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Doodad thingamajiggies

04-27-2003, 10:17 PM#1
Panto
Greets.

How can I change the model of a doodad, like a tree?

I have UMSWE 3.6.
04-27-2003, 10:43 PM#2
Beam
You can't change the model of a doodad. You can however, change the model of a unit to look like a doodad. Open up unit editor in UMSWE and change the model to the appropriate path. You'll also need to open up the AllModels.txt to look up what model you want.
04-27-2003, 11:10 PM#3
ph33rb0
He could if he put a .mdl in the map under the right path... I think. Never tried it.
04-28-2003, 01:43 AM#4
Panto
The trick is trying to find where I can change the model path for the doodad. UMSWE 3.6 doesn't offer that, to the best of my knowledge. I also don't see it in any of the .mpq-editable files that I know of.
And yet, it's so simple. It must be do-able.
04-28-2003, 04:17 AM#5
Dead-Inside
No it mustn't. You see, they may want to keep the doodads as doodads and nothing else. It is not stored in the map itself but WC3 as a whole. Making the mapsize smaller automaticly.
04-28-2003, 08:40 PM#6
Panto
Quote:
It is not stored in the map itself but WC3 as a whole. Making the mapsize smaller automaticly.

That's true of just about anything. The trick is to get the map to tell it something different. The only option that I see at the moment is to put a different model in the path location for an existing one. That way, the game would see and load the map's model instead of the game's one. But that's a file-size increase, and I've been having problems loading too many files into my .w3m's lately.
So, another solution?
04-28-2003, 11:15 PM#7
DaKaN
the only way to change the image of a doodad is to edit the doodad.slk and then reimplat it inside the map. That file will work in multiplayer, but i hear that the DestructableData.slk will not work on bnet
04-29-2003, 12:09 PM#8
Panto
I see. It looks like the most reliable method is to replace the existing models.

So, what about the problems I have been having with added files? Some .blps that I loaded into Textures\ have stopped working ever since I added <race>UnitFunc.txt, <race>UnitString.txt, and AbilityData.slk files.

So, for example, a model that I reskinned will load, but be transparent because it has no skin.

Does WinMPQ have problems loading too many files into the .w3m? Does the .w3m itself not accept some things well? The map size itself is currently around 1.5 mb, which didn't seem too large to me.
04-30-2003, 12:41 AM#9
Electromancer
Here, this isnt all the glitz of UMSWE, but it has what you need. Create a folder called Units in your wc3 directory (where the game and all that is) and put this file in it.
04-30-2003, 12:58 AM#10
PhAtTiM89
1. Extract a model with WIN MPQ
2. Rename it
3. Implant it with correct doodad path

THere you go... :ggani:
04-30-2003, 04:01 AM#11
Panto
Quote:
I see. It looks like the most reliable method is to replace the existing models.
Yea, so, we've been over the implanting the model thing. If there's a better way, that's still a preferable solution.
Incidentally, what is the path for one of the tree models? I didn't see them while perusing with War3Explorer.

But the more overarching problem here is why I'm trying to avoid adding models to the map. You see, I was doing fine using WinMPQ to add things and the path string editing in UMSWE to refer to them. But since I've added altered <race>UnitFunc.txt files and a couple others, some of the additions have stopped working correctly.
For example, a model appears with no skin, making it effectively completely invisible. Not what I wanted.
Or, another model apparently decided it should produce itself in black and flicker in and out of view. What's causing these errors? They are what're keeping me from adding things to the .w3m file all willy-nilly.
05-01-2003, 01:19 AM#12
Panto
Aight, now I attempted to add a few .mdx files in a Doodads\ subdirectory and WinMPQ doesn't even show them there now. My guess is that it's capping the number of files I can add for some reason. The cap seems to be 46 files.

Can someone confirm/deny this for me? And can someone (anyone) propose another way to add these files if WinMPQ isn't working properly?
05-01-2003, 01:47 AM#13
Guest
Where do you get the path for the doodad tree??

When I place the path I found of the doodad tree... the model turned into a white tree... There was no texture... just a white tree... I thought it was just the editor and so I played the map to see if it was like that in the game... but it was! It's just a white tree!!!

What happened? Did I put the wrong path?
05-01-2003, 02:32 AM#14
Panto
Well, I know what your problem is. You referred to the model with the .mdx extension. Just take that off, and the tree should find its skin.

Personally I've never had this happen to me, but you pick up a lot wallflowering around the forums.

Still, can anyone help me?
05-01-2003, 03:33 AM#15
Guest
Well.. I did remove the '.mdx' ... with the '.mdx' all u get is a cinematic box... but when I remove it... it turned from a cinematic box into a white tree!

I still need help! BTW, I'm using UMSWE 3.4TM!