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Naga Projects

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Level 15
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try using the normal myrmidon weapon, but remove most of the handel and the 2 blades at the sides. Leaving a small handel with the middle blade. I think that would make a cool sword.
 
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We got 2 good modellers and an epic skinner in this group. What we really need now is a freaking animator. If you know any, you should invite him.

And for a mount, it could be something like a throne on the back of a turtle or something like that. A naga could sit on that.
 
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So are you actually making a model similar to the azshara concept? Or are you making it different?
 
nagabruteback.jpg

Back side :}
discuss
 
Level 15
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Honestly that doesnt look that good. I personally dont like it. I like the front side though. But the turtle shell just isnt working for me.
 
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I wish you could do Cutoms Anims Misha, it would be funny to have him morph into a turtle look alike and vice versa.

Can you imagine peoples horror when they see it morph into the 4 armed (Machamp) Naga.
 
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They are called crests, not logos, but it doesnt matter.
CnP the ruins terrain shouldnt be that hard.

@Misha-I finished your request. Do you have a specific purpose for it or did you just want to see it done.
 
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@Kaadu- Go to member list, click on reputation. Then you will see the people in order from most to least rep. Then just look for those people (with the higher rep) that are not in the naga fans.

@Misha-Dang, what couldn't you get dont, that you needed help with?
 
Level 6
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From the Fiction Thread:
Elven Spellmaker said:
I'm fiddling around with preloads, I want to see if I can import things without using the import manager, so far no luck...
Misha said:
importing without import manager? oO impossible x3
varsaigen said:
yep. it is impossible to import wthout the import manager. Otherwise, you'd have to risk destroying the WE by hacking it's coding, and finding a way to add in buildings and units. And then making that work correctly. But also, you'd run a risk of crashing the editor forever without deleting all your changes to the core coding :/
 
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Look above first to get the idea of what I am on about.

Finally, I am able to access resources that havn't been imported into maps. I knew there was a way to do it.

I am so happy, I can make LAN maps larger than 4Mb (effectively), as long as I make sure all the PCs have all the required resources.

I knew there was a way of doing it.

Now I may have maps with lots of custom models, skins and music with a small map size and a short save time on the map, woohoo!!!!


YAAAAAAAY!!! :grin:

(It doesn't take advantage of Blizzard's bug.)
 
Level 24
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and makes sure no one can play it if they don't have the resources for it... but..... good job! I didn't know there wasa way! :)

is it....... the custom world editor? the one where you can mix and match entire tilesets, and make the maps larger than they were supposed to be, from the origional WE? :/


What bug? D:
 
Level 6
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There is a bug that allows people to use bytecode wrongly. It will be fixed in patch 1.23b.

To your answer sorta question above, basically the map will load if they don't have the resources, but if they didn't have the model for example, it would either use the Warcraft III one or if its a custom path then it will show nothing.

This only applies to Windows, as I don't know how to edit the registry on Macs or Linix OSs.
 
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1.) Start --> Run --> Regedit
2.) Navigate to HKEY_CURRENT_USER\Software\Blizzard Entertainment\Warcraft III
3.) Right Click --> New --> DWORD Value
4.) Name it "Allow Local Files" (Without Quotes)
5.) Change the value to 1 (0x00000001)
6.) Close Regedit.
7.) Navigate to C:\Program Files\Warcraft III\ (Where this is your installation folder and drive)
8.) Create a folder named XXX where that is the path of the resource.

Then place the resource in the folder, so for example to replace a team colour, create inside the Wacraft III main folder, the folder ReplaceableTextures and then inside that TeamColor and then put the team colour file inside of it.

This will affect the whole game and not just one map.
 
Level 6
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However you can make certain things only affect certain maps, for example the Cruel Cloister model.

Create a folder Units then Human then CruelCloister. Then place the CruelCloister.mdx file inside the CruelCloister folder. (C:\Program Files\Warcraft III\units\human\CruelCloister)
Now load the map that you want the Cruel Cloister to appear in and go to the object you want to have it as.
Now go to change the model, but type "units\\human\\CruelCloister\\CruelCloister.mdx" (without quotes) into the Custom: Textbox. Now click ok. Save and load up Warcraft.

Now enjoy the imported resource, without taking up map space, and saving times will be quicker. :mwahaha:

I should create a tutorial for this somewhere, that includes images, but I don't know where. (I was thinking of creating an Album, but the pictures don't always order properly)
 
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