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[General] Clear Foliage

Not sure if Foliage is the correct term. I am talking about how, for example, grassy terrain has decals that raise up from the ground.

It seems that buildings with a pathing-map that disallow unit movement, removes these decals
However, a pathing map that is just "unbuildable" doesnt...

For example, here is an image with my "Large Housing Cluster" and "Small Housing Cluster" buildings. I havent gotten around to adding a custom pathing-map for the small one yet - which is what made me realize removing the decals was actually possible in the first place:


halppp.png


As can be seen, the big set with the well in the middle has grass growing throughout it. The little right to the right does not.

I am hoping there is some way around this to make it so it doesnt spawn under "unbuildable" pathing buildings.


ALTERNATIVELY: a way to make it so it uses a regular pathing map (not just "unbuildable") but still lets units pass through it.


Of course there is the "solution" of going to video settings and disabling foliage... but id rather not because (A) I want to be able to publish this and not have it be messed up if people don't know to do this, and (B) I like how foliage looks besides this issue...

NOTE: (dont mind the roofs all facing same way --- when i made the model i forgot to select the construction mesh when i did the rotation (im guessing?)
 
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The solution might be that when the building has finished being built you move/replace it with an unpathable dummy and then move/replace it back. Warcraft III is rather hacky and often needs solutions like these.
Thanks. this works. Although i am unsure how i am going to make it not be a bit buggy Specifically, i am going to have to find a way to link the 2 so the grass returns when you destroy the pathable one (by making it ALSO destroy the unpathable one...)

Will probably just postpone that for indefinite future. Was planning on eventually making unit squads that were going to do something similar, so i guess ill be able to solve this too when i finally get around to that haha.

Anyway, thanks!
 
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