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How to make directly enterable houses (no dummie houses)

Level 5
Joined
Jul 14, 2014
Messages
115
Getting started
First off you're going to need the models. Choose any pack you want from these. They are created by the same authors.
House system kit (the kit I'm using in the tutorial)
House system roof addon (the roofs in house kit aren't included so here they are)
Stone house kit (pretty much the same except the walls and doors and windows etc are out of stone)
Log house kit (same but out of wood logs like a cabin, I also use the tiles from this kit)

Also if the links are broken then in google search wc3c [name of pack here]

PLEASE NOTE : this tutorial is ment for more experienced users of WE
onto the tutorial
Quick note : If your model is a green box probably you should restart WE

Ok, so create a new world.

Now open the import manager
43BSU9a.jpg


Open the import files window

Now navigate to the downloaded folder and find an .mdx file named something like wall_blank.mdx or [bricks]wall_blank or [logs]wall_blank depending on which pack you chose
8fT6cxf.jpg


Now create a new destructible and name it anything you want. I named mine [house]wall (I'm sorry that my WE isn't in english)
SW3UQJ3.jpg


Ok. Now put these attributes in your destructible :
target type (or something) - no
size of selection - 96.00
shadow - no
can walk - no
texture path - no
max size - 2.00
min size - 2.00
random size - no


Now find the art-texture and change it to the wall_blank(or whatever) that is in your downloaded folder(kit)
CZXTwPT.jpg


You should restart WE otherwise your model will have a green and black box.

Now it should look something like this :
z7MnbYH.jpg


But once you place the wall will be randomly rotated

To fix that select the model and hit enter. This window will come up
qudEEPa.jpg


Adjust it to your liking

The wall is now straight
i0dT1Cb.jpg


place a bunch of them rotating them how I taught you
fYyp5jx.jpg

E2atirm.jpg


When you're done leave one space for the door
hRTivI8.jpg


Go to import manager again and now import the wall_door.mdx (or [bricks]wall_door or whatever)
77rOQ15.jpg


Then go to object editor and just copy the wall_blank and rename it to wall_door

Then just change the texture from wall_blank.mdx ro wall_door(or wahtever).mdx
qByzrpo.jpg


Again restart WE

Now place the door and rotate it how you want
yf35OBf.jpg

kJvB8SG.jpg


If you don't want extra detail you can skip the next step

Now add corners. Open import manager and and find a file in your folder like wall_corner.mdx or whatever you have.
85klqne.jpg


Now create a new doodad in the water section with the name wall_corner and give it these attributes :

texture path - no
max size - 2.00
min size - 2.00
random size - no
6QMcU4w.jpg


Give your wall_corner the model path that you imported
b5yXFgI.jpg


This is how the corner from the house system kit looks like
2OvO6bL.jpg


As always rotate it. I recommend giving it 0 rotation always!
aas9mdr.jpg


Place the corners pretty much anywhere you like (I'll place mine around the corners and around the door because it sticks out a bit
f4BEvhN.jpg

MCrRO1m.jpg

nEQqMHh.jpg



Now let's make the flooring!

Open import manager and navigate to log house kit (you may also go to stone house kit, it also has some nice floor tiles. But I prefer the log house kit tile)
and go to misc and find misc_tile and import it.
2ieYP1O.jpg


Now pretty much just copy your wall destructible and give it a name something like tile[wood] or something.
oxRYNnr.jpg



Now give it your imported model file
cSsdugd.jpg


I recommend giving it these attributes especialy if you're using house system kit :

max size - 6.50
min size - 6.50
jFzEBeD.jpg

and :
fixed rotation - 0
kYxXrKB.jpg



As always restart WE to see changes

Fill in the house floor with these:
q4kfRre.jpg


Now create a new doodad named roof in the buildings section with these attributes:

texture path - no
max size - 10.00
71jtzC7.jpg



Now go to import manager and navigate to your roofs folder from the pack you got and import the roof you want. I'm using house kit roof addon brown shingles
XnX7OL6.jpg


also each of these pack include BLP files. Import all BLP files from the pack you're using and remove the War3Imported/ thing from their paths. This is very important otherwise the WE will crash when you try to place a roof.
4DasXkR.jpg

i3ESscK.jpg


Restart WE

When you place a roof it will kind of look like this:
m9121Ft.jpg


You're going to have to hit enter and set it's rotation and x, y, z size to the size of the house you created
mxiGSBy.jpg


Just mess around with the numbers and you'll get it
0DTclWT.jpg


If the roof is too high or too low then select the roof and hold CTRL and at the same time press page up (for raising) and page down (for lowering).
kngLDtm.jpg

