Dr Super Good
Spell Reviewer
- Joined
- Jan 18, 2005
- Messages
- 27,287
Some are, others are not. It still gives you a good base for adding fantasy to your maps.I was hoping they'd look a lot more improved.
Some are, others are not. It still gives you a good base for adding fantasy to your maps.I was hoping they'd look a lot more improved.
That is because they are "ripped right out of 2002". They are the exact same geometry as they were in Warcraft III. Only some models have been updated, not all.The ones showcased by Blizzard beforehand looked as expected. But those ships above look ripped right out of 2002.
LAN option, playing maps vanilla BNet style (create your own game from a local mapfile of your choice), not having to log into your BNet account to use the editor, just to name some.
They will fit with most of the WC3 assets very well. They will not fit with the SC2 assets well. This is because they lack specular and normal maps so will appear noticeably out of place.I've been thinking: perhaps the models used for the Ultimate Terraining Map would fit well in SC2?
Someone tried to convert the models to wc3?
This actually would be a fantastic idea, converting the HQ models from SC2 to WC3. I remember Blizzard saying something about converting certain models being illegal though, or was that just for World of Warcraft?
I'm sure that you're free to port them from sc2 to wc3 without reprisal. WoW and D3 models are certainly free to use. Blizzard has hinted that they wouldn't be too happy for sc2 maps to use Heroes of the Storm models, but a few are doing it anyway and haven't been banhammered.
TL;DR it'll be fine for sure.
It's worth noting that the models are a bit rough when it comes to attachment points though. You can get around this in sc2 but wc3 is a lot more rigid when it comes to such things. Auras and some overhead buffs may not display in the right place or display at all, but if that's not a problem then the models will be fine!
I'm surprised, I remember from a while ago that someone got in a bit of trouble for using a converted model of a dragon from World of Warcraft but it might have been from another game I'm not too sure.
Blizzard does not mind. You can use any of their models in any of their other games as they own it and are not going to sue themselves. They have on multiple occasions for both WC3 and SC2 highlighted Arcade games using resources from other of their games with grate praise. This is why the "no WoW port" rule was removed under my recommendation.This actually would be a fantastic idea, converting the HQ models from SC2 to WC3. I remember Blizzard saying something about converting certain models being illegal though, or was that just for World of Warcraft?
As far as I am aware the Warcraft III asset mod was not removed. It might have been renamed or moved due to last minute changes to make StarCraft II more Warcraft III like.Curious, but was the wc3 assets removed?
I only ask since I can’t seem to find any maps that have them anymore, it makes me saddenedAs far as I am aware the Warcraft III asset mod was not removed. It might have been renamed or moved due to last minute changes to make StarCraft II more Warcraft III like.
And the command cards are a bit broken, too. I think several buttons are also missing. Not sure what else is missing, but I have an error log of the whole thing, if anyone wants to see what's up.[1/13/2023 9:42:55 AM] Warning: XML: GameData\ActorData.xml(10546,9) : Unable to write value: GoblinZeppelinMovement; reason: Core: invalid object type identification Source: Mods/WarCoop/WarClassic.SC2Mod/ Entry: nzep Scope: CActorUnit Field: SoundArray[7]
Incompatible what, exactly?[1/13/2023 5:08:22 PM] Warning: XML: GameData\ValidatorData.xml(3647,5) : Unable to create entry with incompatible parent TargetNotStunned Source: Campaigns/Void.SC2Campaign/ Scope: CValidatorUnitFilters
Yes load order is a thing. Maybe the mod alters some default templates?EDIT6: Is load order a thing? If so, then loading the War3 Coop mod second seems to stop the War3 sounds disappearing, but balloons the loading tome to several minutes due to practically every SC2 asset now throwing an error. The result is 6MB of plaintext errors. I don't know what's going on anymore.
And the editor explicitly states that they're incompatible. Which is a pain if you want to include the new Nexus abilities. No way to get the Shield Battery Overcharge one to work AFAIK.In the past such data errors were often caused by including melee balance patch data along with campaign data due to double declarations.
Yes attachments should work as long as the map is a reasonable size.That said, I'm willing to post a test map I've just quickly thrown together. Should I just upload it as an attachment?
This could be relevant. I'm not sure when the game was updated last, but the mod I tested was this one, which last updated just last December.However since SC2 development froze, data generally has become less stable, likely due to poor patching practices and last time I checked at least some errors were now unavoidable.
I could not find an obvious cause as to why out of all data just the sound data fails to load past the first mod chain. There must be some small conflict somewhere, or a bug in the sound data code.Alevice — 18/01/2023 05:54
I think there is some alien bug that affects the sound catalog based on the number of definitions
Several users gave reported issuesa like that
I ah wmt done due research on it
Wether it is just a foxed amount of sound entries or smth else
I think there is some alien bug that affects the sound catalog based on the number of definitions
Some sort of limit? So I'm hitting the maximum number of units allowed at once?a bug in the sound data code.
I've also attached a screenshot of the actor data in case it helps for something.[1/21/2023 12:38:08 AM] Warning: XML: C:\Users\wiime\AppData\Local\Temp\StarCraftIITemp\GameData\SoundData.xml(1,1) : m_comment == nullptr Source: C:\Users\wiime\Documents\StarCraft II\Maps\CrossoverTest00000000000000000000000.SC2Map
Seems to have nothing to do with units and entirely just sound data. For some reason it refuses to load the sound data of mods which cause all kinds of missing sound reference errors to propagate that eventually make it to actors.Some sort of limit? So I'm hitting the maximum number of units allowed at once?
Some internal error where something is a null pointer is my best guess.Also, what does this error mean?
Hmm... That's interesting, because if I delete the global parent actor from the XML data the sounds work fine but the actors report no parent (as expected); copying actors in some cases has caused freezing, so I might need to do some more research on that front...Seems to have nothing to do with units and entirely just sound data. For some reason it refuses to load the sound data of mods which cause all kinds of missing sound reference errors to propagate that eventually make it to actors.