Staredit Network > Forums > SC1 Terrain > Topic: City Terrain
City Terrain
Jun 20 2012, 3:12 pm
By: Raygoza
Pages: < 1 2 3 46 >
 

Jun 24 2012, 10:02 pm Raygoza Post #21



I just got thinking, you know all those black Tiles, I'm sure that they could be used, anyway what I'm thinking on is something like Low ground lava, and with a trigger all the low ground will be covered by the low ground lava, I wonder if unpassable terrain could kill units because it's unpassable but it's most likely to not do that.

Never mind the SC2 lava then, it would be too much work in remaking every tile in which you can see has contact with the lava.

Edit: By the way, I was exeperimenting with the Jungle Terrain and included a lot of stuff that were already done, but I noticed that when you make things yourself with tiles then Tilesets that come too near will remove parts of the tiles manually placed nearby.
My conclusion is that a map should be made the normal way and then a lot of editing with tiles would be good, because otherwise the tilesets override the Tiles in the area nearby.

Post has been edited 1 time(s), last time on Jun 24 2012, 10:27 pm by Roy. Reason: Please edit your previous post instead of double-posting



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Jun 24 2012, 10:08 pm Jack Post #22

>be faceless void >mfw I have no face

Quote
My conclusion is that a map should be made the
normal way and then a lot of editing with tiles
would be good, because otherwise the tilesets
override the Tiles in the area nearby.
Yes, this is how it is usually done. We would say that you first place your isometric terrain (the "normal" way), and then place your extended terrain.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 25 2012, 8:49 am Raygoza Post #23



Something I'm fighting with is making parts look natural, it's very hard when you started to work with tiles first, copy pasting some already done work by others, trying to merge them and then on the merging part I find a lot of problems, like I cannot find certain edges of the isometric in proper size or it has water when I don't need and such stuff, it's really frustrating, I have to look trough a lot of the indexed tiles but not even that is a easy solution.

Edit: I feel that I have to do this for a long time before I'll even be able to get stuff look ight by using the indexed tiles.
But even that will cause problems.
Please reply to my unanswered question on if there could be made some kind of low ground lava tiles, that overlays on top of all low ground tiles for a duration and then dissappears and then how to make that overlay to kill all units on it?
the visual par is that all low ground will look like lava, though I am not sure on how to solve this with cliffs that reach the low ground, maybe they could temporaly be replaced by low ground that reaches lava (only in looks that is)?

Post has been edited 1 time(s), last time on Jun 25 2012, 1:04 pm by Roy. Reason: Please use edit instead of double-posting



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Jun 26 2012, 2:16 am samsizzle Post #24



Quote from Raygoza
Edit: I feel that I have to do this for a long time before I'll even be able to get stuff look ight by using the indexed tiles.
But even that will cause problems.
Please reply to my unanswered question on if there could be made some kind of low ground lava tiles, that overlays on top of all low ground tiles for a duration and then dissappears and then how to make that overlay to kill all units on it?
the visual par is that all low ground will look like lava, though I am not sure on how to solve this with cliffs that reach the low ground, maybe they could temporaly be replaced by low ground that reaches lava (only in looks that is)?

There is no way to change the terrain tiles on your map after the game has started, I don't even know if it's possible with modding.



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Jun 26 2012, 2:35 am lil-Inferno Post #25

Just here for the pie

Quote from samsizzle
Quote from Raygoza
Edit: I feel that I have to do this for a long time before I'll even be able to get stuff look ight by using the indexed tiles.
But even that will cause problems.
Please reply to my unanswered question on if there could be made some kind of low ground lava tiles, that overlays on top of all low ground tiles for a duration and then dissappears and then how to make that overlay to kill all units on it?
the visual par is that all low ground will look like lava, though I am not sure on how to solve this with cliffs that reach the low ground, maybe they could temporaly be replaced by low ground that reaches lava (only in looks that is)?

There is no way to change the terrain tiles on your map after the game has started, I don't even know if it's possible with modding.
For someone who's apparently never mapped or modded his ambitions are definitely overblown.




Jun 26 2012, 6:02 am DevliN Post #26

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Going from SC2 map making to SC1 map making has got to be a huge pain in the ass and feel like a major downgrade. :P You gotta think of SC1 in terms of workarounds.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jun 26 2012, 6:48 am Sacrieur Post #27

Still Napping

You would have to build the terrain twice, the second time replacing the low ground with all lava tiles.

I also don't think Ash tileset has low ground, pretty sure it's all mid/high ground.



