https://wiki.hiveworkshop.com/api.php?action=feedcontributions&user=Jack&feedformat=atomHIVE - User contributions [en]2024-03-29T01:47:13ZUser contributionsMediaWiki 1.35.8https://wiki.hiveworkshop.com/index.php?title=Talk:Border-type_Images&diff=1924Talk:Border-type Images2011-08-26T02:04:01Z<p>Jack: /* Rename? */</p>
<hr />
<div>Images on dialog buttons work exactly the same way, as any other image with type '''border''' (e.g. custom dialog image can be set to work like this, too), so maybe it should be named "Border-type images" (there is one further type, "horizontal border", that has different layout and is rarely used)--[[User:M0rt|M0rt]] 23:46, 12 May 2011 (PDT)<br />
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:Hmm unless I'm missing something, I thought you couldn't change a dialog button's image (unless you replace the existing dds in the Assets)? Basically the only reason I named it "Dialog Background" was because I've seen a bunch of people ask about how to change the dialog's background without looking awful. I don't mind renaming it and redirecting "Dialog Background," I suppose. -- [[User:DevliN|DevliN]] 02:39, 13 May 2011 (PDT)<br />
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::You can change it just like you would with an image item, with "Dialog Item Change Image" and "Dialog Item Change hover image" (hover image is a special property that is used only by buttons). You can also hide the default background and place a custom image over the entire dialog, that doesn't need this layout.--[[User:M0rt|M0rt]] 02:58, 13 May 2011 (PDT)<br />
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:::Oh good to know. I was under the impression that it changing the image item didn't work for buttons. I've been putting images over them all this time. Haha. -- [[User:DevliN|DevliN]] 10:46, 13 May 2011 (PDT)<br />
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<br />
<br />
Anyone mind explaining why this is categorized as "Triggers"? :/<br />
- [[User:Payne|Payne]] 15:04, 14 May 2011 (PDT)<br />
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:Probably because you change dialog background using triggers. It should be mentioned what triggers change the dialog background. I'd do it myself but I can't remember and have no editor access right now. --[[User:Jack|Jack]] 17:01, 14 May 2011 (PDT)<br />
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::Yeah, basically what Jack said. I just didn't get around to adding anything about specifically using triggers to change it. -- [[User:DevliN|DevliN]] 19:07, 14 May 2011 (PDT)<br />
<br />
== Rename? ==<br />
<br />
This should probably be renamed to Dialog Backgrounds or Dialog Background Images rather than Border-type Images; Border-type Images is more ambiguous and not as clear what it is. --[[User:Jack|Jack]] 20:05, 24 August 2011 (PDT)<br />
:[[Dialog Background]] was the old name. Now it just redirects here. The reasoning is explained in the above portion of this page. --[[User:DevliN|DevliN]] 18:13, 25 August 2011 (PDT)<br />
::Ah, didn't see that. Fair enough. --[[User:Jack|Jack]] 19:04, 25 August 2011 (PDT)</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Border-type_Images&diff=1921Border-type Images2011-08-25T03:10:02Z<p>Jack: </p>
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<div>Border-type images are used as the backgrounds of [[Dialogs]] or Dialog Buttons. If you change the background image of a Dialog or Button to what seems to be a normal image, you will notice that the image gets cut up. This is because the Dialogs are structured in such a way that it takes all the elements of a frame from a sliced up image.<br />
<br />
<br />
Border-type images are split into 4 columns with an equal width, and 8 rows with an equal height (despite it only looking like we need 6 rows). Using the default Terran Dialog frame below as an example, we see all 4 corners take up the first row, followed by the Top, Bottom, Right, and Left bars underneath it. The "Filler" rectangle on the bottom is the same height and width as the corner sections, but will ultimately get stretched to become the background between all the separate pieces.<br />
<br />
<br />
[[File:Ui_frame_default_terran_base.png|border]] [[File:Ui_frame_default_terran.png|border]]<br />
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<br />
The dimensions for the default dialog frames are 300 pixels wide by 496 pixel high, therefore:<br />
*Corner pieces and filler are:<br />
**Width: 75 pixels<br />
**Height: 62 pixels<br />
<br />
*Side bars are:<br />
**Width: 300 pixels<br />
**Height: 62 pixels<br />
<br />
<br />
Theoretically you don't need to follow these guidelines, as long as each section is proportional. For example, if your image was 200 pixels wide and 400 pixels long, then each column would be 50 pixels wide and each row would be 50 pixels high. No matter what, you need to have that 4 column by 8 row layout.<br />
<br />
== Links ==<br />
[http://www.staredit.net/galaxyedit/gui/ StarEdit.Net GUI Database] - Has Dialog Background images for download.<br />
[http://www.udmod.com/downloads.php?do=listings&catid=1 UDMod Textures Database] - Has Dialog Background images for download, among other textures.<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Art]]<br />
[[Category:Tutorials]]<br />
[[Category:Triggers]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Talk:Border-type_Images&diff=1920Talk:Border-type Images2011-08-25T03:05:11Z<p>Jack: /* Rename? */ new section</p>
<hr />
<div>Images on dialog buttons work exactly the same way, as any other image with type '''border''' (e.g. custom dialog image can be set to work like this, too), so maybe it should be named "Border-type images" (there is one further type, "horizontal border", that has different layout and is rarely used)--[[User:M0rt|M0rt]] 23:46, 12 May 2011 (PDT)<br />
<br />
:Hmm unless I'm missing something, I thought you couldn't change a dialog button's image (unless you replace the existing dds in the Assets)? Basically the only reason I named it "Dialog Background" was because I've seen a bunch of people ask about how to change the dialog's background without looking awful. I don't mind renaming it and redirecting "Dialog Background," I suppose. -- [[User:DevliN|DevliN]] 02:39, 13 May 2011 (PDT)<br />
<br />
::You can change it just like you would with an image item, with "Dialog Item Change Image" and "Dialog Item Change hover image" (hover image is a special property that is used only by buttons). You can also hide the default background and place a custom image over the entire dialog, that doesn't need this layout.--[[User:M0rt|M0rt]] 02:58, 13 May 2011 (PDT)<br />
<br />
:::Oh good to know. I was under the impression that it changing the image item didn't work for buttons. I've been putting images over them all this time. Haha. -- [[User:DevliN|DevliN]] 10:46, 13 May 2011 (PDT)<br />
<br />
<br />
<br />
Anyone mind explaining why this is categorized as "Triggers"? :/<br />
- [[User:Payne|Payne]] 15:04, 14 May 2011 (PDT)<br />
<br />
:Probably because you change dialog background using triggers. It should be mentioned what triggers change the dialog background. I'd do it myself but I can't remember and have no editor access right now. --[[User:Jack|Jack]] 17:01, 14 May 2011 (PDT)<br />
<br />
::Yeah, basically what Jack said. I just didn't get around to adding anything about specifically using triggers to change it. -- [[User:DevliN|DevliN]] 19:07, 14 May 2011 (PDT)<br />
<br />
== Rename? ==<br />
<br />
This should probably be renamed to Dialog Backgrounds or Dialog Background Images rather than Border-type Images; Border-type Images is more ambiguous and not as clear what it is. --[[User:Jack|Jack]] 20:05, 24 August 2011 (PDT)</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Custom_Terrain_Textures&diff=1919Custom Terrain Textures2011-08-24T23:02:19Z<p>Jack: /* Alpha Mapping */</p>
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<div>In this tutorial, we'll be creating a custom terrain texture using existing online images. However, you can create your own, using your chosen photo editing application, or photographs you take yourself. While the program used is [http://www.gimp.org/ GIMP], you can also use other applications such as Photoshop.<br />
<br />
== Finding a Base Image ==<br />
The easiest way to find a good stock photo to convert into a terrain texture is via google. In this case, while we're going to be making a rocky snow texture, I search for concrete in google image search. I then save the highlighted image onto my computer.<br />
[[File:Terrain tutorial 1.PNG|800px|center|Google Image Search]]<br />
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== Editing the Image ==<br />
Next, open up the image in your photo editing application. Crop the image until it is square. Then increase the brightness and contrast until it looks a lot whiter, and less colorful. I managed to get mine looking like this:<br />
[[File:Terrain tutorial 2.PNG|800px|center|Snowy Concrete]]<br />
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== Making the Texture Tile Correctly ==<br />
There's a problem with the image as it currently is. If you have several of these placed next to each other, you may notice something. There's a large white patch that stands out quite a lot. If you have this plastered all over a [[StarCraft II]] map, these white patches will be quite obvious. To fix that, we're going to be using the Clone tool.<br />
[[File:Terrain tutorial 3.PNG|800px|center|Large White Patches]]<br />
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== Cloning ==<br />
Cloning is fairly simple. You select a part of the image to clone from, then you click all over the large white patches, replacing wherever you click with the part of the image you previously selected. In GIMP, you hold down Ctrl and click on an area that looks quite bland and not too bright. Then, without holding down Ctrl, click on the large white patches. Once I finished, when tiled my image had no patches that stood out noticeably. For this kind of texture, that's the effect you want. (Note: other terrain textures may look better with large patches. Don't always clone out the patches unless the texture needs it.)<br />
[[File:Terrain tutorial 4.PNG|800px|center|Kaminoans...them be CLONERS...]]<br />
<br />
== Make it Tile ==<br />
This texture doesn't really need this, as it already tiles quite well. However, for textures such as wooden planks, bricks, and other textures which require parts that stand out, you'll need to run a Make Tileable filter on the image, or manually tile them yourself. There are tutorials on the internet about this, I won't go into more detail.<br />
<br />
== Alpha Mapping ==<br />
StarCraft II uses the alpha map of the diffuse (color) map, aka your texture, to define how the texture is affected by global illumination. If you have a bright alpha map, the texture will appear to be bright when hit by ingame lighting; dark alpha maps means the texture will appear dark. The texture will look the same regardless of alpha mapping when it is under a shadow. You can make half an alpha map bright and half dark, or make cracks in the texture dark and the rest bright.<br />
<br />
== Normal Mapping ==<br />
To finish off, we're going to create a normal map for this image. First off, save your image as something like snow_texture.dds. Then save a copy of it called snow_texture_normal.dds. We'll be working on this copy now. Normal maps are oddly colored images that StarCraft II uses to add detail to a texture that the model itself doesn't possess. It does this with shaders, which are more complicated. You don't need to know a whole lot about how they work, all you need to know is that with normal maps you can make bricks look like they're actually standing out of the ground, define the gaps inbetween planks, and make rocks in the snow stand out more. There's a great tutorial [http://www.cgtextures.com/content.php?action=tutorial&name=normalmap here] on how to make a normal map out of your texture. After following it, here is my result:<br />
[[File:Terrain tutorial 5.PNG|800px|center|Looks normal to me...]]<br />
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Now, StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
[[File:Terrain tutorial 6.PNG|800px|center|Oranges and lemons, say the bells of Saint Clemens]]<br />
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Finally, save as .DDS (or .TGA if you prefer). You can use Nvidia's DDS PhotoShop plugin, or GIMP's DDS plugin, or alternatively use [http://sourceforge.net/projects/aorta/ Aorta], a 3rd party DDS tool which works on Windows, Linux, and Macintosh. Of course, you then import your finished diffuse and normal map textures into GalaxyEdit, using this method: [[Importing Custom Artwork#Importing Custom Terrain Textures|Importing Custom Terrain Textures.]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorials]]<br />
[[Category:Terrain]]<br />
[[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1917How to make StarCraft II Assets2011-08-23T03:27:13Z<p>Jack: </p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
You can get a full student edition of 3D Studio Max if you don't use it for commercial purposes and are currently studying. You do not need an .edu email address for it. It will last for 3 years before expiring, by which time there will probably be several new versions to get student editions of; this is the only limitation, although I doubt you get customer support either.<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
And for high polygon sculpting, you can use Blender's sculpt, or one of these programs:<br />
*[http://www.sculptrist.com Sculptris] - Sculptris is a free sculpting program<br />
*[http://usa.autodesk.com/adsk/servlet/pc/index?id=13565063&siteID=123112 Mudbox] - Mudbox is a professional tool which has a trial version.<br />
*[http://www.pixologic.com/home.php ZBrush] - Zbrush is made by the same makes of sculptrist, and is their professional scultping program. It's the industry standard at the moment.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions included with the plugin. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here].<br />
<br />
=== Step 1 ===<br />
Over on the right side of the screen, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Textures have to be a power of two for compression to work. [NOTE: Non-power of two textures may work in StarCraft II; needs testing.]<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT1 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT1 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Category:Tutorials&diff=1906Category:Tutorials2011-08-01T11:43:25Z<p>Jack: </p>
<hr />
<div>This page will function as a portal to direct users to all of the tutorials contained within the wiki. Please feel free to add your tutorial to the wiki, by simply adding <pre>[[Category:Tutorials]]</pre> to the bottom of your tutorial page. <br />
<br />
All our current Tutorials are listed at the very bottom of this page.<br />
<br />
== GalaxyEdit ==<br />
