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Aliguyon
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  • The chest joints are detached, you'll have to connect them (you have to place them again). Always spawn joints from a single, root joint, placed at the pelvis.

    Can you elaborate on the joints moving around? Can you screenshot me the entire MS3D window?
    About inverting the animations: I don't know anything about that I'm afraid :/

    And your joints being misplaced might be because you don't run zero joints. Do you know what zero joints is?
    Q:tol alam mo ba yung missile art ni razor sa dota?? yung parang chain lighting??

    A:
    Event: Unit is attacked

    Condition: Unit type of attacking unit > Razor

    Action:
    set P1>position of attacking unit
    set P2>position of attacked unit

    create 1 dummy for player in P1
    set Dummy1 last created unit
    add finger of death to Dummy1

    create 1 dummy for player in P2
    set Dummy2 last created unit

    Order Dummy1 to finger of death Dummy2

    removed Dummy1 from the game
    removed Dummy2 from the game

    removed all point location
    I'm sorry but I'm the wrong guy to answer these questions. I'm not very good at the world editor at all. Except for importing models and such of course.
    Hmm... It been a long time since I last opened WorldEdit. So I don't think I'll be able to give you the correct answers.
    Sorry I dont have much experience with world editor to begin with. Also I havent used it in ages, I just test my models there.
    3DS max 9, milkshape3D, mdlvis, oinkerwinkle's tools and magos model editor.

    I do not make my own textures, I use the ones from the game.
    For lightning attacks both the ability and weapon have to be set correctly. Exactly what is wrong I cannot tell without the map.

    I recall hearing that incinerate was bugged and that copies of it do not work correctly but I am not sure. Also I recall the damage only stacks 3 times or something before it stops increasing.
    Well, I'm not the best person to ask these kinds of problems. I think your problem was covered some time ago, so use the search to find the thread if possible. If not, post here.
    if you want the razor attack like chain lightning go to one of your units go to abilities add lightning attack (range only) have a good day
    Check the tutorials section. There is a nice tool called texture viewer or something in which you can find all the in-game textures that you can use. Otherwise if you want to make your own you have to get some other editing tools.
    No, it won't. Zero Joints will be undone if you do anything with joints themselves, so once you've set Zero Joints and started animating that means no moving joints around when outside of animation mode, so be absolutely sure you're happy with the joint placement before you start setting keyframes, then Zero Joint (outside of animation mode!), then reweld and start animating.
    you can get a trial version of 3dsmax. You can also get 3dsmax in other ways just google 3dsmax torrent, you will need the program utorrent for that.
    The vertex count increases? That's strange. This is the first time I heard about this happening. Try rewelding the entire mesh afterwards.
    Uhhhh... It's been a long time since the last time I've touched World Editor. So I don't really remember that much.

    However, if I remember correctly, you can make the skill you are preferring to by simply using the "if unit casts a spell"event.

    As for the damage bonus, I think there was a script that take the attributes of a hero as a integer. So use that.
    I use 3dsmax 2012 to make the models. Then I export it to 3dsmax 5 to use blizzard arttools to animate and export (you can use neoDex by BlinkBoy to export from 3dsmax 2012 or newer versions). I don't use textures or photos from internet, I paint the textures by hand in Bodypaint 3d using a wacom tablet.
    YEP. manu-mano talaga ang paggawa nun at kailangang may photoshop ka o kaya naman ay paint.net. may isa pa na libre i-download, nakalimutan ko lang pangalan ng image editing software na 'yon.
    I use Milkshape 3D for models and all textures are painted in Photoshop from scratch.
    ----------
    is there an event llike "when a unit auto-casts..."for skills like searing arrows, frost arrows...
    so the trigger will always do the actions as long as the skill is in auto-cast mode..
    ----------
    Unfortunatly there is not. When those skills are autocast on they actually change the unit's attack instead of casting any ability. The attacks will trigger standard attack related evenets (a unit begins attacking) but that will fire before the actual attack missile is launched and potentially when an attack can be still cancelled.

    I know it was stupid that autocast arrows did not cast the actual arrow ability and has annoyed hundreds of mappers over the years. In fact if you set the arrow range further than the attack range it will only auto cast it for the attack range and will chase units (move after) that are in the ability range but out the attack range. If you manually cast arrows outside the attack range but in the arrow range it is possible to bug the caster's animation scale under certain circumstances.


    ----------
    another, is there a way that i can manipulate the damages of those skills, im planning to do skills like that of obsidian destroyer in dota, his first skill if im not mistaken
    ----------
    I do not play DotA much so have no idea what you are referring to. However you can probably alter the damage with some form of attack damage detection system (there are a few on this site). Sure they are never 100% reliable, but as long as they are mostly reliable the odd incorrect detection can be ignored.
    From what I know UMSWE settings conflict with the default editor, so if you're using UMSWE you're very much stuck with it.

    Make sure you've got the most up to date version of JNGP. You can download it separate from UMSWE, and it actually has its own editor with Grimoire (what this script is using) already available.
    Ok so that line of code //! external PathMapper Vrck 2 1 basically "applies" a pathability to a certain tile, in this case Vrck.

