| 07-08-2003, 05:12 AM | #16 |
Ari, I really didn't think about that. I removed the shadows via War3 Unit Editor (standalone program) using Chrygod's (spelled right?) UnitMetaData.slk. I'll change to wisps then and release something like an official pack, bugless (or as less as I can). I would like to do the animation and no bones thing, but I'm not really a MDL editing pro. If someone could help me it would be great. I'll test it using vertex coloring alpha and try some other things to enumerate all effect possibilities. [edit] My pc really doenst' like me. Just lost 15mni of all the explanation when my PC crashed =\. I'll write it all tomorrow, and post here. I'm also going to ask Scio if can he add it to UMSWE. It would be great to spread this idea thorughtout the community. |
| 07-08-2003, 10:08 AM | #17 |
I really like this, now you could make something like Alien where you move around in a very dark room and you can have a skill that is a flash light or something, very gj KDEWolf. |
| 07-08-2003, 05:08 PM | #18 |
TFTWE could also benefit from this too! It looks good! |
| 07-09-2003, 05:43 AM | #19 |
I hate when i have no time to deeply look into such interesting findings. I have an idea how you did that, but i will definitely have to find a moment finding out how you did it in detail. Great work KDE, thats a very useful trick that even mp maps could use. It requires little improvement to make it perfect. This is something that should be spread around. Again, thank you KDE. Regards |
| 07-09-2003, 09:27 PM | #20 |
Mech Sheep - NOOO!!!! the Football map is gone!! buuhuu!! |
| 07-10-2003, 04:34 AM | #21 |
I opened yer map to look at it, and it looks like the light units use models not included in the game (since units isn't capitalized in the model string) but they also don't show up in import manager for me to extract for importing into other maps. So how are you supposed to implement this? |
| 07-10-2003, 06:52 AM | #22 |
Gumm that`s weird data. I`ll release a pack soon (too many problems with other stuff right now, and now a trip...). Ok time to explanations: I converted the lantern post model from MDX (coded) to MDL (plain-text) using excellent Yobgul`s file converter. I made 4 copies of the model, and changed the skin pathnames to a new Doodads.blp 1x1 sized and alphaed out skin file. Then, changed the light coloring and properties in the OmniLight part of the MDl, located at the end of the file. The basic thing was to change the colors. So, edited the field values to some on a scale from 0 (nothing) to 1 (full). Remember they`re BGR coded and not usual RGB (don`t ask me why! That`s blizzard!). Done the same thing on the ambient light field. Converted the models back to MDX with the same converter. Opened UMSWE 3.6, and changed the pathnames to the new models I have. set scale collision and selection size to 0.01, just to make sure it doesn`t interfere with the rest of the map. Disabled both attacks, set speed to 1 and movement to hover (useless maybe?). I set the flying height to 100 though this can vary and depends only upon you and your needs. So using the lights as units, I used any triggers that I could with normal units. Basic and simple, isn`t it? |
| 07-10-2003, 08:20 PM | #23 |
Hey dataangel heres why u need every file he imported to have it work.Oh yeah KDEwolf ty for the light sources my maps will be a lot better now thanks to you oh yeah for some reason when i get yobgul's file converter it doesnt work (even with the required files) i get an error |
| 07-12-2003, 12:38 PM | #24 |
Well, you're missing part of the required files then. ![]() |
| 07-12-2003, 10:01 PM | #25 |
Guest | This looks really good. It seems that I missed a lot of things on this forum since my computer crashed :( |
| 07-13-2003, 04:16 AM | #26 | |
Quote:
Where can I get 'em then? KDEWolf: Can you just post the models/skins here? |
| 07-16-2003, 11:22 PM | #27 |
KDE, how easy would this be to implement into another map? |
| 07-17-2003, 06:08 AM | #28 |
I was out in a trip, but now I`m back. I`m still thinking on the best way to implement it easily on other maps. Basically if you see, is just importing a model and assiging it to a unit with changed properties. It`s very easy at all. And ok once I get back on my computer I`ll post the models and all the syuff in a zip file. Sorry for the delay (some parents vs. pc problems you know...). And the files for Yobgul`s are on the readme if I`m not mistaken. |
| 07-18-2003, 12:43 AM | #29 |
Can the amount of light given out by each Model changeable? If not, When you release the pack, could you include 70% 80% 90% NORMAL 110% 120% 130% light? Just so it can be different in game. |
| 07-18-2003, 03:15 AM | #30 |
ooh nice! i dunno how i missed this! good job KDE!!!!!:D ...it's so pretty... |
