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- Jul 1, 2007
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Here's an idea for you. Make the placement grid for doodads with pathig smaller, so instead of going by 2x2 increments it goes by 1x1 increments.
Here's an idea for you. Make the placement grid for doodads with pathig smaller, so instead of going by 2x2 increments it goes by 1x1 increments.
IMO the features should all remain battle.net compatible. That means no features like "make doodads in triggers" and such. Not only does it require hacking, it also isn't the purpose of a terrain editor.
You've made wc3 have no interface?
If you guys want to create doodads or any other variable(abilties, chang eheight map, etc.) in game, well than you gotta learn a new program language made by Gekko for wc3:http://www.wc3c.net/showthread.php?t=106485
And WorldEditor doesn't?It allows you to create tooltips, place any object on the map and change height of maps.
Yes they can. GMSI does it the exact same way blizzard place the objects or something like that. And disabeling Brush List doesn't take away all the lag. And typing is much quicker. If you want to know how it works, ask him. He used it to create Castle Fight so it works on b.net
No external tools can change the terrain in game D: (heights, stuff, bleh, bkluh)
Terrain deformations, change tilesets in reigon, add destructables. The original blizzard functions allow you to change terrain ingame.
And you can't just wait 2 seconds and create the object with GMSI? That would be in-game.
You should probably never use cliff levels anyway. It's really hard to make a terrain look good with cliffs. Even if it were possible you should avoid it.*You cannot change cliff levels for instance. Never.
Use doodads. It'll even look better than the original wc3 water. With some easy triggering you could make deep water block.*You cannot create shallow water. Never. There might be some ways where you trick everything to do it, but then,
Why not?*You cannot have multiply levels of shallow water created ingame. Never.
You should probably never use cliff levels anyway. It's really hard to make a terrain look good with cliffs. Even if it were possible you should avoid it.
Use doodads. It'll even look better than the original wc3 water. With some easy triggering you could make deep water block.
Why not?
I made a random terrain generator in about 30 minutes (Make a search for the last thread I created on this board) and it gave some pretty good results IMO. Adding new doodads or tiles is really easy, I could add rocks & shrubs in less than a minute. Give me another day and I implement water. Give me 10 days and I may even get complex terrains including villages and other complex structures.
Terrain deformation leaks are pretty small. I did some tests and 100 000 terrain deforms leaked several megabytes, which shouldn't be noticeable even at low-end computers.
there's a very slim chance that this will ever be finished.
1) Fact anyway
2) Fact as well
3) Terrain Deformations can desync with LocationZ and thus, insecure. Using doodads as water is another matter, but it's simply not possible to create water on different cliff heights via scripting. Or? does Terrain Deformation allow "water deformation" creations?
No doodad's limit, easier to make things go up in the air.
Anyone dumb enough to play WC3 on a mac deserves to be desync'd. Mac is not good for games.
Well you can't hate Mac's. What if parents already have a mac? Why would they waste another 600 dollars for a PC just for their kids to play games?
3) How is this not possible when you say 2 is possible? If you use doodads to simulate water (in a better way than default water) for solution 2, then you can just as well use doodads on different heightlevels to simulate water on different heightlevels.
GetLocationZ() only desyncs mac users, right?