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Rock

02-20-2009, 01:21 AM#1
Drygo
Is it possible to make the Rock terrain Unwalkable so i dont have to place a billion Pathing blockers using WE Unlimited? and i dont want to change my WE like people will recomend.
02-20-2009, 07:23 PM#2
Vexorian
I guess you could use a trigger on map init to pick all the points in the grid and make them unpathable if the tile set is rock.
02-20-2009, 07:59 PM#3
Tide-Arc Ephemera
Overwrite the "Abyss" with the rock tile from Outland and use that... that'd be quite consuming on the file size's end, though.
02-21-2009, 11:42 PM#4
xombie
I'm not sure what the side effects of it are (and it would be nice to know) but you could try and go to UMSWE in JassNewGen and enable it, as well as going to Custom Tile Pathability. Once you're there, find the tile you wish to change the pathability of and you might find yourself satisfied.

Again, I'm not sure of the exact repercussions to this and it would be nice if someone with more experience could share their knowledge.
03-12-2009, 08:50 PM#5
Opossum
//! external PathMapper Lrok 2 | should do what you want for "Lordaeron Summer Rock" (requires Grim Extension Pack/JNGP)

Other tiles:
Hidden information:
Code:
GroupID=L,Lordaeron Summer,104,117,183,0.5
Tile=Ldrt,Lordaeron Summer Dirt,144,100,53,WBF
Tile=Ldro,Lordaeron Summer Rough Dirt,140,96,49,WBF
Tile=Ldrg,Lordaeron Summer Grassy Dirt,104,95,34,WBF
Tile=Lrok,Lordaeron Summer Rock,136,105,93,WF
Tile=Lgrs,Lordaeron Summer Grass,39,119,25,WBF
Tile=Lgrd,Lordaeron Summer Dark Grass,10,86,11,WBF
Cliff=CLdi,Lordaeron Summer Dirt Cliff,Ldrt
Cliff=CLgr,Lordaeron Summer Grass Cliff,Lgrs

GroupID=F,Lordaeron Fall,104,117,183,0.5
Tile=Fdrt,Lordaeron Fall Dirt,110,85,48,WBF
Tile=Fdro,Lordaeron Fall Rough Dirt,106,79,43,WBF
Tile=Fdrg,Lordaeron Fall Grassy Dirt,99,73,23,WBF
Tile=Frok,Lordaeron Fall Rock,136,105,93,WF
Tile=Fgrs,Lordaeron Fall Grass,116,80,19,WBF
Tile=Fgrd,Lordaeron Fall Dark Grass,91,61,11,WBF
Cliff=CFdi,Lordaeron Fall Dirt Cliff,Fdrt
Cliff=CFgr,Lordaeron Fall Grass Cliff,Fgrs

GroupID=W,Lordaeron Winter,104,117,183,0.5
Tile=Wdrt,Lordaeron Winter Dirt,74,75,58,WBF
Tile=Wdro,Lordaeron Winter Rough Dirt,70,75,61,WBF
Tile=Wsng,Lordaeron Winter Grassy Snow,63,73,58,WBF
Tile=Wrok,Lordaeron Winter Rock,85,75,63,WF
Tile=Wgrs,Lordaeron Winter Grass,36,70,64,WBF
Tile=Wsnw,Lordaeron Winter Snow,189,208,227,WBF
Cliff=CWgr,Lordaeron Winter Grass Cliff,Wgrs
Cliff=CWsn,Lordaeron Winter Snow Cliff,Wsnw

GroupID=B,Barrens,19,24,16,0.5
Tile=Bdrt,Barrens Dirt,83,55,34,WBF
Tile=Bdrh,Barrens Rough Dirt,56,33,16,WBF
Tile=Bdrr,Barrens Pebbles,84,44,33,WF
Tile=Bdrg,Barrens Grassy Dirt,74,42,13,WBF
Tile=Bdsr,Barrens Desert,133,86,50,WBF
Tile=Bdsd,Barrens Dark Desert,102,60,27,WBF
Tile=Bflr,Barrens Rock,80,38,24,WF
Tile=Bgrr,Barrens Grass,119,70,9,WBF
Cliff=CBde,Barrens Desert Cliff,Bdsr
Cliff=CBgr,Barrens Grass Cliff,Bgrr