Tutorials for [[GalaxyEdit]], ''[[StarCraft II|StarCraft II]]''<nowiki/>'s powerful map editor.<br />
<br />
=== Can't find proper tutorial? ===<br />
You probably should look at one of the following communities (sorted alphabetically):<br />
*[http://www.hiveworkshop.com/forums/starcraft-ii-408/ Hive Workshop]<br />
*[http://www.sc2mapster.com/ SC2Mapster]<br />
*[http://www.sc2mod.com SC2Mod]<br />
*[http://www.stardepot.org/ StarDepot.org]<br />
*[http://www.staredit.net/forums/44/ StarEdit.net]<br />
*[http://www.udmod.com UDmod]<br />
<br />
=== Requested tutorials ===<br />
For a list of requested tutorials, or if you want to add a request to the list, go to [[Wiki Requests]].<br />
<br />
[[Category:StarCraft II]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1893How to make StarCraft II Assets2011-07-26T02:57:57Z<p>Jack: /* What You Need */</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
You can get a full student edition of 3D Studio Max if you don't use it for commercial purposes and are currently studying. You do not need an .edu email address for it. It will last for 3 years before expiring, by which time there will probably be several new versions to get student editions of; this is the only limitation, although I doubt you get customer support either.<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions included with the plugin. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here].<br />
<br />
=== Step 1 ===<br />
Over on the right side of the screen, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Textures have to be a power of two for compression to work. [NOTE: Non-power of two textures may work in StarCraft II; needs testing.]<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT1 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT1 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1892How to make StarCraft II Assets2011-07-26T02:56:24Z<p>Jack: /* What You Need */</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
You can get a full student edition of 3D Studio Max if you don't use it for commercial purposes and are currently studying. You do not need an .edu email address for it. It will last for 3 years before expiring, by which time there will probably be several new versions to get student editions of.<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions included with the plugin. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here].<br />
<br />
=== Step 1 ===<br />
Over on the right side of the screen, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Textures have to be a power of two for compression to work. [NOTE: Non-power of two textures may work in StarCraft II; needs testing.]<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT1 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT1 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Custom_Terrain_Textures&diff=1887Custom Terrain Textures2011-07-19T12:12:27Z<p>Jack: /* Normal Mapping */</p>
<hr />
<div>In this tutorial, we'll be creating a custom terrain texture using existing online images. However, you can create your own, using your chosen photo editing application, or photographs you take yourself. While the program used is [http://www.gimp.org/ GIMP], you can also use other applications such as Photoshop.<br />
<br />
== Finding a Base Image ==<br />
The easiest way to find a good stock photo to convert into a terrain texture is via google. In this case, while we're going to be making a rocky snow texture, I search for concrete in google image search. I then save the highlighted image onto my computer.<br />
[[File:Terrain tutorial 1.PNG|800px|center|Google Image Search]]<br />
<br />
== Editing the Image ==<br />
Next, open up the image in your photo editing application. Crop the image until it is square. Then increase the brightness and contrast until it looks a lot whiter, and less colorful. I managed to get mine looking like this:<br />
[[File:Terrain tutorial 2.PNG|800px|center|Snowy Concrete]]<br />
<br />
== Making the Texture Tile Correctly ==<br />
There's a problem with the image as it currently is. If you have several of these placed next to each other, you may notice something. There's a large white patch that stands out quite a lot. If you have this plastered all over a [[StarCraft II]] map, these white patches will be quite obvious. To fix that, we're going to be using the Clone tool.<br />
[[File:Terrain tutorial 3.PNG|800px|center|Large White Patches]]<br />
<br />
== Cloning ==<br />
Cloning is fairly simple. You select a part of the image to clone from, then you click all over the large white patches, replacing wherever you click with the part of the image you previously selected. In GIMP, you hold down Ctrl and click on an area that looks quite bland and not too bright. Then, without holding down Ctrl, click on the large white patches. Once I finished, when tiled my image had no patches that stood out noticeably. For this kind of texture, that's the effect you want. (Note: other terrain textures may look better with large patches. Don't always clone out the patches unless the texture needs it.)<br />
[[File:Terrain tutorial 4.PNG|800px|center|Kaminoans...them be CLONERS...]]<br />
<br />
== Make it Tile ==<br />
This texture doesn't really need this, as it already tiles quite well. However, for textures such as wooden planks, bricks, and other textures which require parts that stand out, you'll need to run a Make Tileable filter on the image, or manually tile them yourself. There are tutorials on the internet about this, I won't go into more detail.<br />
<br />
== Alpha Mapping ==<br />
StarCraft II uses the alpha map of the diffuse (color) map, aka your texture, to define how well a texture blends with other textures. Set your alpha map to black to make it blend smoothest.<br />
<br />
== Normal Mapping ==<br />
To finish off, we're going to create a normal map for this image. First off, save your image as something like snow_texture.dds. Then save a copy of it called snow_texture_normal.dds. We'll be working on this copy now. Normal maps are oddly colored images that StarCraft II uses to add detail to a texture that the model itself doesn't possess. It does this with shaders, which are more complicated. You don't need to know a whole lot about how they work, all you need to know is that with normal maps you can make bricks look like they're actually standing out of the ground, define the gaps inbetween planks, and make rocks in the snow stand out more. There's a great tutorial [http://www.cgtextures.com/content.php?action=tutorial&name=normalmap here] on how to make a normal map out of your texture. After following it, here is my result:<br />
[[File:Terrain tutorial 5.PNG|800px|center|Looks normal to me...]]<br />
<br />
Now, StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
[[File:Terrain tutorial 6.PNG|800px|center|Oranges and lemons, say the bells of Saint Clemens]]<br />
<br />
Finally, save as .DDS (or .TGA if you prefer). You can use Nvidia's DDS PhotoShop plugin, or GIMP's DDS plugin, or alternatively use [http://sourceforge.net/projects/aorta/ Aorta], a 3rd party DDS tool which works on Windows, Linux, and Macintosh. Of course, you then import your finished diffuse and normal map textures into GalaxyEdit, using this method: [[Importing Custom Artwork#Importing Custom Terrain Textures|Importing Custom Terrain Textures.]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorials]]<br />
[[Category:Terrain]]<br />
[[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Custom_Terrain_Textures&diff=1886Custom Terrain Textures2011-07-19T12:10:20Z<p>Jack: /* Normal Mapping */</p>
<hr />
<div>In this tutorial, we'll be creating a custom terrain texture using existing online images. However, you can create your own, using your chosen photo editing application, or photographs you take yourself. While the program used is [http://www.gimp.org/ GIMP], you can also use other applications such as Photoshop.<br />
<br />
== Finding a Base Image ==<br />
The easiest way to find a good stock photo to convert into a terrain texture is via google. In this case, while we're going to be making a rocky snow texture, I search for concrete in google image search. I then save the highlighted image onto my computer.<br />
[[File:Terrain tutorial 1.PNG|800px|center|Google Image Search]]<br />
<br />
== Editing the Image ==<br />
Next, open up the image in your photo editing application. Crop the image until it is square. Then increase the brightness and contrast until it looks a lot whiter, and less colorful. I managed to get mine looking like this:<br />
[[File:Terrain tutorial 2.PNG|800px|center|Snowy Concrete]]<br />
<br />
== Making the Texture Tile Correctly ==<br />
There's a problem with the image as it currently is. If you have several of these placed next to each other, you may notice something. There's a large white patch that stands out quite a lot. If you have this plastered all over a [[StarCraft II]] map, these white patches will be quite obvious. To fix that, we're going to be using the Clone tool.<br />
[[File:Terrain tutorial 3.PNG|800px|center|Large White Patches]]<br />
<br />
== Cloning ==<br />
Cloning is fairly simple. You select a part of the image to clone from, then you click all over the large white patches, replacing wherever you click with the part of the image you previously selected. In GIMP, you hold down Ctrl and click on an area that looks quite bland and not too bright. Then, without holding down Ctrl, click on the large white patches. Once I finished, when tiled my image had no patches that stood out noticeably. For this kind of texture, that's the effect you want. (Note: other terrain textures may look better with large patches. Don't always clone out the patches unless the texture needs it.)<br />
[[File:Terrain tutorial 4.PNG|800px|center|Kaminoans...them be CLONERS...]]<br />
<br />
== Make it Tile ==<br />
This texture doesn't really need this, as it already tiles quite well. However, for textures such as wooden planks, bricks, and other textures which require parts that stand out, you'll need to run a Make Tileable filter on the image, or manually tile them yourself. There are tutorials on the internet about this, I won't go into more detail.<br />
<br />
== Alpha Mapping ==<br />
StarCraft II uses the alpha map of the diffuse (color) map, aka your texture, to define how well a texture blends with other textures. Set your alpha map to black to make it blend smoothest.<br />
<br />
== Normal Mapping ==<br />
To finish off, we're going to create a normal map for this image. First off, save your image as something like snow_texture.dds. Then save a copy of it called snow_texture_normal.dds. We'll be working on this copy now. Normal maps are oddly colored images that StarCraft II uses to add detail to a texture that the model itself doesn't possess. It does this with shaders, which are more complicated. You don't need to know a whole lot about how they work, all you need to know is that with normal maps you can make bricks look like they're actually standing out of the ground, define the gaps inbetween planks, and make rocks in the snow stand out more. There's a great tutorial [http://www.cgtextures.com/content.php?action=tutorial&name=normalmap here] on how to make a normal map out of your texture. After following it, here is my result:<br />
[[File:Terrain tutorial 5.PNG|800px|center|Looks normal to me...]]<br />
<br />
Now, StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
[[File:Terrain tutorial 6.PNG|800px|center|Oranges and lemons, say the bells of Saint Clemens]]<br />
<br />
Finally, save as .DDS (or .TGA if you prefer). You can use Nvidia's DDS PhotoShop plugin, or GIMP's DDS plugin, or alternatively use [http://sourceforge.net/projects/aorta/ Aorta], a 3rd party DDS tool which works on Windows, Linux, and Macintosh. Of course, you then import your finished diffuse and normal map textures into GalaxyEdit, using this method: [[Importing Custom Artwork#Importing Custom Terrain Textures<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorials]]<br />
[[Category:Terrain]]<br />
[[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Custom_Terrain_Textures&diff=1885Custom Terrain Textures2011-07-19T12:07:44Z<p>Jack: /* Cloning */</p>
<hr />
<div>In this tutorial, we'll be creating a custom terrain texture using existing online images. However, you can create your own, using your chosen photo editing application, or photographs you take yourself. While the program used is [http://www.gimp.org/ GIMP], you can also use other applications such as Photoshop.<br />
<br />
== Finding a Base Image ==<br />
The easiest way to find a good stock photo to convert into a terrain texture is via google. In this case, while we're going to be making a rocky snow texture, I search for concrete in google image search. I then save the highlighted image onto my computer.<br />
[[File:Terrain tutorial 1.PNG|800px|center|Google Image Search]]<br />
<br />
== Editing the Image ==<br />
Next, open up the image in your photo editing application. Crop the image until it is square. Then increase the brightness and contrast until it looks a lot whiter, and less colorful. I managed to get mine looking like this:<br />
[[File:Terrain tutorial 2.PNG|800px|center|Snowy Concrete]]<br />
<br />
== Making the Texture Tile Correctly ==<br />
There's a problem with the image as it currently is. If you have several of these placed next to each other, you may notice something. There's a large white patch that stands out quite a lot. If you have this plastered all over a [[StarCraft II]] map, these white patches will be quite obvious. To fix that, we're going to be using the Clone tool.<br />
[[File:Terrain tutorial 3.PNG|800px|center|Large White Patches]]<br />
<br />
== Cloning ==<br />
Cloning is fairly simple. You select a part of the image to clone from, then you click all over the large white patches, replacing wherever you click with the part of the image you previously selected. In GIMP, you hold down Ctrl and click on an area that looks quite bland and not too bright. Then, without holding down Ctrl, click on the large white patches. Once I finished, when tiled my image had no patches that stood out noticeably. For this kind of texture, that's the effect you want. (Note: other terrain textures may look better with large patches. Don't always clone out the patches unless the texture needs it.)<br />
[[File:Terrain tutorial 4.PNG|800px|center|Kaminoans...them be CLONERS...]]<br />
<br />
== Make it Tile ==<br />
This texture doesn't really need this, as it already tiles quite well. However, for textures such as wooden planks, bricks, and other textures which require parts that stand out, you'll need to run a Make Tileable filter on the image, or manually tile them yourself. There are tutorials on the internet about this, I won't go into more detail.<br />
<br />
== Alpha Mapping ==<br />
StarCraft II uses the alpha map of the diffuse (color) map, aka your texture, to define how well a texture blends with other textures. Set your alpha map to black to make it blend smoothest.<br />
