Galaxy Editor Notes
From MoMM Wiki
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Contents |
Sample Note Title
Format them like this for ease of reading.
Custom Units
Sound Formats
Confirmed working:
- Ogg Vorbis (OGG)
- MP3
- WAV
Confirmed not working (at least by default):
- MIDI
- SPC
- Monkey's Audio (APE)
- FLAC
Map Size
A 545 MB map was saved and played without problems. No data yet available on whether this works in multiplayer.
Trigger Stuff
"Record" is a struct. Create a record, fill it with the variables you need. Then in the "type" dropdown for a variable, you can choose record, and then choose the record type.
"Preset" appears to be like an enum.
"Game Link"-type variables reference an object of a specific category in the data editor. For example, a "Game Link unit" variable is the equivalent of a unittype variable in WorldEdit.
"Subfunctions" unsure.
(Partial) summary of random conversation
- Actor to unit is a one-to-many relationship; multiple units can use same actor (actually - it SEEMS like this should be the case, but doesn't appear to actually be. almost certainly a bug. there is no unit - actor field)
- An actor is analogous to the Unit - Art section in Warcraft III.
- Actors govern icon, wireframe, etc and reference the model further.
- Actors are used for units, projectiles, effects, and so forth.
- Behaviors are like buffs, but can trigger arbitrary stuff on application, removal, re-application (application when unit already has one), periodically, ...
- You can right-click something to see everything that references it.
- Behaviours can reference an unbounded number of effects.
More stuff
Start locations are in the "points" layer.
Turn on "Tools -> Brush -> Allow cliff merging" to make nice cliffs that combine different cliff types. However, where two cliff types meet there will be terrain that doesn't match up; use the provided "cliff gap filler" doodads to fill them in.
Terrain foilage is a way of automatically applying random small doodads to the entire map (minus areas you disallow) at once. Click generate foilage to generate, click it again to remove all and regenerate with new settings.
You are allowed 3 cliff levels and a fourth (lowest) level which is usually inaccessible to ground units, eg the space background on space platform. However, you can manually draw ground-pathing over terrain on the fourth layer to make it accessible to ground units. They'll run up and down the huge cliffs in an amusing fashion.
Water does not cause any sort of pathing changes by default. If you make an area of deep water, you'll need to manually use the pathing layer to make it inaccessible. You can change the water height (and many other artistic settings) in the water settings. These settings are per-water type so you can have water of multiple types at different heights.
Turn on "View -> Show Layer - > Pathing" and "View -> Show Placement Grid -> Show Grid" to be able to see a very useful coloured representation of map blocks. Also shows which areas are Ground (Green), Inacessible (Red), Unbuildable (Orange).
Space Oddities
Weird things happen if you make the entire map lowered Braxis Alpha cliffs (i.e. the space/starfield terrain). In testing, the entire map went black and units began pathing erratically. Adding even a little higher terrain fixes the issue. More testing needed to determine the exact extent and effects.
"Cannot Be Clicked"
Most units have "Cannot Be Clicked" flagged, but this appears to do nothing?
Moving Buildings
- Pathing - Pathing Footprint must be set to (None) for a building to be able to move.
- Abilities - Abilities must contain the ability "Move"
- Movement - Acceleration and speed must be >0
- Stats - Flags must contain "Movable"
If you want buildings to move upon collision but not by user command, make the building uncommandable.
Turnability
If "Turnable" is not flagged, a unit will moonwalk around in any direction while keeping its original facing. It can still only fire in the normal direction for its attack.
Melee Map Design
A standard expansion should be allowed around 15 x 25 (either horizontally or vertically arranged) map blocks. A main building takes up 5x5 map blocks and there must be 3 blocks left between expansion and minerals/gas.
Skyboxes
If you have trouble getting a skybox to display, note:
- The default camera typically doesn't have Distance - Far Clip set high enough. 6000 seems to work.
- Some skyboxes are not yet implemented. Bel'Shir and Braxis Alpha are known to work.
Game Music error
The root of a weird error that prevented a map from being saved appeared to be copying and editing Game Music - Terran rather than creating a new object and basing it on Music (which works fine).
Textures
Most (all?) .dds textures should be saved as DXT5 ARGB 8bpp with interpolated alpha. Also MIP maps should be generated (at least if you're using photoshop).
