| 02-15-2004, 09:24 PM | #16 | |
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Ah yes, really sorry about that, typoes can be deadly. |
| 02-16-2004, 01:53 AM | #17 |
Why cant you guys use one big, huge variable for each variable type, in an array!? Also, can anyone PM me telling me the EVENT for using a hero saving code!? I dont want to have to list "Player 1 Red Enters String Containing A", A-Z, 0-9, for each player, 12 times! |
| 02-16-2004, 03:22 AM | #18 | |
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True, but everyone makes them. ;) |
| 02-16-2004, 03:40 AM | #19 |
Is it possible to open WEUnlimited without the Frozen Throne CD? Someone else broke my CD. I can still play using a No-CD Hack but I can't open the editor. |
| 02-20-2004, 10:14 PM | #20 |
Wow i love your tool, the little bar thing anyway, i havn't found out how to use the 90 degree cliffs.... i would like to know how if that can still be done :) anyway real reason i posted was for 2 reasons, both relating to same thing. 1) if there is a way, you should hide all ur zz_ variables.... they're messy if u know what i mean. however this is just an athsetic question not really big deal 2) what i was really wondering is if i can use the x,y,z variables in my maps triggers.... i already have several triggers i have made that i will be importing into my map, they include THOUSANDS of refrences to x,y, and z, there is no way i can go back and change them 2 a,b, and c..... so i just wanna know if they are also generally used for loops in your jass based triggers(whatever ur advanced stuff is im guessing its all just added in built in triggers...) and weather or not me useing them will **** up something. |
| 02-27-2004, 03:29 PM | #21 |
@kane635: That's simple copy and paste. A mapper shouldn't be sooo lazy @Stinky: I know these variables are not really nice, but for the advanced triggers I need them. I could have abused the game cache trick so I wouldn't need these globals but accessing game cache is way too slow for some of the advanced triggers (especially in loops). Your second question I don't really understand. I just can tell you that you should never use the zz_ globals added by weu, as they are here for a reason - namely to make the advanced triggers work. If you mean something else please describe again, what you are wondering about. |
| 03-07-2004, 05:35 PM | #22 |
OK, I created a map using the WEU, and when I tried to raise the terrain, it worked normally for usual terrain heights, but when I reached the max height a big gap appeared in the middle of the mountain I was making. How can I fix it ? By the way, do I have to patch the blizzard WE each time I use it or doing it once will be enough ? |
| 03-07-2004, 06:05 PM | #23 |
You can simply lower the terrain there again. As you noticed this happens when you reach the max cap making you able to create cool volcanos. I don't understand your second question though. Whenever you wanna use WE Unlimited you need to run WE Unlimited and whenever you wanna use the ordinary WE you simply run the ordinary WE. |
| 03-24-2004, 07:31 AM | #24 |
Just to keep you updated about the progress I'm making. Here's a pic of what the GUI will look like in the next update: ![]() I have also fixed all the reported bugs (which were not that many) and I'll add some nice additions for the next update. For example when importing models you can tell it to auto-search and import the textures for it. Thanks to BlackDick I'll be able to reduce the map sizes just like HeavyLocker does. Also I added a NoLimits patch directly into the enhancer (thanks StonedStoopid) and added a choice for the process priority of the WE when running. I'm also fooling around with some other additions I currently not remember. |
| 03-24-2004, 10:46 PM | #25 |
This editor is awesome. I simply love the simple navigation yet advanced features. Better than UMSEW, way better. Anyways > I am using patch 1.14b and.. 1- Map protection doesn't work at all for me. External editors don't work for maps edited with WU, maybe because of advanced triggers or coding. But I would like to request a .W3N (campaign) file protection, which doesn't allow users from ripping off music and other stuff. If you wanna know why, then it is because I am using music from other games and all. This guy at Accolade said that I can use the music with proper visible credits, no illegal distribution and all that rules. So if I distribute the campaign file, and people rip music off it, then it's illegal. So can you include this feature? I tried Heavylocker, but it has same problems like with other protectors, it refuses to work with mapsedited on WU :( 2- Custom textures have problem with Disable Sprites option in ATI card. I have XT 9600 and whenever I disable sprites, custom texture dissapears and red texture appears everywhere. 3- Can you include some compression utility in the enhancer? 4- On your website, it doesn't say which version the download is for. Please include the version number too :) 5- The light models files don't work for any map at all. They give errors for me. (model not found something like that) This editor will be on top of my Must download list always. If you can include the map protector for campaign files, then it would be great. Good Work! ^_^ |