GroupID=A,Ashenvale,16,110,143,0.5
Tile=Adrt,Ashenvale Dirt,65,63,22,WBF
Tile=Adrd,Ashenvale Rough Dirt,47,56,18,WBF
Tile=Agrs,Ashenvale Grass,42,84,14,WBF
Tile=Arck,Ashenvale Rock,117,123,75,WF
Tile=Agrd,Ashenvale Lumpy Grass,40,66,20,WBF
Tile=Avin,Ashenvale Vines,31,68,25,WF
Tile=Adrg,Ashenvale Grassy Dirt,47,69,10,WBF
Tile=Alvd,Ashenvale Leaves,33,52,24,WBF
Cliff=CAgr,Ashenvale Grass Cliff,Agrs
Cliff=CAdi,Ashenvale Dirt Cliff,Adrt

GroupID=C,Felwood,94,158,38,0.5
Tile=Cdrt,Felwood Dirt,38,53,48,WBF
Tile=Cdrd,Felwood Rough Dirt,25,41,31,WBF
Tile=Cpos,Felwood Poison,20,86,5,WBF
Tile=Crck,Felwood Rock,4,45,27,WF
Tile=Cvin,Felwood Vines,26,58,37,WF
Tile=Cgrs,Felwood Grass,19,56,26,WBF
Tile=Clvg,Felwood Leaves,21,48,35,WBF
Cliff=CCgr,Felwood Grass Cliff,Cgrs
Cliff=CCdi,Felwood Dirt Cliff,Cdrt

GroupID=N,Northrend,3,95,80,0.5
Tile=Ndrt,Northrend Dirt,32,60,52,WBF
Tile=Ndrd,Northrend Dark Dirt,19,40,35,WBF
Tile=Nrck,Northrend Rock,17,53,57,WF
Tile=Ngrs,Northrend Grass,17,80,72,WBF
Tile=Nice,Northrend Ice,89,159,183,WBF
Tile=Nsnw,Northrend Snow,188,208,227,WBF
Tile=Nsnr,Northrend Rocky Snow,108,149,161,WF
Cliff=CNdi,Northrend Dirt Cliff,Ndrt
Cliff=CNsn,Northrend Snow Cliff,Nsnw

GroupID=Y,Cityscape,104,117,183,0.5
Tile=Ydrt,Cityscape Dirt,76,71,36,WBF
Tile=Ydtr,Cityscape Rough Dirt,60,61,28,WBF
Tile=Yblm,Cityscape Black Marble,39,31,18,WF
Tile=Ybtl,Cityscape Brick,146,134,115,WF
Tile=Ysqd,Cityscape Square Tiles,135,114,83,WF
Tile=Yrtl,Cityscape Round Tiles,92,84,72,WF
Tile=Ygsb,Cityscape Grass,19,71,16,WBF
Tile=Yhdg,Cityscape Grass Trim,4,43,6,WBF
Tile=Ywmb,Cityscape White Marble,172,164,156,WF
Cliff=CYdi,Cityscape Dirt Cliff,Ydrt
Cliff=CYsq,Cityscape Square Tiles Cliff,Ysqd

GroupID=V,Village,104,117,183,0.5
Tile=Vdrt,Village Dirt,76,71,36,WBF
Tile=Vdrr,Village Rough Dirt,60,61,28,WBF
Tile=Vcrp,Village Crops,51,66,29,WF
Tile=Vcbp,Village Cobble Path,61,52,32,WF
Tile=Vstp,Village Stone Path,105,91,58,WF
Tile=Vgrs,Village Short Grass,67,78,27,WBF
Tile=Vrck,Village Rocks,96,97,65,WF
Tile=Vgrt,Village Thick Grass,19,71,16,WBF
Cliff=CVdi,Village Dirt Cliff,Vdrt
Cliff=CVgr,Village Thick Grass Cliff,Vgrt

