| 04-24-2004, 11:25 AM | #1 |
Does anyone know how to create custom pathing maps? Im a bit confused on how they work, it tried opening the .tga's only to find a coloured square.. |
| 04-24-2004, 12:38 PM | #2 |
(Anyone with more experience please correct me if I'm wrong here.) Pathing maps are just that, a map of pathing. Each colour represents a type of pathing, the most common colours which are used for most pathing maps are a blue and a pink colour, the blue represents walkable but unbuildable and the pink non-walkable or buildable. Each pixle in a pathing map represents one of the smallest terrain cells in WC3. To see what I mean open WE and cycle through the various terrain grid modes till you see the most complex one (the one just before the no-grid setting) Hope that helped. |
| 04-24-2004, 01:12 PM | #3 | |
Quote:
that is indeed correct. Pathing maps are nothing more then tga's with colors in it. A 1x1 pixel is the equilevent of a squaregrid of the smallest type in the WE. You have to mess around with them before you have the right values (aka trial and error) There are a few colors that will matter to the WE. other color types are just simply reduced to the acceptable format. Remeber, the values of the colors are always either 255 or 0 in the RGB. This means its either R=255, G=0, B=255, etc etc etc ========================================================== black-no pathing at all, walkable, buildable, flyable pink- unbuildable, flyable, unwalkable purple- walkable, flyable, unbuildable White-nofly, nowalk, nobuild (or perhaps you can but I forgot) Cyanta-walk,nofly,nobuild Green-build,walk, nofly |
| 04-24-2004, 03:24 PM | #4 |
wish I knew what the blight pathing colour was, I'm pretty sure it's a dark grey from my viewings in the WE but nothing seems to work... guess it could just be the Blight Pathing isn't considered as valid for pathing maps... |
| 04-24-2004, 03:44 PM | #5 |
not considered as a regular valid path. Same applies for waterborne stuff hardcoded |
| 04-24-2004, 04:02 PM | #6 |
damn, ah well |
| 04-25-2004, 12:58 AM | #7 |
thanks, see i wanted to make a Gnoll Town Square which has 4 small huts in the corners and a walkable path in the centre. |
| 04-30-2004, 09:46 PM | #8 |
Wait, so you CAN make pathing maps? How do you open up a .tga file and edit it? I've been killing myself trying to get wallls to work by fitting around the games pathing maps, but they all suck for making buildable walls. Anyone mind giving a brief explanation? |
| 05-01-2004, 08:59 AM | #9 |
ehm, any proggies that can open tga I think? (PsP, Photoshop....etc) Walls being build by peons is not possible, they mis the tag: walkable etc. Best shot would be to build a dummy wall and then use trigger to replace it with a destructable |
| 05-01-2004, 02:38 PM | #10 |
No no, very possible :>, just takes time to get it right. The way i have it set up for one race is wonderful now, but the ability to make my own pathing maps would make things like this much easier in the future. Thanks, Cookie. I suppose the only crappy thing about buildable walls is death animations either aren't included (in this race's case), or they don't work with some models (as in the case with one of the blizzard wall models). Nothing's perfect i supppose. At least not until i learn how to model and animate ;) |
| 05-02-2004, 04:54 PM | #11 |
ima tad interested, but would u require another tga? or... could someone post screenies on how this would all work... like how would u import and assign pathing? |