| 03-25-2004, 08:57 AM | #26 |
Thanks for your suggestions :) 1) I know the problem with other protectors combined with weu maps - their obfuscate script can't handle the JASS code of the advanced triggers I think. Anyway you will be happy to hear that BlackDick gave me the HeavyLocker source code and I will be adding a protection/compression tool to the enhancer. You will never be sure that your music is safe though because preventing people from ripping files out of a map is impossible. Also it doesn't matter if the file you protect is a campaign file, map or other archive - they are all mpq archives... 2) I'll have to ask TheProphet about that one (I'm using his dll for image conversion) 3) Read 1) 4) An easy one :p 5) The light models are a bit tricky to use. I re-checked again to be sure that it works but it does. The only prob is that the editor sometimes doesn't load models correctly (not only the light models - all models in general) if you get such a error message you should try closing the editor, restarting the editor and then opening your map again - then it should technically work because the models will be loaded once again. If you follow all steps of the light sources tutorial on the weu homepage it will definitely work (there's also a sample map for every tutorial available). |
| 03-30-2004, 05:19 PM | #27 |
That's is really cool that Heavy Locker features will be added to WU. It will pretty much make it the ultimated editor out there. Better than Blizzards. Here're few things.. 1) I locked a campaign file (.W3N) with music and edited maps with default editor using Heavy Locker. When I opened the protected file in the campaign editor, there were no imported files visible. So no one could rip that. That means that Heavy Locker does what I want, protecting the campaign file and making the imported files invisible to the user. Now that's what I really want. Considering the fact that heavy locker already has this features, you only have to tweak it and make it better :) My hopes are on you now... :D ______ 2 Also, can you implement a Warcraft Text Color Editor too That would make our lives much less complicated. I hate opening the programs for color and all everytime. Just implement it please :D ___________ 3) Implement the Warcraft Enhancer inside WU, so that there is no need to open both seperately. ___________ 4) Make the maps made in current version of WU compatible with the future versions. (yup we need that) _________ 5 Interface icons feature is really a blessing. Maybe you can add a feature of creating blank .TGA 24-bit loading screen files. I hate to edit the old files in photoshop everytime I need to make a loading screen. It is also risky, cause I might end up saving the file over another. So blank TGA images of same dimensions as specified for loading screens would be another blessing :) So some new features you might add > - .W3N protection that makes the files imported invisible to the user (a must, a must) - Text Color Editor (a plus point) - Implementing Warcraft Enhancer inside the WU (a tab to the file or some link) - Make current version edited maps compatible with future version (must) - A blank .TGA loading screens generator like Interface Icons feature (really cool) I am spending this time to write all this cause I really love this editor. I used to think that default editor is the best, but WU changed the thinking in a day. :) I hope it's not too much I am asking for (just add the .w3n protection :D) |
| 03-30-2004, 06:51 PM | #28 | |
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1) That protection thingy is no problem 2) Color Editor: still not quite sure what this should do (generate the FFCC00 values and such?) 3) simply not possible (I can't hack the editor in that way) 4) actually a good idea if it doesnt increase the size of the download too much (still there is the problem which size the blank pattern should have because WEU in the latest version supports sizes from 256 x 256 over 512 x 512 and 1024 x 1024 to 1024 x 768 for loading screens) |
| 03-30-2004, 09:21 PM | #29 |
Dark_Baron_Prot had made an excellent utility Color Template for Warcraft 3 color Text Yes I meant code like this > |cFFFF0000desmasic|r I don't understand what u said in the 4) part :-/ |
| 03-31-2004, 05:12 AM | #30 | |
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In WEU you can make loading screens 256 x 256 pixels, 512 x 512, 1024 x 1024 or 1024 x 768. Which size should the template have? |
