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Map size and lag issue

01-15-2006, 03:19 PM#1
Jacek
Well...

1) What map size means. I mean when I have map size 64 x 64, what it means in w3 length units (ranges etc) 64 x 64 = 64000 x 64000 ?? (hope you understand what I mean)

2) I wonder if that would lag if I had like 10000 (w00t) units without model. I know that models lag mostly but units take place in memory too. So?
01-15-2006, 03:36 PM#2
Zandose
I think each 1x1 cell is 128x128 in size. Meaning if you get a units attack range to 128 it will be able to only attack from the distance of one cell.
01-15-2006, 06:42 PM#3
Jacek
Well... I have another question that gives me trouble... why if I change unit model to "none.mdl", unit is no longer selectable?
01-15-2006, 06:48 PM#4
Zandose
I'm not really sure about this one. I think that when a unit doesn't have a model it's like a error and the unit cant be made. If your looking for a blank model thats selectable try either using the ability model "Abilities\Spells\Human\Invisibility\InvisibilityTarget.mdl" or use the dummy.mdl from Vex's ability map.
01-15-2006, 06:48 PM#5
ShadowDragon
Because you select a unit by clicking on its model. With no model, you can't click on it (you can stil drag select it I think).
01-15-2006, 07:06 PM#6
Zandose
yah what he said ^^
01-15-2006, 07:10 PM#7
Jacek
It can't be drag selected, thats funny. I think it has got something with Min and MaxExtents in model. Oh and Zandose, congratulations, your first rep
01-15-2006, 09:24 PM#8
BBDino
Quote:
Originally Posted by Zandose
I'm not really sure about this one. I think that when a unit doesn't have a model it's like a error and the unit cant be made.

I believe that is incorrect, i have frequently used " " in the model path field and never had an issue.
01-15-2006, 09:31 PM#9
Earth-Fury
In the editor, there are 3 sizes of grid:
Small - (32 Value)
Medium - 4 smalls in a medium (128 Value)
Large - 4 medium, or 16 small in one large (512 value)
01-15-2006, 09:34 PM#10
Extrarius
If you can't drag-select the model, you did something wrong (or you're talking about a unit with 'aloc' ability in-game, which is supposed to be unselectable). A unit with an invalid model should work in every way like a unit with a normal model, except you can't click-select it.

Inside a model file, each group of triangles (what models are built from) is marked as selectable or nunselectable. You click-select a unit by clicking on a part of it's model marked as selectable.

If you want to be able to click-select a unit without it having a model, it's possible to just make invisible triangles and mark them as selectable.

Quote:
Originally Posted by Earth-Fury
In the editor, there are 3 sizes of grid:
Small - (32 Value)
Medium - 4 smalls in a medium (128 Value)
Large - 4 medium, or 16 small in one large (512 value)
Yes, and the pathing maps are accurate to 64 units. A single pixel in a pathing map is 32 units, but the editor only lets you place buildings on a grid that is 64 units wide so pathing maps should have everything done in a grid of 2 pixels.
The terrain itself is done in a medium grid (128 units), and for comparison that is the width of the default scout tower.
01-16-2006, 06:54 AM#11
Jacek
Thats strange... I didn't added Locust, of course, but can't even drag select... maybe it has something that it has Worker classification?
01-16-2006, 03:21 PM#12
Tim.
Click on the Idle Worker icon in the left corner - Does it then select the modelless unit?
01-16-2006, 06:28 PM#13
Jacek
Yes... it selects it, I can also when I select that unit and griffin I can attack the unit. Can it be something that I have like >2000 of these units?

EDIT: Found something in old threads:

Quote:
Originally Posted by leedgitar
Quote:
Originally Posted by Whitehorn
Why are models without Colission fully selectable?

The bounding box of the model is what is used for selection (indicated by the MinimumExtent and MaximumExtent in the model, or the Min/Max extent of the current animation sequence). The collision bounds are used for in game collision with other objects.