| 09-26-2003, 06:25 PM | #1 |
Ok ive been spending some time learning on how to use the editor...So far im just learning how to make environments. There's 2 THINGS im stuck on thats pissing the **** out of me...... 1. How the f*ck do you make water without cliffs on th edges......I completley dont know how. 2. How do you make a building or unit rotate the way you want it....because when your in unit palette theres no random rotate ****. Sorry for this off topic thread but your mods have inspired me to try modding and make maps but without knowing how to stuff there's noway i can even start making maps or mods for that matter. You guys are also very talented and im sure you will know what to do. |
| 09-26-2003, 06:40 PM | #2 |
Well, some of your problems take a lot to remedy. The easiest one is the unit rotation. Buildings can only be rotated in the their model files, as far as I know. As for units, you can rotate them by selecting them, holding ctrl and clicking in the direction you want them to face. To make water not have clif edges, put shallow water for at least three squares around all of the coast and use the ramp tool to create ramps down into the water. Sometimes you need to re-work your shores so that they actually all go into ramps. Also, I've moved this post to the map development board so that if anyone knows how to change the rotation of the buildings without changing the model file they can help you. Hope this helps! |
| 09-26-2003, 06:43 PM | #3 |
Alright thnx man. Ok the water thing doesn't work to well for one half will be cliff..... But i forgot to mention about different terrain options.....For instance im making a map on ashenvale but i want the village farming texture on the map as for dalaran's walking paths but i have no clue what to do...Would anybody know by any chance? |
| 09-26-2003, 06:46 PM | #4 |
Or you can use "Apply height: Raise" on shallow water in order to have no cliffs. |
| 09-26-2003, 06:58 PM | #5 |
Go to advanced in the editor, and choose modify tilesets, then u can choose what tiles to have in your map. There is an advanced editor that allows for more than 12 sets of tiles to be used (up to 16) but I'd hold on that for a sec, till u learn the editor better :) |
| 09-26-2003, 07:08 PM | #6 |
An alternative to sloping cliffs into water would be to make a mostly water map, and use the terrain raiser to gently life the areas that you want to be solid land out of the water. I personally don't prefer this method, but it's the best option at times. |
| 09-26-2003, 07:41 PM | #7 |
Ok when im in advanced editor and changing a texture do i have to delete one of the texture's from the base titleset to add a new one? Ok i think i got it but if there's something you wanna add go right ahead. |
| 09-26-2003, 08:35 PM | #8 |
Ok im using the farm texture but its on an angle..is there any way i can change this to make the texture strait? |
| 09-26-2003, 08:37 PM | #9 |
Nope, the buildings are set as they are. Pathing textures can be added or removed in the object editor. |
| 09-26-2003, 08:44 PM | #10 |
The building im paticularly talking about is the high elven farm.....which i'm making part of a team....but each time i set down the buildings they have there own way of rotation.....So they could be facing the opposite way from the screen which i dont want.. |
| 09-26-2003, 08:46 PM | #11 |
There is, unfortunatly, nothing you can do. You can play around with cameras and set the camera so that the farms will show right for you. But in general, u can't do anything about building facings. |
| 09-26-2003, 08:48 PM | #12 |
Ok...just tried something insane...and it might work :P Not sure... Set where it says: Is a building to unchecked. This will make you able to rotate the building HOWEVER!!! The building might be able to move in game!! :P Try it out, it might work :) EDIT: HAHAHAHA!! This works! You can make the building "non Structure" and then rotate it as you like! NOTE! If you do this with units acting like buildings (like in most TD's) you will see the model move arround, turning towards the one it is attacking.. But for buildings, static or training, you can use this :))' GL |
| 09-26-2003, 09:03 PM | #13 | |
Quote:
Ok so where does it say that? |
| 09-26-2003, 09:34 PM | #14 |
Ok i just fugured out something about rotating doodads.....So i might just use the doodad high elven farm if i can't get the buildings to rotate by turing them into a unit...By the way in object matter do i have to change the class of the building to make it rotate? |
| 09-26-2003, 10:03 PM | #15 |
Rotating dooads is done just like rotating units. Some dooads can't be rotated though (usually thoes who have (vertical) (horizontal) descriptions next to them) To find the "is a building" in the object editor, look at this screenshot: Just uncheck it, to make it false, and it will become a unit instead, but with all the properties of a building :) |
