So I recently found out you can go over the limit of sprites.
Just to test this out... say on... Badlands!
You can do this by simply choosing one sprite and dragging it across the screen until it maxes on its limit.
next place a few Trees around maybe like 10 or so.
highlight the trees and convert to terrain.
and there you go!
PictureI was wondering about how to use this to an advantage.
See, when you place a doodad, the editor will place 2 things,
the terrain and sprite over it ( to make units go under it of course)
thats what most doodads are, either terrain or terrain with a sprite.
So if you are concerned with conserving sprites...
Place them on map before doodads
doodads placed after sprites (maxed out) will still place the doodad with terrain and sprite
and if you choose to convert the doodad to terrain then cool!
you just added extra sprites and extra space to place even more doodads!
I'm sorry if this doesn't belong on this section, but terrain was best related for this
because sprites are what mappers usually use for their terrain. Oh and I'm not even sure if I was the first to discover this but I haven't seen anything like this written anywhere else. :]
Post has been edited 2 time(s), last time on Jun 3 2008, 5:56 am by MNeox.
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That's a nifty trick, I guess it just digs deeper into the sprite limit. SCM Draft only normally allows 499, so that's cool.
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I suppose it would be nice for a purely terrain map, but this doesn't really have much purpose past that, since the sprites aren't viewable in SC.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
If you wanted extra sprites, for a terrain map, then you could just set the limit to be higher, right?
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One problem though, if you go over the sprite limit, some attacks like the lurker attack and templar afterimages wont show.
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I suppose it would be nice for a purely terrain map, but this doesn't really have much purpose past that, since the sprites aren't viewable in SC.
Ah, so they don't show up in-game.. Shucks.. Did you test that, or are you just assuming?
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StarCraft only reads 499 of them (they are visible otherwise.) In the CHK sprites and terrain are usually combined for doodads. SCMDraft's Convert To Terrain just seperates them... Other than erasing a few things in certain StarEdit-only sections and writing the MTXM data to TILE, it really does nothing.
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Quote from name:MalFunkShun
One problem though, if you go over the sprite limit, some attacks like the lurker attack and templar afterimages wont show.
Really? That would be so cool for the high templar after image to not show. That's one use for reaching or passing the sprite limit.
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Once again I have failed! :[
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It's still good for terrain-only maps, don't be sad
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SF has always allowed users to get past the 250 SCMDraftII sprite limit...
?????
SF has always allowed users to get past the 250 SCMDraftII sprite limit...
Scm Draft lets you go past 250 aswell?!?!?!?
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Yeah... Clokr_, it's just a setting you have to change in SCM Draft.
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the effect sprites, like mealstorm for example only happen at the first of the game and go away, so i dont find them very useful
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Some melee map makers(usually the newby ones
) will place them to make their melee map have cool effects at the beginning.
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If you're referring tot he fastest possible maps, I consider them more of a mass game than melee.
But what does that have to do with he sprite limit? Oh and just a quick question, I can't find the nuke dot sprite in scmdraft, mind helping me find it?
lol
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Sprites>Units>Terran>Special>Nuke Target
I had trouble finding it the first time too, I donno why it's organized so oddly, I mean, Unit Sprites and Units?
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