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Sylvos
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  • Hey man, I haven't gone on skype for ages (days), and I, yesterday, saw a message of yours telling me that there's something inconsistent about your rune trap. Could you show me a small video or screenshot of the original one, and what should I specifically do in order to improve it? See ya.
    BloodSoul
    BloodSoul
    hey man. No, Actually I've been working from sunday to sunday for more than a month. Yesterday I had to work for 19 hours straight. Things are though for me now as I only had time to sleep. Today I took the day off, so I will try to finish your request. Sorry for the inconvenience.
    Sylvos
    Sylvos
    Oh sorry take your time then
    I understand :)
    BloodSoul
    BloodSoul
    Hey man. I am just passing by and would like to let you know that I am remaking your runes entirely via triggers so that it should behave the way we want it to. Making them via object editor is quite clumsy and inconsistent. That is all for now, have a nice day. :)
    Hello. It's been a while... How are you?

    Indeed, that annoying bug is there, and I'll try to fix it for you. However, I don't have much spare time lately, to be honest. I'm going to try to get rid of that bug during this week. I'll be in touch.

    Take care!
    BloodSoul
    BloodSoul
    Even if you turn off the entire script it still doesn't work? That's strange, because I did not use anything related to only-old patches. Try to turn everything related to the portal off and test it out. Let me know what happens.
    Sylvos
    Sylvos
    I have disabled and reactivated (turn off - turn on) and it works now :)
    BloodSoul
    BloodSoul
    Nice! I'm glad that I could fix that issue for ya. Have a nice day!
    BloodSoul
    BloodSoul
    Sylvos
    Sylvos
    That's exactly what I wanted!
    To give the illusion that the shield makes invulnerable.
    Thank you for your initiative! My time to respond is related to the time lag.
    On the other hand I would like the shield to be less extended (so that the range of the spell is less important).
    I think I understand that I need to change this variable: BBV_SFX_Caster_Size
    BloodSoul
    BloodSoul
    Exactly. :)
    Hi again, I was messing around with that portal spell and I found out a little mistake in the code. The way it is right now is not going to make your spell stop working, however it bothers me knowing that such small mistake stays there.
    BloodSoul
    BloodSoul
    You can change the special effects for when: A unit enters a portal; A portal establishes a connection; A portal interrupts a connection.

    You can easily modify a few text messages that the portal tells their owner when something happens to it.
    BloodSoul
    BloodSoul
    By default: Your portal only accepts connection between allied ones, and only allies can enter it.
    BloodSoul
    BloodSoul
    One last thing: You'll notice that the construction area required by the portal is quite big. I've imported a smaller area (the size of a human farm). I've added a documentation on how to import everything, including that construction area thing.
    Is there any restriction, or any unit may enter a portal? For now, I can think of a worker building 2 portals and linking them like a Waygate.
    BloodSoul
    BloodSoul
    If that's correct, then I can make one for you easily. Otherwise, I need a little bit more of detail related to the mechanics of the portal. For example: Which units may enter the portal; how is the portal linked (using spells?). Also, if 2 portals exist and are connected between them already, and then, another portal is built and tries to connected with one of those. What will happen?
    BloodSoul
    BloodSoul
    Update: I've already made 95% of your spell / portal. However, I need to leave my house for 1 day. As soon as I come back, I'll send you the spell/map. See ya
    May I send you the map with those triggers? If yes, you won't need to do many things. Actually, all you have to do is just recreate those variable using the Variable editor, and change the variable "Harvest_Worker" to the one that you use in your map. The rest of the script, you won't need to worry about.
    Oh, nice. Thanks for telling me that, I didn't know about that cool trick. Also, I've done that script, if you still need it...
    I'll try to help ya using triggers in order to fix that problem related to collecting wood. That will probably free us from those glitched animations and your workers won't stop randomly.
    I plan to use it for my project
    Warcraft 2 Remake

    Also: Sorry for not answering. I was too focused on something else
    Oh well the background looks beutoful, but Im not sure the mana wyrm looks good that close up, I designed it so it would look ok in game.
    You can be my evil twin! :p

    Yes you cna use the mana wyrm model, I thought you already had it.
    The "Acrobat Reader Format" it tells you is wrong. It tells you wrong. Warcraft FDF is just a Text Document -- rename to .txt, open in Notepad, edit the code, and rename back. (Or tell notepad to open the .fdf)

    If Heaven's Fall works on your computer, then the Multirace Template should too. I use a 64 bit OS and it usually all still works. Heaven's Fall has some bugs because everybody usually uses 64 bits, but for me it still worked in the end.
    It sounds like your modding is coming along very well!

