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Walkable human walls - download + criticism here...

03-26-2004, 03:10 PM#16
Mozared
alright they aren't attached good, i just got them in my map now, and can't get them to work furthermore...

Mozared
03-26-2004, 03:13 PM#17
tha_chump
see in the pic - the 4 different pieces.

for lordaeron horizontal walls there are 5 variations - you need to replace 4 of these with the human walls - the paths are in the readme

This is just a simple import proceedure - Maybe I messed up - has anyone else imported the 4 different pieces?

anyhow, once they are imported you need to make 4 custom destructables based on the lordaeron horizontal wall - edit the stats as described in the readme - so that each individual piece of human wall has it's own custom doodad

for each one you have to link it to it's appropriate pathing - simply go to it's pathing texture in the object stats and make sure it's set to the second option (imported) and the correct texture - eg. for the main wall it should be humanwall.tga

then, if this is all done, place some main wall doodads - switch the variation of each to 0 - and you should have all mainwall - that can be placed together

place some gapwall and set each variation to 1 and they should all be gap wall which fits alongside the main wall - and so on for the rest
03-26-2004, 03:18 PM#18
Mozared
Quote:
Originally Posted by tha_chump
see in the pic - the 4 different pieces.

for lordaeron horizontal walls there are 5 variations - you need to replace 4 of these with the human walls - the paths are in the readme

This is just a simple import proceedure - Maybe I messed up - has anyone else imported the 4 different pieces?

anyhow, once they are imported you need to make 4 custom destructables based on the lordaeron horizontal wall - edit the stats as described in the readme - so that each individual piece of human wall has it's own custom doodad

for each one you have to link it to it's appropriate pathing - simply go to it's pathing texture in the object stats and make sure it's set to the second option (imported) and the correct texture - eg. for the main wall it should be humanwall.tga

then, if this is all done, place some main wall doodads - switch the variation of each to 0 - and you should have all mainwall - that can be placed together

place some gapwall and set each variation to 1 and they should all be gap wall which fits alongside the main wall - and so on for the rest

i'm attaching them now...

so if i get it right, you just place 5 pieces, and then change some to normal wall, 1 to steps, and a few to holes, as you like?

Mozared
03-26-2004, 03:30 PM#19
Mozared
see in the pic - the 4 different pieces.

for lordaeron horizontal walls there are 5 variations - you need to replace 4 of these with the human walls - the paths are in the readme

This is just a simple import proceedure - Maybe I messed up - has anyone else imported the 4 different pieces?

anyhow, once they are imported you need to make 4 custom destructables based on the lordaeron horizontal wall - edit the stats as described in the readme - so that each individual piece of human wall has it's own custom doodad

>>>Alright, so far i've done this.

for each one you have to link it to it's appropriate pathing - simply go to it's pathing texture in the object stats and make sure it's set to the second option (imported) and the correct texture - eg. for the main wall it should be humanwall.tga
>>> i'm not 100% sure if i've done this, do the TGA files also need a custom path or not? i DONT have humanwall.tga or else, i only have things like "war3mapImported\StoneWall00.tga", "war3mapImported\StoneWall02.tga".

then, if this is all done, place some main wall doodads - switch the variation of each to 0 - and you should have all mainwall - that can be placed together >>>so, i should place only main wall and then switch to the pieces i need, and do NOT change the "model file - variations" value?

place some gapwall and set each variation to 1 and they should all be gap wall which fits alongside the main wall - and so on for the rest.
>>>oh i think i'm getting it here, so i should then place steps and make variation 3 for steps, and ends and variation 4 for the end pieces.

Also i wanted to ask: you've described how to turn your walls, but i can't alter the rotation by double clicking on something...

Mozared
03-26-2004, 06:09 PM#20
tha_chump
Yeah, you've got it re. the variations

with the pathing textures all you need to do is import them - their names don't matter - you just need each custom model doodad to have the right one as it's pathing texture - when you go to pathing textures in the object editor and open up the imported textures - you should see a list of all imported textures - just select the right on.

rotation - if you've set the default rotation of each custom doodad to -1 (in the object editor) you should get the rotation option when you double click on the doodad on the map space - then you can switch it to 0,90,180,270
03-26-2004, 07:25 PM#21
Mozared
Quote:
Originally Posted by tha_chump
Yeah, you've got it re. the variations

with the pathing textures all you need to do is import them - their names don't matter - you just need each custom model doodad to have the right one as it's pathing texture - when you go to pathing textures in the object editor and open up the imported textures - you should see a list of all imported textures - just select the right on.

rotation - if you've set the default rotation of each custom doodad to -1 (in the object editor) you should get the rotation option when you double click on the doodad on the map space - then you can switch it to 0,90,180,270

all fine now, exept the wall "end" thingey, it has no model/tga file. i mean i attached it's model but it just displays like there is none...

Mozared
03-26-2004, 07:31 PM#22
Mozared
What i said above still counts, just want to say i found out something. the variations don't matter as long as you change the MODEL to the appliciable one, if you put the dunnowhatitscalled to -1.00 and you altered to model, you WILL be able to rotate it, and do NOT need to search for the good variation. i'm not 100% sure, maybe the variations count a bit, cause i have them changed now though. i'm not gonna try because i finally got 3/4 of them all to work...

Mozared
03-26-2004, 08:13 PM#23
Mozared
Ok, they all work now, thank you, they're good.

Mozared
03-27-2004, 04:03 AM#24
tha_chump
I just realised that since I changed the pathing texture of the steps they don't fit up against the wall gap like they used to... When I do diagonals etc. I'll fix this...

any other bugs?
03-27-2004, 09:15 AM#25
Mozared
Quote:
Originally Posted by tha_chump
I just realised that since I changed the pathing texture of the steps they don't fit up against the wall gap like they used to... When I do diagonals etc. I'll fix this...

any other bugs?

you might want to alter your readme with what i've said, now you just place normal wall and pick a variation. what i did you just pick the custom doodad named "steps" for the steps. and "gapped wall" for gapped wall. etc...

Mozared
03-27-2004, 06:07 PM#26
Aptx4869
Thats like real cool
03-27-2004, 07:14 PM#27
THEGUY
Ok, well... im not sure if this is a bug, or i just did something wrong. But anyway, i imported the stuff following the readme exactly, i did not bother with the changing of the variations (i could not set it to 0, as it stated in the readme). Anyway i placed them down and tested it out. while in the game the wall seemed to work fine, i could walk up stairs and stuff and not fall off except for the areas that were gap wall or whatever. When i saw this it pissed me off and i realized that those gaps were ment for stairs. So i closed of wc3 and began to remove those gap areas in the wall and replace with main wall or whatever. As i did this a message appeard and said cannot load pathing bla bla bla. Now all the walls can rotate freely and pass through each other. Just wanted to know wtf this is about, and if you or anyone else knows how to fix.
03-27-2004, 07:24 PM#28
Falitian
Well if u canceled out the fixed rotation and set it zero it won't be walkable and also won't be set to be either horizantal or vertical. If you wanted this you could get a large variation of daigonal walls but they shouldn't end up being walkable. thus destroying the purpose of these models. To fix it you should reload the models and get the correct paths and that should fix it.
03-27-2004, 07:42 PM#29
THEGUY
well, im done toying with it, if its not too much trouble... can post a map with the walls already implemented. This would be greatly appreciated.
03-27-2004, 07:53 PM#30
Mozared
Quote:
Originally Posted by THEGUY
well, im done toying with it, if its not too much trouble... can post a map with the walls already implemented. This would be greatly appreciated.

i would but i imprted them in a personal map... i'l try later...