if only they made modding client sided too and pushed a workshop for it like AoE2 and C&C.I doubt it right now until they make proper info for the actor/effect/behaviour/whatnot types and their fields. I can make abilities to the point of actors, after that it's just like tapping into elevated mathematics.
We'll see. If they don't weld the games, I don't think Reforged or at least Warcraft III is going to be dropped, mostly due to the pro scene.
Well, at least with StarCraft II you get those things called dependencies which work something like .mpq files. So you could create a sort of mod or more that your map(s) would need to function.if only they made modding client sided too and pushed a workshop for it like AoE2 and C&C.
Maybe if the campaign authors made some features for it via the editor.Presumably this 'Campaign' function is only accessible via online lobbies. Is there a way in the PTR to play custom campaigns outside of a multiplayer lobby?
All of the below are related to the Data Easy Mode:
- -the portrait is not automatically chosen with the model like in the World Editor; to access/set it, you need to deactivate Easy Mode
- -also lots of the Object Editor fields are missing like the unit description; funny thing is abilities have this field but not per level
- -no way to set regeneration for shields and stuff
- -the Weapon category exists in Data Collection but there's nothing there
- -some abilities, like Bash, don't have any damage/chance/whatnot values to set/edit in Easy Mode; Storm Bolt doesn't have a per level damage but a general one(?) which is 0 by default
- -so, basically, you can't do much to customize abilities. No actual reason to make duplicates unless you don't use Easy Mode
- -practically, using Easy Mode leaves you with the burden of triggering the spells further with the Trigger Editor, something we already did in the World Editor but with much more ease since the spells and Object Editor had more fields to play with
- -Critical Strike seems to have most (important) fields like chance and damage multiplier per level
- -of course actor and events are not also duplicated, thus the unit will not play any animation and no buff/FX will appear when summoning a unit for example
- -not sure if you can change the icons of the previous abilities to be learned after you change them to a duplicate unit; basically you learn the ones you edited but in the learn ability menu the descriptions and icons are of those before/the original's
- -nothing in the artifact category
- -doodad and destructible data objects have no fields; items and researches as well
How to access what is called Game Constants in the World Editor?
It's a good start but there's still work to be done.
StarCraft II Data needs a World Editor type mode as well. For instance, copying units and abilities like a Carrier and EMP should work the same as with the World Editor. As mentioned above in the Warcraft III list, actors, events, effects, behaviours, special FX/models and whatnot should automatically be copied (duplicated as you call it in the Galaxy Editor) as in the World Editor.
Things should work simpler like being able to create a Diablo nova from Roar or a Diablo fireball from a Storm Bolt. There should be fields that automatically create their actors and events behind the scenes like how most such fields in the World Editor work.
Now, what the Hard Mode, if you will, (well, normal/original mode or whatever) needs is better descriptions for all fields and actor types with examples if possible. Some fields have no description or have one liners. This would also benefit the higher IQ people that use this mode.
Either I got used to the way Warcraft III looks in StarCraft II or the lights and generally Echo Isles was converted better than Bandit Ridge. Using the 5.0 PTR by the way:
To me it looks really sweet.
Well like before, Warcraft III unit portraits need better lightening and stuff.
So I was pointing out in my previous feedback post that info boxes are needed for many Data fields. Looks like the Trigger Editor's info boxes are more than decent.
For instance, now I understood what magazines are.
Not sure what banks are. Is that some sort of Warcraft III Game Cache or some Hashtable stuff?
Or Catalogs.
I guess Data Tables are Hashtables?
The Item trigger section seems to be missing stuff Warcraft III has, like add/remove items, hide/show items etc.
Not sure if this can be fixed ingame (Data) or it requires the editing of the models but the FX on SC models is huge if they are scaled:
Also, for some reason can't select that model edited hero by drag select. Also the selection circle won't shrink by changing its size (selection radius).
Banks are XML files that can be safely stored locally on and read from a player's machine.Not sure what banks are. Is that some sort of Warcraft III Game Cache or some Hashtable stuff?
I don't think this is viable because of Warcraft III: Reforged Developer Update – Ranked PlayMeh. Now I am not sure if I should continue making my wc3 map or switch to sc2. Why would blizz compete with themselves ?
You've answered it yourself, shucks.Well I am sure they will continue reforged support ofc, at least judging by the latest developer update about ranked play.
