| 04-25-2010, 01:59 PM | #1 |
So yeah, there are some threads on SC2's editor features, but they are mostly focused on script and GUI issues, and the another one seems to have started focusing on UI and usability. Here we'll focus on the artsy part of the editor. First things first. Once you enter to the editor you get a big map with only one tileset, just like Wc3. So there's no need to show that. You can apply cliffs and other stuff like terrain textures (not tiles) with 3 different brushes: Square, Circle and Diamond Shaped. That allows some nice touching up on terraining. Cliffs work nicely, you can get a 4-cliff-height easily, and applying fog with those cliffs you get a neat "emptyness" or huge hole effect. You can also have up to 4 different cliff types. So, applying that with the fact you can also change terrain textures just like one could change tiles in Wc3, you can virtually have two tilesets on one map. It's important to note that cliffs no longer depend on specific tiles, so you can have a natural cliff with artificial textures. So yeah, moving on up, we also have a nice change, tiles are not really tiles, but actually textures or patterns. You can blend them and play a bit with the textures to get a nice effect. That's really useful mainly for natural scenes. There are also some interesting tools here. There's a blur tool and a smudge tool, plus a fill tool. You can also remove one specific texture from the blending. Yo can replace an specific texture from the blending. There's also a different kind of tile, which allows you to put roads. There are 3 different roads, which you can add via the Data Editor. Roads work with helper points, which can be moved to change the path of the road Modifying the height from the terrain works fairly the same as Wc3, but thanks to higher poly count and shaders, you get a neater effect. There's also a tool called "Foliage", which allows you to add foliage on some specific terrain parts. Foliage depends on the tile(texture) it is added. Now we move up to another interesting feature/change. Water. First up, water no longer depends on cliffs. Water is now made by planes, which btw start up incredibly high. Thanks god, you can edit this (and many other options) with the water editor. Since water is no longer tileset dependant you can have both nice clean water and molten lava in the same map. Terrainers are not free from the data editor. To change up cliff types, tiles and fog (and gravity and others) we will have to face this little monster. It's not that hard to understand though. That's all I know regarding terrain itself. I'll try to get on different aspects later. |
| 04-26-2010, 05:42 AM | #2 |
water flows... nice |
| 04-26-2010, 06:03 AM | #3 |
Defining different heights for different water types is quite handy; the only thing that would make it better would be to allow us to define water body shapes, and as distinct instancable objects, instead of tiling. The only game I can recall that did that for water was Command & Conquer Generals. Also, it is worth pointing out that water bodies do not apply pathing, nor can different types be stacked. |
| 05-01-2010, 08:50 PM | #5 |
HDR. Nice ^^. Now recolored doodads are going to look good instead of RGB coloring of Wc3. -Av3n |
| 05-03-2010, 02:18 PM | #6 |
You can turn everything black and white via lightning? That's hax. |
| 05-03-2010, 02:41 PM | #7 |
should be usefull for infrared and night sight :P |
| 05-03-2010, 06:54 PM | #8 |
Terrain textures are just one large repeated tile rather than a set of tiles and sub-tiles as in wc3 where the sub-tiles were randomly added. It's not as desirable from a technical stand point but it makes it easier to make custom tile-sets. |
| 05-03-2010, 07:45 PM | #9 |
i have learned the the red channel is for the blending |
| 05-03-2010, 11:21 PM | #10 |
red channel of the terrain texture? I noticed that they do use an alpha texture in the diffuse map and it has details that are so faint I didn't notice at first. I thought that might have something to do with blending. Why would they use a color channel for the blending when they have a perfectly good alpha channel? For normal maps this guy explains the steps to convert between the two. http://sc2modding.e-studios.eu/tutor...t-normal-maps/ The normals are inverted and in tangent space(pretty sure). The tangent and binormal data are stored in the green and alpha channels--as opposed to green and red. I still can't understand why some of my custom terrain glows bright white though. |
| 05-04-2010, 12:27 PM | #11 |
i havent triedit myself, i got other stuff to wrap my head around now, i just repeated what i read on another forum... |
| 05-04-2010, 04:34 PM | #13 |
Next on the list we got something relatively related to Textures... Icons! There's not really much to say about Icons to be certain, but there surely are some nice changes on how icons work now. Icons have their own little space at the data editor at the "Buttons" tab. There you can change the icon file, the name of the button, the tooltip (yes, all of these info are not directly related to spells or units, usefully you can put the same icon with the same tooltips to more than one thing) and the hotkey. Icons now use a 76*76 format (some of them stayed 64*64 BTW) The game automatically resizes any texture you use as icon. As you guys may have noticed, Zerg, Terran and Protoss use some similar icons with the main difference being the color. As I expected, the icons are actually black and white... They no longer have the borders at the icon, which means borders are added automatically on each icon. There are several borders, and good news here is that if someone wants to change every single border of each icon for a certain mod, now he just has to change a single texture... Also, you don't have to make an alternate icon for passive buttons In order to test icons I made my own little custom icon. It's quite simple but whatever. Alpha is full white. And changed the attack button to see it ingame. Surprisingly enough, the border isn't added... Good thing that the color did change... So, I guess it's again an alpha issue... I will just copy the icon's texture to the alpha channel, making the icon full white. It works, that means that the border texture is actually below the icon itself. An amazing thing is that not only don't we need to make alternate passive icons, but also we don't have to make alternate disabled icons as they are automatically generated by the game (also thanks to the fact that disabled icons now are simply grayscaled)... Now, we must wonder, how to prevent something on the icon to change its color? We can see that happening on several unit, building and upgrade icons, so it must be possible... The answer is actually incredibly simple. There's an option at the data editor which says "Tint by Race" with the options Enabled/Disabled. So you can make any icon be tinted or not... I still don't get how to change the preset race colors... But I will continue searching... |
| 05-04-2010, 06:48 PM | #14 |
did u find anything out baout the decals? units can have now decals printed on them... also u might wanna write about the regions, which u can now make in your own custom shapes i heard |
| 05-04-2010, 06:59 PM | #15 |
Regions are not as art related as they used to be, now that weather is not linked to regions... But well... I believe one can make custom shapes, but they are mostly based on squares and circles... Haven't seen any triangle option yet... Next big post will have a bit more on decals... |