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Jun 26 2012, 7:46 am Raygoza Post #28



Ok, if I may ask, how many levels of ground are there is SC, I thnink there's water/Lava hight which I don't know if it counts as something, if a ground unit would be able to walk there, would it be on the water or in the water, if it walks in the water will it's view be blocked by edges?

Anyway, let's start with the jungle ground.
Lowest ground is dirt, mud, jungle, ruin and probably raised jungle (gonna assume it counts as low ground after my experiment with view)
raised ground seems to be at the same level as the ground it stands on and not something in between, the only difference is that there are small cliffs preventing you from walking to that ground (not up to that ground to be honest).

Temple and high ground like High dirt, jungle, ruin and high raised jungle

This makes the high temple the only ground type that is really high, no other ground type can look up that much

My conclusion is that there's a total of three real ground levels in SC, low, medium and High, there's nothing in between, only things that visually seem to be in between like catwalks and raised ground and in this case raised jungle.

Edit: Accoring to my previous experiment now ehen I have placed all different ash world ismoetric grounds as close toeach other, it seems that ash worlds only have low and medium ground and not a single tile in high.

First there's magma, not walkable and behaves like water, note that the looks are different and there are no waves.
Low ground contains some Tilsets, First one is called dirt and can edge to magma, second is called lava, it's at the same level as dirt and has all it's properties except that it's not buildable. Next one is Shale, low ground not buildable but walkable just like the lava tile. The last low ground is broken rock and looks like the ruin tile but without all vegetation.

Now for the medium hight which in Ash worlds are considered high ground because there isn't anything else.
High dirt, high lava and high shales belong to the same level, note that there are no high broken rocks nor something like a high temple which would make the real high ground.
Also something I noticed is that there are only Doodads for cliff dirst, high dirt and shales, nothing for broken rock, high shales, lava and high lava or magma.

Post has been edited 1 time(s), last time on Jun 26 2012, 12:36 pm by Roy. Reason: Use edit instead of double-posting



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Jun 26 2012, 1:19 pm Pr0nogo Post #29



I don't see why you felt the need to specify how Ashworld behaved. You can still set it to kill all units on the medium ground, making it so that units must go to high ground. It's literally the same exact thing as the Devil's Playground mission.




Jun 26 2012, 1:37 pm Raygoza Post #30



In that case, if the mechanics are working properly, how do I get the magma tile to cover the whole low ground and it look good on cliffs and such that later would edge to it.
Then even time a countdown to ever 5 minutes and synchronize the flooding.
Countdown disappear during 30 secs after reaching 0 and the reappear counting down from 5 minutes..



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Jun 26 2012, 3:10 pm DevliN Post #31

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Quote from Raygoza
In that case, if the mechanics are working properly, how do I get the magma tile to cover the whole low ground and it look good on cliffs and such that later would edge to it.
You don't. There is no way to move or change terrain tiles in game.

As for the timer thing, that would be as easy as creating a timer, then when it runs out kill everything in the area that would get hit by the supposed lava, then stop killing things and set the timer again.

EDIT:
For future reference, I'm also not sure why that massive wall of text describing terrain was necessary. Most - if not all - of us have been working with the limitations of SC1 for years and years and know that terrain really well already. I don't think there will be a need to describe terrain in the future supposing the discussion moves toward a different tileset. :P



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jun 27 2012, 7:21 am Raygoza Post #32



I'm not longer talking about different tilesets. Anyway If I with an Overlay image (hope it can be large enough to cover the entire map) but that makes lower ground look like lava and high ground look like lower ground edging to lava or magma in this case.
Also as it flows over the low ground, in SC2 there's something like an effect, when the lava floods the lower ground, the lava glows red/orange on the entire upper ground, even the atmosphere is looking more red during the floods.
wiki.teamliquid.net/starcraft2/Campaign/The_Devil's_Playground

I just noticed that the lower ground is actually red and not ask dirt like in SC, the only thing similar I can find is the lava tile but that seems to not be buildable.
And that it only flows over for about 10 secs but that is easy fixed.



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Jun 27 2012, 11:30 am Jack Post #33

>be faceless void >mfw I have no face

You cannot do what you are talking about without a lot of modding. If you want to start modding, you're going to want to start with something a bit simpler until you understand how the StarCraft engine works and how to accomplish what you are trying to do. It is the sort of thing that will probably take you several months to even understand right, assuming you are motivated and work hard at learning modding.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 27 2012, 12:42 pm Raygoza Post #34



In that case I'm most likely the proper guy, and I suppose someone else wont do this.
This work is probably not even gonna be started.

And making replacement tiles may be too much work too, what's right then?

I noticed that a tile that could be added to SC could be a bridge edge tile that goes from side to side and not diagonally to the left or right, otherwise you get corvers all the tile if you try to imitate that more or less.