<br />
== Normal Mapping ==<br />
To finish off, we're going to create a normal map for this image. First off, save your image as something like snow_texture.dds. Then save a copy of it called snow_texture_normal.dds. We'll be working on this copy now. Normal maps are oddly colored images that StarCraft II uses to add detail to a texture that the model itself doesn't possess. It does this with shaders, which are more complicated. You don't need to know a whole lot about how they work, all you need to know is that with normal maps you can make bricks look like they're actually standing out of the ground, define the gaps inbetween planks, and make rocks in the snow stand out more. There's a great tutorial [http://www.cgtextures.com/content.php?action=tutorial&name=normalmap here] on how to make a normal map out of your texture. After following it, here is my result:<br />
[[File:Terrain tutorial 5.PNG|800px|center|Looks normal to me...]]<br />
<br />
Now, StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
[[File:Terrain tutorial 6.PNG|800px|center|Oranges and lemons, say the bells of Saint Clemens]]<br />
<br />
Finally, save as .DDS (or .TGA if you prefer). You can use Nvidia's DDS PhotoShop plugin, or GIMP's DDS plugin, or alternatively use [http://sourceforge.net/projects/aorta/ Aorta], a 3rd party DDS tool which works on Windows, Linux, and Macintosh. Of course, you then import your finished diffuse and normal map textures into GalaxyEdit, using the same process as in [[Importing Custom Icons]].<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorials]]<br />
[[Category:Terrain]]<br />
[[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1884How to make StarCraft II Assets2011-07-19T11:56:40Z<p>Jack: /* What You Need */</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
You can get a full student edition of 3D Studio Max if you don't use it for commercial purposes and are currently studying. You do not need an .edu email address for it.<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions included with the plugin. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here].<br />
<br />
=== Step 1 ===<br />
Over on the right side of the screen, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Textures have to be a power of two for compression to work. [NOTE: Non-power of two textures may work in StarCraft II; needs testing.]<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT1 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT1 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1883How to make StarCraft II Assets2011-07-19T11:51:25Z<p>Jack: /* Textures */</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions included with the plugin. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here].<br />
<br />
=== Step 1 ===<br />
Over on the right side of the screen, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Textures have to be a power of two for compression to work. [NOTE: Non-power of two textures may work in StarCraft II; needs testing.]<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT1 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT1 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1882How to make StarCraft II Assets2011-07-19T11:42:58Z<p>Jack: /* Textures */</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions included with the plugin. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here].<br />
<br />
=== Step 1 ===<br />
Over on the right side of the screen, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Textures have to be a power of two for compression to work. [NOTE: Non-power of two textures may work in StarCraft II; needs testing.]<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT3 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT3 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1881How to make StarCraft II Assets2011-07-19T11:41:41Z<p>Jack: /* Textures */</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions included with the plugin. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here].<br />
<br />
=== Step 1 ===<br />
Over on the right side of the screen, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Textures have to be a power of two for compression to work. [NOTE: Non-power of two textures may work in StarCraft II; needs testing.]<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT3 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT3 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1880How to make StarCraft II Assets2011-07-19T11:37:11Z<p>Jack: /* Step 1 */</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions included with the plugin. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here].<br />
<br />
=== Step 1 ===<br />
Over on the right side of the screen, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT3 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT3 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1879How to make StarCraft II Assets2011-07-19T11:34:53Z<p>Jack: /* Exporting */</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions included with the plugin. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here].<br />
<br />
=== Step 1 ===<br />
Open the script. Over on the right, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT3 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT3 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Template:Wiki_News&diff=1878Template:Wiki News2011-07-19T10:27:23Z<p>Jack: Undo revision 1876 by Jack (talk)</p>
<hr />
<div><!-- PLEASE MAKE SURE YOU UPDATE [[GalaxyWiki:News]] WITH YOUR NEWS REPORT --><br />
{{NBox|<br />
title=Wiki News|<br />
link=GalaxyWiki:News|<br />
newsitems=<br />
{{NewsItemGray|July 19th|[[How to make StarCraft II Assets]] article added by [[User:Jack|Jack]].}}<br />
{{NewsItemBlack|May 14th|[[Map Obfuscation]] article added by [[User:Jack|Jack]].}}<br />
{{NewsItemGray|May 14th|[[Open Source and Closed Source]] article added by [[User:Jack|Jack]].}}<br />
{{NewsItemBlack|May 13th|[[Detecting units in line]] article added by [[User:M0rt|M0rt]].}}<br />
{{NewsItemGray|May 13th|[[Custom UI]] article added by [[User:DevliN|DevliN]].}}<br />
{{NewsItemBlack|May 12th|[[Dialog Background]] article added by [[User:DevliN|DevliN]].}}<br />
{{NewsItemGray|May 10th|[[Map Publishing Tutorial]] article added by [[User:M0rt|M0rt]].}}<br />
<br />
<br />
}}<br />
<noinclude>{{Template:Wiki News/Instructions}}</noinclude></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=HIVE:News&diff=1877HIVE:News2011-07-19T10:25:54Z<p>Jack: </p>
<hr />
<div>=July 2011=<br />
*''July 19th'' - [[How to make StarCraft II Assets]] article added by [[User:Jack|Jack]].<br />
<br />
=May 2011=<br />
*''May 14th'' - [[Map Obfuscation]] article added by [[User:Jack|Jack]].<br />
*''May 14th'' - [[Open Source and Closed Source]] article added by [[User:Jack|Jack]].<br />
*''May 13th'' - [[Detecting units in line]] article added by [[User:M0rt|M0rt]].<br />
*''May 13th'' - [[Custom UI]] article added by [[User:DevliN|DevliN]].<br />
*''May 12th'' - [[Dialog Background]] article added by [[User:DevliN|DevliN]].<br />
*''May 10th'' - [[Map Publishing Tutorial]] article added by [[User:M0rt|M0rt]].<br />
*''May 9th'' - [[Upgrades]] article added by [[User:M0rt|M0rt]].<br />
*''May 9th'' - [[Validators]] article added by [[User:M0rt|M0rt]].<br />
*''May 8th'' - [[Catalogs]] article and category added by [[User:M0rt|M0rt]].<br />
*''May 2nd'' - [[Movers]] updated with information from Blizzard's wiki.<br />
<br />
=April 2011=<br />
*''April 27th'' - [[:Category:Art]] has been added.<br />
*''April 25th'' - [http://www.hiveworkshop.com The Hive Workshop] has joined GalaxyWiki.Net<br />
*''April 25th'' - Wiki News box added by [[User:DevliN|DevliN]]. Though it has to be manually updated, it will be nice to see current events here.<br />
*''April 25th'' - [[Requirements]] article started by [[User:Jack|Jack]].<br />
*''April 22nd'' - Main GalaxyWiki skin updated.<br />
*''April 21st'' - [[Designing an Ability]] article started by [[User:DevliN|DevliN]].<br />
*''April 20th'' - [[Zerg]], [[Terran]], and [[Protoss]] articles modified with some history about the races.<br />
*''April 17th'' - [[Advanced Scripting]] article added by [[User:Blub|Blub]].<br />
<br />
<br />
[[Category:StarCraft II]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Template:Wiki_News&diff=1876Template:Wiki News2011-07-19T10:25:45Z<p>Jack: </p>
<hr />
<div><!-- PLEASE MAKE SURE YOU UPDATE [[GalaxyWiki:News]] WITH YOUR NEWS REPORT --><br />
{{NBox|<br />
title=Wiki News|<br />
link=GalaxyWiki:News|<br />
newsitems=<br />
{{NewsItemGray|July 19th|[[Map Obfuscation]] article added by [[User:Jack|Jack]].}}<br />
{{NewsItemGray|May 14th|[[Open Source and Closed Source]] article added by [[User:Jack|Jack]].}}<br />
{{NewsItemBlack|May 13th|[[Detecting units in line]] article added by [[User:M0rt|M0rt]].}}<br />
{{NewsItemGray|May 13th|[[Custom UI]] article added by [[User:DevliN|DevliN]].}}<br />
{{NewsItemBlack|May 12th|[[Dialog Background]] article added by [[User:DevliN|DevliN]].}}<br />
{{NewsItemGray|May 10th|[[Map Publishing Tutorial]] article added by [[User:M0rt|M0rt]].}}<br />
<br />
<br />
}}<br />
<noinclude>{{Template:Wiki News/Instructions}}</noinclude></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Template:Wiki_News&diff=1875Template:Wiki News2011-07-19T10:23:50Z<p>Jack: </p>
<hr />
<div><!-- PLEASE MAKE SURE YOU UPDATE [[GalaxyWiki:News]] WITH YOUR NEWS REPORT --><br />
{{NBox|<br />
title=Wiki News|<br />
link=GalaxyWiki:News|<br />
newsitems=<br />
{{NewsItemGray|May 9th|[[How to make StarCraft II Assets]] article added by [[User:Jack|Jack]].}}<br />
{{NewsItemBlack|May 14th|[[Map Obfuscation]] article added by [[User:Jack|Jack]].}}<br />
{{NewsItemGray|May 14th|[[Open Source and Closed Source]] article added by [[User:Jack|Jack]].}}<br />
{{NewsItemBlack|May 13th|[[Detecting units in line]] article added by [[User:M0rt|M0rt]].}}<br />
{{NewsItemGray|May 13th|[[Custom UI]] article added by [[User:DevliN|DevliN]].}}<br />
{{NewsItemBlack|May 12th|[[Dialog Background]] article added by [[User:DevliN|DevliN]].}}<br />
{{NewsItemGray|May 10th|[[Map Publishing Tutorial]] article added by [[User:M0rt|M0rt]].}}<br />
<br />
<br />
}}<br />
<noinclude>{{Template:Wiki News/Instructions}}</noinclude></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1874How to make StarCraft II Assets2011-07-19T05:06:49Z<p>Jack: /* Step 3 */</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the StarCraft II Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. The only advantage I know of for using a StarCraft II Bitmap over a standard Bitmap is that you can use OGV videos as textures; in fact, in this screenshot I actually used standard bitmaps.)''<br />
<br />
Then drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here]<br />
<br />
=== Step 1 ===<br />
Open the script. Over on the right, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT3 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT3 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=How_to_make_StarCraft_II_Assets&diff=1873How to make StarCraft II Assets2011-07-19T04:59:06Z<p>Jack: Created page with "This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutori..."</p>
<hr />
<div>This tutorial doesn't show detailed artistic processes for whichever art programs you use. You can find out how to make 3D and 2D artwork through experimentation and other tutorials online, but that is beyond the scope of this article. It does, however, show in detail how to get your [[Models|model]] into [[StarCraft II]]'s model format, and have it textured and complete. It doesn't show sound creation, as that will be covered in [[How to make StarCraft II Sounds]]. <br />
<br />
= What You Need =<br />
Currently, you need to have [http://students.autodesk.com/ 3D Studio Max], and [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ NiNtoxicated's .m3 import/export plugin]. You also need a 2D image editing program, such as [http://www.gimp.org GIMP] or [http://www.photoshop.com PhotoShop], and its corresponding [[DDS_(File_Format)|.DDS]] plugin. And, of course, you'll need StarCraft II, and you'll need to know how to use the basics of [[GalaxyEdit]].<br />
<br />
= What You Could Have =<br />
Alternative 3D modeling programs which you may find easier to use, but which can't currently export to .m3, exist.<br />
*[http://www.blender.org Blender 3D (Free)] - Blender is the most powerful free 3D modeling program available. It can also import .m3 models, although it can't export them.<br />
*[http://students.autodesk.com/ Maya] - Maya is an industry standard, often used in the movies and games industries. It's also very expensive, but you can get a student edition for free, same as 3D Studio Max. <br />
*[http://www.newtek.com/lightwave/ LightWave] - LightWave has a thirty-day trial, and is relatively cheap at $895 USD. <br />
<br />
And there are many others, which you can find out more about yourself.<br />
<br />
You could also do with a normal mapping program. GIMP and PhotoShop both have normal map plugins, and there are also two other normal map programs commonly used:<br />
*[http://www.xnormal.net/1.aspx XNormal] - XNormal is a free normal mapping program with 3D Studio Max and Maya support.<br />
*[http://www.crazybump.com/ CrazyBump] - CrazyBump is not free, but it's quite well featured and you can get a trial version for free.<br />
<br />
= Models =<br />
As previously said, we won't cover the artistic process in detail as the process varies from tool to tool and books can and have been written on the subject. However, there are a few things to keep in mind when you do create your models.<br />
<br />
*Don't go overboard with polygon amount. StarCraft II models are generally less than 10000 polygons. You can go higher for models which are rarely on screen, and in small numbers, but keep in mind that people may not have as nice a computer as you. For doodads and units, try keep it under 3000 or so.<br />
<br />
*If you're making models for RTS maps, don't bother with much detail on the underside of the model. And keep in mind that if it's RTS, the players probably won't get close in much, so texturing individual pores on that orc is totally unnecessary.<br />
<br />
*StarCraft II only supports triangle and quad polygons. Try to model using only one or the other. I find triangles are great for organic surfaces, and quads are best for inorganic shapes.<br />
<br />
== Getting your model into 3D Studio Max ==<br />
Currently the only working method to get custom models into StarCraft II is to convert them using 3D Studio Max's .m3 plugin. This step assumes you have access to 3D Studio Max. If you created your model in 3D Studio Max, you don't need to follow this step.<br />
<br />
*Step 1: Convert your model to a format 3D Studio Max supports. These include .3DS, .FBX, .DAE, .LS, .OBJ, and .WRL, among others. If your chosen modeling program doesn't support exporting to any of these formats, you can use programs such as Blender to convert your model. I recommend COLLADA (.DAE), as it's fairly universally supported. <br />