GroupID=Q,Village Fall,104,117,183,0.5
Tile=Qdrt,Village Fall Dirt,73,68,40,WBF
Tile=Qdrr,Village Fall Rough Dirt,57,58,31,WBF
Tile=Qcrp,Village Fall Crops,64,63,20,WF
Tile=Qcbp,Village Fall Cobble Path,58,47,28,WF
Tile=Qstp,Village Fall Stone Path,95,86,65,WF
Tile=Qgrs,Village Fall Short Grass,71,53,18,WBF
Tile=Qrck,Village Fall Rocks,103,87,69,WF
Tile=Qgrt,Village Fall Thick Grass,94,58,7,WBF
Cliff=CQdi,Village Fall Dirt Cliff,Qdrt
Cliff=CQgr,Village Fall Thick Grass Cliff,Qgrt

GroupID=X,Dalaran,40,104,124,0.5
Tile=Xdrt,Dalaran Dirt,70,65,44,WBF
Tile=Xdtr,Dalaran Rough Dirt,56,54,33,WBF
Tile=Xblm,Dalaran Black Marble,47,25,31,WF
Tile=Xbtl,Dalaran Brick,152,135,135,WF
Tile=Xsqd,Dalaran Square Tiles,93,63,86,WF
Tile=Xrtl,Dalaran Round Tiles,126,113,107,WF
Tile=Xgsb,Dalaran Grass,30,69,14,WBF
Tile=Xhdg,Dalaran Grass Trim,5,43,3,WBF
Tile=Xwmb,Dalaran White Marble,166,166,166,WF
Cliff=CXdi,Dalaran Dirt Cliff,Xdrt
Cliff=CXsq,Dalaran Square Tiles Cliff,Xsqd

GroupID=D,Dungeon,191,39,5,0.5
Tile=Ddrt,Dungeon Cave Dirt,56,23,20,WBF
Tile=Dbrk,Dungeon Cave Brick,55,17,18,WF
Tile=Drds,Dungeon Cave Red Stone,89,22,15,WF
Tile=Dlvc,Dungeon Cave Lava Cracks,130,15,2,WF
Tile=Dlav,Dungeon Cave Lava,197,38,3,WF
Tile=Ddkr,Dungeon Cave Dark Rock,62,18,13,WF
Tile=Dgrs,Dungeon Cave Grey Stones,43,11,10,WF
Tile=Dsqd,Dungeon Cave Square Tiles,76,49,46,WF
Cliff=CDdi,Dungeon Cave Dirt Cliff,Ddrt
Cliff=CDsq,Dungeon Cave Square Tiles Cliff,Dsqd

GroupID=G,Underground,104,117,183,0.5
Tile=Gdrt,Underground Dirt,17,34,30,WBF
Tile=Gbrk,Underground Brick,26,42,40,WF
Tile=Grds,Underground Red Stone,26,38,31,WF
Tile=Glvc,Underground Lava Cracks,25,94,97,WF
Tile=Glav,Underground Lava,51,152,164,WF
Tile=Gdkr,Underground Dark Rock,13,29,16,WF
Tile=Ggrs,Underground Grey Stones,18,20,19,WF
Tile=Gsqd,Underground Square Tiles,46,54,41,WF
Cliff=CGdi,Underground Dirt Cliff,Gdrt
Cliff=CGsq,Underground Square Tiles Cliff,Gsqd

; with the help of FyreDaug
GroupID=Z,Sunken Ruins,104,117,183,0.5
Tile=Zdrt,Sunken Ruins Dirt,106,105,54,WBF
Tile=Zdtr,Sunken Ruins Rough Dirt,81,80,32,WBF
Tile=Zdrg,Sunken Ruins Grassy Dirt,71,96,30,WBF
Tile=Zbks,Sunken Ruins Small Bricks,60,70,28,WF
Tile=Zsan,Sunken Ruins Sand,120,119,68,WBF
Tile=Zbkl,Sunken Ruins Large Bricks,149,140,81,WF
Tile=Ztil,Sunken Ruins Round Tiles,37,82,32,WF
Tile=Zgrs,Sunken Ruins Grass,9,86,10,WBF
Tile=Zvin,Sunken Ruins Dark Grass,0,46,0,WBF
Cliff=CZdi,Dirt Cliff,Zdrt
Cliff=CZlb,Ruined Walls,Zbkl

