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Importing cliffs

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Imported Cliffs

As far as I can tell, I do as all guidelines say.

1. I download a skin first - Chrome's EpicRPG tileset - and put it into my WC3 folder.
2. I change the path to TerrainArt\Ruins\Ruins_LargeBricks.blp

So far it works (the flat tiles with Large Bricks change) , but the cliffs still use the normal texture instead of the imported one. I also get a black area on Chrome's texture next to all cliffs, which I can't change. If anyone reads this who has used the EpicRPG tileset, you probably know why this happens. I might ask 67chrome about that myself.

3. I import Chrome's texture once again, but this time I change the path to Replacabletextures\Cliff\Cliff1.blp

The cliffs should now change, or so I thought. But the cliffs remain the same :ar: What am I doing wrong? I'll be grateful for any help I can get, plz.
 
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Level 10
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Jan 28, 2009
Messages
442
2. You missed "e" in cliff path.

Ok. Well, I rarely copy/paste anything into this forum. But I checked my spelling when I wrote the paths in the editor, don't worry.

1. Cliffs won't change when you import "base" tile. Cliffs and tiles are different textures.

Ok, thanks. I was puzzled by this resource. http://www.hiveworkshop.com/forums/..._by67chrome-blp-134301/?prev=d=list&r=20&t=31
It gave me the impression that you could use it as a ground texture as well as a cliff texture.

Raise/lower is the worst method in the world if you want something that looks like walls, while doodads are a fine method. But I was just going to try out what I thought was possible.
Now I know from you that it is not. Except perhaps by using that resource, unless I misunderstood half of the the purpose entirely. And I may have. If so... whatever.
 
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