| 04-13-2003, 05:05 AM | #1 |
I've seen this asked before, but it wasn't answered very effectively: I want to give a unit the tree model but when I do this in UMSWE, it's an unskinned tree. Anyone know how to do this? Any help is appreciated. |
| 04-13-2003, 04:17 PM | #2 |
Guest | what do you mean by an "unskinned" tree? |
| 04-13-2003, 05:13 PM | #3 |
It's just the model with no skin - no coloring to make it look like a tree, just a big white blob. |
| 04-13-2003, 06:06 PM | #4 |
The model itself won't be a big white blob.... |
| 04-13-2003, 08:54 PM | #5 |
Guest | Yes, im trying to do the same thing, the tree has no skin, its just the model, the reason for that is... Trees use the same model for different tilesets... a Lordaeron winter tree uses the same model as a Lordaron summer tree, but differnt skin... im trying to harness that function to make a unit that changes skin throughout the game, so maybe i will run across a way to fix that |
| 04-14-2003, 03:47 AM | #6 |
That's what I figured. Let me know if come up with somethin. |
| 04-14-2003, 04:55 AM | #7 |
I don't think there is a way, you should try to hollow stump instead. Why do you need it, just so you can treat a tree with all the unit options? ... just for you information, it's fun making visible goblin land mines with the stump model. |
| 04-14-2003, 01:30 PM | #8 |
That would be pretty fun. I was hoping to make a druid spell that works like the gargoyle stone form, where the druid turns into a tree and regenerates health quickly and all that, but I may have to resort a hollow stump or something else I guess. |
| 04-14-2003, 02:18 PM | #9 |
Guest | Hey, someone be sure to post an update here or tell me when you find a way to use different skins on a unit depending on tileset. That would be awesome. I was about to ask if there was any way AvP:WC could let the Marines have tileset-specific camouflage (light green on the grasslands/temperate colony map, dark green in the jungle maps, and greys for urban or barren colony maps). That'd just be the icing on the cake. Now I just need to find out if StarCraft-style cloaking is possible... |
| 04-14-2003, 07:30 PM | #10 |
Guest | Ugh, ive looked through the WHOLE War3.mpq, took me about 3 hrs. I havent found anything relevant to it :( I have found all the tree skins... but the models have to be edited i think... |
| 04-14-2003, 08:12 PM | #11 |
With the tree model and the appropriate skin, could I theoretically replace and existing unit model with the tree model, rename it to the unit's model name, and do the same process for the skin in the MPQ files (making backups of the originals of course)? |
| 04-14-2003, 09:18 PM | #12 |
I believe that your problem is the model is generated on the fly during the game for Trees, mushrooms and one other thing i cant remember right now... The tree isnt really a tree model in the mdl its a IDEA of what the tree looks like. the only way you could have the tree be a unit would be to make your own model. Anyone knows any diff that would be great. good luck! Besides the tree doesnt move so what would u want it to be a unit for? |
| 04-14-2003, 09:51 PM | #13 |
I see. I just wanted the unit to look like a tree for awhile and not move while gaining life back |
| 04-14-2003, 10:19 PM | #14 |
Okay.. you HAVE to edit the model.. it's simple though.... and add the texure path... mainly because the tree skins are locating in Units\DestructibleData.slk and no changing them won't matter... |
| 04-14-2003, 10:32 PM | #15 |
I know nothing of model editing nor do I have 3dsmax or milkshape. Is there some way you could do that for me and send it over maybe? |
