| 06-08-2003, 02:40 AM | #1 |
I wanted to point this as only a few people might have noticed. I have found that importing these files in a map : 1) Doodads\Doodads.slk (Sorry Scio, thats bad news for custom sized doodads with your editor) 2) TerrainArt\CliffTypes.slk (sorry kharma, that's bad news for having many different cliffs on a single map) 3) Units\UnitMetaData.slk (Sorry for all users of my enhancer, bad news again) Will make them work on bnet only under some conditions : 1) Of course, not using a custom loading screen 2) The map is going to be the first one played by all the players. If the changes affect values ingame (not only visual aspect), the players that played another map since starting warcraft will even get desynced all together in another game not taking the changes. I though you all needed to know Regards |
| 06-08-2003, 07:06 PM | #2 |
That's bad. I heard of these problems already. Lets hope that TFT will ease the problems. |
| 06-08-2003, 07:33 PM | #3 |
Using a whole slk & txt unit set solves the problem related to UnitMetadata.slk (even if it represents a lot of work if the map uses many custom or modified units) as all the other unit related slks and txts work 100% fine on bnet. I haven't found a workaround for the 2 other files. About Scio's Doodad.slk : gave you a total freedom in doodad scaling, on the 3 axis ( x, y, z). The partial workaround is of course to give a unit the doodad model. But then the scaling will have to be proportionnal. As for CliffTypes.slk, i doubt using terrain.slk would solve the problem, unless it works on bnet and can handle cliffs. To be investigated.... Regards |
| 06-09-2003, 12:04 AM | #4 |
I have done several attempts making destructibles having an editable height (z scale) like doodads can with Scio's UMSWE's Doodads. Maybe there is something i missed, but i have the feeling it is not going to be easy. Also i haven't tested DestructableData.slk for successful injection in a multiplayer map. Still trying. Regards |
| 06-09-2003, 02:51 AM | #5 |
Second attempt failed I tried to replace all doodads with invulnerable preplaced units. Then i used the jass native function : SetUnitScale (whatunit,x,y,z) Unfortunately, that function's z (real) argument has no effect. Too bad. Any idea for another alternative anyone ? Regards |
| 06-15-2003, 12:14 AM | #6 | |
Quote:
What did you mean by this? I have a map for Bnet I am almost finished and I used your MetaData.slk quite extensively. If you could elaborate on how to fix it. That would be great. Thanks, Fiery_Maelstrom |
| 06-16-2003, 02:18 AM | #7 |
First i would recommen you look at the stuck thread "complete unit editing via SLK & txt. Then the idea is to create new SLK & TXT files, putting all the custom units properties in the dedicated fields. You can also use the original ones and just modify them. The first thing you can do is look in the unit editor, and write all values down. Then you could open UnitMetaData.slk and then the second column tells you wich were the values belong to (UnitUI, UnitData, Profile. This last one means txt files (Func, Strings). Regards |
| 06-17-2003, 01:19 AM | #8 |
Really, that sucks, because my map has 99 custom units, with a good 40 of them having a lot of editted stuff :( -Fiery_Maelstrom |
| 06-23-2003, 06:10 AM | #9 |
The same also applies to Water.slk. You can change the color of the water both in-game, and on the minimap, however in-game water will only change if it is the first map that is loaded. After that, all games you play will take on the color of the water defined in the Water.slk until you exit War3. Kind of sucks, as I was able to get some very nice effects, especially when playing with the Alpha values. My feeling is that certain data is cached by war3 the first time it needs it, and is never referred to again since it doesn't expect it to change. |
| 06-23-2003, 07:10 AM | #10 |
So will this desync multiplayer games? Cause if it only makes it so the changes aren't read that isn't too bad. All I did was change some shadows and button positions, if it doesn't load right, will they be in their old spots or will they desync game? If they do desync game, I highly suggest someone write a tutorial on how to fully SLK edit, because even if I must do it for all 90 or so custom units I will. -Fiery_Maelstrom |
| 08-05-2003, 11:13 PM | #11 |
As we are all busy with our current projects and all still learning about the new odds of TFT, these sticky threads tend to get old and lack an update. I will only update them when we will know more about TFT WE & TFT injection issues. In the meantime, i would like to add a small provisory info here : Clifftypes.slk does no longuer work when injected in a map. Worse, you can't have any other cliffs in a map than the 2 original ones from the tileset. It has been found though, that injecting another cliff texture with the same name as the one that needs to be replaced with the TGA extension rather than blp would actually make the cliff look change in both multiplayer & singleplayer maps. Regards |
| 08-06-2003, 12:45 PM | #12 |
Let me get this straight - if we scale doodads above (or below) their normal degree we face the risk of desync? I've been experiencing MAJOR trouble with desyncing and I also use UMSWE (3.8). I hate to go through and find all the problems, but I'm also glad if this is indeed the problem that has caused apparently random desyncing (since I've triple checked all my triggers). |
| 08-08-2003, 08:06 AM | #13 |
First, i don't use UMSWE yet. Also that specific problem should not cause desyncs as doodads min & max scales can be changed, then altering the limits of this change should be fully functionnal. There can ba many reasons for desyncs, as it has been stated before, like huge dmg (not always though) , huge HP or Mana, bad usage of GetLocalPlayer or any primitive that can lead to a game variable desync. There might also be other desync origins that are not obvious, or that we simply don't know of. Regards |
| 08-13-2003, 07:23 AM | #14 |
I don't know how old this thread is, but the TFT WE can make huge doodads, Higher-than-level-10 heroes and higher doodad limit. :D |
