Staredit Network > Forums > SC1 Terrain > Topic: Scaling up terrain
Scaling up terrain
Jun 26 2013, 7:56 am
By: Veta  

Jun 26 2013, 7:56 am Veta Post #1



hi, I wanted to scale up some of my favorite melee terrains but I'm not sure there's an easy way beyond laboriously remaking them. For example, this map is 128x128 but I would like to keep the same layout and make it 256x256.





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Jun 26 2013, 8:19 am NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Veta
hi, I wanted to scale up some of my favorite melee terrains but I'm not sure there's an easy way beyond laboriously remaking them.
Nope, no easy way.




Jun 26 2013, 8:31 am Veta Post #3



thanks, thats a shame



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Jun 26 2013, 10:14 am Lanthanide Post #4



Shouldn't be too hard for someone to whip up a program that would do that. Basically just duplicate every tile block by 2 vertically and horizontally. I don't have the skills or knowledge to do that myself. Best bet would be Farty or jjf28, if you asked them nicely.

It would be pretty rough - cliffs and ramps and things in particular would get pretty messed up, but it would do probably 80% of the work, and you could tidy it up from there.



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Jun 26 2013, 11:38 am Veta Post #5



Quote from Lanthanide
Shouldn't be too hard for someone to whip up a program that would do that.
...
It would be pretty rough - cliffs and ramps and things in particular would get pretty messed up, but it would do probably 80% of the work, and you could tidy it up from there.
That's what I was thinking too. I started doing it by hand and I'm already considering trying to make a macro. Mr. Farty or jjf28's expertise would be welcomed.



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Jun 26 2013, 4:37 pm jjf28 Post #6

Cartography Artisan

I really don't think you'll find the output from such a blunt transformation very thrilling, regardless, here's a program that can do it...

LMK if you have any problems with it.

Edit: now moves units/doodads/sprites as well.

Attachments:
TerrainScale.exe
Hits: 5 Size: 155.5kb

Post has been edited 1 time(s), last time on Jun 26 2013, 4:56 pm by jjf28.



Rs_yes-im4real - Clan Aura - jjf28.net84.net

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Jun 26 2013, 7:45 pm Veta Post #7



Wow not bad, it'll take some cleaning up but it saved me a lot of time. Thanks jjf28!



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[02:58 pm]
Pr0nogo -- Suicidal Insanity
Suicidal Insanity shouted: Moose Naw - if that is an option, it should be a global option
agreed
[02:58 pm]
Pr0nogo -- no problem
[11:47 am]
rnDPrc -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
Thank you :)
[11:28 am]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: though idk if you can extract them from scr anymore since casc took effect, so you can download them here
SC:R still ships with all the old MPQs
[11:26 am]
Suicidal Insanity -- Otherwise it clutters up the UI and you have inconsistent names from location to location
[11:26 am]
Suicidal Insanity -- Moose
Moose shouted: Basically, anywhere that supports custom unit names should have an option to use the originals imo
Naw - if that is an option, it should be a global option
[11:10 am]
Pr0nogo -- though idk if you can extract them from scr anymore since casc took effect, so you can download them here
[11:08 am]
Pr0nogo -- rnDPrc
rnDPrc shouted: Where can I learn more about the default AI Scripts behavior? I'm having some problems here
extract the scripts using pympq and open them in pyai (using the python modding suite) and use nekron's guide as a reference
[10:57 am]
NudeRaider -- http://www.staredit.net/372001/ thou shalt not judge
[10:18 am]
rnDPrc -- I mean the Run AI Script trigger choices
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