I for one would but since I'm too much a retard to grasp the complexity of the Galaxy Editor, I'm left with older Warcraft III patches or nothing at all...Nobody cares about reforged - switch to sc2 when this patch goes live
I for one would but since I'm too much a retard to grasp the complexity of the Galaxy Editor, I'm left with older Warcraft III patches or nothing at all...
I've mentioned it before in more detail.Bruh what part of the 'easy mode' new addition did you miss
I have dude. I even gave feedback on it. I mentioned this before, replying to you.Yeah but have you tried it? The SC2 editor is very powerful and there are tutorials out there to ease people in
You've answered it yourself, shucks.
Definitely don't remember those!Did we have these textures in PTR version 4.13 or was it added in PTR 5.0? I don't remember seeing them when browsing textures. They even have this "@" just like the new Data Collection stuff.
Well converting RoC .w3m still doesn't work.I presume they're actually adding the specific SD textures from WC3. That way you can properly convert the map.
Yeah, you're right. I mean, if they wanted to make the games into one, I guess this Reforged news wouldn't have surfaced so soon after the SCII PTRs but at the same time they are changing the ladder system akin to that of SCII.I mean, right now its not clear at all which of the two engines will be more worth it to make maps in. We dont know which one will get more support / features / playerbase / etc in the future. SC2 surely feels superior right now tho. But I heard its custom maps scene isnt quite popular for some reason.
You could download the PTR yourself though. It's free.Show an Ashenvale map
Aha, I had no idea they were basically units. So setting them as variables and using those unit triggers is the way to go?Items are special units in SC2. You can just use remove/create unit show/hide unit to do that.
Yeah sure but they are not properly linked to the new duplicated collection or at least it looks that way since as mentioned, the casting animations are not played.You have some misunderstanding about the new duplicate system: the actor and behavior are already automatically copied, if you did it in the Data Collection tab or in the easy mode. It's wrote in the patch notes. If you duplicate them in other tabs, you surely don't have them, as they are using old copy behavior. I have seem no unit lost actor after I copied them in easy mode.
Hmm, so how could I create a template to use each time I make a map so that I won't have to switch between Normal and Easy mode like crazy each time I'm making a new map?Same as all the ability fields you mentioned - all of them can be customized in hard mode, and thus can be exposed to easy mode one by one. The official data may lack some important fields, but you don't have to wait for them to add more - One of the biggest feature of the galaxy editor is it allows public game/data mods. People can create their own "Easy Mode View" and share them with others, so every one benefit from it. This patch essentially allow you to customize the data editor in your own mods.
You could download the PTR yourself though. It's free.
You could download the PTR yourself though. It's free.
Also,
Please use the green Edit button at the bottom of your posts and add text there instead of writing one post after another of yours unless it's an important update.
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Aha, I had no idea they were basically units. So setting them as variables and using those unit triggers is the way to go?
Yeah sure but they are not properly linked to the new duplicated collection or at least it looks that way since as mentioned, the casting animations are not played.
Hmm, so how could I create a template to use each time I make a map so that I won't have to switch between Normal and Easy mode like crazy each time I'm making a new map?
Ashenvale (Duskwood):my shitty laptop can't run shit
Uploaded Ashenvale pics!Nah I haven't got the disk space at the moment, looking forward to go-live of 5.0 but will probably be another week or so
The telescope lens was supposed to have an animated texture in Warcraft 3, but it never worked because of the broken Sphere Environment Map flag in the material layer.Attached a video where the Goblin Observatory's telescope glass has a weird animation due to the lightening system maybe.
Ashenvale (Duskwood):
Icecrown (Ice Forge):
Looks like the Icecrown tileset has issues being converted as only one tile appears overall.
Lordaeron Summer (Plunder Isle):
I think the thick grass tile is also used in the Sunken Ruins tileset.
Outland (Hell Fire):
The "water" part of Outland looks bad. Maybe we can add what we call alpha channels in Warcraft III or what are secondary skies(?) in StarCraft II to change that?
The camera view in the editor is too close for the Warcraft III mod.
Conversions might not transfer all tile types correctly.
Attached a video where the Goblin Observatory's telescope glass has a weird animation due to the lightening system maybe.
Uploaded Ashenvale pics!
Hmm, so how could I create a template to use each time I make a map so that I won't have to switch between Normal and Easy mode like crazy each time I'm making a new map?
