| 03-13-2004, 03:08 PM | #1 |
the heading says it all... I see how they work etc. - but I've looked through some mdls but can't figure much else out |
| 03-13-2004, 04:42 PM | #2 |
Pathing tga's are totally unrelated to mdl, so stop thinking that way pathing tga's usually consist of a few basic colors, with maximum/minimum rgb values (like, r=255,g=0,b=255 =purple). This means there are only a limited amount of pathing types that would interst you. The beauty of those things are that they cna be directly loaded into WE and checked out immediately. Just be certain that te pathing tga is in your wc3 main directory. Then just assign the pathing path of a building towards yours. Voila it shows how it looks like. Just import it in your map and change the path again and you're done {this was implent part} Creating part: you have to fiddle around with those for a few times. Each square is one pixel in a pathing tga. best way is to create a new tga, then have it total black (for example, take a 16x16) I advise you to STICK with formats of 2 dimensions (like 8x16). Then its trial and error;assign your pathing tga and check it in the WE. Every time add the designated color you want and slowly form it. if you were talking about regular textures that model uses then I have to kick you, but Im certain you meant pathing textures right..? |
| 03-13-2004, 05:41 PM | #3 |
thanks cookie, yeah, I meant pathing texts - I thought though that a model would link to it's corresponding pathing somewhere in it's mdx/mdl? but no, obviously they don't because you can switch them in the editor - I'm just a bit slow, ah... I guess I'll experiment - but is there any ratio between model size and pathing texture size - or will a 4x4 and 16x16 work equally well for a square model (except that one will have more data)? |
| 03-13-2004, 07:36 PM | #4 |
trial and error I would say. 2x2 is as big as the farm without the blue pathing around it |