GroupID=I,Icecrown Glacier,104,117,183,0.5
Tile=Idrt,Icecrown Glacier Dirt,29,48,52,WBF
Tile=Idtr,Icecrown Glacier Rough Dirt,13,23,25,WBF
Tile=Idki,Icecrown Glacier Dark Ice,18,116,123,WBF
Tile=Ibkb,Icecrown Glacier Black Bricks,3,21,27,WF
Tile=Irbk,Icecrown Glacier Ruined Bricks,14,42,49,WF
Tile=Itbk,Icecrown Glacier Tiled Bricks,5,60,67,WF
Tile=Iice,Icecrown Glacier Ice,92,186,204,WBF
Tile=Ibsq,Icecrown Glacier Black Squares,3,26,29,WF
Tile=Isnw,Icecrown Glacier Snow,150,208,228,WBF
Cliff=CIsn,Snow Cliff,Isnw
Cliff=CIrb,Brick Walls,Irbk

GroupID=O,Outland,0,0,0,0.8
Tile=Odrt,Outland Dirt,100,25,7,WBF
Tile=Odtr,Outland Light Dirt,103,45,16,WBF
Tile=Osmb,Outland Rough Dirt,52,17,2,WBF
Tile=Ofst,Outland Cracked Dirt,98,29,11,WBF
Tile=Olgb,Outland Flat Stones,43,7,1,WBF
Tile=Orok,Outland Rock,35,2,1,WF
Tile=Ofsl,Outland Light Flat Stones,117,54,23,WBF
Tile=Oaby,Outland Abyss,0,0,0,F
Cliff=COdi,Dirt Cliff,Odrt
Cliff=COdt,Dark Cliff,Odrt
Cliff=COrd,Rough Dirt Cliff,Osmb

GroupID=K,Black Citadel,104,117,183,0.5
Tile=Kdrt,Black Citadel Dirt,100,25,7,WBF
Tile=Kfsl,Black Citadel Light Dirt,103,45,16,WBF
Tile=Kdtr,Black Citadel Rough Dirt,52,17,2,WBF
Tile=Kfst,Black Citadel Flat Stones,43,7,1,WBF
Tile=Ksmb,Black Citadel Small Bricks,74,22,10,WBF
Tile=Klgb,Black Citadel Large Bricks,53,9,9,WF
Tile=Ksqt,Black Citadel Square Tiles,20,3,2,WF
Tile=Kdkt,Black Citadel Dark Tiles,37,11,13,WF
Cliff=CKdi,Black Citadel Dirt Cliff,Kdrt
Cliff=CKdt,Black Citadel Dark Cliff,Kdkt
Cliff=CKrd,Black Citadel Rough Dirt Cliff,Kdtr

GroupID=J,Dalaran Ruins,104,117,183,0.5
Tile=Jdrt,Dalaran Ruins Dirt,53,50,36,WBF
Tile=Jdtr,Dalaran Ruins Rough Dirt,36,35,20,WBF
Tile=Jblm,Dalaran Ruins Black Marble,28,15,18,WF
Tile=Jbtl,Dalaran Ruins Brick,57,48,45,WF
Tile=Jsqd,Dalaran Ruins Square Tiles,45,27,40,WF
Tile=Jrtl,Dalaran Ruins Round Tiles,34,30,27,WF
Tile=Jgsb,Dalaran Ruins Grass,34,41,21,WBF
Tile=Jhdg,Dalaran Ruins Grass Trim,16,24,11,WBF
Tile=Jwmb,Dalaran Ruins White Marble,72,72,72,WF
Cliff=CJdi,Dalaran Ruins Dirt Cliff,Jdrt
Cliff=CJsq,Dalaran Ruins Tiled Walls,Jsqd


How to use the PathMapper external (from the Grimex documentation):
Hidden information:
Path Mapper

The Path Mapper plugin enables you to post-process the pathing map of your map after saving it. It's good for changing the walkability/flyability/buildability of specific tiles or of terrain cells that meet some other certain creteria. This allows for a number of tricks like making cliffs walkable or for example in Project Revolution we used it in combination with the 'Placement Prevented By' field to make refineries only buildable on geysirs.

The following example makes the map unwalkable where Lordaeron Summer Dirt, Lordaeron Summer Grass or Lordaeron Summer Dark Grass is:

vJASS:
//! external PathMapper LdrtLgrsLgrd 2 |

Here is another example that sets the pathing to normal ground where tiles other than Lordaeron Summer Dirt are:

vJASS:
//! external PathMapper Ldrt 40 !