YWwjQRC.jpg


But there is a problem : You can walk through the walls!
There's an easy solution. Use pathing blockers
0C7p3Cz.jpg


Here I surrounded the hole building with pathing blockers but I left the door clean without the blockers so you could walk through it. To place them inside the wall hold SHIFT while placing
8vfNPpX.jpg


Now we need the roof to disapear when a unit enters the building

We're going to create 3 regions

One called Enter1
EPWmAWr.jpg


Another one Enter1a
8qdL37h.jpg


And Enter1b on the hole building
Y05KSMg.jpg


Now open trigger editor

Create 2 triggers
R1
R1a
uoFdDPh.jpg


So for R1 do this :
  • R1
    • Events
      • Unit - A unit enters Enter1 <gen>
      • Conditions
      • Actions
        • Animation - Play the hide animation for all doodads of type [house]roof_brown shingles within Enter1b <gen>

Do this for R1a
  • R1a
    • Events
      • Unit - A unit enters Enter1a <gen>
    • Conditions
    • Actions
      • Animation - Play the show animation for all doodads of type [house]roof_brown shingles within Enter1b <gen>
Now place a unit
lHlX4GN.jpg


This is when you're outside
i8imqY2.jpg


This is when you're inside
mPAma4f.jpg


Finishing off
This is an example of what you can create:
SO0QDVQ.jpg

BTW That's a tavern from my upcoming map


Also there are wall_blank[upper] included. As you see in the picture that house is taller that the one in the tutorial. To do that just import the wall_blank[upper].mdx and use that. Then you can place wall on top of the ones you created. Same with all other [upper].mdx files

This uses some furniture packs.
Indoor doodads pack

Ket's some furniture pack

Ket's tableware

Hobbiton doodads
 

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Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,182
Yes he does.
[hidden=some title][IMG]image link[/IMG][/hidden]

Either way, this is waaaaay too detailed, as much as I support noob friendly tutorials this is over kill.

Instead of showing pics on how to create every single object just write "You'll need a a custom desturctable for each of the 5 models we just imported" or something like that. And for the triggers just post the finished trigger in trigger tags and explain how it works.
http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/how-easily-post-triggers-163285/

+1 for the final product though, this is super useful.
 
Last edited:
Level 5
Joined
Jul 14, 2014
Messages
115
Yes he does.
[hidden=some title][IMG]image link[/IMG][/hidden]

Either way, this is waaaaay too detailed, as much as I support noob friendly tutorials this is over kill.

Instead of showing pics on how to create every single object just write "You'll need a a custom desturctable for each of the 5 models we just importet" or something like that. And for the triggers just post the finished trigger in trigger tags and explain how it works.
http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/how-easily-post-triggers-163285/

+1 for the final product though, this is super useful.
Thanks a ton :goblin_yeah:
 

Bannar

Code Reviewer
Level 26
Joined
Mar 19, 2008
Messages
3,140
I'm not allowed to approve your resource :< You will have to wait for mode to show up.

The tutorial itself seems fine, yet as mentioned already, it is probably too detailed. I don't recall 11-13 old kids wandering around.

This could be fixed with additional "hidden" tags within another "hidden" tags i.e you got basic description and pics, yet if you want more details, you can open the inner spoiler to get the info :)
 

Zwiebelchen

Hosted Project GR
Level 35
Joined
Sep 17, 2009
Messages
7,236
I have actually wrote a system for that that automaticly plays a morph animation followed by a "stand alternate" animation of destructables when the camera target gets close to the particular destructable.
If you move away again, it plays "morph alternate" and then reverts the destructable to loop "stand" again.

All that with the minimum amount of overhead possible.

The "morph" and "morph alternate" animations are used to slowly fade the model visibility in and out.


I could upload this system to hive if anyone reading this is interested. I think this is a much better approach than hiding rooftops when a unit enters, because it allows looking inside a house even without someone being inside.
 
Level 5
Joined
Jul 14, 2014
Messages
115
I have actually wrote a system for that that automaticly plays a morph animation followed by a "stand alternate" animation of destructables when the camera target gets close to the particular destructable.
If you move away again, it plays "morph alternate" and then reverts the destructable to loop "stand" again.

All that with the minimum amount of overhead possible.

The "morph" and "morph alternate" animations are used to slowly fade the model visibility in and out.


I could upload this system to hive if anyone reading this is interested. I think this is a much better approach than hiding rooftops when a unit enters, because it allows looking inside a house even without someone being inside.
Dunno. Kinda lazy right now
 
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