<br />
*Step 2: Import your model into 3D Studio Max. <br />
[[File:Assets tutorial 1.png|800px|center]]<br />
<br />
== Prepare for Export ==<br />
This is where the fun stuff starts. We need to make sure your materials are applied to the model correctly. For the most part, this is the main preparation you need to do.<br />
<br />
=== Step 1 === <br />
Open the Slate Material Editor. It's found at Rendering->Material Editor->Slate Material Editor. Now, the Slate Material Editor is fairly similar to Blender's node editor, although more limited. The basic system is that you have a final material which is composed of numerous maps. You link the maps together and finally into the material, using the little circles on the sides of the maps. The system is fairly easy to get used to and quite powerful. If you need more explanation you can check out this video:<br />
<youtube>xnjozpKK7Fg</youtube><br />
<br />
=== Step 2 === <br />
Using the Slate Material Editor, we'll make our StarCraft II Bitmap, composed of our [[Custom Unit Textures|previously created textures]]. First, double click the StarCraft II material on the left.<br />
[[File:Assets tutorial 2.png|800px|center]]<br />
<br />
As you can see, a new material has been added, called Material #74 (StarCraft II). To the left of it, there's a linked map called a Composite Texture Map. This takes two inputs and outputs one image, which then continues into the StarCraft II material in the CompMap slot.<br />
<br />
=== Step 3 ===<br />
Next we're going to add a diffuse map, a normal map, and an specular map. We'll then link these into the StarCraft II material. On the left again, open up the Maps tree by hitting the + sign next to it. Then double-click the Bitmap entry. You will be prompted to locate an image. Choose your previously created diffuse map. A new map is then added to the area in the centre. Do this two more times, but choosing your normal map and specular map instead. ''(Note: We don't use the Normal Bump option because the StarCraft II material lets us use a bitmap instead. We don't use the StarCraft II Bitmap because to the best of my knowledge, this is only used for when you import existing StarCraft II models. I could be wrong, edit this section if I am.)''<br />
<br />
[[File:Assets tutorial 3.png|800px|center|Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.]]<br />
Drag the output nodes to the corresponding input nodes. The only exception is the diffuse map, which you drag to the Composite Texture Map input node.<br />
<br />
=== Step 4 ===<br />
We're almost done. When you double-click the StarCraft II Material, over on the right, there are numerous options related to exactly how the material will apply to the model. A few important ones are the blend mode, the specularity amount, and the HDR multipliers. Blend mode should generally be set to opaque for most units. If you want to make a ghost unit, change this to Add. Specularity amount may need a bit of testing to get it just right for your texture. You may need to put it up quite high to get the correct amount of "shine" on your texture. And the HDR multipliers control how bright the lights and reflection and flashy annoying stuff will be. Mostly you'll leave these the same but in case you're a fan of crazy unrealistic but flashy effects, you'll want to throw these up a bit.<br />
<br />
Finally, you need to apply the texture to your model. Go back to the 3D viewport by minimizing the Slate Material Editor, and select your model. Then go back to the Slate Material Editor and right-click the StarCraft II Material. In the box that pops up, choose Assign Material to Selection. Go back to the 3D viewport and give it a test render. If everything was done correctly, you should now have a textured model. Keep in mind that what you see in the render may not be exactly what you see in StarCraft II, so you'll need to do a final test in game before releasing your model.<br />
<br />
Finally, select the model, right click it, and go to Convert To:->Convert to Editable Mesh.<br />
<br />
[[File:Assets tutorial 4.png|800px|center|Yay! A sucky temple, fully textured!]]<br />
<br />
Note that in this case I had already UV mapped the model to a certain extent. If you haven't done the same, your texture may look weird. Don't worry, if UV unwrapping is too difficult for you at the moment, you can use one of the default UV mapping methods 3D Studio Max has. <br />
[[File:Assets tutorial 5.png||left]][[File:Assets tutorial 6.png||center]]<br />
<br />
== Exporting ==<br />
Finally after making sure 3D Studio Max imported everything correctly, and applying the materials correctly, you can export the model into .m3 format and get it into StarCraft II! Happily, this step is easy enough, as long as everything goes according to plan. (NOTE: This assumes you've already installed NiNToxicated's m3 plugin for 3D Studio Max, as per the instructions. If you haven't already got it, you can grab it [http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ here]<br />
<br />
=== Step 1 ===<br />
Open the script. Over on the right, there's a hammer icon. Click it, and on the pane that appears, choose MAXScript. In the dropdown box called Utilities, choose M3 - Export.<br />
<br />
[[File:Assets tutorial 7.png||center]]<br />
<br />
The texture path is where your model will look in the map for its textures. By default, you need to import your textures into /Assets/Textures/ using the [[Import|Import Module]]. If you like you can change this to a different folder, or erase it so you can import your textures into the map without moving them into a different folder. Anyway, hit Export, and if everything works properly, your model should soon be exported. To find out how to import it into StarCraft II and use it, check out [[Importing Custom Artwork#Importing Custom Models|Importing Custom Models]].<br />
<br />
= Textures =<br />
We also won't cover this step in detail in terms of artwork. However, the technical details are simple enough to remember.<br />
<br />
*In general, use a maximum texture size of 1024x1024.<br />
<br />
*Use the .DDS format, rather than the TGA format, as TGAs are generally larger than DDSs.<br />
<br />
*Use DXT5 compression for DDSs with alpha maps; use DXT3 for DDSs without alpha maps. This is because DXT5 has the best alpha map quality preservation of all the compression methods, whereas DXT3 doesn't have alpha maps, and is the best compression method for non-alpha maps.<br />
<br />
== Normal Maps ==<br />
StarCraft II uses a fairly odd version of the normal map, which is orange tinted rather than blue. To convert your normal map to the orange SC2 normal map, you have to edit the channels. In PhotoShop, select the red channel, copy it, and paste it into the alpha channel. Then fill the red channel with white, and the blue channel with black.<br />
<br />
The process is slightly more difficult in GIMP. First, add an alpha channel if one doesn't already exist. Second, select the entire image; then go to Colors->Components->Decompose. In the box that pops up, choose RGB and press OK. This then places the channels into separate layers. Select the red layer, copy it, and paste it into the alpha layer. Then fill the red layer with white, and the blue layer with black. Finally select all the layers and go to Colors->Components->Recompose. This then places the layers back into one layer on your original image. It should be orange-tinted if you did it correctly. [NOTE: there's an alternate and more official method for GIMP as shown [http://gimpforums.com/thread-can-i-do-this-with-channels here].<br />
<br />
[[Category:StarCraft II]][[Category:Art]][[Category:Tutorials]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_7.png&diff=1872File:Assets tutorial 7.png2011-07-19T04:52:09Z<p>Jack: </p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_6.png&diff=1871File:Assets tutorial 6.png2011-07-19T04:41:58Z<p>Jack: uploaded a new version of &quot;File:Assets tutorial 6.png&quot;</p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_6.png&diff=1870File:Assets tutorial 6.png2011-07-19T04:40:23Z<p>Jack: </p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_5.png&diff=1869File:Assets tutorial 5.png2011-07-19T04:38:20Z<p>Jack: </p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_4.png&diff=1868File:Assets tutorial 4.png2011-07-19T04:33:38Z<p>Jack: </p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_3.png&diff=1867File:Assets tutorial 3.png2011-07-19T04:22:32Z<p>Jack: uploaded a new version of &quot;File:Assets tutorial 3.png&quot;</p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_3.png&diff=1866File:Assets tutorial 3.png2011-07-19T04:19:57Z<p>Jack: </p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_2.png&diff=1865File:Assets tutorial 2.png2011-07-19T04:00:57Z<p>Jack: uploaded a new version of &quot;File:Assets tutorial 2.png&quot;</p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_2.png&diff=1864File:Assets tutorial 2.png2011-07-19T03:52:13Z<p>Jack: </p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Assets_tutorial_1.png&diff=1863File:Assets tutorial 1.png2011-07-19T03:31:07Z<p>Jack: </p>
<hr />
<div></div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Sharing_Units&diff=1862Sharing Units2011-07-17T02:55:43Z<p>Jack: </p>
<hr />
<div>It's very simple to have shared unit control between two or more players. Create your trigger, with whatever events and conditions you desire. Then, add the following action:<br />
<br />
<code><br />
Player - Make player 1 and player 2 treat each other as Ally With Shared Vision And Control<br />
</code><br />
<br />
This will allow players 1 and 2 control each others' units.<br />
<br />
You can turn off control of your own units, so that, say, Player 1 can't control his own units.<br />
<br />
=== Limitations ===<br />
You can't share unit control of a single unit; only all units may be shared, or none. A workaround is to have a third player, and give the single (or more) unit to that player. Then share control of that player; however, this requires having a spare player used for essentially nothing else.</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Sharing_Units&diff=1861Sharing Units2011-07-17T02:54:45Z<p>Jack: Created page with "It's very simple to have shared unit control between two or more players. Create your trigger, with whatever events and conditions you desire. Then, add the following action: <ga..."</p>
<hr />
<div>It's very simple to have shared unit control between two or more players. Create your trigger, with whatever events and conditions you desire. Then, add the following action:<br />
<galaxy><br />
Player - Make player 1 and player 2 treat each other as Ally With Shared Vision And Control<br />
</galaxy><br />
This will allow players 1 and 2 control each others' units.<br />
<br />
You can turn off control of your own units, so that, say, Player 1 can't control his own units.<br />
<br />
=== Limitations ===<br />
You can't share unit control of a single unit; only all units may be shared, or none. A workaround is to have a third player, and give the single (or more) unit to that player. Then share control of that player; however, this requires having a spare player used for essentially nothing else.</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Starter_Guide&diff=1860Starter Guide2011-07-17T02:40:16Z<p>Jack: </p>
<hr />
<div>This page is a handy categorization of different links that should help map-makers to orient themselves around the large numbers of wiki articles on GalaxyWiki.<br />
<br />
It is adapted for complete beginners as well as for advanced mappers.<br />
<br />
If you are of those that prefer Video Tutorials, you might want to check our [[:Category:Video Tutorials|Video Tutorials]] Category. However, keep in mind this wiki currently has a much bigger textual resource.<br />
<br />
==GalaxyEdit Modules==<br />
First of all, if you are completely new to the Galaxy Editor, it is highly recommended to read the following tutorial:<br />
<br />
<br />
*<font size=5>'''[[GalaxyEdit|The very basics of GalaxyEdit]]'''.</font size><br />
<br />
<br />
It gives a basic explanation of GalaxyEdit's Modules. If you already know what each Module does, skip this link and continue reading…<br />
<br />
==Links per Module==<br />
The following links are there to give a minimally more in-depth view of the different Modules.<br />
<br />
===Terrain (F5)===<br />
;'''[[Cameras]]'''<br />
:Cameras are used to set the point of view of the players via triggers. Very handy in many situations, though it's not really something you'll mess with with small/basic projects.<br />
<br />
;'''[[Doodads]]'''<br />
:Doodads are used to decorate your terrain. This page also provides some useful tips.<br />
<br />
;[[Foliage]]<br />
:Foliage are all those little bushes and other doodads that are placed all around in a map. The Editor offers you a way to automatically generate them.<br />
<br />
;[[Pathing]]<br />
:Pathing is used to prevent units entering certain areas. You can also use this to guide units into certain locations by preventing them from going anywhere else.<br />
<br />
;'''[[Regions and Points]]'''<br />
:Regions and Points explained.<br />
<br />
;[[Terraining Tips]]<br />
:A very great resource for easy to intermediate terraining tips.<br />
<br />
;[[Terrain Types (Textures)]]<br />
:Images of all the textures of every single Tileset.<br />
<br />
;[[Water]]<br />
:A little explanation of how Water works in GalaxyEdit. Also presents some interesting Water-related tutorials in the "See Also" section.<br />
<br />
===Triggers (F6)===<br />
;[[AI]]<br />
:You want to create an Artificial Intelligence for your computer players? Here's a basic tutorial about it. <br />
<br />
;'''[[Category:Andromeda|Andromeda]]'''<br />
:This is an improved GalaxyScript language.<br />
<br />
;[[Banks]]<br />
:How to do ranking and preserve data even after the players have left the game. Very useful for RPGs, for example.<br />
<br />
;[[Collision Detection]]<br />
:How to detect the collision between two objects.<br />
<br />
;[[Custom Camera Setting (First Person and Third Person)]]<br />
:Explains in detail how to implement such a system into your map.<br />
<br />
;[[Day/Night Simulation]]<br />
:Self-explanatory.<br />
<br />
;[[Dialogs]]<br />
:You'll eventually get to use those. For example, they are used for leaderboards.<br />
<br />
;[[Dialog Items]]<br />
:These are used to fill Dialogs.<br />
<br />
;[[GalaxyScript]]<br />
:The scripting language developed by Blizzard for GalaxyEditor. Mainly used for advanced triggering.<br />
<br />
;[[Inventory]]<br />
:Self-explanatory.<br />
<br />
;[[Items]]<br />
:Items you can put in an Inventory.<br />
<br />
;[[Kill to Cash]]<br />
:Explains how to reward players with resources every time they slain units.<br />
<br />
;[[Leaderboards]]<br />
:Show information about individual players to multiple players.<br />
<br />
;[[Random integer]]<br />
:A simple pre-made trigger that generates random integers.<br />
<br />
;[[Text Message]]<br />
:Any text you want to display to the players will require you to mess with this action.<br />
