Posts Tagged ‘textures’

Exposition under construction

Wednesday, June 2nd, 2010

I’ve posted a bunch of photo’s of me and my classmates building up the end exposition, check them out on Picasa

There’s also some very nice textures in that series btw :)

Today I had to give my end presentation for a group of 10 people, and it went bad…very bad. I just plainly suck at talking to a group of people staring at me. I completely forgot what I wanted to tell, and just muttered some vague things. Luckily I already warned them beforehand that I might fumble over my words. They were good sports and started to help me out by asking questions about my work, which I was able to answer pretty well.

Now I just have to wait till friday night, when they hand me my diploma (or not, depending on what they think of the mess I made tonight)

New tileset

Monday, May 31st, 2010

This morning I released a new tileset for use in the SC2 editor, this set’s theme is ‘fabrics’ and can be downloaded here: http://www.sc2mapster.com/assets/tileset-stone/files/

Carpet.02.dds

An example of the Carpet.02 tiles for SC2 editor

SC2 Mapping

Wednesday, May 26th, 2010

I’ve been working hard on my first custom map for StarCraft 2 for a while now, and thanks to the fantastic resources at sc2mapster I’ve been progressing a lot. Recently a very inspiring thread popped up on the sc2mapster forums about terraining, and thanks to that thread I finally found a direction for where I want to take my map graphically.

For my map I’m using my own custom textures, of which I released a few for download already.

Today I just wanted to show you 2 screenshots of the map in progress, and tell you a bit about the map concept. First 1 pic…

The idea behind this map was inspired by an old game I used to play on the c64, called Gauntlet. A game where you and a few friends would guide your hero through a series of dungeons filled with hundreds of monsters, and you would have to slash them all. In my version you and your opponent’s base would be on opposite ends of the map, seperated by “rooms” filled with monsters, which you have to kill first before you can even start thinking about attacking your enemy. The map would be a 1v1 melee map.

The rooms are seperated by a customized bunker, filled with 8 marines, who have 10k hp and regen about 3hp per second, virtually unkillable. You can, however, destroy the bunker by finding the key. Finding the key consists of placing a unit over a marked spot somewhere on the map. Once you found the key, the bunker will explode and the 8 marines will join your army.

At the moment of writing I got all the triggers, and custom units ready and working. It’s just a matter of making the map look good, and with good I mean terribly fantastic…  I expect to release the first version of this map somewhere around the end of June.

New Tileset – Nature

Monday, May 24th, 2010

Today I uploaded a new tileset for use with the StarCraft 2 editor. This one is nature themed and contains 8 textures, listed below.

  • 2 types of Grass
  • 2 types of Leaves
  • Water
  • Pines
  • Sand
  • Snow

I’m also close to releasing an alpha version of my first SC2 map, screenshot included here! STill no word from oxoxoxo about the use of his Terran marine art for the loading screen, I’ve gone ahead and just used it, if he doesn’t agree I will remove it.

How to import custom textures into StarCraft 2 editor

Friday, May 14th, 2010

So, I’m releasing some custom texture packs for StarCraft 2 soon, and I thought I’d write a tutorial on how to use them inside the SC2 editor to accompany the texture sets.

First thing you need to do is to click the import button, the one I circled in red here.

the import button

A new window will open up, from the menu click on Data -> Import Files (or click ctrl-I), now browse to the folder containing your textures, and select the textures you want to use. Don’t forget to import a white texture, you will need it later in this tutorial. When you’re done importing, click save (ctrl-s), and you can close the import window.

Next, you need to click on Map -> Map Textures and the Map Properties will open. Click on Modify, a new window will appear again…

With the ‘Terrain Texture Set’ tab selected, right click in the area that I marked above and select ‘add object’, type in a name, click on suggest, and then select copy from BraxisAlpha next to Field Values, hit OK. Another step done!

Now click on the Terrain Textures tab, at the top of the window. Right click in the same area as illustrated above again, and click add object. Give a name for the texture you want to add, hit suggest again,  and click ok. Now to the right you should see the same as the picture below, if not, make sure that the red circled button is selected.

click the field next to ‘CTerrainTex_Texture’ and fill in the filename of the texture you want to use, including any  subfolders you put the texture in, don’t forget the file extension (eg. grass.dds) and hit enter when you’re done. Now click on the field next to ‘CTerrainTex_Normalmap’ and fill in the name of the white texture. When you’re finished click save.

Back to the Terrain Texture Sets tab, select the set that you made earlier and to the right the same sort of window as above will appear.  Double click on the field next to ‘CTerrain_BlendTextures and a window named ‘Object Values’ will appear, there are 2 lists there. On the left are all available textures listed and on the right are the textures available for use in your map. You can only use a maximum of 8 textures in a map. Find your own texture in the list to the left and select it, also select the top texture of the list on the right. Click on ‘Replace’, click OK, and then you can close the Data editor window.

Now, in the map properties window click on the box I circled in red in the picture below.

In the dialog that pops up select your new texture, click OK, and click OK again in the Map Properties window. A dialog will appear asking you if you are sure, click YES.  Et voila, your new texture should appear in your map. Congratulations.