To be able to use it you'll need a bit more information. First of all you'll need to know the tile ids, which you can obtain from TerrainArt\Terrain.slk or from this list. Then you'll need the pathability flag table to determine which values you want to apply to the pathing map.

01 0=unused
02 1=no walk 0=walk ok
04 1=no fly 0=fly ok
08 1=no build 0=build ok
10 0=unused
20 1=blight 0=normal
40 1=no water 0=water
80 1=unpathable 0=normal
The flag values here are hexadecimal and need to be added up to combine the flags, the mask argument for the tool also needs to be hexadecimal. Internally the pathing map is stored in a grid of 32x32 cells. That means that the smallest unit in the editor, a 128x128 cell is split up into 16 pathing cells, each of which is assigned a value from the above flag table. With this tool you're able to change this value for each of the cells. Here are some examples that you will typically find in a pathing map.

00 bridge doodad
08 shallow water
0A deep water
40 normal ground
48 water ramp, unbuildable grounds, unbuildable parts of doodads
CA cliff edges, solid parts of doodads
CE map boundaries
Now to modify the pathing map, you'll need a way to specify which cells will be changed and a way to apply flag values to the existing value of each cell. For the latter there are four different apply modes that you can use.

| binary or -> flag is added
& binary and -> common flags remain
^ binary xor -> common flags are removed
default set -> value is overwritten
So in the first example only the no-walk-bit is set with a binary or and nothing else is changed. If you don't specify an apply mode, the old values are completely replaced by the value you specify. Like in the second example where it's set to normal ground. Check modes here can be either match or mismatch.

! mismatch -> apply if tile is not listed
default match -> apply if tile is listed
In the first example ! is used to change the pathing for all tiles that are not Lordaeron Summer Dirt. If you don't set this parameter the normal mode will apply the change for all specified tiles.

Instead of the tile of each cell you can also compare the current pathability value to decide which cell needs to be updated. When comparing to a pathability mask, the following compare modes can be specified.

1 all bits that are set in the mask must be set for a cell to be updated, other flags may be set too
0 all bits that are set in the mask can be set, but don't have to, other flags must not be set for a cell to be updated
default the value of a point must be equal to the mask to be updated
Apply modes in this case are again |, &, and ^. In the next example map boundaries are made walkable by removing the no-walk-bit with a binary and:

vJASS:
//! external PathMapper CE FD 1 &

In this next example areas that have either the no-walk or the no-fly bit set, are made walkable and flyable:

vJASS:
//! external PathMapper A F5 0 &

Known Issues

If you ever decide to add walkability to a tile that is normally unwalkable, please note that this will update ALL cells that have this tile. That means that units will also be able to walk over cliffs, doodads and possibly water and the camera bounds when those are covered with the specified tile. In such cases can use the pathing configuration that is part of UMSWE instead of this tool.

LUA Benefits

You can specify callback functions for the condition that a cell needs to meet to be updated and for the update action, making it a lot more flexible and faster. Also the tool becomes a lot more user friendly, because you can save yourself the hassle of bitwise flag operations.



Edit: Nvm. Should've read your post properly. You should be able to save it once using JNGP and then keep editing the map with WEU though.
03-13-2009, 01:37 AM#6
darkwulfv
Or use JNGP and make the specific tile a certain way you want it to be (unpathable, unbuildable, unwalkable, etc.)
03-13-2009, 05:23 AM#7
xombie
Quote:
Originally Posted by darkwulfv
Or use JNGP and make the specific tile a certain way you want it to be (unpathable, unbuildable, unwalkable, etc.)

I think this requires UMSWE to be enabled, at least I wasn't able to modify the terrain pathability until I did that.
03-13-2009, 10:24 PM#8
darkwulfv
It does. But it's extremely easy to do, honestly. No triggers, no modding.. Just select the tile and click "unwalkable" and restart the editor.
03-21-2009, 05:35 PM#9
~Void~
Under the UMSWE feature of NewGen, there is an option called "Customize Tile Pathability" (or something like that). Just click the rock tile you are using and uncheck Walkable.