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Fully functioning walls...? Screenshots...

02-24-2004, 09:39 PM#1
tha_chump
Well....

This is all I've done so far - I think brainstorming is required now...

I set it's pathing for wide bridge- cliff height 2 - the chaps will hop up there and run about perfectly...

However - they do not move onto the next segment - perhaps because they're not properly joined up - but should this work when they do overlap?

How should I proceed?
02-26-2004, 03:29 PM#2
Mordrag
well i have a tend to do everything the hard way but thats just me. Well I would go and put invisiable platforms and then raise them to the hight of the walls floor. Then pathing blockers around them. Make those walls doodad:lillypads and also walkable
02-27-2004, 04:34 PM#3
MMad
Very cool! I hope you finish these :)
02-28-2004, 07:28 PM#4
Xaran Alamas
I did something like this a while back... here's the map I made if it helps.
02-28-2004, 07:56 PM#5
tha_chump
yeah, good looking out... I'll check out yours xaran when I'm home ...

I've got these going now - I decided to do a helmsdeep map - the deeping wall is working perfectly - I made appropriate ramps and it all works.. one problem I had though was with the ramp...

The units could walk half way down it correctly but after that they'd drop through the floor and walk the rest of the way on ground level - I fixed this with a little model editing - but I do not understand it at all...

I'll post screen shots asap -
02-29-2004, 11:24 AM#6
Cookie
in case of customised models you are free to create your own pathing map (purple/blue) and make them allign correctly regarding the wall. Maybe you will be interested in my doodad castle construction pack and willing to help me out with it (doing a sandy castle pack now for desert) =)

heck i think you can easily fake the pathing by creating invisible ramps adn stuff =)
02-29-2004, 01:47 PM#7
Xaran Alamas
Quote:
Originally posted by Cookie
in case of customised models you are free to create your own pathing map (purple/blue) and make them allign correctly regarding the wall. Maybe you will be interested in my doodad castle construction pack and willing to help me out with it (doing a sandy castle pack now for desert) =)

heck i think you can easily fake the pathing by creating invisible ramps adn stuff =)

Now I like the sound of a castle construction kit :D doing/done any demonic looking ones that would fit with the Black Citadel tileset?
03-02-2004, 08:02 PM#8
tha_chump
Huh... I make a thread about 'who is cookie'? and the next time I log on he has appeared in person... coincidence? or something spooky...?

Anyhow, yup, yup - I'd like help out with castle construction stuff...
03-03-2004, 04:03 PM#9
tha_chump
Here's the update...

there's the helmsdeep wall out of interest...

I'm working on those human walls at the moment....

The ramp doesn't work properly as is explained in the pic... I'm doing death animations - I plan to have the middle of each segment crumble away... though it may be beyond my skill at present...
03-03-2004, 04:10 PM#10
Xaran Alamas
I've been waiting for someone to make a Helm's Deep map with this technique ^_^ Looks cool and those walls look great :D
03-03-2004, 04:16 PM#11
tha_chump
the way i'm doing the keep at the moment is to make it out of cliffs then 'coat' it with models- it's a bit of nightmare - it might be better if someone skinned the cityscape cliffs with a similar texture then I could mix and match the techniques

runs off to request forum...

ps... sorry about size of jpgs
03-03-2004, 04:35 PM#12
Xaran Alamas
Quote:
Originally Posted by tha_chump
the way i'm doing the keep at the moment is to make it out of cliffs then 'coat' it with models- it's a bit of nightmare - it might be better if someone skinned the cityscape cliffs with a similar texture then I could mix and match the techniques

runs off to request forum...

ps... sorry about size of jpgs

Hmm did you look at the map I attached? Cause when a model is walkable (correct me on this if I'm wrong Cookie) it uses the model's colision shapes to determine which parts of the model are walkable so combined with custom pathing it should be possible to make the walls walkable...
03-03-2004, 04:53 PM#13
tha_chump
Quote:
Originally Posted by Xaran Alamas
Hmm did you look at the map I attached? Cause when a model is walkable (correct me on this if I'm wrong Cookie) it uses the model's colision shapes to determine which parts of the model are walkable so combined with custom pathing it should be possible to make the walls walkable...


what's this custom pathing people have mentioned? Red and blue squares? where?

My new laptop's not got a disk drive so everything I want to transfer from my net pc needs to go by cd - a nightmare - checking out your walls in a min...
03-03-2004, 04:59 PM#14
Illisor
Sorry for offtop.

Cookie, it is your dracolich on your avatar? It is :D very good model!!! I really like it! But some i remake some anims and now it look likes great!
I am modeller from russia. If you want to speak. Welcome to ICQ# 221013519.
Sorry for my english... :8
03-03-2004, 05:32 PM#15
tufy
Quote:
Originally Posted by tha_chump
what's this custom pathing people have mentioned? Red and blue squares? where?

My new laptop's not got a disk drive so everything I want to transfer from my net pc needs to go by cd - a nightmare - checking out your walls in a min...

The pathing maps are small .tga images with squares colored with certain specific colors. Every color allows or disallows certain movement (or building) type - you can have a nonflying area, a nonbuildable area, a nonwalkable area, a free area (you're allowed to do anything there) or various combinations of those. I recommend you check existing pathing maps in Warcraft III (they are easily viewable via Image Extractor 2) to see how they work.