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Creating Floating City's

06-26-2008, 10:24 PM#1
D.V.D
Hello everyone, I've seen some cool terrain like the floating city made by MadseN and I wanted to know how do you make a floating city thats walkable and playable? Im guessing most people just raise a bunch of doodads for their floating city's but how do you make one that units can walk on?
06-27-2008, 10:53 PM#2
Gilles
I guess it's possible, you'd have to use walkable walls. Here's a tutorial.
http://66.7.231.164/showthread.php?t=85356
06-29-2008, 06:03 PM#3
D.V.D
Nice thanks for the tutorial but wouldn't units not be able to walk beneath it because the guys on the island aren't walkable?
06-30-2008, 05:04 PM#4
Here-b-Trollz
You can't have 3D pathing in wc3... there is no 'walk beneath it'.
06-30-2008, 06:01 PM#5
Mc !
I don't really know if this works, but you could try using a dummy doodad and then replace it with triggers when the unit is near it so it could walk on the doodad.
06-30-2008, 06:11 PM#6
Sabertooth_X
Toadcop did something in TcX that allowed 3d pathing, if I'm correct. Unless he just did some fancy trigger work.
06-30-2008, 09:18 PM#7
Here-b-Trollz
Quote:
Originally Posted by Sabertooth_X
Toadcop did something in TcX that allowed 3d pathing, if I'm correct. Unless he just did some fancy trigger work.

The second one. You CAN trigger 3D pathing, but you'd probably want to trigger all your movement then to go along with it.
07-01-2008, 12:27 AM#8
D.V.D
Ok so the units will be able to walk beneath the floating city when a unit is on top of him. Well then thanks for the help, im gonna test this out.
07-01-2008, 08:17 PM#9
Gilles
Toadcop is the only guy I know to ever use 3D pathing. No idea how he did it. Ask him, but he may not tell you.
07-02-2008, 04:10 AM#10
Here-b-Trollz
There are two ways I can think of that toadcop would do 3D pathing. The first one is, he integrated the bridges into his physics system, so that if an object was going to pass through, he'd bounce it instead, or, the second one (simpler), you have a rect for the bridge, and two overlapping side rects, like this:

Code:
LLLOOOOOOOOOOOOORRR
L  O L       R O  R
L  O L       R O  R
L  O L       R O  R
L  O L       R O  R
LLLOOOOOOOOOOOOORRR

If a unit enters the 'O' rect, then, if it is in either 'L' or 'R' when it enters, then you set it's fly height to the bridge's fly height (because the unit entered from high ground), and treat the unit like it's on top of the bridge. Otherwise, you just leave it alone. Then, if the unit leaves the 'O' rect, and it's been flagged as being on the bridge, AND, while exiting, it's not in 'L' or 'R', then you would make the unit fall (because it fell off the bridge).


However, due to the nature of the map toadcop made, I'd guess he used method 1, as it would definitely be much simpler if you've already made a physics engine.
07-02-2008, 09:23 AM#11
Gorman
Quote:
Originally Posted by Here-b-Trollz
There are two ways I can think of that toadcop would do 3D pathing. The first one is, he integrated the bridges into his physics system, so that if an object was going to pass through, he'd bounce it instead, or, the second one (simpler), you have a rect for the bridge, and two overlapping side rects, like this:

Code:
LLLOOOOOOOOOOOOORRR
L  O L       R O  R
L  O L       R O  R
L  O L       R O  R
L  O L       R O  R
LLLOOOOOOOOOOOOORRR

If a unit enters the 'O' rect, then, if it is in either 'L' or 'R' when it enters, then you set it's fly height to the bridge's fly height (because the unit entered from high ground), and treat the unit like it's on top of the bridge. Otherwise, you just leave it alone. Then, if the unit leaves the 'O' rect, and it's been flagged as being on the bridge, AND, while exiting, it's not in 'L' or 'R', then you would make the unit fall (because it fell off the bridge).


However, due to the nature of the map toadcop made, I'd guess he used method 1, as it would definitely be much simpler if you've already made a physics engine.

Ive used this method to create 3d pathing (in a little car racing map XD)
If you want computer players to use it aswell (with thier AI) just add a waygate going from one side of the bridge to ther other, so the computer will try to use it, bcome flying, and cross the bridge. Ofc the way get is invisible and triggered not to work =)
07-02-2008, 02:05 PM#12
D.V.D
Ok ill try it out.
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Want to help make a rpg? Here' a link to one I started:http://www.thehelper.net/forums/showthread.php?t=98663
07-19-2008, 09:02 PM#13
Quetzalcotl
Isn't it easier to just use Invisible Platforms, correct me if I'm wrong
07-19-2008, 09:22 PM#14
Shadow_killer
Quote:
Originally Posted by Quetzalcotl
Isn't it easier to just use Invisible Platforms, correct me if I'm wrong

When you use invisible platforms the units can only walk above them. Not under them. So no.
09-04-2008, 12:54 AM#15
~Void~
Walkable walls suck. You can only resize them evenly, you can't make the x y or z axis any different from the others. Use doodads and invisible platforms ;)