Staredit Network > Forums > SC1 Terrain > Topic: City Terrain
City Terrain
Jun 20 2012, 3:12 pm
By: Raygoza
Pages: < 1 2 3 4 56 >
 

Jun 28 2012, 7:50 pm DevliN Post #41

OVERWATCH STATUS GO

Quote from Raygoza
I kind of get a feeling that this conversation is over because no one is responding.
Give it more time. Not everyone checks the site/this thread daily.



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

Jun 28 2012, 8:02 pm Raygoza Post #42



TiKels, I think that there wouldn't be much troubble editing the Ash map tiles because they don't use many different ones and I don't think there are many different random Magma tiles in SC1, what I mean is that for these kind of maps, there isn't much to work with in the first place unlike the jungle terrain as an example.



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Jun 28 2012, 8:08 pm DevliN Post #43

OVERWATCH STATUS GO

But I don't think you can change tiles in game, even through modding.



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

Jun 28 2012, 10:06 pm Biophysicist Post #44



You can change tilesets around via mod just fine; that's how IskatuMesk and AofST did their variant Creep. On the other hand, editing the terrain on the fly? Theoretically possible, but in practice there are some gaps in modding knowledge that would need to be filled, which would require farting around with a debugger and quite frankly I don't know how to do that and I can't think of any active modders who do.



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Jun 29 2012, 2:10 am DevliN Post #45

OVERWATCH STATUS GO

I was talking about changing the tiles in game, as in changing the tiles while the game is running.



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

Jun 29 2012, 6:19 am Raygoza Post #46



You mean the lava surge, well, I know it shouyld be possible, it wouldn't be as nice as in SC2 wheere you can see how the lava is rising and pretty much have some time to judge the time before every low ground gets flooded.
I will certainly not be able tod do it.
However what i think I can do is making the map look a bit like Devil's playground by editing the tiles.
Firs of all, is it possible to use SC2 tiles in StarCraft?
I mean proportionally, do they use the same sizes and cover the same amount of area?
If they do then it will be easier to replace the magma itself. (on the looks only)

Also how, do you extract tiles from StarCraft and start editing them?



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Jun 29 2012, 8:59 am staxx Post #47



why not change creep colour to a lava colour and have it expand out to act as rising lava.



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Jun 29 2012, 9:57 am Raygoza Post #48



Creep can only expand on one place at the time, and making the whole lower ground creep would be impossible that way and the zerg would be strange to play if that's done.



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Jun 29 2012, 8:14 pm Raygoza Post #49



I mean it can either expand or decrease one one place at the map at a moment, this means that if the entire map is covered in Creepp and everything producing it would get killed at the same time, the creep would only reduce one bit at the time, no matter where on the map, this causes the creep to dissappear very slowly.



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Jun 29 2012, 10:49 pm Pr0nogo Post #50



So the lava slowly sludges back to the depths.

Work with what you have, man. Seriously.




Jun 30 2012, 2:46 pm Raygoza Post #51



It would look ridiculous if you think about it, as the lava flows over the lava start expanding over the entire low ground very slowly as Creep can only expand one place at the time, unless you can make it to spawn on the entire low ground instantly and disappear instantly, you wont be able to do it properly, also if Creep is lava what is creep?
Remember that the zerg should be able to exist in that map with Creep and it shouldn't be deadly either.

Let's forget about the lava surge and get back to tile modifications

Guys, can you apply tile modification in a map without involving a mod?
Because if it involves a mod it would effect every thing that uses that certain element.
And if debugging is important to get it working, then how do I use that, considering the function was added must means that someone knows how, at least the creators of the mapping program SCMDraft.
By the way, how many tile slots are free/unused still?



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Jun 30 2012, 3:08 pm staxx Post #52



Quote from Raygoza
It would look ridiculous if you think about it, as the lava flows over the lava start expanding over the entire low ground very slowly as Creep can only expand one place at the time, unless you can make it to spawn on the entire low ground instantly and disappear instantly, you wont be able to do it properly, also if Creep is lava what is creep?
The whole point of it was to show lava RISING like you asked before. You can also make it appear instant if you want as well, all you need to do is place several overmind (with shell) and disable doodad state on them to get the "instant" effect.

Quote from Raygoza
Remember that the zerg should be able to exist in that map with Creep and it shouldn't be deadly either.
So then use the option that was given to you earlier in this thread. Create a bunch of bunkers that are on fire and disable doodad state for them so all you would see is the fire.

Quote from Raygoza
Let's forget about the lava surge and get back to tile modifications
As you wish

Quote from Raygoza
Guys, can you apply tile modification in a map without involving a mod?
Because if it involves a mod it would effect every thing that uses that certain element.
And if debugging is important to get it working, then how do I use that, considering the function was added must means that someone knows how, at least the creators of the mapping program SCMDraft.
By the way, how many tile slots are free/unused still?
Refer to the answers that were given in this thread already



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Jun 30 2012, 9:07 pm Jack Post #53

>be faceless void >mfw I have no face

Simple answer is that what you want to do is either very hard to do or impossible with normal modding. If you add plugins, then you can do it, but you can do anything with plugins. To do it with plugins you'd need to first learn C++, and then learn how SC's engine works, which as I said before is a minimum 6 month period of time, assuming you're bright and learn fast and are motivated.



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

Jul 1 2012, 7:00 am Raygoza Post #54



If we assume that time images are easy to change then properties probably have to be changed trough plugins.
But still the Tile image editing?
Can that be done without involving plugins and other harder stuff?

Edit:
I meant tile imagesnot time images.

Post has been edited 1 time(s), last time on Jul 1 2012, 8:26 am by DevliN. Reason: Use edit instead of double posting.



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Jul 1 2012, 7:53 am Jack Post #55

>be faceless void >mfw I have no face

There's a small icon at the bottom of each of your posts which you can click to edit your posts. You don't need to keep posting two posts in a row (we call that double posting, and it is generally not allowed on this site).

Yes, you can edit tiles. No, you can't edit the tiles to make them burn units (not easily at least), nor can you easily make the tiles move and change.



Red classic.

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

Jul 1 2012, 8:48 am Raygoza Post #56



Thanks, I didn't mean to make burning because that exceeded the tile image, I have noticed that some tile images are animated how do they do that?
Also what is the easy way of editing tile images without involving a mod?
Also thanks for letting me know about being able to edit my own posts, almost every other site I've been on doesn't have that possibility.



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Jul 1 2012, 8:56 am Jack Post #57

>be faceless void >mfw I have no face

It isn't possible to edit tile images without a mod.

The animated effects which water and lava have is actually just a particular colour cycling through different colours, if I remember correctly, rather than a proper frame animation.



Red classic.

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

Jul 1 2012, 9:22 am Raygoza Post #58



I mean, could the mod files be a part of the map, making it independent of an other mod?
Like a real mod?



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Jul 1 2012, 10:05 am Jack Post #59

>be faceless void >mfw I have no face

Quote from Raygoza
I mean, could the mod files be a part of the map, making it independent of an other mod?
Like a real mod?
If by "a real mod" you mean a StarCraft II Sc2Mod file then no. A real mod is normally a separate exe file, not just a map.



Red classic.

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

Jul 1 2012, 10:21 am Raygoza Post #60



Yes, by a real mod I mean a separate exe, the bad part worth a such mod editing map stuff is that the changes are going to be applied on any map that uses the changed objects.
I have seen many modded maps with modded properties and such that do affect regular units, could a map mod (modded map) have new tiles or edited tile images at least?



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