chriskilinc
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  • As far as I am aware .tga does not support the required 14 bits of precession to generate the water and ground node height maps.
    Using Java and a guide to the .w3e file format used by WarCraft III for terrain node data. I am a university level computer scientist so this is not something one can learn to create over night.

    Just to give you an insight as to what the images look like, here is a reverse conversion (from map to images) for Goblin Exploration Squad, a map by one of the many talented mappers that reside here.
    I believe that is a World Editor bug and it not being able to cope with the level of terrain the water is at (it is below what the editor normally allows).

    I will try and look into it later. If Blizzard made WorldEdit properly this would not be a problem.
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