HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

custom model looks great in World Editor -- but invisible in game!!! help!

04-27-2004, 07:38 AM#1
eugrcants
After a lot of path trouble, I finally got my model to display correctly in the World Editor--but for the life of me I can't get it to display in the game. One .blp is pathed locally, a copy of it is pathed with "Units/Human/WarWagon/SiegeEngine". (Thus causing the real Siege Engine to have my texture as well)

All files reside in the "C:\Program Files\Warcraft III" root directory.

Explicitly, like this:
tractor.mdx "\tractor.mdx"
tractor.mdl "\tractor.mdl"
SiegeEngine.blp "Units\Human\WarWagon\SiegeEngine.blp"
SiegeEngine.blp "\SiegeEngine.blp"
wheel01.blp "\wheel01.blp"

I have no alpha channels, no team colors. The model was made/exported with 3ds Max 4.2. using "Warcraft" materials in the material editor. Any advice??? Thanks!!!


-eugrcants
04-28-2004, 08:32 PM#2
Targash
Your problem is that the files are residing in the root directory. It works fine for WE but it wont work ingame. You have to import files into the map or mpq to get them to work ingame.
Or maybe editing the registry could work, but that leads to other problems i thing.
04-28-2004, 08:44 PM#3
DoCa-Cola
The problem is that you have no Alpha channels. All skins need one or they don't work.
04-28-2004, 09:52 PM#4
eugrcants
Quote:
Originally Posted by DoCa-Cola
The problem is that you have no Alpha channels. All skins need one or they don't work.
Well, the model isn't just invisible, it's unselectable. (Though I've seen the model attacked and destroyed by the computer opponent) And interestingly, I had the same trouble with the Art Tools tutorial model and the grunt sample model. Maybe they're missing alpha channels, too... Would that really make the model unselectable???


-evan
04-28-2004, 09:58 PM#5
DoCa-Cola
Ahh... Hmm.. I was having that problem before... I THINK it has to do with the path of the skin/model. Double-Check that it's right, and that all the Case matches.
04-28-2004, 10:16 PM#6
The Gearhead
If the path were incorrect, then it simply wouldn't show up.

He has a different problem.

As for being unselectable, I'm pretty sure that's a model property with some sort of bounding box, to detect clicks. Many spell models in the game, for example, have such tiny boxes that you must drag the mouse in order to select a unit using that model.
04-28-2004, 11:24 PM#7
Oinkerwinkle
Are you using the import manager to insert these? If you're just putting them in the Warcraft folder, then you'll have exactly that problem. Also, if you don't have TFT and are using WinMPQ, then say so, because more complications can arise from that.
04-28-2004, 11:29 PM#8
Oinkerwinkle
Targash is right.

If you place the files in the Warcraft directory, which it sounds like you did, you will get exactly that result. You have to use the import manager (or WinMPQ if you don't have TFT).
04-29-2004, 02:31 AM#9
eugrcants
Quote:
Originally Posted by Oinkerwinkle
Targash is right.

If you place the files in the Warcraft directory, which it sounds like you did, you will get exactly that result. You have to use the import manager (or WinMPQ if you don't have TFT).

I'm sorry, but I don't think you read my whole post. My post describes the paths I used in the Import Manager of the TFT World Editor. I'm thinking it is indeed along the lines of the alpha channel/bounding box issue. But I still don't understand why Blizzard's sample models don't work. Also, I'm using patch 1.12. Would that have anything to do with it??? Thanks for everyone's help!

-eugrcants
04-29-2004, 02:43 AM#10
Oinkerwinkle
Quote:
All files reside in the "C:\Program Files\Warcraft III" root directory.

Quote:
I used in the Import Manager of the TFT World Editor.
Unless I'm missing something very obvious, those two statements contradict each other.
04-29-2004, 05:13 AM#11
eugrcants
Quote:
Originally Posted by Oinkerwinkle
Unless I'm missing something very obvious, those two statements contradict each other.

When I exported the files from 3DSMAX with the Art Tools plugin, the directory I exported to was: C:\Program Files\Warcraft III

Using the import manager in the Warcraft TFT World Editor, I imported the files from C:\Program Files\Warcraft III, to the map I was currently editing. To my knowledge, importing within the World Editor, simply imports the model/skin files to the map you have open. Then, within the import manager, I altered the "import paths" to [what I wrote in my original post]. And the custom named/modeled/skinned unit displayed PERFECTLY within the World Editor, so I know I'm doing something right. I just can't get them to display in the game...


-eugrcants
04-29-2004, 09:08 AM#12
HEZZA
sorry this has nothing to do with this
but targash...i never knew u were a moderator ><
04-29-2004, 02:01 PM#13
Oinkerwinkle
Humm, well I have a few ideas still then...

Quote:
a copy of it is pathed with "Units/Human/WarWagon/SiegeEngine".
You have your slashes going the wrong way there. If that was copy and pasted and that's really how you have it, it would be a good idea to change those.

Also try removing the \s before the paths. I'm not sure why you have those there, and I'm sure they're not necessary.
tractor.mdx "tractor.mdx"
tractor.mdl "tractor.mdl"
SiegeEngine.blp "Units\Human\WarWagon\SiegeEngine.blp"
SiegeEngine.blp "SiegeEngine.blp"
wheel01.blp "wheel01.blp"


Thirdly, try moving the unimported files out of your Warcraft directory and see if it still works in the WE.

If nothing else works, you could probably just upload your files and someone would get it imported right.