Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Mass creation of trend locations
Mass creation of trend locations
Nov 1 2009, 9:35 pm
By: Cinolt  

Nov 1 2009, 9:35 pm Cinolt Post #1



I need to create approximately 190 locations that each increase one coordinate by one. Example:

Location1(0,0,0,1000)
Location2(0,0,0,1001)

Of course I'm not going to click and drag, type in appropriate names, and resize 190 times, so I'm looking for a more efficient way to do this.

I remember reading an article and I relocated it: http://www.staredit.net/wiki/scenario.chk_format
My prediction is that the most efficient way is to get the scenario.chk of the map file and open it with a text editor, and on the location section use a duplicator program to mass-create the locations.

I was hoping those who have experience working with pixel-accurate location grids, or otherwise mass creation of locations like this, will be able to verify this is the correct way of doing this. I'm not experienced with opening a map in this manner, so if it is, I would appreciate if you could give me brief instructions on how to get the scenario.chk.

Post has been edited 2 time(s), last time on Nov 1 2009, 10:04 pm by yoonkwun.



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Nov 1 2009, 10:10 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I sincerely doubt anyone has done this before, so I'd say your best bet is to invest that annoying 1 hour and do it manually. Or try to find out how to edit the chk yourself. It would be very nice if you'd post your results or even make a wiki entry about it.

It's probably faster than waiting for someone like Heinermann give you hints on what to pay attention for.




Nov 1 2009, 10:40 pm Kaias Post #3



Manually doing it can be a major pain but once it's done you never have to do it again.

My question for you is why make them each 1 pixel wider than the last? Perhaps you haven't already thought it all the way through-
When you slide the locations off the side of the map the center of it will be offset half as far as the length of the location- it can't center to half a pixels location so it rounds to the nearest pixel. If your locations are only 1 pixel greater than the last you will have two locations that center at the exact same offset. Essentially you'll have twice the location count you need for a pixel grid. Also, in your other topic you put the units each two pixels apart; why then make the locations pixel accurate? You might as well keep them at the same definition of a two pixel grid for simplicity and efficiency of resources. Make the grid with each location progressively 4 pixels wider than the last.



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Nov 1 2009, 10:48 pm Cinolt Post #4



Ah, that makes sense. Guess I just wasn't thinking enough; this is my first time trying location grids. In that case I can probably do it manually, much less locations to worry about.

Can't say the original topic is resolved, but I no longer need it.



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Nov 1 2009, 11:59 pm Falkoner Post #5



Make a macro that creates the location, double clicks it, and changes the coordinates to your desired coordinates.



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Nov 2 2009, 2:24 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

his original idea was much better.

If you still want to do it yoonkwun, here's how I'd do it.

Open the map in winmpq.
Extract scenario.chk.
Edit with hex workshop or something like that. Notepad++ w/ hex edit works too, but it doesn't feature variable width as far as I've found.
search for "MRGN".
Make sure the width of the hex editor is 20.
Now you have a few choices, either manually type in your numbers or figure out a way to copy/paste into the file. Manual is probably safer. I can't give much more detailed description than this, however, as I've never done it.

Important to note while doing this, but a 0x0 location in SCMDraft (and staredit, and hex editing) is actually a 1x1 location according to starcraft.



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

Jan 30 2010, 3:38 am Cinolt Post #7



This deserves the necro

http://www.staredit.net/files/1891/



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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