![]() ![]() The bigger game's scale, the more advantage Unity has. Why? Because working in sc2 with its assets made me learn all that to avoid spamming shitty zealots and marines all around my maps as thousands other maps do.ĭon't you feel this "but we have assets!" point is a bit weak weak?Īnd about the scale of games. Oh, and by the way, things went the way that I can now do all 2d and 3d art. ![]() Having an artist would open wide horizons. We, mapmakers, got used to this kind of greenhouse where we have nice assets, but they limit us. Also, standard practice for indies is to make a small team of coder + artist. ![]() Unity's Asset Store is full of free or realy cheap assets of great quality and great range of styles. The key problem is not scripting and programming but assets English is not my native language so I might not conceive the context of some phrases or words.Why do you even started talking about Unity when we were discussing editor's improvement? Oh, right, because it's an alternative game making engine, that's being improved 24/7, has comprefensive tutorial and builds no limits around the developer, cause he's free to code whatever he needs with fully functional modern object oriented language! Quote from abvdzh: Go ![]() I guess one of the causes of this tutorial was also the amount of outdated and/or duplicate tutorials about extracting from MPQ and similar but making just one more pointless tutorial will by itself not change that.Īs a last paragraph, sorry if any of these replies seem in any way attacking. The only problem with that whole reply I see is that people wouldn't know "casc" is the word to search for, other than that I fully agree - people who won't google these kinds of issues have infinitesimal chances of finding this kind of a tutorial so it's useless to that group, and those that would google stuff can just do that instead.Īll the extra data I put in is probably just feature-creep and you're correct that it makes the tutorial seem so much larger and more complicated than it is.Īlso no need to poke anyone since I trust your opinions more on this, especially with me not having a good idea of the vision for the tutorial section. When loading a file from a system with MPQs, the data sources were considered as such (only specifying the main ones in this tutorial): Inside of the main MPQs, there were also MPQs for every tileset (called like A.mpq, with A being the tileset character specified in the w3i) and for low and medium graphics modes (war3_med.mpq and war3_low.mpq). There was also War3Patch.mpq that used to stored all files that were updated with patches, but it has been removed after 1.28. War3xLocal.mpq contained the localized files that were TFT-only. War3x.mpq contained all the game files that were TFT-only but did not change based on the game's locallization. War3Local.mpq contained the localized files that were not TFT-only. War3.mpq contained all the game files that were not TFT-only and did not change based on the game's locallization (translation, for example sounds and text). There were 4 main game MPQs: War3.mpq, War3Local.mpq, War3x.mpq, War3xLocal.mpq note that these are not the only files the game would look in when loading a file. ![]()
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