| 03-27-2004, 09:25 PM | #31 |
You should put them already imported into a map, that would help out some of us :p. |
| 03-27-2004, 10:42 PM | #32 |
ok, here's a map... - look at the custom destructables also, I've figured out how best to explain it... when you create the 4 custom destructables - you are creating each one for a different pathing texture... each pathing texture (main wall, steps etc.) can use any variation but will only fit it's appropriate model... here's a diagram of the pathing maps.... |
| 03-27-2004, 10:50 PM | #33 |
Elaborate plz. Where do u get the different pathing textures. Or are those the walls models? And so we set the variations 2 0 because of w/e ever u just said? And whats a pthing map? |
| 03-27-2004, 11:25 PM | #34 |
It was only recently when Cookie brought it up that people started talking about and making pathing maps... in my map you'll see that there are 4 .mdxs and 4 .tgas - pathing textures are tiny tgas consisting of blue/pink etc. which determine which parts of a model are walkable, not walkable, not flyable etc. To make my models work best I made my own pathing maps (so that you wouldn't need to use pathing blockers to stop people walking off walls) to get a model to use a pathing map you simply need to switch it in the object editor - check the custom destructables in my map to see how this works.... Each model I made now has a corresponding pathing map - you can see at the bottom of the picture the pathing footprints - these will rotate as you rotate the model - once you have made 4 custom doodads for each of the pathing textures you just need to make sure you match it up with the correct type of wall... check the map... |
| 03-28-2004, 07:24 AM | #35 |
About the pathing: is it essential to path them to Doodads\LordaeronSummer\Terrain\StoneWall0\StoneWall0x.mdx or will any (consequent) path ending in StoneWall0\StoneWall0x.mdx do? (Basicly, my interest is whether it has to do with the location in the mpq where a doodad is pathed for it to be accepted as a walkable doodad, or if any doodad can be made walkable.. I could just check in the editor of course, would it not be the case that when trying to reinstall wcIII yesterday, I found out my reign of chaos cd got damaged somehow and I'll have to go and buy a new copy first) But nice. Definitly. Oh, and are they destructible by the way? Like, can they be destroyed with siege fire? I assume that would bring more complex pathing problems with it of course, but would be cool though.. like in the old warcraft games, having to blow yourself through walls before getting to the base.. I miss that it wcIII. Walls rule. When I have children, I'll teach them that when they see a wall, they'll go "yay!" and make a happy-dance. |
| 03-28-2004, 10:49 AM | #36 |
Hooorray! Cheers! Excellent work... almost ^_^ The only things I can complain on (except for the lack of diagonals, which I've heard you're already on) is that the step-thing don't match up even with the gap-thingie, and that the gap-section don't blend very well with the ordinary wall-section. But that's survivable... Very well done, and a greeeaaat THANK-YOU! from all people who've ever come across the need for walkable walls! Btw: I recomend you to add alittle editor-suffix to each of the walls so that you know which variation you're supposed to use for each, will save you some frustration and time |
| 03-28-2004, 11:09 AM | #37 |
I used this need work to make helms deep II :D I'm making a castle for one of my own maps which looks pretty similar to helms deep, these walls are exeptionally excellent for it... Mozared |
| 03-28-2004, 01:21 PM | #38 |
Looking good! If i use this for my map, uhm, who should i give credit to? The Chump or Whitehorn? |
| 03-28-2004, 03:30 PM | #39 |
ha, that was just a joke, the only random name I could think of - but you probably give credit to cookie/xaran alames/mmad and tufy for helping explain how to do it but I don't think anyone really cares about credit |
| 03-28-2004, 03:41 PM | #40 | |||
Quote:
doodads can have a different death pathing - so it would not be too difficult to add a death animation that, for example, leaves a gaping hole in the middle that units can walk through. But to make it decent I'd need to use partcle emmiters and things - and I probably don't have time... Quote:
I might fix the steps pathing - It used to fit correctly but I slightly altered it and now it doesn't - putting steps against the wall end was an after though - I could make some more steps that fit but didn't think it was a big deal --- getting the unwrap to match with the gap and main wall should be easy enough... I'll fix that Quote:
the pathing tgas don't need any 'location path' - check the map re. this |
| 03-28-2004, 06:13 PM | #41 |
BEAutifull... Very nice. Just what we needed... really. |
| 03-29-2004, 09:13 PM | #42 |
Very nice job man! This is exactly what warcraft needs. You are going to see these in SO many maps. Excellent job. You deserve an award. |
| 03-31-2004, 06:38 PM | #43 |
CHUMP! can we get a diagnol? that'd be so cool! and for everyone else who thought they were HUGE you can shape em down, and i'm trying to create my own tgas for the pathing, but what are the colors used for the blue and pink? (i mean the numbers for RGB plz for each) |
| 03-31-2004, 08:16 PM | #44 |
This is awesome! You (and whitehorn) are my hero! The city of Wartorn will have its city walls all right! Addons would be: A proper gate... preferably so you walk through a building Guard towers that fit the theme :P Diagonal walls Death animations with gaps :) -not that I need those, but it would be nice for other maps- construction blocks that can be used to build bigger towers. Like, 1 with no parapet, 1 with a parapet so it can be rotated and one with a parapet half way round for corners. Maybe connexion points to walls would be necessary as well. Very well done indeed! Btw, Lords of the Realm II mod anyone? ^_^ Nah; I've tried making a start on something like that just for a bit of triggering experience... getting the seasons to look properly is near-impossible unless you can somehow replace every tile and most doodads with different versions every turn :P The distributing of villagers over different tasks was sort of taking shape, just not the production part, only the distribution. Corn/Cows/Fields is a bit of a bugger too :P |
| 03-31-2004, 08:19 PM | #45 |
Very nice. I can't think of a single thing wrong with them. |
