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Lava

You put this on the center of the map, then lower it down, and the whole map is going to have lava below that level. It pretty much fits a 64x64 map, so if your map is larger you will need multiple lava doodads.

Keywords:
lava, fire, moving,
Contents

Lava (Model)

Reviews
Vengeancekael Date: 2012/Sep/07 15:15:40 [Please do not send me a message, use Staff Contact] Comment: [Approved] Staff Contact - Rules
Level 4
Joined
Mar 7, 2010
Messages
116
Maybe you should make it a little bit smaller then a 64x64 map.
The size of a townhall maybe.
This way you could plaze small pools of lava instead of covering large portions of the map at once.
 
Maybe you should make it a little bit smaller then a 64x64 map.
The size of a townhall maybe.
This way you could plaze small pools of lava instead of covering large portions of the map at once.

This can't be done because of the way texture is 'animated'. You can align two lava pieces one next to the other, but there will be seams because they won't start animating at the same time, that's why I've resorted to this option.
 
It defaults below the terrain level, this is done for easy height control (so that you can ALWAYS level it with ground, no matter what happens). You are supposed to scale it twice (I didn't do it in the model due to technical reasons) and have it cover the whole map, and adapt height via doodad controls, that's really the one and only way it will work well.
 
Level 21
Joined
Jul 2, 2009
Messages
2,952
I got to admit it would very useful and is there any way to make it if you go on the lava it hurts you?
Oh and would be sweet if you made it burn you to death. :p
 
Level 9
Joined
Jul 26, 2005
Messages
553
I got to admit it would very useful and is there any way to make it if you go on the lava it hurts you?
Oh and would be sweet if you made it burn you to death. :p

Triggers with regions seems to be the answer there.


Anyway, nice concept, I can see how this will be put into good use by quite a few people in the future.
 
it is supposed to be scaled to cover entire map, Sherlock :p

The model is really big right now... I know that the model is made to cover the map, it was just a comment. I made even larger models and worked just fine. Sometimes if you rescale the model, that thing makes the model have errors, it's best to enlarge the model and export it again from the program that you use to create them.
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
I might use this in a future project, but for now theres a problem i can see with this.

From what i recall, the warcraft 3 unrenders models outside of the screen radius. Does this somehow bypass this?
 
Level 13
Joined
Mar 6, 2008
Messages
851
Yeah it looks nice but it also eats fps like children eat up candy on Christmas Eve. I suggest that you to create a smaller version of this model like the water model from the UTM. So one can use this model for multiplayer maps.

Extremly awsome model!
 
Last edited:
Level 8
Joined
Sep 10, 2013
Messages
372
Great idea, great model. THANKS!

EDIT 27/3/2016: Testing this in a map was disappointing. I scaled it to 2x so it almost covered the entire map, and it worked perfectly in the editor, however in-game in didn't show. You can't see it in-game because it's out of the screen radius like Arhowk said, there has to be a unit having the center of the lava within its line of sight at all times for this to work. I'm really disappointed because I was really looking forward to using this.
 
Last edited:
Level 2
Joined
Jun 12, 2016
Messages
11
I'm kinda new to editing, I was just wondering how to apply this to my Terrain Platelet (p.s. I'm editing an Pre-made map)
 
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