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#16 |
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User
Join Date: Oct 2003
Posts: 11
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Here is the previewer. It allows you to view and export the m3 models. I only wish it exported an ascii format T.T.
Last edited by Adovid : 04-24-2010 at 03:31 PM. |
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#17 |
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Free Software Terrorist
Technical Director
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Ok, I did something with the ability editor.
__________________The good news is that it is INCREDIBLY flexible. Effects/buffs/behaviors whatever allow this. So basically, I was able to make a yamato gun that costs no energy but also slows units. So, abilities are not so much about their base ability anymore. Yamato gun works by doing this: Yamato gun calls Yamato gun (missile) effect it is a missile effect that has the ability to call another effect. Yamato gun (missile) effect calls Yamato gun (damage) a effect that does damage. What I did was change (missile) so that it calls Marauder - Concussive shells (set) a effect that makes the slow buff start. So all abilities are modular now. So it is very flexible. However , the trade off is that everything is a lot more complicated now. Making yamato gun cost no energy involved going through the cost field and find the energy part in a giantic dialog. But that's also a good thing because basically any energy can cost gas, minerals whatever... Removing upgrade requirements was also hard I had to take out a "validator" Object editing is very FLEXIBLE , there are a lot of things that weren't possible in wc3 not even with triggers. However, it is seriously non-trivial now. Expect that you'll need a "data editor" guy for your map as much as a coder guy. In fact, data editing feels more like programming with some OOP system than just setitng fields in tables... |
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#18 |
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Procrastination Incarnate
Development Director
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That's quite nice. Now all we need is to be allowed to use custom script functions as effects (so a missile can run custom code on its target) and to run effects from script functions (so a trigger can spawn native missiles) and we won't have any need for stuff like missile systems anymore.
__________________Last edited by Anitarf : 04-24-2010 at 08:44 PM. |
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#19 |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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Pfft those are old news.
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#20 | |
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Free Software Terrorist
Technical Director
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I don't care.
__________________Quote:
I wonder if that's actually necessary. Considering that galaxy is the single most ugly language that has ever existed I'd rather use my data editor for code stuff. With validators (conditions) and effects (functions) it is a better programming language than both SC2's GUI and galaxy combined :) Things I've done so far: Channeling series of multiple yamato gun. Random effect potion. Ability that heals allies and damages enemies. That's with no triggers at all. |
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#21 |
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Procrastination Incarnate
Development Director
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That is going to cause some nasty limitations, though. People will get so used to using the data editor that once someone gets a spell idea that requires triggers, noone will know how to make a triggered spell if their life depended on it. Then again, for all I know the data editor might be so good that there is no (reasonably complex) spell that can't be done with it.
__________________This might be a good benchmark: is it possible to recreate all melee WC3 abilities with SC2 data editing? |
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#22 |
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Free Software Terrorist
Technical Director
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Well, there are effects that can spawn multiple effects (and). Effects that cause channeling stuff. Effects that have time periods (timers). Validators (conditions). And many other things. I think data editor is turing -complete ^^.
__________________Anyway, I think that spells that require triggers are not really going to be so frequent. I also think in a way the data editor is more complicated than coding in galaxy (though worth it considering you won't get into nastyness and pitfalls). Something though is that there are effects that spawn units, so I think it is easy to detect missile impact through triggers , there might event be a galaxy event but seriously that thing is so ugly I don't want to deal with it yet. |
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#23 |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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http://www.campaigncreations.org/for...p?topic=2361.0
__________________Check all the videos. Its pure madness. You can make it so even Glave Wurm (mutalisk attack) teleports people around when it hits something. Seriously, the way the data is laid out, I can nearly guarantee you most, if not all, vjass spells submitted can be recreated with the data editor alone. |
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#24 | |
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Free Software Terrorist
Technical Director
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Quote:
I participated on a flamewar about how wc3 was best than Sc2 in bnet forums and people in there were convinced that storm bolt was the center of the universe and without it there wouldn't be no dota. Back then I was sure that blizzard was going to do effect stuff so I said that they were on crack because even if no unit will have storm bolt in sc2, it will be doable nevertheless. I think I am going to recreat all wc3 hero and unit abilities. It should be doable, I am sure. |
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#25 |
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User
Join Date: Sep 2006
Posts: 687
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The Object editor is really hard to get around. :/ I wish someone would hurry up and write a tutorial.
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#26 |
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Reputation Leech
Join Date: May 2007
Posts: 1,235
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rofl @ nuke coming out of SCV
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#27 | |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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Quote:
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#28 |
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Alpha Male of Wc3c
Official Map Reviewer
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For some reason I expected the Galaxy Editor to not look exactly like World Editor (in terms of aesthetics). Though that really doesn't mean anything.
__________________So Data editing is extra in-depth now? Hmm... Though it's a lot more complicated (Vex made it sound like one ability is really a collaboration of effects. Interesting), it looks like it'll remove the need for 10000 triggers for spells. |
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#29 | |
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It feels good
Join Date: Mar 2006
Posts: 1,305
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Quote:
first part up: http://sc2c.org/object-editing/how-make-hero-t14.html |
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#30 | |
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Procrastination Incarnate
Development Director
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Quote:
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