| 04-02-2003, 11:57 AM | #1 |
I've been messing with the UMSWE and when i was adding some doodads (trees), i saw that they can be scaled, so i added some big trees. All looked pretty well, but then when i played the map in-game, those trees where turned to their normal scale. emote_confused I've tried to add the doodad.slk file into the map, but the problem is still being there. I'm able to scale them in WE but not in game? emote_confused emote_confused emote_confused |
| 04-02-2003, 02:27 PM | #2 |
you would need a doodad.slk that allows the max scaling you are using. if the max scaling is only set to 130 in the doodad.slk you imported, the biggest trees will default back to that size. same with any scaled doodad |
| 04-02-2003, 08:05 PM | #3 |
Plz direct any questions about UMSWE to www.umsmaps.com thank you |
| 04-03-2003, 03:51 AM | #4 |
Guest | where can i find a doodads.slk like that?.. i have the same problem |
| 04-03-2003, 04:24 AM | #5 |
exract the doodad.slk from the mpq and change the max scaling values, then import it to your map. Thats 1 way |
| 04-03-2003, 06:53 AM | #6 |
Trees are destructables; therefore refer to destructabledata.slk (I think that was the name, right?), and destructabledata.slk will NOT work when imported in maps. So I'm affraid you can't change the size of trees (over the normal boundaries) in-game... |
| 04-03-2003, 10:52 AM | #7 |
Guest | I will test it when i come home, but its not only size that i have changed that dosent work... I have changed the rotation of the building to but i does not work? |
| 04-03-2003, 11:52 AM | #8 |
look in \Warcraft III\Mpq2k\ try using those slk files, they should work. |
| 04-03-2003, 01:03 PM | #9 |
Just to verify what Berry was saying, it was mentioned a little while back in response to a similar question that the DestructableData.slk will not work with map implementation, and is pretty useless for multiplayer maps as a result. As for the rotation thing I'm not exactly sure what you're saying, but I had a problem whereby the city building doodads I placed would change to different angles from what I had them set as in WE. I replaced them and it seemed to fix the problem. *shrug* I'm not entirely sure what the problem was. ~kharma |
