| 08-16-2003, 04:22 PM | #16 |
I made a file (256 X 256) and imorted it and named it "wa3mapPreview.tga" without being in any folders, but instead of the pic being there it wuz a blank white square..how can i fix this? and yes it originaly wuz a tga pic.. |
| 08-16-2003, 04:53 PM | #17 |
name it War3MapPreview.TGA Don't forget the ''R'' in WaR. Yeah dataangel made a typographical error. After it's imported, create a custom path and delete the War3Imported\ tag. |
| 08-16-2003, 04:56 PM | #18 | |
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And dont make 2 posts with the same problem. |
| 08-16-2003, 04:56 PM | #19 |
its still just shows a white square instead of my pic |
| 08-17-2003, 05:45 AM | #20 |
Are you certain its 256 x 256? It will show up as a white box if the dimensions are incorrect... |
| 08-17-2003, 08:29 AM | #21 | |
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Woah woah woah, Hold up. You can do this! Makea new unit and change the model file. Then change the scale and the hitpoints and put it into the techtree (edit the peasent, peon etc.) (be warned, when a door dies it well stay open for a very short while then dissapear completly.) good luck |
| 08-17-2003, 09:17 AM | #22 |
Okey ive got a question, when editing abilities like unholy aura in the ability editor, the art for aura wont show up and when i choose one it will show up, but the orgin art too, is there some way to avoid this or is a bug in WE? -Blue |
| 08-17-2003, 10:45 PM | #23 | ||
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This works for walls, but not gates, i tryed it and i got the amusing error of the units walking through the posts at the sides AND when the gate was closed, but unable to walk through the middle. Also because of the shape of walls you get some interesting pathing problems. Quote:
I dont quite understand this, but here's a discription on Aura editing: Change the Art - Target to change the aura art!!! The units effected by the aura will ALWAYS have the blue circles, but the Art - Target is the art shown on the unit with the aura. Many people dont realise this (it took me awhile when i was trying to make an aura with the Bezerk Effects for one of my heros) |
| 08-18-2003, 05:33 PM | #24 |
Can I create special effect - missile, from - to with speed?? Ehm: Actions Special effect - Create special effect from pos1 to pos2 with speed missilespeed using Abilities\BlaBlaBla\BlaBlaMissile.mdl Or only way is to change unit model??? |
| 08-19-2003, 01:42 AM | #25 | |
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did you change the colosion size of the gates to zero? cause thats the only way they would be able to walk thru the door. other wise the units would think tere is something they can pass thru there, and go around. EDIT: of corse then units would be able to walk right thu the door even when it is closed... enmiy units on attack move would destroy the gate, but anyunit that is alllied with the door's owner well walk thru it, and if the enmie is smart they would move thru the door and attack eveything inside.... |
| 08-21-2003, 08:13 PM | #26 |
Guest | if you make a unit that has closed gate and another with open and then you make an abillity that switchs them(like bear form) it should work. its just finding the gate open modle would take alot of work... |
| 08-21-2003, 09:54 PM | #27 |
(Unrelated) Are doodad gates considered "dead" when they are open? I've tested this many times and it shows that they are... |
| 08-21-2003, 10:19 PM | #28 |
there are 2 different types of "death" for doodad gates, there is the Open Gate, it considers the gate dead. And there is the Destroy Gate, it also considers it dead, the different deaths simply change how it looks. |
| 08-21-2003, 11:45 PM | #29 |
If so, how would one go about disabling Open/Close Triggers for a gate when it is destroyed without them being disabled when the gate is opened...? |
| 08-22-2003, 03:45 AM | #30 |
isn't there a way to set the stance to alternate without useing a trigger? i saw something like it in a map, the unit would stand channel in stead of stand 1-2-3 |
