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Changing/Removing textures under buildings

08-03-2002, 12:39 AM#1
Hackman
I've been experimenting with creating a tower that can be upgraded into a bigger tower twice, and I decided to do that by modifying the Necropolis-Halls of the Dead-Black Citadel line into towers (because they have attack data). But my problem is the blight... not the blight that spreads when the building is created (because that's an ability easily removed), but the blight-looking texture under the necropolis. The tower still has it.

Is there any way to remove or change this texture into something else, like the grassy tiles under towers, because the blight really doesn't look very good on my beige tiles. =)
08-03-2002, 01:34 AM#2
Karma Patrol
Why not just give attack data to other towers?
08-04-2002, 01:20 AM#3
Hackman
Because I need a tower that upgrades into a different tower, which can then upgrade into another tower. I don't think I can do that with any other towers.

That doesn't answer my question. I'm trying to change the textures that appear under buildings.
08-05-2002, 03:31 AM#4
OrcishSpacesuit
First, answering your question as posted, then showing a much better way to what you are really trying to accomplish.

Those textures are found in the Warcraft mpq, and what you can do is extract the one you want, find out which one your new building uses, and put the one you want in the location of the one you want to replace, but in your .w3m. Look elsewhere on this site for how to do all that. However, you will be replaceing the under-stuff of all buildings that use that particular under-stuff, so watch out. Now for what I reccommend:

Here's one way how to make any building upgrade into any building. Lets say you want Building A to upgrade to Building B.

Make Building A and Building B. Any building, custom or not.
Make a new custom uni t(Custom Unit C), based on a regular unit. Sheep is a good base. Give the custom unit the name, icon, hotkey, tooltip, cost and buildtime of Building B. Cost/Time is upgrade cost/time. 0 Collision Size also helps. The rest doesn't really matter.
Make Building A able to train above custom unit.
Make the following trigger:
Events
  • A unit enters (Playable Map Area)
Conditions
  • Unit Type Comparision - (Entering Unit) equal to (Custom Unit C)
Actions
  • Replace Unit - Replace (Random unit from unit group: Random unit owned by player(Owner of (Entering unit)) matching condition - Unit type of (matching unit) equal to (Building A) and (Matching unit) with range (within 256) of (Entering unit))) with (Building B) using (The original unit's relative HP and mana).
  • Remove(Entering unit)

Note that the italicized (sp?) 256 may need adjustment, as it should be within the range of one and only one tower. I did the size thing for clarification of parts, without drowning you in ().
What happens is your first building trains the custom unit, and when the custom unit is done, the first building is replaced with its upgrade. I believe that there is another way to upgrade with triggers, such as ordering a unit to train/research/upgrade/whatever another building, but if a building builds another building throught the normal build unit method, the new building appears in front of the old. So ya gotta do it with triggers.
08-05-2002, 12:33 PM#5
Khaoz
What orc said is good but here is a better way to do it:

+event
a unit owned by (player1) finishes training a unit

+comparisons
unit type comparision - (event response - training unit) is equal to (Custom Unit A)
unit type comparision - (event response - trained unit) is equal to (Custom Unit C)

+actions
Unit - Remove (event response - trained unit) from the game
Unit - Replace (event response - training unit) with a (Custom Unit B)


That works more efficiently
08-05-2002, 07:48 PM#6
Hackman
Ah, cool ideas. Thanks for the answers, guys, I'll see what I can do with them.
02-21-2003, 04:07 AM#7
Guest
this threads a bit old.. but an easier thing is, under unit editor, go to your blackcitadel/hallsofdead or wateva u wanted.. then scroll down to "Abilities" then open it.. delete "Blight" from the menu..
it wont look like its gone but when u reopen it in worldedit it'll be gone
02-21-2003, 06:29 AM#8
Guest
This subject came up yesterday and the best answer I heard was basing the unit off the "Circle of Power" unit, which has no SPLAT texture (that's what you guys are talking about). This should solve the problem.
02-21-2003, 03:58 PM#9
Ari
I believe the file splats (or was is "ubersplats").slk has all of the info the game uses to determine which "splats" go under which building. You could try messing with this file and see what happens. Alternately, you could simply insert your own copy of the desired splat into your map, and instead of a normal blp, create one that is 1x1 pixels, so its footprint is nonexistant.