<br />
;[[Timers]]<br />
:Self-explanatory.<br />
<br />
;'''[[Trigger]]'''<br />
:If you're new to triggers, read this!<br />
<br />
;[[Trigger Libraries]]<br />
:If you're searching for a system already made and designed, ready for you to use and change just some basic information, well, you're searching for a Trigger Library!<br />
<br />
;[[Trigger Functions]]<br />
:Intermediate triggerer technique used to save time and reduce the amount of repetitions.<br />
<br />
;'''[[Variables]]'''<br />
:Yet another essential tool for your map-making career.<br />
<br />
===Data Editor (F7)===<br />
;'''[[Abilities]]'''<br />
:If you want to mess with an already-existing ability or want to create a new one, you'll have to work with those.<br />
<br />
;'''[[Actors]]''' <br />
:''[Temporary link]'' [http://forums.sc2mapster.com/resources/tutorials/4656-data-working-with-actors-beginner-difficulty/#p1 Working with Actors] ''(Author: ProzaicMuze, member of SC2Mapster)'' <br />
<br />
;[[Aura Spell]]<br />
:An Aura spell is an ability that affects the surroundings of the caster.<br />
<br />
;'''[[Behaviors]]'''<br />
:Those are used for Items, Abilities, Units, and much more!<br />
<br />
;[[Build time]]<br />
:A basic tutorial that consists of a single image. It shows you how to modify the build time of a unit.<br />
<br />
;[[Creating a custom button|Custom button]]<br />
:Pretty self-explanatory. Be aware that having a custom button is '''required''' if you want to create a new ability (but you of course can use an already-existing button's graphic). We also have a [http://www.youtube.com/watch?v=AsolKlqrD6I YouTube video] up.<br />
<br />
;'''[[Create a unit|Create a unit from scratch]]'''<br />
:Self-explanatory.<br />
<br />
;'''[[Data Editor Theory]]'''<br />
:A general explanation of the Data Editor. Very useful! Also contains a list of the most used fields of the 'Units' tab.<br />
<br />
;'''[[Designing an Ability]]'''<br />
:Gives a basic idea of what must be done when creating a custom ability.<br />
<br />
;'''[[Effects]]'''<br />
:Those are used for Abilities.<br />
<br />
;'''[[Footprints]]'''<br />
:Footprints manage the size of an object's pathing map and make sure that a building's placement requirements are met.<br />
<br />
;[[Host Site Operations]]<br />
:Used to attach Models on other Models, HSOs can be really handy.<br />
<br />
;[[Inventory]]<br />
:How to create an inventory system for your map.<br />
<br />
;[[Items]]<br />
:Setting up items for an inventory system can be a hard task if you don't know how to do it properly.<br />
<br />
;[[Kill to Cash]]<br />
:Explains how to reward players with resources every time they slain units.<br />
<br />
;[[Mana Drain]]<br />
:This is when an ability is toggled on, and it drains mana over time (think of Cloak ability).<br />
<br />
;[[Missiles]]<br />
:How to create missile abilities.<br />
<br />
;[[Modifying the Supply Limit]]<br />
:Self-explanatory.<br />
<br />
;[[Movers]]<br />
:Movers manage how things move in the game.<br />
<br />
;[[Polishing Spells]]<br />
:Graphics are -extremely- important in -any- map. Make sure you polish those spells up!<br />
<br />
;[[Roam]]<br />
:This is how you make a unit wander around.<br />
<br />
;[[Sharing Units]]<br />
:How to make a unit shared by multiple players.<br />
<br />
;[[Timed Life]]<br />
:A basic tutorial that explains how to make units die after a certain time (just think of the Infested Terran).<br />
<br />
;[[Turrets]]<br />
:''[Temporary link]'' [http://forums.sc2mapster.com/resources/tutorials/9000-data-working-with-turrets-beginner-difficulty/#p1 Working with Turrets] ''(Author:ProzaicMuze, member of SC2Mapster)''<br />
<br />
;[[Unit Properties]]<br />
:Complete list, with descriptions, of the fields found under the 'Units' tab.<br />
<br />
;[[Upgrades]]<br />
:?<br />
<br />
;'''[[Validators]]'''<br />
:?<br />
<br />
;[[Veterancy]]<br />
:This is used to create heroes, mainly.<br />
<br />
;'''[[Weapons]]'''<br />
:Self-explanatory.<br />
<br />
;[[Worker]]<br />
:Workers are a unit type. It can be kind of complex to manipulate them.<br />
<br />
===Text (F8)===<br />
;'''[[GalaxyEdit#Text_Module|Text Module]]'''<br />
:If you have a lot of messages to change through triggers, but already know it'll be a real pain because you must first find them, then click the action, then the message, and then modify it, it is highly recommended to us the Text module instead.<br />
<br />
<br />
===Import (F9)===<br />
;'''[[GalaxyEdit#Import_Module|Import Module]]'''<br />
:This module is very easy to work with: you Import files with '''Ctrl+I'''... and you're done! Just make sure you save before leaving the window.<br />
<br />
<br />
<br />
==GalaxyEdit Window==<br />
To the right of the menu called '''Modules''', there's a menu called '''Window'''. The tools in there are used by intermediate and advanced mappers. Though one you should definitely care about is the Lighting one.<br />
<br />
==Links per Window==<br />
<br />
===Previewer (Ctrl+Shift+V)===<br />
;'''[[Previewer]]<br />
:This is used to preview animations. With it, you can look at every single animation that StarCraft II contains. It also contains sounds. You can also make up custom mix of animations/sounds with this.<br />
<br />
===Lighting (Ctrl+Shift+F10)===<br />
;[http://forums.sc2mapster.com/resources/tutorials/12390-terrain-trix-2-replicating-warcraft-3-dnc-colouration/#p1 Dungeon lighting] ''(Author: Obliviron, member of SC2Mapster)''<br />
:Explains how to achieve a dungeon-like ambience (total darkness, except where light sources are). (Similar effects can be designed via triggers. To know how, please follow [[Flashlight|this link]] about a Flashlight system.)<br />
<br />
;[http://forums.sc2mapster.com/resources/tutorials/12834-terrain-trix-3-lighting-guide/#p1 Lighting guide] ''(Author: Obliviron, member of SC2Mapster)''<br />
:A very great tutorial that explains in the effects of every field of the Lighting Module. Contains images!<br />
<br />
;[[OmniLight]]s<br />
:OmniLights are little light sources that you can place on your map.<br />
<br />
;'''[[Lighting]]'''<br />
:Playing with the lighting will let you create a custom ambiance that will suit perfectly your map. Maps leaving the default lighting are often looking dull.<br />
<br />
===Script Test (Ctrl+Shift+F11)===<br />
*Null.<br />
<br />
===File Transfers (Ctrl+Shift+T)===<br />
*Null.<br />
<br />
===Messages (Ctrl+Shift+M)===<br />
*Null.<br />
<br />
===Console (Alt+`)===<br />
;[[Console Window]]<br />
:Used to debug maps.<br />
<br />
<br />
<br />
<br />
<br />
==GalaxyEdit Map==<br />
To the left of the Window menu button, there is one named "Map". You'll use this one every single time you'll create a new map. This menu contains:<br />
;'''[[Map Properties]]'''<br />
:Used to define general things related to the map itself.<br />
<br />
;'''Map Info'''<br />
:Change the name of your map from there. You should also give yourself credits as the author. The "Basic Description" isn't used anywhere, but the "Extended Description" is the one shown under your map's image preview on Battle.net<br />
<br />
;'''Map Options'''<br />
:?<br />
<br />
;'''Map Bounds'''<br />
:Modify your Camera and/or Map's boundaries from there. This allows you to create a map with custom dimensions.<br />
<br />
;'''[[Terrain_Types|Map Textures]]'''<br />
:This is where you change the tileset (or just a single texture!) of your map.<br />
<br />
;'''[[Map Loading Screen]]'''<br />
:Self-explanatory.<br />
<br />
;'''[[Player Properties]]'''<br />
:Player-related settings are situated in there.<br />
<br />
;'''Players'''<br />
:Used to define players' '''Controller''', '''Race''', '''Color''', '''[[Start Location]]''', '''Name''', and '''[[Decal]]'''.<br />
<br />
;'''Team Placement (Basic)'''<br />
:If all you need to do is to set the allies for each individual player, then use this.<br />
<br />
;'''Team Placement (Advanced)'''<br />
:If you have to set custom enemies as well as the allies, use this.<br />
<br />
;'''[[Object Groups]]'''<br />
: ?<br />
<br />
;'''Map Status'''<br />
:This is very useful in the case that you've opened a map showing a simple system but you aren't sure which fields have been modified. For example, [http://www.staredit.net/?attachment=7422 this map], about a Flashlight system, may let you think that all you need to do to implement the system is to reproduce this trigger, but with the Map Status window, you'll be able to notice the little field that was modified in the Data Editor.<br />
<br />
;'''[[Cinematics]]'''<br />
:[http://www.youtube.com/watch?v=JUh5A3ok1RM Temporary video link - Part 1 of 4] ''(Author: OneTwo)''<br />
<br />
;'''[[Game Attributes]]'''<br />
:They are used to give some choice to the players from within the lobby. For example, '''[http://www.staredit.net/258920/ Special Forces: Elite]''' let's you choose your Hero from the lobby.<br />
<br />
;'''[[Game Variants]]'''<br />
:They are used to define how the game lobby is set up.<br />
<br />
<br />
'''WARNING!''' <br />
:Sometimes when publishing a map there are conflicts between Player Properties and Game Variants. Here's a trick that will help reduce the chances of this happening:<br />
<br />
;Map Properties<br />
:Set the '''Race''', '''Color''' and '''Controller''' there.<br />
<br />
;Game Variants<br />
:Leave the three fields named just above (Race, Color, Controller) empty (default).<br />
<br />
==Others/See Also==<br />
*[[FAQs]]<br />
*[[General Mapping Tips]]<br />
*[[How to balance your map]]<br />
*[[Publish|How to publish your map]]<br />
*[http://www.staredit.net/260787/ Increasing Maps' Quality] - This is a talk page and you are invited to participate to it.<br />
*[http://www.youtube.com/user/OneTwoSC OneTwo's video tutorials] - OneTwo is well known for going very deeply into his subjects, yet always only giving relevant tips and advices.<br />
*[http://forums.sc2mapster.com/resources/tutorials/9026-prozaics-past-poll-winners/#p1 ProzaicMuze's tutorials] - This SC2Mapster's member has made quite a lot of high-quality tutorials. This link will bring you to a list of his tutorials.<br />
*[http://www.sc2mapster.com/assets/ SC2Mapster's Assets DB] - Contains, among others, a Trigger Libraries DB.<br />
*[http://wiki.sc2mapster.com/galaxy/tutorials/ SC2Mapster's Wiki DB] - If you haven't found what you are searching for in our wiki, try there.<br />
*[[Time Management]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Reference]]<br />
[[Category:Terrain]]<br />
[[Category:Data Editor]]<br />
[[Category:Triggers]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=FAQs&diff=1859FAQs2011-07-17T02:35:54Z<p>Jack: </p>
<hr />
<div>*'''Are there any very basic tutorials about the Galaxy Editor?'''<br />
Yes, you can learn to use the [[GalaxyEdit|Galaxy Editor here.]]<br />
<br />
<br />
*'''StarCraft II mapping is so confusing! Is there any starter guide so I can quickly work out more things?<br />
Sure! Try [[Starter Guide|the Starter Guide]].<br />
<br />
<br />
*'''I can't seem to find the Campaign Units, why?'''<br />
You must add a Campaign Dependency at the top of the list of your map's [[Dependencies]] (found under File -> Map Dependencies).<br />
<br />
<br />
*'''Why can't I see the [[OmniLight|Omni-Lights]] I am placing?'''<br />
You need at least the 'High' setting for the "[[Lighting]]" Graphical Setting.<br />
<br />
<br />
*'''How do I place and assign [[Start Location|Start Locations]]?'''<br />
To place one, go under the "Point" layer and select the 'Start location' option.<br />
To assign one, go under Map -> Player Properties.<br />
<br />
<br />
*'''Somehow, it looks like the last dimension (array) of my variable never triggers, why?'''<br />
The 1st array is "0", 2nd is "1", and etc. You probably have started with "1" instead of "0".<br />
<br />
<br />
*'''My upgrades aren't working properly. Any ideas why?'''<br />
Don't set the max level for your [[upgrades]] to a number higher than 127; doing so will cause the upgrade not to function more than once.<br />
<br />
<br />
*'''How are the Players' ID assigned in the lobby?'''<br />
See [[Player ID]].<br />
<br />
<br />
*'''How can I properly duplicate an unit?'''<br />
After right-clicking the unit and pressing "Duplicate", select -ONLY- the unit's actor.<br />
<br />
<br />
*'''What is the doodads limit?'''<br />
10,000.<br />
<br />
<br />
*'''How can I quickly test my map without having to publish it every time?'''<br />
Ctrl+F9. And do not close the [[StarCraft II]] window once you're done with the test: if you alt-tab back to the editor, the map will load much faster the next time you test it.<br />
<br />
<br />
*'''How do I open maps from others?'''<br />
When downloading a map directly from [[Battle.net 2.0]], it gets stored into a cached temporary file and is thus inaccessible. The only way to open maps is to open them from the Editor: '''Ctrl + O'''. From there, you're on the tab "'''Local Files'''", change to "'''Battle.net'''" and VoilĂ ! Only '''Unlocked''' maps are listed there, unfortunately. <br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorials]]<br />
[[Category:Reference]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=General_Mapping_Tips&diff=1858General Mapping Tips2011-07-17T02:33:45Z<p>Jack: /* Data Editor */</p>
<hr />
<div>Here are some general tricks and tips that will probably show themselves to be handy if they become habits. The wiki has been separated in different sections representing the different Modules of [[GalaxyEdit]].<br />
<br />
==General==<br />
*'''Learn hotkeys and shortcuts!''' The following sub-list is just a few examples that you should be aware of.<br />
**'''Picked Integer''' requires you to press two times '''P'''<br />
**'''Picked Unit''' requires you to press one time '''P'''<br />
**'''Set Variable''' is the default selection when you create a new action<br />
**'''Pick Each Integer''' only requires you to type "'''pi'''" when you create a new action (keep in mind you don't even need to type this in the search field for it to search)<br />
**'''If-Then-Else''' only requires you to type "'''if'''" when you create a new action<br />
**'''Ctrl + B''' to create a new [[variables|variable]].<br />
*In order to reduce the lag, always opt for Data Editor instead of Triggers if possible.<br />
*Always put the Campaign [[Dependencies]] on the top of the list.<br />
*Learn to use the [[Trigger Debugger]] properly: it could save you a lot of time debugging your map!<br />
*If you are going to be testing a map frequently, it is recommended not to close StarCraft II once it has loaded the map: the map will load '''much''' faster! Instead, just minimize the game using Alt-Tab, make your changes, and test the map again.<br />
<br />
==[[Triggers]]==<br />
*Learn to use '''Ctrl + W''' properly inside the Trigger Editor. It basically creates either a Variable, a Condition, an Action, an Event or a new Trigger based on what your cursor is currently selecting.<br />
*Sort any independent system in a folder ('''Ctrl + G''' to create a new folder).<br />
