Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: any way to see low/high ground in scmdraft
any way to see low/high ground in scmdraft
Aug 3 2013, 11:08 pm
By: Veta  

Aug 3 2013, 11:08 pm Veta Post #1



to qualify that, i have patches of low jungle within a somewhat detailed rectangular high jungle terrain. this causes problems as i use map-wide locations with the high and low ground flags, is there any way to see what is low or high ground and solve the issue short of re-tiling everything jungle



None.

Aug 4 2013, 12:21 am jjf28 Post #2

Cartography Artisan

I don't believe there is, and low/high ground are specific to minitiles (the 16 pieces that make up a 32x32 pixel tile)

With the attached version of chkdraft you can shift click a tile, and the minitile elevations will show up at the top left of the read only properties

green = low ground
red = med ground
purple = med+high ground (dunno if this exists)
blue = high ground

gray = low ground & un-walkable

Attachments:
Chkdraft.exe
Hits: 5 Size: 255.5kb



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Aug 4 2013, 8:52 am Veta Post #3



thanks this gives me an idea of where to replace and confirmed my suspicions



None.

Aug 10 2013, 7:54 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

There's an scmdraft debug mode which shows you each tile's height as well, but it does it by number, so it's not as nice as chkdraft
I could have sworn there was a debug mode for this. Apparently not.

Post has been edited 1 time(s), last time on Aug 11 2013, 3:31 am by rockz.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Aug 10 2013, 8:23 am Veta Post #5



i've seen the debug mode, is there an explanation on how to read it?



None.

Aug 10 2013, 2:53 pm jjf28 Post #6

Cartography Artisan

can't find any numbers in scmdraft that get drawn per minitile :(

updated chkdraft so it can display elevations across the whole map (so you don't have to check each tile), has a new color code as well (red high, blue med, green low, purp med+high, darkened colors when unwalkable)



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
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[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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