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How do you make a 'castle' doodad display in WE?

11-30-2004, 08:28 PM#1
RaeVanMorlock
I'm trying to turn a castle model into a doodad, but the problem is that it's part of the Town Hall model file. Once the game starts, I can run the animation to make it into a castle, but is there anyway to do this in the WE? I'm trying to make the 'insides' of buildings--a technique discussed awhile ago--and it would be so much easier if I could actually see the boundaries of the outer castle while fleshing out the inside.
11-30-2004, 09:03 PM#2
Murcielago)
as far as i know there i no way.....the only way i can think of is to export the model u want and use it as a custom.....


-Murcielago)
12-01-2004, 07:02 AM#3
tufy
Make it a flying unit and turn it the way you want it to be turned.
12-01-2004, 07:37 AM#4
Guest
i know it is possible coz i have done it once before but i cant remember how i did it ill look into it for u
12-01-2004, 06:02 PM#5
RaeVanMorlock
Quote:
Originally Posted by tufy
Make it a flying unit and turn it the way you want it to be turned.

Yeah, but I really want it to be a doodad so I can work with its scale and make things disproportionate if need be.


Quote:
Originally Posted by kablamo185
i know it is possible coz i have done it once before but i cant remember how i did it ill look into it for u

Thanks ^_^
12-01-2004, 06:08 PM#6
Gitlich
i imagain its possable with triggers. i tried the same thing once with the orc town hall models. they continualy swtich between their possable models, just like all the human tower models. as far as i know theres no way to turn it into a doodad in WE. i think its possable only by going in game. if you have the programs you could try extracting the mode.. but i think that as the model is one file for all the models. youd have to edit the model somehow to ensure you only see the castle and not the other variations
12-01-2004, 06:14 PM#7
RaeVanMorlock
Quote:
Originally Posted by Gitlich
i imagain its possable with triggers. i tried the same thing once with the orc town hall models. they continualy swtich between their possable models, just like all the human tower models. as far as i know theres no way to turn it into a doodad in WE. i think its possable only by going in game. if you have the programs you could try extracting the mode.. but i think that as the model is one file for all the models. youd have to edit the model somehow to ensure you only see the castle and not the other variations

I know I can do it with triggers, but they only apply when in-game and I need it to display in-editor so that I can work with it.

I haven't played with any model files before, but it'd likely just involve changing "Stand" to some other string and then "Stand Second Upgrade" to "Stand" so that the castle would be the default animation.
12-01-2004, 06:20 PM#8
Gitlich
Quote:
Originally Posted by RaeVanMorlock
I know I can do it with triggers, but they only apply when in-game and I need it to display in-editor so that I can work with it.

I haven't played with any model files before, but it'd likely just involve changing "Stand" to some other string and then "Stand Second Upgrade" to "Stand" so that the castle would be the default animation.

perhap you could ask in the requests vault. it sounds like it would only be a small amount of work to someone who is more experianced with model editing tools, and much more likely to get done than most requests