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.:FyreDaug's TFTWE Download:.

07-09-2003, 09:04 PM#46
Magias
Quote:
Originally posted by FyreDaug
A prerelease of 1.0beta is out. Check the top post.


When it says the limits for not saving it still there does that mean that you can't save in 1.0 beta prereleas?
07-09-2003, 09:13 PM#47
Guest
Nope still seems to ignore it in game... all I should have to do is make sure they are TerrainArt\CliffTypes.slk, TerrainArt\Terrain.slk, TerrainArt\Water.slk inside the map right?
I just don't know why it seems to be ignoring them... does it not work in a .w3x file? When I save a map for the expansion in zepir's editor I am supposed to save it as a .w3x file right?(I mean that works correctly with his editor which is a bit out of date?)

Edit addition: When I overwrite the main War3x.mpq with your CliffTypes.slk it of course works fine, but that won't let anyone else on b.net see it. So I am importing it correctly, and it is looking in the main mpqs. So my problem defintely has to do with it ignoring the map's imports.
07-09-2003, 09:32 PM#48
FyreDaug
Toth, no get 8.5b which has TFT support.

Magais, you can save, there just isn't WE No Limits implemented.
07-10-2003, 12:23 AM#49
FyreDaug
589.21 megs of TFTWE downloaded so far!
07-10-2003, 01:05 AM#50
Guest
Ahh I actually have 8.5b already so that isnt it then. Am I supposed to let zepir's editor save it as .w3m and then try to convert it? Or can I do what I have been doing, save the file from zep's editor as .w3x?

Just out of curiosity... since it works for you. To get the extra textures to show up in game, did you have to import the CliffTypes.slk into your map? And if so is that all you imported? Sorry just trying to figure out what I am doing wrong at this point... doesn't seem like there is anything.emote_confused
07-10-2003, 01:48 AM#51
FyreDaug
Don't save it as .w3x, same as .w3m, then when you save from inside WE again it will automatically save as .w3x.
07-10-2003, 01:55 AM#52
Guest
Ahh ok thanks.

Well I figured out that I can affect most slk files and import them into the map and they read correctly such as the Units\AbilityData.slk , but any changes I make to TerrainArt\CliffTypes.slk or TerrainArt\Terrain.slk does absolutely nothing if I import. Literally zero.... I have no idea why it just doesn't read them.
07-10-2003, 02:00 AM#53
FyreDaug
I don't know what to tell you, it works for me.
07-10-2003, 02:18 AM#54
Mech_1000
Does this add an easy to use spell editor? So you can have a hero get to level 50, and spells go up to level 13 and stuff?

Does it make it so that you have to type in what things look like for units... that annoying unit/undead/this/that/gargoryal
like ive seen in any other editor i tried to use....(same basic thing for attack types and stuff)
07-10-2003, 02:41 AM#55
Guest
Oh well. I apperciate the help.

I will tell you though I reinstalled warcaft 3 getting rid of everything and starting a new. When trying to add the CliffTypes.slk file to unpatched regular wc3 roc, I can get it to work PERFECTLY. The cliffs show up in the game just fine.

So you must have done something pretty different to get it to work, because I can't figure out a reason why it works in RoC but not in TFT. It also doesn't work if I just patch RoC to 1.10. Could you tell me since it works for you, wether you have imported the TerrainArt\CliffTypes.slk file into the map? Or is it working in game even if the file is just in you wc3 directory? How much have you imported into a map that has these working cliffs?
07-10-2003, 05:02 AM#56
dataangel
BUG: I can't set the minimum movement speed above 25, but the default for the game is 150 :P
07-10-2003, 07:45 PM#57
FyreDaug
Toth, I don't know what to tell you...

Data: I'm on it.
07-11-2003, 06:13 PM#58
FyreDaug
Bump
07-13-2003, 09:59 AM#59
Bl4ck1E
Bump and I wanted to thank you for this great editor :D
07-13-2003, 05:23 PM#60
FyreDaug
No problem, glad to hear some feedback! :D