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.:FyreDaug's TFTWE Download:.

07-05-2003, 04:23 AM#31
Duh
Thats weird, I can already see them using the normal editor.
07-06-2003, 08:19 PM#32
werd
i got lazy and made a random name :)

ok well anyhow where can i get Zepirs editor?
07-08-2003, 04:45 AM#33
Guest
Hey Fyredaug I love this mod; however, I can't seem to get more then 2 cliff tiles. I also have zepir's editor 8.5b. If I change the master tile set it of course switches the cliff tiles, but If I try to add more four letter codes it either doesn't add them at all in your vesion of the TFTWE, or if lets say I have 3 cliffs added such as lordaeron summer dirt cliff , lordaeron summer grass cliff, and then cityscape dirt cliff, then if I try to use cityscape dirt cliff, it shows up correctly in the editor but when I go to test the map it seems to overwrite the cliff with the lordaeron dirt cliff, except the bordering texture is the correct cityscape dirt texture. I don't know if I am missing something but It continually uses the base two cliff textures for the tileset and ignores all else.emote_confused
07-08-2003, 02:33 PM#34
Chicken_Soup
FyreDaug, I too have some problems. Either something of mine is screwed up, or I can't get the strings to some models. The Dalaran towers, most of the archways, and a couple other thing aren't showing up. So is this a fault on your part?
07-08-2003, 04:54 PM#35
Dragon
Will Zepir's editor work on TFTWE? Has he released a new version for TFT? Is there anyway I can get it to work if it won't normally and theres no new version?
07-08-2003, 04:59 PM#36
FyreDaug
About the cliffs, I should have said this more clearly I guess.
1) Save a map in TFTWE at whatever size, and make sure you set the tileset to CUSTOM.
2) Open the saved map in Zepir's editor
3) **You need to have the base tile in order for the cliffs to work, IE you need Lordaeron Summer Dirt, for a Lordaeron Summer Dirt Cliff to show up in TFTWE.
4) Save the map.
5) Open up in TFTWE

Chicken_Soup, what do you mean? Which strings aren't showing up?

ThePersonThing, download Zepir's editor 8.5b or something, it allows you to open .w3x
07-08-2003, 11:17 PM#37
Guest
Thanks for replying Fyre. I followed exactly what you said. Made sure I added both the base cliff tile in the ground tilesets string in zepir's editor and also adding the proper four letter cliff code in the cliff tilesets. As before in your TFTWE it shows the extra cliff just fine when I edit the map. However, when I test the map in game, it replaces the new cliff type's textures with one of the two base ones. In fact it does so to the point that if I start with Lordearon summer as the main tileset, and then add the two cityscape cliff types in, it will always ALWAYS overwrite the cityscape tiled cliff texture with the lordearon grass cliff texture, and the cityscape dirt cliff texture with the lordearon dirt cliff texture. No matter what order I put them in inside the zepir editor, it always overwrites the textures in game like that. The cliff shapes remain just fine. As I said they do show up fine in the editor though. Any ideas?
07-08-2003, 11:32 PM#38
FyreDaug
You will have to import TerrainArt\CliffTypes.slk (that should be the only file)
07-09-2003, 07:26 AM#39
Guest
Sorry about this, not trying to be a bother...

I tried importing it with Winmpq. It shows the slk file fine under TerrainArt\CliffTypes.slk with all the correct values you put in. It however, doesnt seem to change anything. I even altered some values in the slk like changing the base tile of cityscape square tile cliff to lorderon summer dirt instead of cityscape squae tile which should have changed it in my map but it didn't seem to do anything at all. This confuses me a lot as I am almost sure I am importing it right. It just doesn't seem to recognize the slk file wether it is in wc3 dir or imported into the map. Not sure if you have any more suggestions but I would apperciate if you knew any emote_confused
07-09-2003, 03:14 PM#40
Chicken_Soup
Ok, so I was making a couple custom doodads with no pathing to make a weird lookin building (see screenshot. It's WIP). I used the two Dalaran towers as my model (It was put in structures) and tried to use them, but it said it could not find the model. See the arches in the picture (maybe I shoulda turned the fog off...)? I can't make em close together cuz it won't let me ignore pathing, so I tried to make my own arch with different pathing, but it didn't work either.
Another thing. The TFTWE screwed me on something, there's no a 3/4 of a second wait until it raises or lowers a doodad. Only problem is, half the time I can't do it. I'd lower a tree, then 3 seconds later, I couldn't lower another. It's pissing me off. But when I warthed Heart of Evil, VooDoo's cinematic, I opened up the map I was wroking on, and I noticed that the tavern and the city which were inlarged a bit, came up as the regulard size. But the docks with the lighthouses, which were inlarged too, came up perfect. The city was the arcane observatory and Viloet Citadel, the Tavern was the neutral hero tavern, and the docks were piers with a human shipyard. Can someone help me here?
07-09-2003, 05:08 PM#41
Ari
You ought to consider changing the name. The convention in this forum seems to be calling the version of WE that ships with TFT, the "TFTWE."
07-09-2003, 05:33 PM#42
FyreDaug
It doesn't really matter, it is just a mod of TFTWE, hence FyreDaug's TFTWE. It's just a name...
07-09-2003, 07:25 PM#43
FyreDaug
A prerelease of 1.0beta is out. Check the top post.
07-09-2003, 08:15 PM#44
Guest
Well after screwing around with the editor a lot I have concluded that I either don't know how to import things with TFT (which I find unlikely at this point), or it simply will not recognize any changes to the terrain or clifftypes slk files when imported into a map. I have them in the right internal folders, but no matter what changes I make to them, when I import them those changes are ignored. If I change them inside the warcraft3\TerrainArt folder where they were installed, then those changes are recognized. For istance if I make rock unbuildable there, then it reflects in the editor and in game just fine. However, if I import it into the map and make changes like making rock buildable, then not only does it get overridden in the editor by the local Terrain.slk(which would make some sense as it looks in local files) but it also gets overridden in game by the local Terrain.slk which makes no sense as I thought the game never looked directly at local files. If I change the name of the local TerrainArt folder to something else, and then import Terrain.slk to the map then it won't recognize it at all, for example once again if I had the field for rock being buildable set to 1, then it would just ignore it and use the warcraft 3 mpq file instead. This is of course why in the editor it can see the new cliff tilesets just fine, but I guess not in game. Since I can't get it to recognize anything in the imported file in the map I can't see it in game. I would apperciate if you knew a workaround or if I am just being stupid and missing something completely here....
07-09-2003, 08:58 PM#45
FyreDaug
Try importing the whole TerrainArt folder.... maybe that will work, because it works for me....