    This message got a little long, so I am putting it inside a Reveal tag.

    I think you are looking for the game file:
    "UI\FrameDef\Glue\PlayerSlot.fdf" from inside the Game MPQs.

    Inside this file is the code of the Race Menu:

    Frame "POPUPMENU" "RaceMenu" INHERITS WITHCHILDREN "PlayerSlotPopupMenu" {
    Width 0.08,
    UseActiveContext,
    SetPoint LEFT, "NameMenu", RIGHT, 0.0, 0.0,

    PopupMenuFrame "RacePopupMenuMenu",
    Frame "MENU" "RacePopupMenuMenu" INHERITS WITHCHILDREN "StandardPopupMenuMenuTemplate" {
    UseActiveContext,

    MenuItem "RANDOM", -2,
    MenuItem "HUMAN", -2,
    MenuItem "ORC", -2,
    MenuItem "UNDEAD", -2,
    MenuItem "NIGHT_ELF", -2,
    }
    }The important part is the MenuItems!
    MenuItem "RANDOM", -2,
    MenuItem "HUMAN", -2,
    MenuItem "ORC", -2,
    MenuItem "UNDEAD", -2,
    MenuItem "NIGHT_ELF", -2,In Heaven's Fall, I added more of these:


    MenuItem "Random", -2,
    MenuItem "Zear Fallen", -2,
    MenuItem "The Enlightened Tide", -2,
    MenuItem "Freezing Legion", -2,
    MenuItem "Lost Tribe", -2,
    MenuItem "Voidspawn", -2,
    MenuItem "Final Alliance", -2,
    MenuItem "HFv2 WIP: Northpact", -2,However, at first the new ones do not work. They cannot work, because Warcraft III is built by design to only have 4 races. In order to get them to work, you have to get magic code from Dumpling's MultiRace Template.

    It is available on the Hive here:
    http://www.hiveworkshop.com/forums/warcraft-editing-tools-277/mulit-race-template-217700/
    A lot of what I know, I learned by experience and by just trying stuff many times for many years. I do not know of a specific place to learn everything, but if you have any mod making questions I certainly can answer them.
    Heya there Wolgan, thanks for being so nice asbout my maps!

    Sadly I really don;t have the time to help with anything else, I have very little free time.
    Hey ! Sorry I haven't gotten back to you in a while, I've been really busy.

    One place (related to what I know) is this video I made a while ago called "Retera Makes a Mod": http://www.youtube.com/watch?v=NJLHQoC3ZS0

    Apart from that, there's definitely a lot of good information here on the Hive and if you run into any roadblocks feel free to just ask someone like me and see if they can help.
    I use Oinkerwinkle's Vertex Modifier most of the time for model-editing. In order to attach a vertex to multiple bones, you have to use matrices. Matrices are like a collection of bones that you can attach verticles to. I used to have a tutorial about this somewhere, but I can't find it anymore. Basically, you have to find the BoneID in Notepad(simply CTRL+F through the MDL file in notepad to find the specific bones you're looking for), then press "Add New Marticle" or something akin to that in Vertex Modify, and then write down any number of bone IDs that you want. Then, press on "View Matrixes"(again, not sure of the exact wording or spelling there because I haven't used it in a while) and find the martice\matrix\marticle you have just created(most likely the last one on the list). Note the number of the matrix(the first number. it should look something like: "13: 2, 6, 12, 24, 61" - "13" is the number of the matrix, and the rest are the bones that the matrix is made up from), and then finally select the verticles you wish to assign to that matrix and press "Assign verticles to new group" or something like that, and input the matrix number.

    P.S: I am not responsible for all of the Scars of Conflict models. The Alleria one in particular was made by Pyramidhe@d, IIRC, and not me. I am simply the "art lead" of that project and I'm also the one who posted all of the threads and etc.
    Alright sure but please only us ein your maps and don;t release it to anyone else. I'll send it you when I get home tonight.
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