GalaxyEdit
GalaxyEdit is the standard map editor for StarCraft II. This page contains basic information on the editor's usage. To access GalaxyEdit on Windows, go to Start->All Programs->Starcraft II->Starcraft II Editor
Contents |
[edit] General interface
This is an overview of what you're going to find when you open up the Galaxy Editor. You will find this interface on all of the different modules.
- Opens the Terrain Module.
- Opens the Trigger Module.
- Opens the Data Editor Module.
- Opens the Text Module.
- Opens the Import Module.
- Opens the Overview Manager.
- Runs StarCraft II and tests your map.
[edit] Modules
These are the different "sections" of the editor.
[edit] Terrain Module
- The minimap showing an overview of your map.
- This is where the different layers functions will show up.
- The 3D view of your map.
[edit] Layers
These only pertain to the Terrain Module. These are all the things that physically have to do with your map.
[edit] Terrain layer (T)
- Applies textures to the terrain.
- Creates roads.
- Transforms the shape of the terrain with various tools.
- Raise and lowers cliffs.
- Creates foliage (kind of buggy).
- Adds water tiles.
- Add terrain objects
- These are all of the various "sub-tools" for all of the above tools. They're pretty easily figured out.
[edit] Units layer (U)
- Various filters, and a search bar to dwindle your selections.
- Where you select what unit you would like to place.
- Unit preview.
[edit] Doodads layer (D)
- Various filters, and a search bar to dwindle your selections.
- Where you select what doodad you would like to place.
- Doodad preview.
[edit] Points layer (P)
- Creates a normal point. Only functional on the X and Y axes.
- Creates a Start Location. A must for your melee maps.
- Creates a sound emitter. Haven't used it yet. Sounds pretty much self explanatory.
- Creates a 3D point, which is functional on all three axes, X, Y, Z. (Takes into account height)
[edit] Regions layer (R)
- Places a square shape.
- Places a circle shape.
- Remember, you can include multiple shapes in a single region.
[edit] Cameras layer (C)
- Here you can create a camera object which you can utilize in your triggers. Self-explanatory buttons here...
See the Cameras wiki for more informations.
[edit] Pathing layer (H)
- Paints the type of pathing you select with 6-8.
- Dynamic pathing fill? The editor says: "Place points which block pathing for all terrain on the same cliff level as the point."
- No-Fly zones. Blocks air units.
- For #1, creates pathing for 6-8.
- For #1, removes pathing for 6-8.
- For #1, "No Pathing" pathing. Basically where units cannot go.
- For #1, "Ground" pathing. Basically where ground units CAN go.
- For #1, "No Building" pathing. Where you cannot build.
[edit] Trigger Module
- The different mods that your map uses.
- You can find all of your triggers and variables here.
- The events, local variables, conditions, and actions for a selected trigger.
- The specifics for any event, condition, or action.
[edit] Data Module
- Select what data type you want to work with here.
- Select the object from your selected data type.
- All of the different objects your current selected object is linked to.
- The fields and their respective values for your selected object.
[edit] Text Module
- All of the different strings that are in your map.
- The text entry for your selected string.
- Style options that you can apply to your text entry.
- The preview of your text.
[edit] Import Module
This one's pretty simple. I don't think it requires a picture. Just import your files by going to: Data->Import Files (Ctrl+I). Make sure you save before exiting this module, or your imports won't be kept!










