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Walkable human walls - download + criticism here...

03-31-2004, 08:38 PM#46
tha_chump
Quote:
Originally Posted by DarkSeraph
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)

open my tgas - that'll show you the colours - oh, wait a minute then...

check out the ones in the wc3 mpq - there's more pathing colours than those I used...

pink: (non-walkable): red: 255 Blue 255 green 0
blue: (walkable) Red: 0 Blue 255 green 0

and black = nothing
03-31-2004, 11:03 PM#47
DarkSeraph
thank you very much! ^_^ about those diagnols, i bet a lot of people would use them if you made them, if not it's not a big deal, i do understand you'd have to make a whole new set, which would be a pain. thank you again!!!
03-31-2004, 11:56 PM#48
tha_chump
Naw, I've done them - I just need to make some positional alterations -I've also done a 'curve' wall piece that will link a diagonal to a vert/horz

I am mostly trying to finish of my varangian unit at the mo.
04-01-2004, 01:09 AM#49
Hadeniaz
Everythings awesome. Very Nice!
But the funny thing is, we can see top of the walls. wherever we located. What I mean, if an unit is near the wall, we can see the top of wall. That doesn't match up with real height.
04-01-2004, 01:57 AM#50
tha_chump
what do you mean? got a diagram...

there is a problem with clipping because these things are so huge - sections will dissapear when they are near the edge of the map when you don't really want them to

is there anything we can do about this?
04-01-2004, 02:26 AM#51
DarkSeraph
Yeah i was gonna ask if you could make a smaller set. i've been trying to size them down to half size, and halving the pathing too, and it's been... rough... but i've kinda done it, and then all of a sudden my wall model and stair model disapeared, no matter how much i remove and re-import it, and close and open the map, in game it refuses to see them :\

since making diagnols wasn't being enough of a pain in the @$$ i KNOW you're DYING to make those half size, cuz the originals are WAY too big and too out of scale for anythign except a "helms deep" type map. if worst comes to worst i'll just take out the pathing and just put in pathing blockers, i spose i don't really need them to be walkable. thanx again!



and i think what Had is saying is that the fog of war isn't right, if a unit is on the ground next to it the unit can still see who's on top of it. i may be wrong though.
04-01-2004, 02:35 AM#52
tha_chump
oh right, I can't do anything about that... the models and things are 3d but the game is basically 2d - it doesn't spacially recognise the y-axis

size--- well helmsdeep style was the idea - I wanted walls big enough to fight across - use the siege tower model I made and unload men on them - all that full on castle siege stuff

do you want them half size but still walkable? Cause I don't know if that's possible - units would get clogged up on them

I can make some basic walls (like my dalaran ones) using this texture
04-01-2004, 03:22 AM#53
Hadeniaz
DarkSeraph// You're right, :) That's what I was trying to say. I'm kinda suck at English though.
04-01-2004, 05:00 AM#54
DarkSeraph
no prob Had

chump, i got the end peices to be walkable, but my stairs kept disapearing and then eventually my wall started disapearing. and you're right, they probably are too small to be walkable, you might be able to fit units on it, but they wouldn't be able to walk past eachother. it was kinda funny cuz the archer would just jump up on top of the end peice w/o the stairs.

also, just out of curiosity, in the Dalaran mk II Doombringer how do you get archers in those towers?

as for my problem i think i'll wait until you put out the next wall pack, and then just shrink down the models and use my own path blockers.
04-01-2004, 05:32 PM#55
Cookie
Tha_Chump, I advice ya to remove tha the polygons on the par tof the walls you wont see =)
04-01-2004, 09:45 PM#56
tha_chump
Quote:
Originally Posted by DarkSeraph
also, just out of curiosity, in the Dalaran mk II Doombringer how do you get archers in those towers?


that was an editor cheat - I changed their pathing height and set their collision detection low - but it will work in game if you use pathing blockers

cookie- I didn't think of that - I'll change it for the next pack - I'll put in some wall-end tower things - so no one gets caught short...

does it reduce lag noticably, reducing the no. of polys for these?
04-01-2004, 10:30 PM#57
Hadeniaz
I'm trying to figure out the fog of war problem. That's the only thing has to be fixed
04-01-2004, 10:46 PM#58
stuffkikker
Quote:
Originally Posted by tha_chump
... - I'll put in some wall-end tower things - so no one gets caught short...

Just an idea, but i thought it might be cool if you had like tower, which could be entered by certain units (say, archers) and then they would fire missiles like the orc burrow (or whatsitcalled). Then you'd have like archers on the wall shooting down, and it'd gets too hot under their feet, they could climb the towers (you could even give it an increased range, since they fire from a higher ground).
Or so. Just a thought. (I think I just might make such towers for my hobgoblins myself.. hmm..)
04-02-2004, 12:19 AM#59
Hadeniaz
another problem is, Not easy to cast AOE spells on the walls. After we cast the AOE spells, the Area, we targeted, always move backward wherever we targted. For example, when I cast flame strike on the footman, I can see the spell effect at the behind footman and the footman doesn't get damage.

is it cuz of the pathing map?
04-02-2004, 02:16 AM#60
tha_chump
hmmm... I'll look into that

stuffkicker- You can object stat edit to make towers (or anything) work like orc burrows - loading whatever units you want...

But making a specific model that will show units how I think you mean is way beyond my abilities