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Mapping questions

Discussion in 'World Editor Help Zone' started by Polar_Bear, Dec 5, 2006.

  1. Polar_Bear

    Polar_Bear

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    Can you do a map in 2D?
    And can you make it so models look at a excact point all the time ?
     
  2. misuke

    misuke

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    What do you mean 2D? Warcraft is a 3D game. And you might wanna be specific with the point facing. I think there's a trigger to turn the turn and make it face a specific point of position of something.
     
  3. Polar_Bear

    Polar_Bear

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    Well the idea i had was making a map thats like the good old tekken game.
    Where you view it the same way and stuff..
     
  4. Thunder_eye

    Thunder_eye

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  5. misuke

    misuke

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    My bad. I just didn't understand what Polar_Bear was talking about. Well, you can altar the camera, that way, it will look like 2D, well, sort of.
     
  6. PurplePoot

    PurplePoot

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    Only use vertical slopes, and wrap the model's skins onto Elevators, thus making the units flat >.>
     
  7. low-life

    low-life

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    Also field of view to low value for ismetric-like effect
     
  8. Polar_Bear

    Polar_Bear

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  9. PurplePoot

    PurplePoot

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    Wc3 cant do everything, so I don't think you'll be able to do much more than mimic that.
     
  10. ElectricSaiyan

    ElectricSaiyan

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    This is an interesting idea...I've tried to do it myself, but fell short because of my lazyness : /
    I lifted the camera to look down at a bird's eye view, had a (non-leaky) trigger to constantly make units fall downwards...The point of this was to represent gravity. The idea was a Super Smash Brothers engine. I raised the cliffs for ground and also used flat modeled boxes textures as the side of walls for the floor. I placed a small, flat region on those walls. If a unit was in that region, it would not fall. To give the flat effect to units, I simply rotated them. That's where I ran into my problem...
    The unit's head is upward while facing left, but the unit is upside down while facing right. I was too lazy to make a seperate set of animations for facing right. You could try other techniques for units, but other than that, the idea of Tekken would take a bit of work.