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How to change a units model?

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there is a Hammer Security unit

make sure you have the campain stuff importated. to check/add them go to

file -> dependencies
 
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I loaded up my editor and found the following information for you.

The Actor "Hammer Security" uses the model "Hammer Security", but the model itself used the model file of "Assets\Units\Terran\MarauderMercenary\MarauderMercenary.m3"

So its not called Hammer Security in the files themselves.

So you can either alter the Actor for the Marauder to use the Hammer Securities Model. or alter the Marauder model to use the Marauder Mercenary .m3 file.

If they are not appearing in your lists. Then you are having the dependency 'error' everyone else has stated. This is not a glitch as everyone calls it. Its simply that multiple dependencies all having different data are trying to be "the big man on campus".

If you have multiple Dependencies that try and load one unit, only the topmost Dependency in the list will load. Sometimes, removing extra dependencies will help. All melee units are loaded by the campaign dependency already for example, so you can remove MULTI MOD depen, without worry.

What IS a glitch is that...
WHEN you add/remove a dependecy on a map that has data that already been edited, you may notice some of your units REVERT to their basic names/sizes/models and other default data.
Dont worry. Use SAVE AS to make a backup map/mod file, and then close and reload the backup that had the dependency changes saved and your units should again load your correct edited data once again. You can then save the map over the original copy you had, and delete the backup (unless you want to keep it.)
 

Dr Super Good

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This is not a glitch as everyone calls it. Its simply that multiple dependencies all having different data are trying to be "the big man on campus".

If you have multiple Dependencies that try and load one unit, only the topmost Dependency in the list will load. Sometimes, removing extra dependencies will help. All melee units are loaded by the campaign dependency already for example, so you can remove MULTI MOD depen, without worry.

Incorrect, although that is what it may seem, it is not what actually is the problem.

Dependiencies are loaded in order from top to bottom and should always load if they are able to load. Dependiencies will overwrite objects with the same ID based on the order they load (so the bottom one will always have the final say over ones higher up). Your map's data is at the far bottom so can overwrite any mod. Dependiencies of mods will always be loaded before the mod is, and can be loaded again afterwards if so choosen based on order.

What happens is a bug in the editor means the mods do not get loaded when you open the map or add them. As such saving and testing the map ingame yields all mods loading but in the editor it appears only the top few load. The only fix I have found is to keep mucking with the order of mods until all of them load as should be expected and as happens ingame. Ofcourse remember to set the order back correctly once it is working. This has to be repeated every time you open the map.

Clearly a glitch / bug.
 
Again though if you move mods around you will not be able to edit any units in the data editor and have it save. All unit changes will be reverted, and as such, any units you edit before you load dependencies will still work in-game, but you will not be able to visually see any changes to the unit in question within the data editor. They will appear to be as Blizzard has set them up to be.
 
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