| 02-20-2009, 06:50 PM | #2 |
Get UI\WorldEditData.txt from the mpq and add your model paths to the ExtraModels section. Then add the file to your custom mpq. |
| 02-23-2009, 10:04 PM | #3 |
You're my hero! It worked :) |
| 02-26-2009, 07:55 PM | #4 |
I got one question. Is it possible to do this with the NewGen World Editor? I tried but it just gave me an error. |
| 02-26-2009, 09:45 PM | #5 | |
Quote:
Yes, this is an easy task with NewGen. The UMSWE module of NewGen already does that for the hidden icons and models. It uses a lua script to generate the entries and loadmpq to inject the files into the editor. |
| 02-27-2009, 04:01 PM | #6 |
Im not sure if I asked the question correctly. I wantto make a map with its own MPQ archive. So everthing will be imported to the MPQ archive, and the map can read the MPQ. But when im working in WE newgen, I also want it to be able to read the MPQ, so I can use my custom models in the editor. How can I do this? If its possible, please describe it for every single detail. English is a hard leaunges for me, so often I misunderstand things. Thanks you very much for helping:D |
| 02-27-2009, 05:15 PM | #7 |
I'm a huge noob at this, but so far as I know, you can't make a map with it's own MPQ. You can replace on of the 4 existing MPQs (waay inside the "Warcraft 3" program files Folder) with a Custom MPQ full of your models, and it should work (check out the Ominous Horizons mod for an example) inside the World Editor to just select them like you have picture above. Meh? |
| 06-23-2009, 09:06 AM | #8 | |
Quote:
There are 4 .mpq's that wc3 uses. (Necro xD) |
