| 07-24-2007, 02:57 PM | #1 |
Not sure whether this comes under terrain, skinning, triggering, interface editing, something else due to the general nature of the question. Sorry if its in the wrong section. The general idea I have is for a Cenarion Cirlce (Druids) map/campaign, that can only build upon Blessed Ground (Working name :P) which works in the exact same way as blight basically, but produces lush grass instead of dark decayed earth (an already existing thick grass tileset will do), mabey little lights (faerie fire effect or somesuch) instead of the wandering gas clouds, and then preferably not rot trees upon touch, need not do anything to trees at all. Is this possible? And if so, does anyone know how. (complicated ideas involving triggers/scripts welcome )Thanks. ps. will do the grunt work myself, just looking for ideas/knowledge. |
| 07-24-2007, 03:31 PM | #2 |
Well if you ain't going to use original blight then you can import your grass tile as TerrainArt\Blight\"Tileset"_Blight.blp (example for ashenvale TerrainArt\Blight\Ashen_Blight.blp) And you can import your faeries as "Environment\BlightDoodad\BlightDoodad" |
| 07-24-2007, 04:53 PM | #3 |
That simple? :D Cool, ill go try that now thank you very much. |
| 07-24-2007, 06:01 PM | #4 |
It won't take care of blighted trees. I think it is possible top export original trees and reimport them as blighted (you will need to search for their filenames) |
| 07-24-2007, 06:46 PM | #5 |
You're not going to want to search for the model(s), but rather the skin(s). All tree doodads use the same model with different skins. It depends which one you want to replace, but all the avaiable ones are: Code:
ReplaceableTextures\AshenvaleTree\AshenTreeBlight.blp ReplaceableTextures\AshenvaleTree\FelwoodTreeBlight.blp ReplaceableTextures\BarrensTree\BarrensTreeBlight.blp ReplaceableTextures\LordaeronTree\LordaeronFallTreeBlight.blp ReplaceableTextures\LordaeronTree\LordaeronSnowTreeBlight.blp ReplaceableTextures\LordaeronTree\LordaeronSummerTreeBlight.blp ReplaceableTextures\LordaeronTree\LordaeronWinterTreeBlight.blp ReplaceableTextures\NorthrendTree\NorthTreeBlight.blp |
| 07-24-2007, 07:31 PM | #6 |
Was actually searching for the filepaths to do just that :D Thanks for posting them :) Saved me alot of time Edit: Seems to be an error with the skin file loading (appearing as white-unskinned tree-ish blocks) when the tree is upon pre-placed blight. This can be terrain placed or starting-building created. When the ground under a normal tree is 'infected' during a game, it works perfectly, but if the game is saved, shut down, reloaded, the blight counts as "pre placed" and the trees are once again white. My theory is that the file for a tree when infected is working, but when the game loads a tree as blighted from the off, it doesnt work. If that makes sense. Anyways, ideas anyone? Tinkering with it, but imput welcome. Thanks again. Edit 2: As i'm using mushroom trees anyway (Based in Outland) ive made a new tree-type and used the blue mushroom model that simply doesnt *have* a blighted version, so it works, and they glow - which is pretty cool too. If anyone does figure out the above problem though that'd be great, so I can use other types of mushroom and regular trees too! :) |
