Since the palette in SCM and SF includes the brushes for Doodads, we are able to place an unlimited number of "doodads" on the terrain. What I'm wondering is if these "doodads" can be walked over¿¿¿
"Doodads" as in "sprites" or "Doodads" as in "Actual Doodads?"
these "doodads" count as unwalkable terrain like normal doodads. It's the "sprites" that you can walk through.
QUOTE
"Doodads" as in "sprites" or "Doodads" as in "Actual Doodads?"
I mean "Doodads" as in those you can make out of using the palette, neither Sprites or Actual Doodads.
Some are walkable and some aren't. Most aren't.
If you mean like the ones most bounds use as terrain, you see 1 part off a doodad used many times in a square.
If you do this I think the game will make them as normal terrain as you made them from using the terrain, you just used the same segment many times.
THis is where extended terrain comes. I made a bridge that is 2.5x the normal bridge and it looks real and is walkable and it aint distorted.
You can make buildings that are like 10x's as tall as a cliff to the eye. But it's actually a bunch of "doodad Tiles" well placed toghether to make that effect.
The game will look at these tiles as the were all stacked and spread all aorund the area. In the game that building won't be that high it will only be like 1x cliff but very wide/long. These are effects to the eye and not the game.
Questtion: Can you walk up these "Terrain" Ramps like normal Doodad Ramps?
A doodad in most cases is comprised of both a sprite and a piece of terrain. The sprite can 'walked' on. The terrain part, in most cases, is to stop you from walking under it. Now, sometimes the terrain is walkable, say in the case of small bushes or bridges and ramps.
So...yeah, bridges made from copying terrain squares can be walked on because those bridges are only made up of terrain, actually.
Most "Doodads" ARE pure terrain.
Isn't the section that seperates "real" doodads from "terrain" one of the ones that Staredit requires but SC does not need?
The doodads from the master palette are the same as the regular one just minus the sprites. For example, trees wont have leaves on them, you cant walk behind most pillars, etc.
QUOTE(Stereo @ Aug 16 2004, 01:07 PM)
Isn't the section that seperates "real" doodads from "terrain" one of the ones that Staredit requires but SC does not need?
Yep, there are 3 sections, 2 of which are only used by StarEdit and one which that only StarCraft reads. All doodads have several parts to them, but the "terrain" doodads (ones that are not complete) are only in the section that StarCraft reads as opposed to "real" doodads which have all the parts to them (and are able to be located in the other section).
So far, this is the best guess I could give.
As you said its really good to use tile set index and use doodad parts to make extended terrian effects or other custom things or in other words you can call it Eye Candy.
do you think that SF should 'reattach' sprites to doodads after saving to enable the opening in scxe w/out loss of data? i do
>> Asistance
A doodad in StarCraft is Sprite+Terrain. It needs 2 sections because the units cant walk behind the terrain, so the doodads that have a zone where they walk behind (like trees) needs a sprite. The sprites are limited, also the terrain, but the limits are not 256. The terrain limit is the size of the map (I dont know if the are considered as "cliff tiles", there is a limit for them), and the sprites limit is like 1024 or more.
The "doodad" terrain of the CHK is only for Staredit (or SCXE), so don't just stick with the idea of a doodad as "Terrain + Sprite(?)".
the reg doodads are combos of terrain and sprites, in SF you place terrain and then the sprite, so in reality most of the time you are editing terrain
you can make doodads in SF, all u have to do is place the terrain for that doodad, and then the sprite for that doodad, and wala.