| 01-23-2003, 10:18 PM | #1 |
Will it harm anything or make anything unstable? The max is 1.2 (120%), will it work fine in a map without importing or does the doodad.slk still have to be there? I'm thinking about playing online with it, but I don't know how it would work. Without importing the doodad slk file will it work on bnet? |
| 01-23-2003, 11:01 PM | #2 |
If you make changes to scaleing for the editor i dont think you need to import the doodads.slk. But if you change pathing, fixed rotation, and other things like that, you will need to import the file. And yes importing the doodads file will work on bnet. I use it in HeroQuest part1, i removed pathing on quite a few doodads and allowed rescaling of some doodads that you coudlnt before |
| 01-23-2003, 11:21 PM | #3 |
no problems with normal max scalings but anywon know about the UMSWE and scaling to 1000 does that work properly without importing? |
| 01-24-2003, 12:36 AM | #4 |
lol, you scaled something to 1000? Well, I'm guessing that even UMSWE has a certain limit when it comes to scaling doodads, either that or war 3 does. |
| 01-29-2003, 02:31 PM | #5 |
Guest | Why I have changed the scale of some doodads in map editor, but during the testing , all things became back to the normal size ? |
| 01-29-2003, 03:52 PM | #6 | |
Quote:
2. you have to import doodads.slk for the insane scales to work |
| 02-03-2003, 07:17 AM | #7 |
Guest | Sorry, I have a stupid question --- how to import doodads.slk ??? |
| 02-03-2003, 12:06 PM | #8 |
need a MPQ edit program and drop it into Doodads\Doodads.slk |
