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Import Editor Blues

06-09-2008, 05:16 PM#1
Kyrbi0
Ok, so my Import Editor is wacked. I don't understand it, and it's failing to work consistently.

In this section, I imported a model from a custom campaign I downloaded; the paths I used are the same as the original creator used (I believe), as well as the skin. But for some reason, it had me "create" all new file paths (Units\Trolls\Skullsplinter\Skullsplinter.mdx)!

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Whereas up here, I downloaded some custom models (Wc3Campaigns + Hive Workshop, no custom textures), and just by deleted "war3mapimported\", it worked!

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(But for a custom model that used custom textures, it worked on some things but failed on others. I import everything (models first, textures last), remove "war3mapimported\" from the models, then input the fail file path (that I found through using Wc3Viewer). Using the file path from Viewer worked for the first couple, but failed on that last few. No clue why.)

Ok, but also down here, many of the really old models (special fx) I have imported from various sources only works if I leave "war3mapimported\" in. Heke?

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Oh, and two more things:
- I was wondering about importing hero glow models. I have two imported, and they seem to serve different purposes... But what do I really need?
- What is this 0 kb "global dummy model" I keep finding in the hero contest test maps? It seems helpful, but I don't know what for, since dummy casters can just be set to "none.mdl"...
06-09-2008, 05:46 PM#2
moyack
It seems you're having problems with model paths, in order to see the correct ones, you could use Magos, open the model with it, and in the window menu, select texture manager, it will show you a list with the paths used by the model you're viewing.

About hero glows, probably you would need them if you want to give to a normal unit a hero appearance, but if it's not the case, then they're not needed.

The dummy model offers an advantage when you need to make units as missiles, this dummy model allows the attach effect much better.
06-09-2008, 06:01 PM#3
Kyrbi0
Darn, need Magos, eh? Well, I actually made a similar topic to this, asking whether I should get Magos or Oinkerwinkle (or something else), so if you have any further comments, I'd ask you to direct it there.

I definitely need the hero glow; I just don't know if I need two, or how they're different.

And for the dummy model... Ok, I don't know how to say this, but I'll try.
The reason (I don't think) that would work, is because the "selection mode" for the "Art-Model File" of a spell (like the missile) is a drop-down list box, filled only with existing units/buildings/doodads/destructibles/etc. If it was instead that big text box with the full icons of units (not sure if I'm making any sense, here), then you could pick custom units to use as projectile art-thingies.

If I'm missing something, tell me; otherwise, I fail to see how that could be useful in cool effect stuff (although having a dummy unit with any model you want, plus streamer attachments does sound neat).
06-09-2008, 06:46 PM#4
moyack
Well, you have 2 options:
  • Create different dummy units with different models or...
  • Have one universal dummy unit, which you set the model via adding effect to that unit.

Since the triggering point of view the second is the most desirable. Additionally it offers other advantage: you can add, change and /or remove the model ingame, which is very useful.
06-09-2008, 07:19 PM#5
Kyrbi0
I still don't get it. I can't use a custom unit as a missile effect; only the existing units. And as this is supposed to be melee-compatible, I can't afford to use some "barely used" model as the effect.

Oh wait, are you talking about, like, JASS triggering? Because then, you could just use "create unit" and "order unit to move to X location" functions to make the custom unit (with the appropriately attached sfx) and have him fly at the enemy, simulating a projectile art... Be that what thou art referring to?
06-09-2008, 07:21 PM#6
moyack
Quote:
Originally Posted by Kyrbi0
Oh wait, are you talking about, like, JASS triggering? Because then, you could just use "create unit" and "order unit to move to X location" functions to make the custom unit (with the appropriately attached sfx) and have him fly at the enemy, simulating a projectile art... Be that what thou art referring to?
exactly
06-09-2008, 07:41 PM#7
Kyrbi0
Ah. So since I can't/don't do that, then the dummy model isn't so useful for me, eh? :P
06-10-2008, 04:07 AM#8
Kyrbi0
EDIT: I've figured out how to get most of the custom models to work; turns out you guys were right; it's all about the skin path; the model can often just remain as "war3mapimported\". Booyah.
06-14-2008, 05:59 AM#9
Pyrogasm
The model does not matter at all. ONLY textures matter. Really.
06-14-2008, 03:44 PM#10
Kyrbi0
That's counterintuitive. But ok.

Hey, on a side-note; how do I find the "texture path" in a custom model? I've changed it to an .mdl, and opened it with notepad... But it's not in the same place as in a normal model.
06-14-2008, 04:00 PM#11
Rao Dao Zao
It's not counterintuitive at all: the texture path(s) are "hard-coded" into the model, while the unit editor can be aligned to whatever path you want when it accesses the model.