*'''Ctrl + R''' creates a new action in your current trigger.<br />
*'''Ctrl + K''' creates a new condition in the current element of a trigger. For example: either in the Condition section or in an If, Then, Else statement.<br />
*'''Ctrl + E''' creates a new event for your current trigger.<br />
*'''Ctrl + Alt + R''' creates a new [Action Definition] for your current trigger. These have no events and must be called through an action. The action will be whatever you named the definition.<br />
<br />
<br />
===The Pick Each Integer Trick===<br />
Instead of creating a trigger for every player you want it to apply, create only one trigger and put all the actions you wanted for it inside a "'''Pick Each Integer'''" loop. The integers variation should designate the player number you want to affect with the actions.<br />
<br />
The next step is to modify all actions specifying a player into actions that relate the a "'''Picked Integer''' player".<br />
<br />
For variables with arrays that corresponds to specific players, use the following trick.<br />
<br />
<br />
==Terrain==<br />
*In the [[Terrain]] window, hit the '''Space bar''' to toggle '''Selection Mode''' on and off. Use '''T''', '''U''', '''D''', '''P''', '''R''', '''C''' and '''H''' to switch between Terrain, [[Units]], [[Doodads]], [[Points]], [[Regions]], [[Cameras]], and [[Pathing]], respectively.<br />
*Push '''Enter''' to enter the Unit, Doodad, Region, or Point's properties.<br />
*When selecting a Unit, to quickly change its owner, press the numbers from "'''1'''" to "'''9'''" to assign it to the Player 1 to 9 respectively. "'''0'''" will change it to Player 10, "'''-'''" corresponds to Player 11 and "'''='''" to Player 12. For Players 13 to 15, you'll have to enter the properties of the unit (press '''Enter''').<br />
*Push '''G''' to toggle Grid's state: '''Off''', '''Normal''', and '''Fine'''. '''Ctrl + G''' will toggle grid's magnetism.<br />
*Holding '''Ctrl''' while placing a unit or a piece of road will allow you to snap to the grid temporarily.<br />
*Holding '''Ctrl''' while selecting a unit will allow you to rotate it based on where you '''left-click''' without having to enter its properties. However this method is not as precise.<br />
*Holding '''Shift''' while placing Units or Doodads will disable the placement requirements (this means you can place them anywhere, without '''any''' restrictions!).<br />
*Annoyed by the "placement grid" of doodads? Press '''Shift''' when you are placing them and it'll enable the "Ignore Placement Requirements" option.<br />
*Instead of placing the current doodad randomly suggested by the editor, deleting it and repeating until you get the doodad you want, you can search through the variations of the same doodad by pressing "'''.'''" or "''','''" (the ''dot'' and the ''comma'' of your keyboard).<br />
*Remember the '''No Fly Zones''' are situated in the Pathing layer (press '''H''' to access it).<br />
*"'''PgUp'''" and "'''PgDn'''" change the height selected doodads.<br />
*"'''+'''" and "'''-'''", on the ''numpad'', change the size of a selected doodad.<br />
*Adjust the flow-direction of your [[water]] under its properties: you don't want rivers to flow upstream, into your waterfalls.<br />
*You '''can''' copy a piece of terrain using '''Ctrl + C''' and '''Ctrl + V'''. Note that your selection isn't shown, which is why some people don't know it's possible.<br />
*You can use "'''Alt + ,'''" to flip your selection Vertically and "'''Alt + .'''" to flip it Horizontally. You can also combine both.<br />
<br />
<br />
==[[Data Editor]]==<br />
See [[Data Editor Tips]] for more.<br />
*Use the search bars to find and filter information for a much easier time finding what you need. However, remember not all things are what you believe they are named.<br />
*When duplicating a unit, '''only''' select the '''Actor''' check-boxes.<br />
<br />
==See Also==<br />
*[[FAQs]]<br />
*[http://forums.sc2mapster.com/resources/tutorials/4379-terrain-terraining-for-dummies-1-0/#p1 Mozared's terraining tutorial]<br />
*[[Starter Guide]]<br />
*[http://www.staredit.net/239428/ Terraining Tips thread]: This thread is much more complete than the "Terrain tips" list above which only contains the tips mots of the people will use.<br />
*[[Time Management]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorials]]<br />
[[Category:Reference]]<br />
[[Category:Triggers]]<br />
[[Category:Data Editor]]<br />
[[Category:Terrain]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=General_Mapping_Tips&diff=1857General Mapping Tips2011-07-17T02:32:24Z<p>Jack: /* General */</p>
<hr />
<div>Here are some general tricks and tips that will probably show themselves to be handy if they become habits. The wiki has been separated in different sections representing the different Modules of [[GalaxyEdit]].<br />
<br />
==General==<br />
*'''Learn hotkeys and shortcuts!''' The following sub-list is just a few examples that you should be aware of.<br />
**'''Picked Integer''' requires you to press two times '''P'''<br />
**'''Picked Unit''' requires you to press one time '''P'''<br />
**'''Set Variable''' is the default selection when you create a new action<br />
**'''Pick Each Integer''' only requires you to type "'''pi'''" when you create a new action (keep in mind you don't even need to type this in the search field for it to search)<br />
**'''If-Then-Else''' only requires you to type "'''if'''" when you create a new action<br />
**'''Ctrl + B''' to create a new [[variables|variable]].<br />
*In order to reduce the lag, always opt for Data Editor instead of Triggers if possible.<br />
*Always put the Campaign [[Dependencies]] on the top of the list.<br />
*Learn to use the [[Trigger Debugger]] properly: it could save you a lot of time debugging your map!<br />
*If you are going to be testing a map frequently, it is recommended not to close StarCraft II once it has loaded the map: the map will load '''much''' faster! Instead, just minimize the game using Alt-Tab, make your changes, and test the map again.<br />
<br />
==[[Triggers]]==<br />
*Learn to use '''Ctrl + W''' properly inside the Trigger Editor. It basically creates either a Variable, a Condition, an Action, an Event or a new Trigger based on what your cursor is currently selecting.<br />
*Sort any independent system in a folder ('''Ctrl + G''' to create a new folder).<br />
*'''Ctrl + R''' creates a new action in your current trigger.<br />
*'''Ctrl + K''' creates a new condition in the current element of a trigger. For example: either in the Condition section or in an If, Then, Else statement.<br />
*'''Ctrl + E''' creates a new event for your current trigger.<br />
*'''Ctrl + Alt + R''' creates a new [Action Definition] for your current trigger. These have no events and must be called through an action. The action will be whatever you named the definition.<br />
<br />
<br />
===The Pick Each Integer Trick===<br />
Instead of creating a trigger for every player you want it to apply, create only one trigger and put all the actions you wanted for it inside a "'''Pick Each Integer'''" loop. The integers variation should designate the player number you want to affect with the actions.<br />
<br />
The next step is to modify all actions specifying a player into actions that relate the a "'''Picked Integer''' player".<br />
<br />
For variables with arrays that corresponds to specific players, use the following trick.<br />
<br />
<br />
==Terrain==<br />
*In the [[Terrain]] window, hit the '''Space bar''' to toggle '''Selection Mode''' on and off. Use '''T''', '''U''', '''D''', '''P''', '''R''', '''C''' and '''H''' to switch between Terrain, [[Units]], [[Doodads]], [[Points]], [[Regions]], [[Cameras]], and [[Pathing]], respectively.<br />
*Push '''Enter''' to enter the Unit, Doodad, Region, or Point's properties.<br />
*When selecting a Unit, to quickly change its owner, press the numbers from "'''1'''" to "'''9'''" to assign it to the Player 1 to 9 respectively. "'''0'''" will change it to Player 10, "'''-'''" corresponds to Player 11 and "'''='''" to Player 12. For Players 13 to 15, you'll have to enter the properties of the unit (press '''Enter''').<br />
*Push '''G''' to toggle Grid's state: '''Off''', '''Normal''', and '''Fine'''. '''Ctrl + G''' will toggle grid's magnetism.<br />
*Holding '''Ctrl''' while placing a unit or a piece of road will allow you to snap to the grid temporarily.<br />
*Holding '''Ctrl''' while selecting a unit will allow you to rotate it based on where you '''left-click''' without having to enter its properties. However this method is not as precise.<br />
*Holding '''Shift''' while placing Units or Doodads will disable the placement requirements (this means you can place them anywhere, without '''any''' restrictions!).<br />
*Annoyed by the "placement grid" of doodads? Press '''Shift''' when you are placing them and it'll enable the "Ignore Placement Requirements" option.<br />
*Instead of placing the current doodad randomly suggested by the editor, deleting it and repeating until you get the doodad you want, you can search through the variations of the same doodad by pressing "'''.'''" or "''','''" (the ''dot'' and the ''comma'' of your keyboard).<br />
*Remember the '''No Fly Zones''' are situated in the Pathing layer (press '''H''' to access it).<br />
*"'''PgUp'''" and "'''PgDn'''" change the height selected doodads.<br />
*"'''+'''" and "'''-'''", on the ''numpad'', change the size of a selected doodad.<br />
*Adjust the flow-direction of your [[water]] under its properties: you don't want rivers to flow upstream, into your waterfalls.<br />
*You '''can''' copy a piece of terrain using '''Ctrl + C''' and '''Ctrl + V'''. Note that your selection isn't shown, which is why some people don't know it's possible.<br />
*You can use "'''Alt + ,'''" to flip your selection Vertically and "'''Alt + .'''" to flip it Horizontally. You can also combine both.<br />
<br />
<br />
==[[Data Editor]]==<br />
See [[Data Editor Tips]] for more.<br />
*Use the search bars to find and filter stuff for a much easier time finding stuff. However, remember not all things are what you believe they are named.<br />
*When duplicating a unit, '''only''' select the '''Actor''' check-box.<br />
<br />
<br />
==See Also==<br />
*[[FAQs]]<br />
*[http://forums.sc2mapster.com/resources/tutorials/4379-terrain-terraining-for-dummies-1-0/#p1 Mozared's terraining tutorial]<br />
*[[Starter Guide]]<br />
*[http://www.staredit.net/239428/ Terraining Tips thread]: This thread is much more complete than the "Terrain tips" list above which only contains the tips mots of the people will use.<br />
*[[Time Management]]<br />
<br />
[[Category:StarCraft II]]<br />
[[Category:Tutorials]]<br />
[[Category:Reference]]<br />
[[Category:Triggers]]<br />
[[Category:Data Editor]]<br />
[[Category:Terrain]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=GalaxyEdit&diff=1856GalaxyEdit2011-07-01T04:34:04Z<p>Jack: </p>
<hr />
<div>'''GalaxyEdit''' is the standard map editor for ''[[StarCraft II]]''. This page contains basic information on the editor's usage.<br />
To access GalaxyEdit on Windows, go to Start->All Programs->Starcraft II->Starcraft II Editor<br />
<br />
<br />
=General interface=<br />
This is an overview of what you're going to find when you open up the Galaxy Editor. You will find this interface on all of the different modules.<br />
<br />
[[File:Galaxy Interface 1.jpg]]<br />
<br />
#Opens the [[Terrain]] Module.<br />
#Opens the [[Trigger]] Module.<br />
#Opens the [[Data Editor]] Module.<br />
#Opens the [[Text]] Module.<br />
#Opens the [[Import]] Module.<br />
#Opens the [[Overview Manager]].<br />
#Runs StarCraft II and tests your map.<br />
<br />
<br />
=Modules=<br />
These are the different "sections" of the editor.<br />
<br />
==[[Terrain]] Module==<br />
[[File:Galaxy Interface Terrain Module.jpg|600px]]<br />
<br />
#The minimap showing an overview of your map.<br />
#This is where the different layers functions will show up.<br />
#The 3D view of your map.<br />
<br />
<br />
=== Layers ===<br />
These only pertain to the Terrain Module. These are all the things that ''physically'' have to do with your map.<br />
<br />
<br />
====Terrain layer (T)====<br />
[[File:Galaxy Interface Terrain Layer.jpg]]<br />
<br />
#Applies textures to the [[terrain]].<br />
#Creates roads.<br />
#Transforms the shape of the terrain with various tools.<br />
#Raise and lowers cliffs.<br />
#Creates foliage (kind of buggy).<br />
#Adds water tiles.<br />
#Add terrain objects<br />
#These are all of the various "sub-tools" for all of the above tools. They're pretty easily figured out.<br />
<br />
<br />
====Units layer (U)====<br />
[[File:Galaxy Interface Units Layer.jpg]]<br />
<br />
#Various filters, and a search bar to dwindle your selections.<br />
#Where you select what unit you would like to place.<br />
#Unit preview.<br />
<br />
<br />
====[[Doodads]] layer (D)====<br />
[[File:Galaxy Interface Doodads Layer.jpg]]<br />
<br />
#Various filters, and a search bar to dwindle your selections.<br />
#Where you select what doodad you would like to place.<br />
#Doodad preview.<br />
<br />
<br />
====[[Regions and Points|Points]] layer (P)====<br />
[[File:Galaxy Interface Points Layer.jpg]]<br />
<br />
#Creates a normal point. Only functional on the X and Y axes.<br />
#Creates a Start Location. A must for your melee maps.<br />
#Creates a sound emitter. Haven't used it yet. Sounds pretty much self explanatory.<br />
#Creates a 3D point, which is functional on all three axes, X, Y, Z. (Takes into account height)<br />
<br />
<br />
====[[Regions and Points|Regions]] layer (R)====<br />
[[File:Galaxy Interface Regions Layer.jpg]]<br />
<br />
#Places a square shape.<br />
#Places a circle shape.<br />
#Remember, you can include multiple shapes in a single region.<br />
<br />
<br />
====[[Cameras]] layer (C)====<br />
[[File:Galaxy Interface Cameras Layer.jpg]]<br />
<br />
#Here you can create a camera object which you can utilize in your triggers. Self-explanatory buttons here...<br />
<br />
See the [[Cameras]] wiki for more informations.<br />
<br />
<br />
====[[Pathing]] layer (H)====<br />
[[File:Galaxy Interface Pathing Layer.jpg]]<br />
<br />
#Paints the type of pathing you select with 6-8.<br />
#Dynamic pathing fill? The editor says: "Place points which block pathing for all terrain on the same cliff level as the point."<br />
#No-Fly zones. Blocks air units.<br />
#For #1, creates pathing for 6-8.<br />
#For #1, removes pathing for 6-8.<br />
#For #1, "No Pathing" pathing. Basically where units cannot go.<br />
#For #1, "Ground" pathing. Basically where ground units CAN go.<br />
#For #1, "No Building" pathing. Where you cannot build.<br />
<br />
<br />
==[[Trigger]] Module==<br />
[[File:Galaxy Interface Triggers Module.jpg]]<br />
<br />
#The different mods that your map uses.<br />
#You can find all of your triggers and variables here.<br />
#The events, local variables, conditions, and actions for a selected trigger.<br />
#The specifics for any event, condition, or action.<br />
