| 06-14-2004, 06:58 PM | #1 |
Hello. I was wondering if anyone could help me with this model which would perfectly fit my campaign.
Saving the scene as a single model and the result should look like the attachment picture. Then I believe it would be much easier to manage these units when they move and I wouldn't have to do periodic triggering. So could anybody help me with this? |
| 06-15-2004, 02:47 AM | #2 |
Here's my try at it. -Attachment edited out- |
| 06-15-2004, 08:25 AM | #3 |
Thanks, but what am I doing wrong that the imported model doesn't seem to be working? It says 'Could not load war3mapImported\LargeDuneWorm.mdl' and insted of the model I see a large green cube. |
| 06-15-2004, 08:28 AM | #4 |
I think ,you have to remove war3imported\ from the path then save and restart |
| 06-15-2004, 10:00 AM | #5 |
I've tried this method, doesn't work. Strange. However, without this model properly working I'm desperately stuck with my campaign and can't go any further. The only idea I have so far is that scaling in Warcarft III doesn't match the scaling in 3-D modelling software because in the Object Manager I set Scaling Value for this unit 8.00 and it looks as in the picture. But when oinker scaled it eight times in the 3-D modeller, the model seems to some three times larger then it should be according to Warcraft III scale. Could it be that Warcraft III engine would automatically deny any model that is too large? *cough cough*... back on-topic ... |
| 06-15-2004, 03:17 PM | #6 |
It's hard to say what you're doing wrong, but here's a map in which I put it in. Maybe you can compare and figure out where you made a mistake. I also modified the particle emitter a little, so a new version is attached. |
| 06-15-2004, 06:32 PM | #7 |
I've checked with your map. Now it works. The new particle emitter is great and the scaling is correct, too. Thanks! Can I ask for some more help on the same model? I think the model would look a little more realistic if you could lower the position of these dustballs because now they seem to be floating. When you look to the model straight from above, you can see that the dustballs form a rectangular area. How about distributing them so that they more or less match the shape of the worm? And the final request (hate for having to ask you all this much) is some animations. Let me tell you a bit more about the project. In this map, Giant Dune Worms periodically attack the player to slow their progress. When a worm appears, at first the dustballs appear and then the worm itself slowly rises from beneath the sand. When a worm bores back down into the sand, reverse: it slowly sinks until completely disappears followed by disappearing dustballs. This is an idea. Is it possible to bring this idea to life? |
| 06-17-2004, 05:28 PM | #8 |
(update) I think I'd better describe the request for animations. The effect I want to achieve is that a worm slowly sinks beneath the game terrain / ground. I thought it was possible to do this by changing movement height but it isn't. So I'm not asking for an entirely new animation but just a 3 or so second-lasting effect when a worm moves straight down into the sand (in other words, gradually lowers its position along the vertical axis). Could anyone do this? Thanks for every possible help. |
| 06-18-2004, 02:31 AM | #9 |
If you make it flying you can change its flying height with triggers (And unit editing). But if it's supposed to navigate through stuff I guess that wouldn't work too well. |
| 06-21-2004, 02:08 PM | #10 |
Yup, flying heights won't work. And there's no //hovering height// option. I'll skip this feature and return when the project is almost complete. |
