Staredit Network > Forums > SC2 Assistance > Topic: Complete Gallery of Tileset Textures
Complete Gallery of Tileset Textures
Jan 10 2011, 9:50 am
By: Drant  

Jan 10 2011, 9:50 am Drant Post #1




Rendered in SC2 editor with max video settings. Preview space backgrounds, natural and artificial cliffs, and all 24 tilesets of 8 textures each.
Compiled for map makers' convenience in deciding a tileset or custom textures set.

PNG Sample (Lossless):

JPG Sample (75% Quality Compression):


For comparison before downloading - PNG vs JPG:


Download:
PNG (432MB)
Part 1 - http://www.mediafire.com/file/6eg4fj6l86kbqjo/SC2WoL%20Tilesets%20I.zip
Part 2 - http://www.mediafire.com/file/u2v4v2u8u1zr7dg/SC2WoL%20Tilesets%20II.zip
Part 3 - http://www.mediafire.com/file/5jj5e8lo4ejd4js/SC2WoL%20Tilesets%20III.zip

JPG (48MB) http://www.mediafire.com/file/0miyynvbh3ol6u7/SC2WoL%20Tilesets%20JPEG.zip

Tips:
Use different tileset textures in your map by going to:
SC2 Editor -> (Menu) Map -> Map Textures... -> (Tab) Textures -> Modify
Data Editor will be opened to the Data Type "Terrain Texture Sets", on the right panel scroll to the bottom to see and use the "Terrain Textures" swap list.

You are limited to an 8 texture palette only. Save when done then reload your map, then go to Map -> Map Textures and click the texture icons on right column to match it with your newly added texture. Note textures may look different than the gallery's depending on your map's lighting [(Menu) Window -> Lighting].

Post has been edited 1 time(s), last time on Jan 11 2011, 9:45 pm by Drant.



None.

Jan 10 2011, 2:05 pm NicholasBeige Post #2



In before Payne asks you to write a wiki article...

Nice - but sort of common knowledge to most intermediate mappers. In the second image have you just used two Man-Made cliffs instead of 1 Man-Made and 1 Organic? I really hope Blizzard lifts the restrictions on Cliff Heights / types of cliffs.



None.

Jan 10 2011, 6:30 pm payne Post #3

:payne:

http://www.galaxywiki.net/index.php?title=Terrain_Types_%28Textures%29 ;o

Maybe just requires a little update. ;)



None.

Jan 10 2011, 7:55 pm Drant Post #4



Organic can only stack on organic, and the same for manmade cliffs. There are only two cliff levels above the "sea level" and one negative cliff level. I work around the cliff limitations by raising the terrain height and adding doodad/pathing blockers.



None.

Jan 11 2011, 4:49 am Drant Post #5



Here's all the skyboxes/star backgrounds in 1920x1200 resolution if you want to add to the Skybox wiki page.
PNG (36MB) - http://www.mediafire.com/file/5ry6wwp5589xs59/SC2WoL%20Skyboxes.zip

http://img88.imageshack.us/img88/8726/sc2editorskyboxstarback.png

Post has been edited 1 time(s), last time on Jan 11 2011, 9:46 pm by Drant.



None.

Jan 25 2011, 3:42 am Corbo Post #6

ALL PRAISE YOUR SUPREME LORD CORBO

Cool.
Didn't know that SEN was now allowing the free distribution of blizzard copyrighted material now.

Guess the rules have changed a bit in this new era.
Quote
Corbo: didn't know SEN was allowing distribution of blizzard copyrighted material now.
Moose: Neither did I.




fuck you all

Jan 25 2011, 4:40 am payne Post #7

:payne:

This exact same post was made on Blizzard's forum and I believe it did not get removed (though I'm not sure).
Also, since his zip contains only PNG files, there's nothing wrong about it I believe... A YouTube video containing a single frame of terrain from SC2 would be as illegal.



None.

Jan 28 2011, 6:28 pm ImagoDeo Post #8



Quote from payne
This exact same post was made on Blizzard's forum and I believe it did not get removed (though I'm not sure).
Also, since his zip contains only PNG files, there's nothing wrong about it I believe... A YouTube video containing a single frame of terrain from SC2 would be as illegal.

Besides that, this isn't for profit.



None.

Feb 8 2011, 7:14 am DevliN Post #9

Woah

Since we can pull this from the editor, I don't see what the issue is anyway. I see this as being similar to taking a screenshot of each type of terrain in StarEdit and distributing that.



:devlin: Currently Working On: :devlin:
Myself

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
Please log in to shout.


Members Online: Excalibur, Heinermann