Archian
Site Director
- Joined
- Jan 1, 2006
- Messages
- 3,151
Cool as it looks, I am not entirely sure it is meant to look like this...
![]()
The geometry looks stretched from the centre, as if an explosion had occurred.
Seems to be a problem with Microsoft Edge. In IE11 it looks more like one would expect.
This is strange as it looked fine in Microsoft Edge yesterday when you linked it in the chat.
Seems to be a problem with Microsoft Edge. In IE11 it looks more like one would expect.
This is strange as it looked fine in Microsoft Edge yesterday when you linked it in the chat.
IE11 runs it fine, its just Edge it seems. I tried clearing cache and It did not help.Edge = same shitty IE = Issues with webGL
This is not constructive conversation.Let's use Firefox or Chrome
Seems to be a problem with Microsoft Edge. In IE11 it looks more like one would expect.
This is strange as it looked fine in Microsoft Edge yesterday when you linked it in the chat.
HTTP404: NOT FOUND - The server has not found anything matching the requested URI (Uniform Resource Identifier).
(XHR): GET - http://viewer.hiveworkshop.com/MPQ/sheet.css
HTML1300: Navigation occurred.
MPQ
HTTP404: NOT FOUND - The server has not found anything matching the requested URI (Uniform Resource Identifier).
(XHR): GET - http://viewer.hiveworkshop.com/MPQ/sheet.css
HTTP404: NOT FOUND - The server has not found anything matching the requested URI (Uniform Resource Identifier).
(XHR): GET - http://viewer.hiveworkshop.com/MPQ/images/ground.png
HTTP404: NOT FOUND - The server has not found anything matching the requested URI (Uniform Resource Identifier).
(XHR): GET - http://viewer.hiveworkshop.com/MPQ/images/water.png
HTTP404: NOT FOUND - The server has not found anything matching the requested URI (Uniform Resource Identifier).
(XHR): GET - http://viewer.hiveworkshop.com/MPQ/images/sky.png
war3map.w3e
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,
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[object Object]
model.js (278,13)
{
[functions]: ,
__proto__: { },
attribs: 6,
fragmentUnit: { },
id: { },
name: "wstandard",
ready: true,
type: "shader",
variables: { },
vertexUnit: { }
}
wwhite Shader compilation errors
(23, 18): Invalid arguments passed to function 'boneAtIndex'
shader.js (28,9)
wcolor Shader compilation errors
(21, 15): Invalid arguments passed to function 'boneAtIndex'
shader.js (28,9)
What about terrain. Is it possible to work that in?
Apparently items, doodads and destructables hold their file paths, but units don't.
Is there some file that I don't know of that holds unit ID->file mapping? if not, is there a list somewhere?
I mean, there must be something, since otherwise custom models wouldn't be possible...?
Units/UnitUI.slk?
Are you using linear interpolation?
From what I have heard placement in the tileset list is exactly what determines the blend order. Blight is a special case given a hard-coded position (I think it is always on top of all other tiles).but I don't see what determines this order (placement in the tileset?)
Terrain textures are now applied properly.
I added also the random tiles, although it's just based on arbitrary numbers I chose (20%). Are there known numbers that the game uses? Different chances for different types? (e.g. different grass, grass + rocks, grass + bones)