| 06-09-2008, 05:46 PM | #2 |
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 |
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 |
Well, you have 2 options:
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 |
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 | |
Quote:
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| 06-09-2008, 07:41 PM | #7 |
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 |
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 |
The model does not matter at all. ONLY textures matter. Really. |
| 06-14-2008, 03:44 PM | #10 |
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 |
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. |
