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[General] Going above 16 tiles

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so...yeah :3, i need more then 16 tiles for my map !!!!!!!!!!!!!!!! because i plan on doing desserts,magma ,ice,city,ground,void and 16 tiles is not enough O: is there any way to go above it ?? :3
 
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If your different tiles will be in separated areas, you could easily paint one area with grass(for instance), and then have a trigger replace all grass in a certain area with any tile in the game. That would require a loop within a loop, with each point checked for grass being offset by loopA x 128, loopB x 128 (each tile being 128 units wide/tall).
 
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Warcraft itself doesn't allow more than 16 tiles.
However, what a tile contains is an entirely different matter :D
Example: Village Cobble Path has just 2 variations.
However, it could have up to 16 normal variations + 16 more for larger batches. Maybe more, but 16 is the smallest thing that could be a limit.
Most cityscape tiles also contain very few variations.
You could condense the entire cityscape tileset(except grass and dirt) into 1-2 tiles.

So basically, if you want to go REALLY past the ordinary limits, then you use custom tiles.
 
Yes, there is a command to change the tile right below your spawner.

Link The first command on this list. There are 141 different tiles in that map. Which i'm guessing is all the tiles there are in WC3.
In fact, there can't be more than 16 tiles in SotDRP (except if they used custom tiles containing the normal ones -see posts above about variations- and reassigned them to the same indexes as the normal tiles, which is a long work)

The tiles are not specified before a player write the command in game.
It can use any tile, but not more than 16 in the same game.
They are using triggers to place the terrain on the map, there's only 1 tile in the map at start (dunno what is it on SotDRP since i never tested it), then they add the ones you need, but staying in the 16 tiles limits of warcraft 3.
It's how Maximaxou did the Terrain Creation commands in his http://www.hiveworkshop.com/forums/tools-560/max-escape-creation-v1-2-a-222928/.
 
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SotDRP is a Sandbox RPG, where you can make ANYTHING (Except change unit names). You can alter and spawn units/doodads/terrain everything. Give units abilities. Play animations, add effect to units as well as visual equipment.

They sure don't replace the terrain, but they might have used textures with multiple standard textures in one.
 
SotDRP is a Sandbox RPG, where you can make ANYTHING (Except change unit names). You can alter and spawn units/doodads/terrain everything. Give units abilities. Play animations, add effect to units as well as visual equipment.

They sure don't replace the terrain, but they might have used textures with multiple standard textures in one.
So, feel free to ask the author(s)/deprotect the map to know how it's done ^^'
And this is becoming a bit off-topic.
 

Dr Super Good

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This is physically not possible.

The actual W3E file format has a restriction of 16 terrain types as it only allocates 4 bits per terrain node. Using triggers to bypass this limit ingame also does not work as after 16 tile types are loaded it will allocate a random tile type of the loaded tiles.

Thus it is mechanicly impossible to have 17 or more tile types.

In theory it should be possible to have 16 cliff types as it also allocates 4 bits for cliff type but atempting to use more than 2 results in strange map behaviour.
 
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