| 10-06-2002, 03:16 AM | #1 |
Guest | I have been looking for a while now, but I didn't find anything. I know this has been asked before, so if you can just direct me to an answer or copy and paste something it'd be very helpful. Anyways, I need a way to add custom models OR spells to a map, and not the MPQ, so it can be distributed on b.net. Um... that's about it. Thanks in advance! |
| 10-06-2002, 03:43 AM | #2 |
You add the custom file as if you were to add ie to the mpq, only you add them in the map file. The map file is actually a mpq and when the game loads the map, it loads any files inside it that overlap existing files in war3.mpq. There are some restrictions... no custom loading screens, you cant add misc.txt or something and a few other files. |
| 10-06-2002, 03:46 AM | #3 |
Guest | Is it possible to make new spells based on old logic (not just retyping over holy light for example, but copying holy light and pasting it and then modifying it with a new id code and new features but still kepp holy light) and is it possible to add new models in the same fashion? Thanks a ton by the way! |
| 10-06-2002, 03:51 AM | #4 |
Im not the expert in spell editing, but as far i know, yea, you can do that. about models, yea, you can make a model named aboogabooga.mdx and stick it in moo/cow/spiffy/ directory in your map file. then tell your map to use the model moo/cow/spiffy/aboogabooga.mdx for a unit and it should work. |
| 10-06-2002, 03:53 AM | #5 |
Guest | I love you. :foot: THANKS!!! |
| 10-06-2002, 03:53 AM | #6 |
This is nearly chatting, you are responding so fast... |
| 10-06-2002, 03:28 PM | #7 |
New spells won't really work from what I hear. Can't import SLK files or game desyncs in multiplay. |
| 10-06-2002, 03:54 PM | #8 |
Ture, although i heard you can preload the file with the preload trigger on map initilization to prevent this. |
| 10-06-2002, 05:02 PM | #9 |
Guest | Hmm... fear, care to elaborate a bit? |
| 10-06-2002, 08:42 PM | #10 |
The ability.slk file contains the spells, and putting it into your map will do _nothing_. However, if you add a trigger to your map to preload the file, then it works. HOWEVER IT STILL CAUSES DESYNCS -- in that if you play a map with a modified ability.slk file, the next time you join a game without a similar preload trigger, you'll get kicked. You have to restart war3 then. |
| 10-06-2002, 09:20 PM | #11 |
Nope cookie said that didn't work at all. You can't load abilitydata.slk in your map in any form or manner. Except the loadfile parameter or the localfiles method. |
| 10-06-2002, 09:24 PM | #12 |
Guest | Well weaaddar... is there any way to add custom spells and/or models to a w3m then? I was looking over the tutorials, but I think I need a better explanation as to what exactly CAN be added, and how. Sorry... Thanks for the help so far though! |
| 10-08-2002, 12:04 AM | #13 |
You can't add spells but you can add models/skinks. Just have to add the skin/model to the map and make the unit use your new model/skin. |
| 10-08-2002, 12:29 AM | #14 |
Guest | Hmmm... but maps such as the new vamp hunter map uses a new holy water spell and wodden stake spell. How is that done? |
| 10-08-2002, 03:56 AM | #15 |
Guest | You can change the <Race>AbilityFunc.txt and <Race>AbilityStrings.txt and have those in the map w/o problems. From those files, you can change the description, images, and models used for spells, you just can't change the damage ect of a spell because that is in the AbilityData.slk EDIT: Cut out this confusing part here. |