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Jun 27 2012, 2:15 pm staxx Post #35



Quote from Raygoza
In that case I'm most likely the proper guy, and I suppose someone else wont do this.
This work is probably not even gonna be started.
If you want to try your hand at it go ahead, no one is stopping you.

Quote from Raygoza
And making replacement tiles may be too much work too, what's right then?
I've never modded, but i'm assuming you would have to photoshop your entire new set of 1x1 tiles. So yes, it will be a LOT of work (and that's even an understatement).
I'm pretty sure that once you start altering original content of SC; for anyone to play your map they'll need some sort of third party program to load it.



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Jun 27 2012, 3:27 pm Raygoza Post #36



I guess i may need some third party program to load it unless the modded content is within a mod, the mod itself doesn't have to alter the game itself but can also be used to alter things like tilesets I guess.
I just played trough the Devil's Playground, there's a high level too and Ashworlds doesn't have that.
It's from that level the reapers comes down (those you get from the mission, not those you train).
anyway the closest I'll get to the map that is Devil's playground, is if I make the low ground use the Lava tile, however it's not buildable but is walkable, how do I change the specific property?
And is there any way i could add some kind of high ground to ash maps?

You know, editing Ash world tiles is probably a lot less work than doing the same work on other type of maps.
that's because the Ash maps don't have much things, something it does have a lot of is Doodads but that is missing on the medium level of ground.
Also for this high ground no ramps are needed unless you're actually going to play on that level, never mind.
Let's just focus on how to make buildings able to be on the Lava tile (not magma tile)

Post has been edited 1 time(s), last time on Jun 27 2012, 4:15 pm by DevliN. Reason: Use edit instead of double-posting.



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Jun 27 2012, 4:14 pm DevliN Post #37

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Have you played any SC1 mods? You should probably check some out to see how mods work in SC1.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jun 27 2012, 9:15 pm Raygoza Post #38



I have played many mods, and know some of the most simple stuff, never had the initiative to dig deeper.
Never got firegraft working on my computer so I don't know how to work with it and I've only used DatEdit so far.
Also I've been suggesting a lot of ideas to several mods in which several ones are for SC.
I know that you cannot "add" units to starCraft only using unit slots that already exist in the game itself.
Also there are tiles which I've seen in Datedit and that's why I think that if tile modding is included in a mod, it wont matter which map you play in because it would already include the changes, though I still don't know how to make something walkable?

By the way, you guys said that you can make codes that would only affect low ground, how if you could make a code that only affects ground of a certain type/tile?

Anyway mods I've been involved, not developing are
StarCraft Revolution mod (this mod is so awesome) I can almost bet that everyone that wants to have more fun with StarCraft will get that, it also have many features that only exist in SC2, like resource rally points, faster regeneration under ground, shields working like in SC2. Terran have tech lab and reactor fully working (though it's impossible to train two units simultaneously but it did the next best, training them twice as fast. Protoss has chrono boost at the nexus and the sentry has a spell that unburrows everything but lurkers and unsieges tanks.
Zerg regeneration gets boosted by the level and all races have 1 level of building armor upgrade.

Then I've also helped other modders like the guy making the mod Shadow of the Infestation he's account name is Tychus Findlay, it's based on the Revolution mod but tries to add the infested Terrans without replacing any essential units nor campaign units that would exist in the campaign that will be made later on.
I've been involved in Seiji's mod StarCRaft 2 mod o Wea, Juggernauts mod StarCRaft 2 mod to STarCRaft 1 (also tries to recreate SC2 but only the multiplayer part and has a animated void ray now). And I've also been in contact with other mod developers for StarCraft, gotten information about their mods and suggesting a few things.

SOmething more I wonder, is it possible that if you add a own campaign in StarCraft with a mod, that would be started like the original campaigns?
Could you pass that 10 missions that every campaign episode StarCRaft has?
Also is it possible to be able to add cutscenes and cinematics when you want, not only making other cinematics or cutscenes start instead of the original ones, no one I know has actually suceeded with this, those few campaigns that actually have own cinematics I've encountered had a cinematics as a ending, and that could easily be done playing a own cinematic instead of the original ending.
What I emant with cinematics was those clips you sometimes see between missions in the orignal campaigns, if it's called cut scenes then I got confused and shoudl have spelled cut scenes instead of cinematics and cinematics instead of cut scenes.



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Jun 28 2012, 7:22 pm Raygoza Post #39



I kind of get a feeling that this conversation is over because no one is responding.



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Jun 28 2012, 7:34 pm TiKels Post #40



Exploding Dark Archons kinda look like lava.



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