- Joined
- Jul 18, 2010
- Messages
- 54
What are the ways to Bypass the 8 MB? And how?
http://www.hiveworkshop.com/forums/tools-560/warcraft-iii-bypass-map-file-size-limit-ver-6-a-259571/
Drag and drop the .mix into same folder as war3.exe and you are good to go.
You misunderstood.The green box appears when you did something wrong... you missspelled a texture path or didnt copy one.
Better to have the green box instead of having that small texture of the bottom side of someone's foot (for example).
SetDoodadAnimation
to switch between both anims (and thus both textures) on the fly.Local files need to be enabled to read them?However, I came up with a new concept on how to fix this problem:
What if we use the Preload bug to actually write a dummy texture into the folder it is attempting to read from?
DAMN! You are right... I totally forgot that WC3 can't even "see" the file in that case.Local files need to be enabled to read them?
The problem is that you can not remove, hide or create doodads. You can only do that with destructables.The best possibility I see is a tool similar to my doodad merger. Chunks of doodads are created as models and used in the map as doodad. In the normal version this doodad cannot be loaded and create a green box model that is hidden via trigger.
But when you have them in the local files a trigger makes the normal doodads invisible.
The idea of merging is to reduce the number of additional doodads that are necessary.
Wrong? You can hide normal doodads, for example:The problem is that you can not remove, hide or create doodads. You can only do that with destructables.
Nobody will migrate to SC2 just because you keep bugging them.You can always migrate to StarCraft II which has a much larger limit (~100MB or more, infinite with asset mods hosted by other accounts).
Yes, but this will not cause the green box to disappear if a texture file is invalid ... because it doesn't truly "hide" the doodad, it just makes the material invisible or a geoset, depending on how the model is constructed.Wrong? You can hide normal doodads, for example:
Animation - Play the hide animation for all doodads of type Cattail within (Playable map area)
In that case you can replace the green box model in the map with an empty model.Yes, but this will not cause the green box to disappear if a texture file is invalid
I am pretty sure this is impossible. I think the green box is hardcoded.In that case you can replace the green box model in the map with an empty model.
It's not. Path is "Objects\Invalidmodel\Invalidmodel.mdx"I think the green box is hardcoded.
Interesting. So I import an empty .mdl in this path and the boxes are gone forever?It's not. Path is "Objects\Invalidmodel\Invalidmodel.mdx"
You can always migrate to StarCraft II which has a much larger limit (~100MB or more, infinite with asset mods hosted by other accounts).
I think you can hide doodads even when they dont have a death animation.In that case, all we need would be a 3rd party tool that adds a death anim to all doodad models and stacks a second doodad on top of the first that uses the external model.
Yes, you can use any animation name; however, "death" offers some advantages over other names, in that you can preplace it with that animation as destructables and that you can also use it as a special effect then.I think you can hide doodads even when they dont have a death animation.
Thus the easiest way would be to create a copy of the model that uses another texture path and in the map stack a second doodad on top.
Only downside is that the doodad count would be increased considerable.