<br />
<br />
==[[Data Editor|Data]] Module==<br />
[[File:Galaxy Interface Data Module.jpg]]<br />
<br />
#Select what data type you want to work with here.<br />
#Select the object from your selected data type.<br />
#All of the different objects your current selected object is linked to.<br />
#The fields and their respective values for your selected object.<br />
<br />
<br />
==Text Module==<br />
[[File:Galaxy Interface Text Module.jpg]]<br />
<br />
#All of the different strings that are in your map.<br />
#The text entry for your selected string.<br />
#Style options that you can apply to your text entry.<br />
#The preview of your text.<br />
<br />
<br />
==Import Module==<br />
This one's pretty simple. I don't think it requires a picture. Just import your files by going to: Data->Import Files ('''Ctrl+I''').<br />
Make sure you save before exiting this module, or your imports won't be kept!<br />
<br />
<br />
==See Also==<br />
*[[Starter Guide]]<br />
<br />
[[Category:StarCraft II]][[Category:Tutorials]][[Category:Reference]][[Category:Data Editor]][[Category:Triggers]][[Category:Terrain]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Importing_Custom_Artwork&diff=1855Importing Custom Artwork2011-06-30T22:00:10Z<p>Jack: /* Importing Custom Terrain Textures */</p>
<hr />
<div>Creating custom artwork is all very well, but if you can't actually use it in [[StarCraft II]], it's useless. <br />
<br />
= Importing Custom Models =<br />
<br />
The following tutorial is a quick explanation for how to import custom models into your StarCraft 2 map.<br />
<br />
First, you will need an '''.m3''' model to import (and corresponding textures). For this tutorial, I've chosen a model of Garrosh from World of WarCraft. You can download this model from [http://www.megaupload.com/?d=PYJOYMPV here].<br />
<br />
This is also written assuming you have the "Show Table View" button pressed next to the right "Search" bar in the [[Data Editor]].<br />
<br />
<br />
=== Importing the Model ===<br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your model (in this case, we're selecting "Garrosh"). A list of files should appear in the box on the left. Check the boxes next to all the files having to do with the model you want to import:<br />
#*'''Garrosh.m3'''<br />
#*'''GARROSHARMOR.tga'''<br />
#*'''GARROSHBODY.tga'''<br />
#Click "Ok" and they will now appear in a new folder under "Document Files". Now select the three files you just imported. Right-click on one of them (with all 3 selected) and select '''"Move Files..."''' (Ctrl+M). A new window will pop up with two options. Select '''"Existing Path: (Root)"''' and click "Ok."<br />
#Unfortunately for the textures to show up properly on the model, you will have to close and re-open the '''editor''' (not just your map). Save your map and close the editor, then start it up again.<br />
<br />
<br />
=== Applying the Model to a Unit ===<br />
[[File:OmniGarrosh.png|200px|thumb|right|Garrosh from World of WarCraft with a blue [[OmniLight]] attached to him.]]<br />
#Once the map has reopened, go to the '''"[[Data Editor]]"''' (F7). Next to "Data Type," select '''"[[Models]]."''' Find whatever unit you want to look like Garrosh. In this case, I've chosen a Zealot.<br />
#After selecting Zealot, the box on the right will fill up will all sorts of information. We will only focus on three of these fields.<br />
##Find "Model" and double-click on the field next to it. A new window will pop up with a preview of the existing model. Click "Browse..." to open a list of all the .m3 files in the editor. Either search for "Garrosh" or scroll down to the bottom to find the model. Once '''Garrosh.m3''' is selected, click "Ok." The preview should now show you the model of Garrosh. Click "Ok."<br />
##Find "Scale Maximum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."<br />
##Find "Scale Minimum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."<br />
#Save your map and close the Data Editor. Now just place the Zealot unit on the map, and you'll notice it now looks and acts like Garrosh.<br />
<br />
= Importing Custom Icons =<br />
You can watch this video (NOTE: Made during beta) or read the following text on how to import and use custom icons.<br />
<youtube>AsolKlqrD6I</youtube><br />
<br />
=== Create the Icon ===<br />
[[Designing Custom Icons]] is fairly difficult, but once you have designed and finished your icon, you need to save it as a [[DDS (File Format)]]. When your chosen program comes up with the options on how to save it, choose BC3/DXT5 for the compression method, and don't choose Create Mipmaps. The reason you use BC3/DXT5 for the compression method is because that method allows use of interpolated alphas, and retains a high quality. As for mipmaps, they are unnecessary, as StarCraft II automatically creates mipmaps for you.<br />
<br />
=== Import the Icon ===<br />
The procedure is the same as any other import. <br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your icon. A list of files should appear in the box on the left. Check the box next to the icon you want to import.<br />
#Click "OK" and they will now appear in a new folder under "Document Files". If you wish, you can move them to a more appropriate place, such as \Assets\Textures\.<br />
<br />
=== Use the Icon ===<br />
Most probably, you will want to [[Creating a custom button|create a custom button]] for your icon, or replace an existing button icon with yours. Go to the [[Data Editor]] module, choose [[Buttons]] from the dropdown menu, and navigate to your button. Then change the icon.<br />
<br />
= Importing Custom Terrain Textures =<br />
[[Custom Terrain Textures|Designing custom terrain textures]] is easy enough; happily, so is importing them and using them. <br />
<br />
=== Importing the Terrain ===<br />
You should have two .DDS files ready to import; one diffuse map, and one normal map. <br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your terrain files. A list of files should appear in the box on the left. Check the box next to the files you want to import.<br />
#Click "OK" and they will now appear in a new folder under "Document Files". Next, move them to \Assets\Textures\. You may have to create those folders in your map.<br />
<br />
=== Using the Terrain ===<br />
Screen shot goes here of le terrain area of the data editor. plus infos. I'll do later.<br />
<br />
=See Also=<br />
#[[User:DevliN|DevliN]] at Staredit Network has a thread of WoW models ready for import found [http://www.staredit.net/topic/12925/ here].<br />
#Zarakk at SC2Mapster has a thread of WoW models ready for import found [http://forums.sc2mapster.com/resources/art-assets/8347-wow-model-pack-requests/ here].<br />
#There are models, icons, and custom terrain textures on StarEdit Network [http://www.staredit.net/galaxyedit here]<br />
#There are models, icons, and custom terrain textures on UDMod [http://www.udmod.com/downloads.php here]<br />
#There are models, icons, and custom terrain textures on HiveWorkshop [http://www.hiveworkshop.com/forums/sc2res.php here]<br />
<br />
[[Category:StarCraft II]][[Category:Tutorials]][[Category:Data Editor]][[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Importing_Custom_Artwork&diff=1854Importing Custom Artwork2011-06-30T21:59:56Z<p>Jack: /* Importing Custom Terrain Textures */</p>
<hr />
<div>Creating custom artwork is all very well, but if you can't actually use it in [[StarCraft II]], it's useless. <br />
<br />
= Importing Custom Models =<br />
<br />
The following tutorial is a quick explanation for how to import custom models into your StarCraft 2 map.<br />
<br />
First, you will need an '''.m3''' model to import (and corresponding textures). For this tutorial, I've chosen a model of Garrosh from World of WarCraft. You can download this model from [http://www.megaupload.com/?d=PYJOYMPV here].<br />
<br />
This is also written assuming you have the "Show Table View" button pressed next to the right "Search" bar in the [[Data Editor]].<br />
<br />
<br />
=== Importing the Model ===<br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your model (in this case, we're selecting "Garrosh"). A list of files should appear in the box on the left. Check the boxes next to all the files having to do with the model you want to import:<br />
#*'''Garrosh.m3'''<br />
#*'''GARROSHARMOR.tga'''<br />
#*'''GARROSHBODY.tga'''<br />
#Click "Ok" and they will now appear in a new folder under "Document Files". Now select the three files you just imported. Right-click on one of them (with all 3 selected) and select '''"Move Files..."''' (Ctrl+M). A new window will pop up with two options. Select '''"Existing Path: (Root)"''' and click "Ok."<br />
#Unfortunately for the textures to show up properly on the model, you will have to close and re-open the '''editor''' (not just your map). Save your map and close the editor, then start it up again.<br />
<br />
<br />
=== Applying the Model to a Unit ===<br />
[[File:OmniGarrosh.png|200px|thumb|right|Garrosh from World of WarCraft with a blue [[OmniLight]] attached to him.]]<br />
#Once the map has reopened, go to the '''"[[Data Editor]]"''' (F7). Next to "Data Type," select '''"[[Models]]."''' Find whatever unit you want to look like Garrosh. In this case, I've chosen a Zealot.<br />
#After selecting Zealot, the box on the right will fill up will all sorts of information. We will only focus on three of these fields.<br />
##Find "Model" and double-click on the field next to it. A new window will pop up with a preview of the existing model. Click "Browse..." to open a list of all the .m3 files in the editor. Either search for "Garrosh" or scroll down to the bottom to find the model. Once '''Garrosh.m3''' is selected, click "Ok." The preview should now show you the model of Garrosh. Click "Ok."<br />
##Find "Scale Maximum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."<br />
##Find "Scale Minimum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."<br />
#Save your map and close the Data Editor. Now just place the Zealot unit on the map, and you'll notice it now looks and acts like Garrosh.<br />
<br />
= Importing Custom Icons =<br />
You can watch this video (NOTE: Made during beta) or read the following text on how to import and use custom icons.<br />
<youtube>AsolKlqrD6I</youtube><br />
<br />
=== Create the Icon ===<br />
[[Designing Custom Icons]] is fairly difficult, but once you have designed and finished your icon, you need to save it as a [[DDS (File Format)]]. When your chosen program comes up with the options on how to save it, choose BC3/DXT5 for the compression method, and don't choose Create Mipmaps. The reason you use BC3/DXT5 for the compression method is because that method allows use of interpolated alphas, and retains a high quality. As for mipmaps, they are unnecessary, as StarCraft II automatically creates mipmaps for you.<br />
<br />
=== Import the Icon ===<br />
The procedure is the same as any other import. <br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your icon. A list of files should appear in the box on the left. Check the box next to the icon you want to import.<br />
#Click "OK" and they will now appear in a new folder under "Document Files". If you wish, you can move them to a more appropriate place, such as \Assets\Textures\.<br />
<br />
=== Use the Icon ===<br />
Most probably, you will want to [[Creating a custom button|create a custom button]] for your icon, or replace an existing button icon with yours. Go to the [[Data Editor]] module, choose [[Buttons]] from the dropdown menu, and navigate to your button. Then change the icon.<br />
<br />
= Importing Custom Terrain Textures =<br />
[[Custom Terrain Textures|Designing custom terrain textures is easy enough; happily, so is importing them and using them. <br />
<br />
=== Importing the Terrain ===<br />
You should have two .DDS files ready to import; one diffuse map, and one normal map. <br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your terrain files. A list of files should appear in the box on the left. Check the box next to the files you want to import.<br />
#Click "OK" and they will now appear in a new folder under "Document Files". Next, move them to \Assets\Textures\. You may have to create those folders in your map.<br />
<br />
=== Using the Terrain ===<br />
Screen shot goes here of le terrain area of the data editor. plus infos. I'll do later.<br />
<br />
=See Also=<br />
#[[User:DevliN|DevliN]] at Staredit Network has a thread of WoW models ready for import found [http://www.staredit.net/topic/12925/ here].<br />
#Zarakk at SC2Mapster has a thread of WoW models ready for import found [http://forums.sc2mapster.com/resources/art-assets/8347-wow-model-pack-requests/ here].<br />
#There are models, icons, and custom terrain textures on StarEdit Network [http://www.staredit.net/galaxyedit here]<br />
#There are models, icons, and custom terrain textures on UDMod [http://www.udmod.com/downloads.php here]<br />
#There are models, icons, and custom terrain textures on HiveWorkshop [http://www.hiveworkshop.com/forums/sc2res.php here]<br />
<br />
[[Category:StarCraft II]][[Category:Tutorials]][[Category:Data Editor]][[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Importing_Custom_Artwork&diff=1853Importing Custom Artwork2011-06-30T21:58:55Z<p>Jack: </p>
<hr />
<div>Creating custom artwork is all very well, but if you can't actually use it in [[StarCraft II]], it's useless. <br />
<br />
= Importing Custom Models =<br />
<br />
The following tutorial is a quick explanation for how to import custom models into your StarCraft 2 map.<br />
<br />
First, you will need an '''.m3''' model to import (and corresponding textures). For this tutorial, I've chosen a model of Garrosh from World of WarCraft. You can download this model from [http://www.megaupload.com/?d=PYJOYMPV here].<br />
<br />
This is also written assuming you have the "Show Table View" button pressed next to the right "Search" bar in the [[Data Editor]].<br />
<br />
<br />
=== Importing the Model ===<br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your model (in this case, we're selecting "Garrosh"). A list of files should appear in the box on the left. Check the boxes next to all the files having to do with the model you want to import:<br />
#*'''Garrosh.m3'''<br />
#*'''GARROSHARMOR.tga'''<br />
#*'''GARROSHBODY.tga'''<br />
#Click "Ok" and they will now appear in a new folder under "Document Files". Now select the three files you just imported. Right-click on one of them (with all 3 selected) and select '''"Move Files..."''' (Ctrl+M). A new window will pop up with two options. Select '''"Existing Path: (Root)"''' and click "Ok."<br />
#Unfortunately for the textures to show up properly on the model, you will have to close and re-open the '''editor''' (not just your map). Save your map and close the editor, then start it up again.<br />
<br />
<br />
=== Applying the Model to a Unit ===<br />
[[File:OmniGarrosh.png|200px|thumb|right|Garrosh from World of WarCraft with a blue [[OmniLight]] attached to him.]]<br />
