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MPQ Models

10-23-2004, 06:07 AM#1
Guest
Can someone tell me where I can find the models for the trees in the MPQ file? Thanks
10-23-2004, 02:41 PM#2
Panto
Look at the path for the tree model in the object editor, and then find that path (they're listed by alpha) in the .mpq.
10-23-2004, 08:27 PM#3
Guest
Quote:
Originally Posted by Panto
Look at the path for the tree model in the object editor, and then find that path (they're listed by alpha) in the .mpq.

I did look into it before I came here. I first tried to get the units to use the tree models but they couldnt use them. Next I went into the mpq's and tried to find them and couldn't. So I've had to come and ask people who know more then I do.

Also I'm not a noob that will come here with stupid questions which I could find the answers to myself though the forums, tutorals or just testing myself. This is my last option.

And I'm sorry if I seem mean, I'm not. I just want to point out that I'm not a noob (well thats what I think anyways ^_^ )
10-23-2004, 08:38 PM#4
EnetheruAnuon
Quote:
Originally Posted by zandose1
I did look into it before I came here. I first tried to get the units to use the tree models but they couldnt use them. Next I went into the mpq's and tried to find them and couldn't. So I've had to come back and ask people who know more then me. Also I'm not a noob that will come here with stupid questions which I could find the answers myself though the forums, tutorals or testing myself. This is a last resort.

And I'm sorry if I seem mad/pissed off, I'm not. I just want to point out that I'm not a noob (anyways thats what i think ^_^ )


Hey, we're glad you came here for help. Any question anyone asks gets the "duh" answer before anything else. Tree models do funky things when they aren't assigned as trees. They tend to show up white when assigned to units, due to some of the art settings for trees that don't exist for units. Because of this, they may not be able to suit your needs. If you really need them, the paths are
War3.mpq/Doodads/Terrain/*Tree/

where * is the abbreviated tileset name. An example is War3.mpq/Doodads/Terrain/AshenTree.
10-23-2004, 09:58 PM#5
Guest
Quote:
Originally Posted by EnetheruAnuon
Hey, we're glad you came here for help. Any question anyone asks gets the "duh" answer before anything else. Tree models do funky things when they aren't assigned as trees. They tend to show up white when assigned to units, due to some of the art settings for trees that don't exist for units. Because of this, they may not be able to suit your needs. If you really need them, the paths are
War3.mpq/Doodads/Terrain/*Tree/

where * is the abbreviated tileset name. An example is War3.mpq/Doodads/Terrain/AshenTree.

Thank you. I think I may have the answer now. In another thread I posted someone gave me a link to a map that has some of the tree models (only the first ones of each tree. Some trees have 8-10 different models) already remodeled to be used on units. I'll try using those and see if they work for what I want.
10-23-2004, 10:31 PM#6
EnetheruAnuon
Hey, no prob. Out of curiousity, what are you going to be doing with the tree-units? Also, where did you get the modified models, because I actually have a need for them as well.
10-23-2004, 11:26 PM#7
Guest
Quote:
Originally Posted by EnetheruAnuon
Hey, no prob. Out of curiousity, what are you going to be doing with the tree-units? Also, where did you get the modified models, because I actually have a need for them as well.

Go to the thread http://www.wc3campaigns.com/showthread.php?t=18135 The map is there.

I didn't see any files in the import window so i had to extract the files from the map with a mpq extractor and import the files into a new map. Seems to work fine.

I would have liked to use the original models from the game to have saved on map size, number of imports allowed (I think 64 limit) and compatibly with other maps. Oh well. :(

Just out of curiosity what are you using the tree models for?
10-24-2004, 12:19 AM#8
EnetheruAnuon
Quote:
Originally Posted by zandose1
Just out of curiosity what are you using the tree models for?

Well, I've got some lore worked out for a campaign to go with some of my skins/models/icons and such, and I needed to be able to heal trees with a spell. This is basically impossible with the regular trees, so my idea was to make player owned trees. If a tree was destroyed, it was to spawn a powerful creep treant that would grant no xp and no bounty, thus the need for the player to be able to heal trees. Since trees can't be targeted, the player-owned thing fixes the problem, mostly.

I wrote that rather strangely, I hope it makes sense.
10-24-2004, 12:54 AM#9
Guest
Quote:
Originally Posted by EnetheruAnuon
Well, I've got some lore worked out for a campaign to go with some of my skins/models/icons and such, and I needed to be able to heal trees with a spell. This is basically impossible with the regular trees, so my idea was to make player owned trees. If a tree was destroyed, it was to spawn a powerful creep treant that would grant no xp and no bounty, thus the need for the player to be able to heal trees. Since trees can't be targeted, the player-owned thing fixes the problem, mostly.

I wrote that rather strangely, I hope it makes sense.

Doesn't make sence, sorry ^_^

I thought there was a skill/ability or something for healing trees?
10-24-2004, 01:41 AM#10
Panto
Since you've got two threads on this topic running at the same time, I'm closing this one.