it does allow just enough step-to-step learning until you can understand from the everyday tutorials you find on various websites.

Re: Editor question thread

Posted: Wed Apr 28, 2010 8:39 pm
by Xenon
After further testing it appears that the 1/32 second workaround doesn't work at all, and it's still shoehorned into 1/16 second intervals. What a bunch of crappy crap crap.

Edit: Apparently I misunderstood the nature of the fix; it's a piece of code, not a simple wait. I'll have to try that...

Re: Editor question thread

Posted: Thu Apr 29, 2010 10:13 am
by Lavarinth
I found the layout much more simplistic and well organized in comparison to WarCraft 3, but I think something most users will find usable is an "SC to SC2" trigger document, that lists all SC1 triggers and their SC2 equivalents.

Re: Editor question thread

Posted: Thu Apr 29, 2010 10:40 am
by tipereth
They're all pretty verbatim, except now you have near-limitless control over any conditions or in-trigger variables.

Re: Editor question thread

Posted: Thu Apr 29, 2010 10:56 am
by Xenon
I still can't get the 1/32 second "fix" to work.  >:(

According to this thread, everything in the game operates on ticks of 1/32 seconds, and timers only update every 2 ticks. Why, Blizzard?

Re: Editor question thread

Posted: Thu Apr 29, 2010 4:13 pm
by Meta
Questions: how well does the convert map feature work? Does it convert terrain only? Does it keep imported files (like sound effects)? Are triggers converted?

Re: Editor question thread

Posted: Thu Apr 29, 2010 4:18 pm
by tipereth
It sucks. Cliffs are only converted sometimes, most of the tilesets don't convert, units don't convert.

Re: Editor question thread

Posted: Thu Apr 29, 2010 5:20 pm
by Lavarinth
I'm sure it'll adjust on release, convert is literally a wreck right now.

Re: Editor question thread

Posted: Thu Apr 29, 2010 5:28 pm
by UntamedLoli
This feature is still a work in progress, and a bit experimental. Most of the conversion data have not yet been populated properly yet, so it will only work on certain tile sets right now.

There are also certain incompatibilities when converting between the terrain systems, so the conversion cannot be 100% accurate, even with the correct data in place. For example, SC2 cliff cells must be 2x2, while WC3 cliff cells are 1x1. SC1's isometric grid does not convert exactly one-for-one either.

Sadly, trigger conversion is not supported at all.
http://forums.battle.net/thread.html?topicId=24401697328&sid=5000#10

Re: Editor question thread

Posted: Fri Apr 30, 2010 4:41 am
by Matic
Hmm guys, is it possible to have two different cliff types next to each other? (see attachment)
I wanna to get rid of this area marked with red.

I'm kinda noob in this w3 style of terraining, so maybe I'm just doing something wrong, but I cant make this happen.

Regards

Re: Editor question thread

Posted: Fri Apr 30, 2010 6:14 am
by IskatuMesk
Probably the same limit I ran into regarding cliff edges. I couldn't get the game to let me make an organic pit inside a elevated man-made plataeu without it first making a man-made pit.