    The 2 is grabbed from the table I linked. 0x01 = 1; 0x02 = 2; 0x04 = 4;

    See how in 0x02 it says "no walk" "walk ok". Those are for whether you enable (1) or disable (0) it. So, to say that you CAN walk on Vrck would be:

    //! external PathMapper Vrck 2 0
    Hmm... I think I know what the solution is. But I can't describe it in words. Umm... I'll try my best.

    You need to change it back to walkable. Or else Warcraft 3 would delete or move the units on it. So... Try to look for the option for it.
    Reputation (--5):
    (Post) This is for posting the same thing 5 times on the forum in the wrong places and for posting the same thing on multiple users profiles. Do. Not. Spam. Period.
    If you just remove the line of code //! external PathMapper Vrck 2 1 it should not longer apply. Unless there's a problem with Grimoire or something. It's been awhile since any of this was active.


    ----------
    0x01: unused
    0x02: 1=no walk 0=walk ok
    0x04: 1=no fly 0=fly ok
    0x08: 1=no build 0=build ok
    0x10: unused
    0x20: 1=blight 0=normal
    0x40: 1=no water 0=water
    0x80: 1=unknown unpathable 0=normal

    00 bridge doodad
    08 shallow water
    0A deep water
    40 normal ground
    48 water ramp, unbuildable grounds, unbuildable parts of doodads
    CA cliff edges, solid parts of doodads
    CE map boundaries
    ----------
    These are the codes for using the PathMapper extension.

    I do "Vrck 2 1" to set "unwalkable" on. If you set it to "Vrck 2 0" it should revert the changes, if that is necessary.
    ----------
    this trigger line, //! external PathMapper Vrck 2 1
    ----------
    This is not a normal line of JASS. It is a macro of sorts that has altered the editor in some way and was run when the trigger script was compiled.

    Create a map of equal dimensions to your current map and export the "war3map.wpm" file using a MPQ editor such as MPQEdit. Use the MPQ editor to then replace this file in your existing map. It will make everything blank pathing and so stop the editor from auto deleting the units. You can then delete the macro line in the trigger editor and save again. To restore pathing you might need to edit the map and alter pathing in various ways until the editor re-instates its pathing relationships onto the pathing map.
    You have to play with the camera bounds settings and similar stuff to lock the camera to certain areas.

    For the terrain part, both is possible, use eather regions that trigger something you want to by using terrain types, but that might be a bit more work.
    Hindi kasi perfect ang mga exporters. The best thing to do is to use gmax, export your model using dexporter, use mdlvis model editor in some minor edits of the model, use magos model editor for some effects and other attachments, presto you have a nice model having enough vertices for warcraft 3.
    You can also read some modelling tutorials about exporting models or even read some more modelling techniques here.
    Pwed yun pag dps ung skills pero kung 1 time lang edi ang event mo dpt when unit cast ability tapos base point nln gamitin mo sa pag deal ng dmg
    Sample:
    Event>Unit start effect of ability
    Condition>Ability cast = example skills
    Action>
    Set caster=casting unit
    Set dmg=str x 999
    Set point=target point ability been cas
    Set targets = all unit in 300 range of point matching unit = enemy of caster = true
    Unitgroup pick all unit in targets
    >unit cause caster to picked unit dealing dmd
    call:removedlocation(udg_point)
    call:destroyedgroup(udg_targets)

    Ganyan sakin hahaha
    Itrigger mo. Palagay ko mahirap sa object editor un dapat talaga triggered ability yon.
    Kumusta ung model, naayos na ba? Kung hindi pa, isend mo sa paste bin tapos ibigay mo sa'kin ung link.
    ask mu c eubz [pinoy din yun] mas marami sya alam tungkol sa modeling na encounter qn dati yan nalimutan q kung panu n fix...

    Ung fury swipes trigger malamang ung nag x2 damage kada attack,
    dq pa n try un baka ganito...
    halimbawa +5 dmg per attack lng ung effect

    units attacking

    if level of FurySwipes for attacking unit = 1
    if target is alive = true

    _set [DMG] = 5
    __if attacked unit is in [fury_group] = true
    ___do nothing
    __else
    ___pick all unit in [fury_group] then
    _____removed picked unit
    _____do nothing
    ___add attacked unit to [fury_group]
    ___set [AC] = 0
    _wait .35
    _set [AC] = [AC+1]
    _cause attacking unit to attacked unit deal [DMGxAC]
    Q>alam mo ba kung pano kunin yung damage value ng isang unit(non-hero and hero)
    o kaya yung damage na ide-deal nya???

    A>HInde rin eh..

    Q>saka pano ibahin yung model nung isang unit by trigger?? parang yung courier sa dota, db nagpapalit-palit ng model yun??

    A>Ung morph default na skill ni Demon Hunter[NightElf Hero]
    open mo ung model mo gamit ang magus model editor, tapos i transparent mo ung textures.blp na gamit mo,

    Kung hindi mo magawa ganito n lng convert mo ung model.mdx mo sa model.mdl gamit ito tapos open mo sa notepad ung model.mdl change mu Filtermode from "None" to "Transparent", tignan mo ung may arrow lang sa sample:

    Textures 1 {
    Bitmap {
    Image "textures.blp",
    }
    }
    Materials 1 {
    Material {
    Layer {
    FilterMode Transparent, <<<<<[:thumbs_up:]
    static TextureID 1,
    }
    }
    }

    Tapos convert mo n lng ulit sa mdx para magamit mo sa wc3.
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