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UMSWE 3.6!

02-24-2003, 11:52 PM#31
Scio
no my editor doesnt do that, you need another program to lock maps
03-15-2003, 03:23 AM#32
Guest
One thing that you can do (if you are an ***) is make so many regions that when people try to load it, it takes too long and crashes. That happened to me, perhaps the person used 12,000 regions, but I doubt it. :cuss: Generally, people want to edit your map to learn from you, that is what I do all the time.
04-16-2003, 01:35 PM#33
Guest
I clicked on the UMSWE link and uh it did a page cannot be displayed on me....Really want it 2.
04-17-2003, 12:36 AM#34
Guest
UMSMaps is dead. :(


BTW: Scio, what proggy u use to compile the UMSWe? MPQDraft? If so, howd u make it use WE as a base proggy?
04-17-2003, 02:45 AM#35
JollyOven
You can either edit MPQDraft to support war3 or just use the quasi-released ver that has full war3 support, but on many comps cannot build patches for various reasons.
04-20-2003, 11:34 PM#36
SyDemon
Would it be too much to document what the new triggers do, their limitations, etc?

I'm new to UMSWE and I haven't a clue how to use some of the new triggers. (call me stupid)

I just want to be sure that "they are used properly" so that the "bad consequences" would come and haunt me at night

What's GU compatability? How come a trigger event can be "create a timer that is X and expires in X seconds that is X and expires in X seconds?
Ya I've noticed that event repeats the type of timer and the length of it.

I love the UMSWE cos I've had a glimpse of it's power! Please help?
04-21-2003, 05:51 PM#37
Siphon
er wait a second...is this for tft or normal wc3? Cause I used this on normal wc3 and it all bugged out the editer turned t complete shit all garbled and missing stuff much like the mq renaming thing and showed some of my beta units... (dual install) Whats that all about?
04-22-2003, 02:53 PM#38
Panto
Scio, would it be too hard to combine the pop-up menus with the text-entry menus for model and icon selection, etc?

For example, have a combo box with "Enter manually" and "choose from the window" as options. Selecting "enter manually" would allow you to type the path, "choose from window" would pop up the traditional selection windows.

Also, could you do something like add a checkbox to the trigger editor that disabled the UMSWE-specific triggers? I want to use them sometimes, but I'm leary about their incompatibility with the standard editor at other times.

If you implemented these things, I couldn't imagine needing to use the standard editor, and it would help you to consolidate UMSWE into fewer separate .exe's.
04-22-2003, 03:40 PM#39
Phil_123
siphon: it's for warcraft 3. but if you dual installed it fks up. do this to fix it:
1. press start -> run, type regedit, then press enter
2. you should now see a program that's a little bit similar to windows explorer.
3. go to the HKEY_CURRENT_USER\Software\Blizzard Entertainment\WarCraft III\ "directory" (should be called as key)
4. change the InstallPath value to your warcraft 3 installation directory at the right panel
5. change the Program value to your warcraft 3 installation directory, then append "WarCraft III.exe" right at the end of the installation directory at the right panel. (add \ if necessary) example:

if your InstallPath is D:\Games\WarCraft III
you set Program to D:\Games\WarCraft III\WarCraft III.exe

Quote:
Originally posted by Panto
Scio, would it be too hard to combine the pop-up menus with the text-entry menus for model and icon selection, etc?

For example, have a combo box with "Enter manually" and "choose from the window" as options. Selecting "enter manually" would allow you to type the path, "choose from window" would pop up the traditional selection windows.

Also, could you do something like add a checkbox to the trigger editor that disabled the UMSWE-specific triggers? I want to use them sometimes, but I'm leary about their incompatibility with the standard editor at other times.

If you implemented these things, I couldn't imagine needing to use the standard editor, and it would help you to consolidate UMSWE into fewer separate .exe's.
it requires modifing the worldedit.exe, scio would need to learn Assembly to do that, and it would be illegal
04-22-2003, 04:32 PM#40
Dracoss
Are you going to make a TFT version of UMSWE for any of us beta testing TFT?
One with the current patch would rule.
04-24-2003, 05:22 PM#41
Silent K
Is there something that prevents doodads from going above a certain scale? I have scaled some doodads to 200% in the editor and in-game they just revert to their normal scales. What is the point of scaling the doodads up if the change won't hold? Or is this something that is doodad specific? I am trying to scale up gates and arches.
05-04-2003, 04:23 PM#42
Scio
Quote:
Originally posted by Silent K
Is there something that prevents doodads from going above a certain scale? I have scaled some doodads to 200% in the editor and in-game they just revert to their normal scales. What is the point of scaling the doodads up if the change won't hold? Or is this something that is doodad specific? I am trying to scale up gates and arches.


Please read the readme before asking any questions, and see my most recent post about TFT and future versions of UMSWE
05-04-2003, 06:01 PM#43
Silent K
Yeah, I should have been more specific... that was very misleading, I'm sorry.

After importing the files, through AutoImplement OR by hand with WinMPQ, the walls still refuse to scale correctly. The weird thing is, the arches scale correctly. I checked numerous times, the destructabledata.slk is imported correctly, and the scaling values in it are correct. Maybe walls just cannot scale? Are you sure destructabledata is importable?

And how come the autoimplement makes all those "unknown"s? I wish it wouldn't do that.
05-04-2003, 06:35 PM#44
Scio
this is all autoimplament does...

mpq2k.exe a a.w3m Doodads.slk Doodads\Doodads.slk
mpq2k.exe a a.w3m DestructableData.slk Units\DestructableData.slk

so only 2 files are added with it. The unknows are your doing, and I havent tested every doodad to see whcih scale in game, but the ones you can scale in the editor should scale ingame. I disabled some of the parts of the doodad stuff in the 3.5 to prevent such issues with rotations
05-04-2003, 06:55 PM#45
Silent K
No, the unknows are not my doing. I just tested it to make sure: Created a new map named "a", opened with winMPQ. All files are intact. I close and reopen to make sure winMPQ isn't making the changes; it isn't. Place "a" in mpq3k file, run autoimplement. Open with WinMPQ and everything except doodads.slk and destructabledata.slk is "~Unknowns\unknown_000000##" where # is an alphanumeric.

Maybe theres a disparity between the way WinMPQ and mpq2k work, but if the rest of those files aren't changed anyway...?emote_confused