Some of them are HD versions. I showcased them in another post.also judging on a closer look it seems the units and doodads are still origami like in WC3, looking forward to see the actual finished post-PTR build
I found something in the Data Editor called "Gameplay Data" which is in the "Advanced Game Data" dropdown. There's a field called "Default SC2 Gameplay Settings" which is tied to the WarCoopData.SC2Mod dependency.How to access what is called Game Constants in the World Editor?
Thanks. I remember I've been around there before but didn't notice what it actually was.I found something in the Data Editor called "Gameplay Data" which is in the "Advanced Game Data" dropdown. There's a field called "Default SC2 Gameplay Settings" which is tied to the WarCoopData.SC2Mod dependency.
It's all speculation. They have only imported Altar of Kings, Altar of Storms and the Blademaster. Personally I think it was just a test, because if they include all models and assets from Reforged it would take up a lot of disk space.Are they going to include the Reforged unit models? Or if they are already accessible, how do you get to them? i like a lot of those models, and would really like to combine them with some WoW imported weapons and stuff.
Maybe as an optional dependencies pack.Personally I think it was just a test, because if they include all models and assets from Reforged it would take up a lot of disk space.
There's a scheduled maintenance from 00:00 to 04:00 CEST, so most likely yes.The anniversary is today. The patch was intended to celebrate the anniversary - can we expect it to drop to live today?
More updates here please thank you
They added up to 15 cliffs levels with this patch and most if not all of the Warcraft 3 Assets are available to use in Starcraft 2 and have been for a good while now. They don't look perfect but that's to be expected.
It was needed to prevent bloat. Heroes of the Storm is as big if not larger than StarCraft II. Having them as the same product would require an insane amount of install space.
My thoughts exactly. Assuming it really makes the SC2 Editor that much easier, this patch is a bomb... but it is 10 years too late. People gave up on SC2 a long time ago.
I bought Wings of Liberty mainly for modding. Then met with a complex, undocumented Editor, an 8 ground tiles limit, a despotic EULA, a 256x256 maximum for map dimensions smaller than Wc3's, people claiming they were reaching map size limit only with triggers, an unability to organize stuff in the data editor, a huge lack of (medieval) assets — nothing to work with besides the three main races as @Lon-ami said.
I remember using Aiur foliage, looking at those round, yellow, black-stripped obviously alien flowers, and thinking: “This just isn't gonna work...” @Triceron's efforts to recreate medieval stuff gave me some hope, but progress soon halted.
Wc3 stuff was only included in 2015, @Dr Super Good — again, 5 years too late after I repeatedly warned through every channel possible after the SC2 Beta in 2009/2010 that it would significantly deter SC2's modding scene success. Other small Editor bugs (such as data editor objects vanishing for no apparent reason) stopped me from modding the game completely.
Regarding an unified engine. Provided they can somehow solve the disk bloat problem, I believe it to be the future. There's no reason to reinvent the wheel with every new RTS (especially within the same company); improvements would automatically propagate backwards, and it'd mean less code to maintain.
Same goes for an unified Editor — the assets-mod system already acts as a means to separate data. Users could just select assets/mods according to desired settings (medieval or sci-fi).
Here they are, those models are in sc2 now.
Look how warcraft 3 proportions are evolving....or better say devolving..hesus hernando christo....
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Yeah but have you tried it? The SC2 editor is very powerful and there are tutorials out there to ease people in
That would require they make a platform that supports such partial downloads. As Warcraft III Reforged shows, BattleNet application is not one.That's some pretty dumb reasoning, you don't need to donwload HotS content if you won't play it, just as you don't need to download every single W3 map in existence every time you launch the game.
SC2 Editor is not that hard if one thinks logically. Unlike WC3, SC2 has quite a logical editor where stuff mostly does what it says it does and exceptions are rare and not the usual.Learning the SC2 editor is such a pain you'd have an easier time learning Unity or Unreal Engine; and those are far more useful too. If it isn't simple enough to understand everything without a tutorial, then it's not a good editor, and bad editors aren't worth learning, imo.
Citation needed.However, the datamined COOP screens with Grommash, Jaina, etc are interesting. A WARCRAFT COOP variation in SC2 might make sense, considering the money that COOP is bringing in.
Logical except for the most part you have no idea what it is or does like actor events.SC2 Editor is not that hard if one thinks logically. Unlike WC3, SC2 has quite a logical editor where stuff mostly does what it says it does and exceptions are rare and not the usual.