| 02-15-2004, 09:12 PM | #1 |
Ok guys for my map i need trees that look like rocks (don't ask) but i know its not that easy to just change the main model file, because that will cause the tree's model in editor/game to disapear. So my question is what do you have to mess with to make trees look like rocks? |
| 02-15-2004, 10:06 PM | #2 |
In the editor change the model for the try type you want to look like Rocks to rocks! |
| 02-15-2004, 10:08 PM | #3 |
Firstly, do you have TFT? If you do, go to the unit editor and select the doodad tab. Select a tree, any tree you want, and there will be a tab on the list down the side in the window that says "model file" then use the drop down menu from there and select your rock model (rocks for trees?emote_confused ) |
| 02-15-2004, 10:27 PM | #4 |
Man, i hate to rant but do people even read the whole post before they reply? I know your all trying to help, but you can't help someone if you don't understand what they wrote. He knows how to change model files, but if you change the model of a tree then the tree will disappear when your inside the game. As for changing, I did toy around with a little bit and I thought you'd be able to make the harvest ability harvest objects that aren't trees by using the "allowed targets" field, but it seems "tree" is hardcoded into the spell. Maybe you could try to find a workaround that way, not sure though. Good luck. |
| 02-15-2004, 11:01 PM | #5 |
you need to change the number of used models too, a normal tree use 8 or 9 diffrent tree models, rocks use less |
| 02-15-2004, 11:25 PM | #6 |
If you need rocks in your scenario, then why not create a "rock mine" of sorts? That is, have a cave that acts like an ore mine? When a unit of a certain type (miner, peasant, etc.) enters a region by the mine, have it disappear for a while (you can have 2-4 variables allotted to each mine, just like a Gold Mine has a maximum ammount of units that can be inside of it), store it, then restore it whenever the mine "runs out". Have each miner's load give a certain ammount of lumber/gold (or a completely different slot). You could try having the miners go back to a building after they're through, but unless you give the player the building up-front and make it both unbuildable and invulnerable, I'm not sure how you could pull this off. |
| 02-16-2004, 01:09 AM | #7 |
GUYS I FIGURED IT OUT! :ggani: :ggani: For anyone else that wants to do this heres what you gotta do: 1. Change main model file as needed 2. Uncheck "Use lightweight texture" 3. Set "Model File - Variations" to 1 4. Set "Art - Replaceable Texture File" to none (Not sure if you need that one) Now next the problem you're gonna run into is that the "dead" texture of the model file is the same as the living texture, so you have like phantom images, to clear this use a simple trigger: Events: Periodic Event - Time - Every 2 Seconds of Game Time Conditions: None Actions: If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions: (Current Life of (Picked Destructible)) Less than or equal to 0.0 Then - Actions: Destructible - Remove (Picked Destructible) Else - Actions: Do nothing There you go, you now can make trees whatever you want, even rocks :) |
