On April 08 2011 19:38 Ludwigvan wrote: I had the idea of this project: Reading replays and recreate situations, so that you can play from any point of a replay. I think this is definitely possible, I had the idea when there was the blackout in the Flash Jaedong game and was reminded of that by reading this topic.
I don't know if you could read all necessary info from the Replay itself, or you have to run the replay and then somehow grab the information from SC2. This information then has to be used to create a map in the Editor. This would be a lot of work.
What is the best way to do this, if there is any?
Replays are recreation of a game = a game that bots are replaying the way you originally did (that's why you have to watch them entirely once to access any portion)
However, i'm afraid that if it was easily do-able it would have been done by blizz already "Jumping in" a specific point would require both players (in a 1v1) to "jump in at once" At present there is no solution for that without creating a new game.
YABOT for 2 players comes to mind
Having a map where the game is regularly saved for both players (or at one of the players request) would get you your wish i think, that would be done with triggers.
Using the editor's functions/abilities that blizz didn't "use" or "push in the limelight" yet for mainstream play" is always good/interesting/a great thrilll/the whole point for a mapmaker.. pushing the envelope so to say, that's what "community members" are good at/for.
"No lan" is the product of "bizness" interest, nothing to do with the community + Show Spoiler +
(i'm sure a whole bunch of nerds have been hard at work on that, the results would not be advertised )
Implementation in galaxy is like flirting with someone new: anything is possible... it's just easier to identify what is there already in galaxy (and that works) to obtain what one wants...
My answer, pointing to the "save" function (Ludwigvan might have been satisfied by this ?). has a chance to work quickly and efficiently...Using replays as a starting point (i feel) would be counter productive...
On April 09 2011 19:46 Sarang wrote: How do people get such good quality images of their maps, from all different angles? Is it just good usage of the "Export map image" function?
I tried that, but my computer locked up when I attempted to generate the image of my map in a large size. Do people do it another way, or is that function the only way to go?
I make a camera, point and printscreen (whilst in editor - unless there is something specific I want to show in game, but then thats from a normal ingame angle). Thats it really. Though having good lighting, textures, warping terrain and doodads make all the difference. Im still working on the last few. Though I think I have lighting down mostly though, after a few bumps along the way (one comment was "eye cancer" ) Though basically the images look good if thats how it look on the map.
Older pics when I fussed around with Depth of Field on the Camera- in the end I didnt like it though, especially coz no matter how little you apply it, it blurs the skybox. You can see the difference in these pics, the bottom one has DoF on. [
Is there a manual way to rotate "units" with the editor other than just the 0 or 180 ( im looking for a 45 degree angle); i.e. can this be done in the data editor? I'll looking to make a doodad into a unit but its always places it straight across.
ihasaKAROT Netherlands. April 11 2011 18:15. Posts 3434
Has anyone ever added a lot of neutral units to one of their maps? And if so did it cause a lot of lag? I'm currently working on something that requires many many neutral units, say 1000+, and am worried that it will make the map unplayable on most computers. teaser: + Show Spoiler +