| 01-23-2003, 10:51 PM | #1 |
I know what it is, I just dont know where/how to use it. Can someone tell me? |
| 01-24-2003, 05:45 PM | #2 |
Hello? |
| 01-24-2003, 06:03 PM | #3 |
Guest | Using Zepir's map editor, you activate both the pathing toolbar (little icon up top with some footprints) and the pathing view (depressable button top-right near doodads, level, tiles, etc.) On the toolbar select what you're painting by depressing the various buttons until you get what you want. No-walk, walk, build, no-build, no-fly, etc. Now paint! :) If you need more advice, let me know. Take care. |
| 01-24-2003, 08:23 PM | #4 |
Is there a way do it in regular WE? and 1 question about zephirs, will stuff changed in there work in WE when you put it in? also can pathing be done with invisible doodads? |
| 01-24-2003, 08:43 PM | #5 |
Guest | No way to "paint" pathmaps in the regular WE, no. Not that I'm aware of. You can put down doodads, then sink them into the ground, but that's sort of inefficient. If you open a map in the WE it will wipe any existing pathmap. What I do is finish the terrain in the WE and save. I then open the map in Zepir's and pain the pathmap that I want. Next I save and open the map with an MPQ editor and extract the war3map.wpm. I call it the wippem file. Heh. Wippem, wippem good! *crack* I save the wippem and use it to import into my map every time I then make a change in the WE. If you need clarification, let me know. Care. |
| 01-24-2003, 11:03 PM | #6 |
I think I understand, aslong as I dont change the terrain when I modify my map again I can just import the "Wippem" file and the pathing will be automatically used? Also when I paint pathing, do I have to use both CAN WALK and CANT WALK or can I just set barriers for cant walk places? |
| 01-25-2003, 02:15 AM | #7 |
I did lots of pathing in Zepir's after it crashing on me twice (GRRR) and all my files in the MPQ looks something like: ~unknowns\unknown_00000004 ~unknowns\unknown_00000005b stuff liek that, so uhh what the hell? |
| 01-25-2003, 01:37 PM | #8 |
Heaven can you explain that? |
| 01-25-2003, 02:16 PM | #9 |
Guest | It depends on what mpq editor you have used. If you use mpq2k, stick to that, if you use winmpq, stick to that. Dunno what mpq-editor Zephir's is using, but try mpq2k and see if that works for you. |
| 01-26-2003, 08:15 PM | #10 |
well I use winMPQ and its really the only one thats trust worthy, you think the MPQ veiwer is the problem? |
| 01-31-2003, 09:08 AM | #11 | |
Guest | This is a copy of a post i made on www.umsmaps.com: Quote:
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| 01-31-2003, 08:51 PM | #12 |
Well thats stupid, is there no other way? Zepir, get on that and fix it. PS: If it saves all files as unkowns how does war3 read it?? |
| 01-31-2003, 10:26 PM | #13 |
Use the shaded boundarys that are built into Wc3 and there is a trigger: Cinimatic - Turn off Boundary Shading Although i never tested it, i think that should work for what you need to do |
| 01-31-2003, 11:00 PM | #14 |
thats a good idea, BUT, I have made custom ramps that are at the "wrong angle" for war3 to read, so I need to modify it so you can walk up them. |
| 02-07-2003, 09:15 AM | #15 |
Guest | Extrarius suggested that importing a listfile to the Zepir-save-map should also fix the problem. Zepir's editor does not save this file. Include this file with an mpq and you're good to go. |
