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Flying Buildings?

10-15-2005, 08:18 PM#1
Earth-Fury
No, im not talking about moveing buildings. Im talking about buildings that have flying heights, and are above the ground.

How would i go about doing this? (when i siply add in a height vaule to the object editor, the building appear on the ground ingame!)
10-15-2005, 08:48 PM#2
Panto
Only non-structure units with a move speed will appear above the ground with a flying height.

You can modify the model (rather easily using Oinkerwinkle's tool) so that the building actually appears substantially above its origin, if you wish.
10-15-2005, 11:07 PM#3
Tim.
www.oinkerwinkle.com

Just like Panto said; just get an MDX-->MDL editor from www.wc3sear.ch, convert the MDX to MDL, then use Oinkerwinkle's vertex modifer or Geoset Translator to lift the unit as high as you see fit.
10-15-2005, 11:24 PM#4
Earth-Fury
my god.... i can feel the power of this tool flowing throgh me! its going to my head!

thank you muchly :) now to spend endless hours lifting models off the ground...
10-28-2005, 02:45 AM#5
Tooolbox
Lol. Noobzors.

I discovered this, and I feel like Smeagol wanting the ring all to himself...lol. But I figured I wouldn't be selfish.

Stats - Is A Building = False
Height - 240 (or whatver)
Height Minimum - 200 (or whatever, I put this here, but I'm not sure if you need it)
Stats - Is A Building = True

There, flying building.

You can also use this tactic to allow units to upgrade (HAHAHAHAHAHAHAHAHAHAHA NOW WHO FEELS THE POWER?). You toggle Isabuilding on for a unit, list things that it upgrades/units it trains/upgrades it researches/whatever thing only buildings can do, then toggle it back, and it stays that way. Lol, I had taken a scout tower and converted it into a unit, forgetting to remove its upgrades...so when I played, I was startled to find that my unit could upgrade into an arcane tower o_O lol.

Anyway, I think this has a lot of capability and opens up new doors (as far as I know). It's also easier than DLing a 3rd-party tool to raise the model...

((I saw this post while I was bored, tested this, then posted back now, which is a few days later.))

Hope I was of help.
10-28-2005, 05:22 AM#6
Panto
Did you test the buildings in-game after making this change? Do they fly?

Changing the parameters of an object in order to take advantage of limited fields isn't a new trick, I'm afraid to say. For my part, I've got a modified .slk file that WE reads that forces it to display the limited fields in many more situations, but I think this is one where it still doesn't work, even though the fields may lead you to believe it would.
10-28-2005, 06:20 AM#7
Earth-Fury
Quote:
Originally Posted by Tooolbox
Lol. Noobzors.

I discovered this, and I feel like Smeagol wanting the ring all to himself...lol. But I figured I wouldn't be selfish.

Stats - Is A Building = False
Height - 240 (or whatver)
Height Minimum - 200 (or whatever, I put this here, but I'm not sure if you need it)
Stats - Is A Building = True

There, flying building.

You can also use this tactic to allow units to upgrade (HAHAHAHAHAHAHAHAHAHAHA NOW WHO FEELS THE POWER?). You toggle Isabuilding on for a unit, list things that it upgrades/units it trains/upgrades it researches/whatever thing only buildings can do, then toggle it back, and it stays that way. Lol, I had taken a scout tower and converted it into a unit, forgetting to remove its upgrades...so when I played, I was startled to find that my unit could upgrade into an arcane tower o_O lol.

Anyway, I think this has a lot of capability and opens up new doors (as far as I know). It's also easier than DLing a 3rd-party tool to raise the model...

((I saw this post while I was bored, tested this, then posted back now, which is a few days later.))

Hope I was of help.

they appear to fly in the WE, however, when the game is booted up, they do not fly.
10-28-2005, 06:45 AM#8
Tooolbox
Ah. Shucks. I guess I was wrong, lol. Hm...I'm gonna double check that, see if I can get it to work.

Btw Panto, I'd like that slk file, if that's okay ^_^ Like it would be nice to be able to toggle visible on abilities (even though the visible filed normally only appears in Channel...-_-)
10-28-2005, 03:07 PM#9
Panto
It does not provide that degree of flexibility. Abilities are specifically configured to show the default fields and only the extra fields that work. Notice that, when you press Ctrl+D to bring up the raw values, they're all DataA1, DataB1, etc. Each ability reads the values in those fields depending on what kind of information it needs. Thus, you can't simply add flexibility to a spell by trying to tell it that it has a field it doesn't.

In objects, however, units particularly, there's lots of stuff that's limited that need not be.

However, whenever a new patch comes out, it's best to get the new patch's .slk and configure it to show the object fields. I haven't done this yet for 1.20.
10-29-2005, 06:43 AM#10
Tooolbox
How would you do this? Do you need any specific programming knowledge? Any 3rd-party tools?
10-29-2005, 12:32 PM#11
Earth-Fury
get win MPQ.
extract the SLK file you wish to edit. (from a map or the main WC3 MPQ's)
edit the SLK file in excel
place it in the directory it was in the MPQ, but in the war 3 folder.
(eg: if the file was in "interface/", then place it in a folder named "interface" in your war 3 directory.)

the next time you boot up the editor, it will grab that local file instead of the archived version. (this doas not work for all files.)