#Once the map has reopened, go to the '''"[[Data Editor]]"''' (F7). Next to "Data Type," select '''"[[Models]]."''' Find whatever unit you want to look like Garrosh. In this case, I've chosen a Zealot.<br />
#After selecting Zealot, the box on the right will fill up will all sorts of information. We will only focus on three of these fields.<br />
##Find "Model" and double-click on the field next to it. A new window will pop up with a preview of the existing model. Click "Browse..." to open a list of all the .m3 files in the editor. Either search for "Garrosh" or scroll down to the bottom to find the model. Once '''Garrosh.m3''' is selected, click "Ok." The preview should now show you the model of Garrosh. Click "Ok."<br />
##Find "Scale Maximum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."<br />
##Find "Scale Minimum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."<br />
#Save your map and close the Data Editor. Now just place the Zealot unit on the map, and you'll notice it now looks and acts like Garrosh.<br />
<br />
= Importing Custom Icons =<br />
You can watch this video (NOTE: Made during beta) or read the following text on how to import and use custom icons.<br />
<youtube>AsolKlqrD6I</youtube><br />
<br />
=== Create the Icon ===<br />
[[Designing Custom Icons]] is fairly difficult, but once you have designed and finished your icon, you need to save it as a [[DDS (File Format)]]. When your chosen program comes up with the options on how to save it, choose BC3/DXT5 for the compression method, and don't choose Create Mipmaps. The reason you use BC3/DXT5 for the compression method is because that method allows use of interpolated alphas, and retains a high quality. As for mipmaps, they are unnecessary, as StarCraft II automatically creates mipmaps for you.<br />
<br />
=== Import the Icon ===<br />
The procedure is the same as any other import. <br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your icon. A list of files should appear in the box on the left. Check the box next to the icon you want to import.<br />
#Click "OK" and they will now appear in a new folder under "Document Files". If you wish, you can move them to a more appropriate place, such as \Assets\Textures\.<br />
<br />
=== Use the Icon ===<br />
Most probably, you will want to [[Creating a custom button|create a custom button]] for your icon, or replace an existing button icon with yours. Go to the [[Data Editor]] module, choose [[Buttons]] from the dropdown menu, and navigate to your button. Then change the icon.<br />
<br />
= Importing Custom Terrain Textures =<br />
[[http://www.galaxywiki.net/Custom_Terrain_Textures|Designing custom terrain textures is easy enough; happily, so is importing them and using them. <br />
<br />
=== Importing the Terrain ===<br />
You should have two .DDS files ready to import; one diffuse map, and one normal map. <br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your terrain files. A list of files should appear in the box on the left. Check the box next to the files you want to import.<br />
#Click "OK" and they will now appear in a new folder under "Document Files". Next, move them to \Assets\Textures\. You may have to create those folders in your map.<br />
<br />
=== Using the Terrain ===<br />
Screen shot goes here of le terrain area of the data editor. plus infos. I'll do later.<br />
<br />
<br />
=See Also=<br />
#[[User:DevliN|DevliN]] at Staredit Network has a thread of WoW models ready for import found [http://www.staredit.net/topic/12925/ here].<br />
#Zarakk at SC2Mapster has a thread of WoW models ready for import found [http://forums.sc2mapster.com/resources/art-assets/8347-wow-model-pack-requests/ here].<br />
#There are models, icons, and custom terrain textures on StarEdit Network [http://www.staredit.net/galaxyedit here]<br />
#There are models, icons, and custom terrain textures on UDMod [http://www.udmod.com/downloads.php here]<br />
#There are models, icons, and custom terrain textures on HiveWorkshop [http://www.hiveworkshop.com/forums/sc2res.php here]<br />
<br />
[[Category:StarCraft II]][[Category:Tutorials]][[Category:Data Editor]][[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Talk:Importing_Custom_Models&diff=1852Talk:Importing Custom Models2011-06-30T21:44:23Z<p>Jack: Created page with "Can someone delete this please? It's no longer necessary, now that there's one page for all importing of custom artwork at Importing Custom Artwork --Jack 14:44..."</p>
<hr />
<div>Can someone delete this please? It's no longer necessary, now that there's one page for all importing of custom artwork at [[Importing Custom Artwork]] --[[User:Jack|Jack]] 14:44, 30 June 2011 (PDT)</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Talk:Importing_Custom_Icons&diff=1851Talk:Importing Custom Icons2011-06-30T21:44:08Z<p>Jack: Created page with "Can someone delete this please? It's no longer necessary, now that there's one page for all importing of custom artwork at Importing Custom Artwork --~~~~"</p>
<hr />
<div>Can someone delete this please? It's no longer necessary, now that there's one page for all importing of custom artwork at [[Importing Custom Artwork]] --[[User:Jack|Jack]] 14:44, 30 June 2011 (PDT)</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Importing_Custom_Artwork&diff=1850Importing Custom Artwork2011-06-30T21:43:03Z<p>Jack: Created page with "Creating custom artwork is all very well, but if you can't actually use it in StarCraft II, it's useless. = Importing Custom Models = The following tutorial is a quick exp..."</p>
<hr />
<div>Creating custom artwork is all very well, but if you can't actually use it in [[StarCraft II]], it's useless. <br />
<br />
= Importing Custom Models =<br />
<br />
The following tutorial is a quick explanation for how to import custom models into your StarCraft 2 map.<br />
<br />
First, you will need an '''.m3''' model to import (and corresponding textures). For this tutorial, I've chosen a model of Garrosh from World of WarCraft. You can download this model from [http://www.megaupload.com/?d=PYJOYMPV here].<br />
<br />
This is also written assuming you have the "Show Table View" button pressed next to the right "Search" bar in the [[Data Editor]].<br />
<br />
<br />
=== Importing the Model ===<br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your model (in this case, we're selecting "Garrosh"). A list of files should appear in the box on the left. Check the boxes next to all the files having to do with the model you want to import:<br />
#*'''Garrosh.m3'''<br />
#*'''GARROSHARMOR.tga'''<br />
#*'''GARROSHBODY.tga'''<br />
#Click "Ok" and they will now appear in a new folder under "Document Files". Now select the three files you just imported. Right-click on one of them (with all 3 selected) and select '''"Move Files..."''' (Ctrl+M). A new window will pop up with two options. Select '''"Existing Path: (Root)"''' and click "Ok."<br />
#Unfortunately for the textures to show up properly on the model, you will have to close and re-open the '''editor''' (not just your map). Save your map and close the editor, then start it up again.<br />
<br />
<br />
=== Applying the Model to a Unit ===<br />
[[File:OmniGarrosh.png|200px|thumb|right|Garrosh from World of WarCraft with a blue [[OmniLight]] attached to him.]]<br />
#Once the map has reopened, go to the '''"[[Data Editor]]"''' (F7). Next to "Data Type," select '''"[[Models]]."''' Find whatever unit you want to look like Garrosh. In this case, I've chosen a Zealot.<br />
#After selecting Zealot, the box on the right will fill up will all sorts of information. We will only focus on three of these fields.<br />
##Find "Model" and double-click on the field next to it. A new window will pop up with a preview of the existing model. Click "Browse..." to open a list of all the .m3 files in the editor. Either search for "Garrosh" or scroll down to the bottom to find the model. Once '''Garrosh.m3''' is selected, click "Ok." The preview should now show you the model of Garrosh. Click "Ok."<br />
##Find "Scale Maximum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."<br />
##Find "Scale Minimum" and double-click on the field next to it. Set each of these values to 1.5 and click "Ok."<br />
#Save your map and close the Data Editor. Now just place the Zealot unit on the map, and you'll notice it now looks and acts like Garrosh.<br />
<br />
= Importing Custom Icons =<br />
You can watch this video (NOTE: Made during beta) or read the following text on how to import and use custom icons.<br />
<youtube>AsolKlqrD6I</youtube><br />
<br />
=== Create the Icon ===<br />
[[Designing Custom Icons]] is fairly difficult, but once you have designed and finished your icon, you need to save it as a [[DDS (File Format)]]. When your chosen program comes up with the options on how to save it, choose BC3/DXT5 for the compression method, and don't choose Create Mipmaps. The reason you use BC3/DXT5 for the compression method is because that method allows use of interpolated alphas, and retains a high quality. As for mipmaps, they are unnecessary, as StarCraft II automatically creates mipmaps for you.<br />
<br />
=== Import the Icon ===<br />
The procedure is the same as any other import. <br />
#Under "Modules," select '''"[[Starter_Guide#Import_.28F9.29|Import]]"''' (F9). A new window will pop up that will list all imported files in your map.<br />
#In this new window, select '''"Import Files..."''' (Ctrl+I) from the "Data" menu. Another window will open.<br />
#Click on the "Browse..." button on the right to find the folder that contains your icon. A list of files should appear in the box on the left. Check the box next to the icon you want to import.<br />
#Click "OK" and they will now appear in a new folder under "Document Files". If you wish, you can move them to a more appropriate place, such as \Assets\Textures\.<br />
<br />
=== Use the Icon ===<br />
Most probably, you will want to [[Creating a custom button|create a custom button]] for your icon, or replace an existing button icon with yours. Go to the [[Data Editor]] module, choose [[Buttons]] from the dropdown menu, and navigate to your button. Then change the icon.<br />
<br />
<br />
<br />
=See Also=<br />
#[[User:DevliN|DevliN]] at Staredit Network has a thread of WoW models ready for import found [http://www.staredit.net/topic/12925/ here].<br />
#Zarakk at SC2Mapster has a thread of WoW models ready for import found [http://forums.sc2mapster.com/resources/art-assets/8347-wow-model-pack-requests/ here].<br />
#There are models, icons, and custom terrain textures on StarEdit Network [http://www.staredit.net/galaxyedit here]<br />
#There are models, icons, and custom terrain textures on UDMod [http://www.udmod.com/downloads.php here]<br />
#There are models, icons, and custom terrain textures on HiveWorkshop [http://www.hiveworkshop.com/forums/sc2res.php here]<br />
<br />
[[Category:StarCraft II]][[Category:Tutorials]][[Category:Data Editor]][[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=DDS_(File_Format)&diff=1849DDS (File Format)2011-06-30T04:14:39Z<p>Jack: /* Tools */</p>
<hr />
<div>DDS stands for DirectDraw Surface, and it is a standard for storing data compressed with the lossy S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. The Microsoft Windows file extension for this data format is '.dds'.<br />
<br />
== Tools ==<br />
There are several useful tools for working with .DDS images. <br />
*[http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop The PhotoShop DDS Plugin] gives PhotoShop the capability to open, edit, and save .DDS files.<br />
*[http://code.google.com/p/gimp-dds/ The GIMP DDS Plugin] gives GIMP the capability to open, edit, and save .DDS files.<br />
*[http://sourceforge.net/projects/aorta/ Aorta] is a useful program for converting other images into .DDS. It also supports batch conversions, and generally produces higher quality images than those converted in PhotoShop.<br />
<br />
== Use in StarCraft II ==<br />
When you export an image using GIMP or PhotoShop into .DDS, you are given numerous options about compression, mipmaps, and other information which may confuse you. For StarCraft II, you want to NOT generate mipmaps, and you want to use the DXT5 compression method. The reason you don't want to generate mipmaps is that StarCraft II automatically generates mipmaps; if you pre-generate them you cause your image to take up more space. DXT5 is used because it is the most superior compression method for alpha maps; for images without alpha transparency, DXT3 is adequate.<br />
<br />
[[Category:StarCraft II]][[Category:Reference]][[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=DDS_(File_Format)&diff=1848DDS (File Format)2011-06-30T04:14:14Z<p>Jack: </p>
<hr />
<div>DDS stands for DirectDraw Surface, and it is a standard for storing data compressed with the lossy S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. The Microsoft Windows file extension for this data format is '.dds'.<br />
<br />
== Tools ==<br />
There are several useful tools for working with .DDS images. <br />
-[http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop The PhotoShop DDS Plugin] gives PhotoShop the capability to open, edit, and save .DDS files.<br />
-[http://code.google.com/p/gimp-dds/ The GIMP DDS Plugin] gives GIMP the capability to open, edit, and save .DDS files.<br />
-[http://sourceforge.net/projects/aorta/ Aorta] is a useful program for converting other images into .DDS. It also supports batch conversions, and generally produces higher quality images than those converted in PhotoShop.<br />
<br />
== Use in StarCraft II ==<br />
When you export an image using GIMP or PhotoShop into .DDS, you are given numerous options about compression, mipmaps, and other information which may confuse you. For StarCraft II, you want to NOT generate mipmaps, and you want to use the DXT5 compression method. The reason you don't want to generate mipmaps is that StarCraft II automatically generates mipmaps; if you pre-generate them you cause your image to take up more space. DXT5 is used because it is the most superior compression method for alpha maps; for images without alpha transparency, DXT3 is adequate.<br />
<br />
[[Category:StarCraft II]][[Category:Reference]][[Category:Art]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=Category:Art&diff=1847Category:Art2011-06-30T04:06:03Z<p>Jack: </p>
<hr />
<div>[[File:Galaxy art.png|center]]<br />
Art in [[StarCraft II]] consists of visual media and audio. Visual media includes icons, unit textures, terrain textures, user interfaces, and loading screens. Audio media consists of sounds and music. This category includes information on all of these, in the form of reference material and tutorials on media production.<br />
<br />
To add your art-related article to this category, include this tag at the end of it:<br />
<pre>[[Category:Art]]</pre><br />
<br />
[[Category:StarCraft II]]</div>Jackhttps://wiki.hiveworkshop.com/index.php?title=File:Galaxy_art.png&diff=1846File:Galaxy art.png2011-06-30T04:05:12Z<p>Jack: uploaded a new version of &quot;File:Galaxy art.png&quot;</p>
<hr />
<div></div>Jack