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Bypass 8 MB

Discussion in 'World Editor Help Zone' started by Spiderligh, Nov 22, 2015.

  1. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    You can always migrate to StarCraft II which has a much larger limit (~100MB or more, infinite with asset mods hosted by other accounts).
     
  2. oger-lord

    oger-lord

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    Wrong? You can hide normal doodads, for example:
    Animation - Play the hide animation for all doodads of type Cattail within (Playable map area)
     
  3. Zwiebelchen

    Zwiebelchen

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    Nobody will migrate to SC2 just because you keep bugging them.

    You tried that strategy for years. It doesn't work. And it's super annoying.

    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.
     
  4. oger-lord

    oger-lord

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    In that case you can replace the green box model in the map with an empty model.
     
  5. Zwiebelchen

    Zwiebelchen

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    I am pretty sure this is impossible. I think the green box is hardcoded.
     
  6. Ezekiel12

    Ezekiel12

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    It's not. Path is "Objects\Invalidmodel\Invalidmodel.mdx"
     
  7. Zwiebelchen

    Zwiebelchen

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    Interesting. So I import an empty .mdl in this path and the boxes are gone forever?

    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.
     
  8. Spiderligh

    Spiderligh

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    Hey! So, right now i'm kinda worried about that, i really tought of migrating to SC2

    But the real problem is: I need lots of models, and the community really hates Animes, and because of that i'm really having some problems on actually doing a good RPG.

    But, if i get support i can do it on SC2! For now i'm staying at WC3.
     
  9. oger-lord

    oger-lord

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    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.
     
  10. Zwiebelchen

    Zwiebelchen

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    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.
    That might not matter for this particular case, but it's a good practice.