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New And Lost

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Importing Models Help

so im making a X Hero Siege type game and i desided to add some custom models (not mine) and so i searched here for a bit and i found some but now some of the model wont load even if i do a test all i get is a blank area with a shadow and in the map editor all i see is a checker board box but no models

Before i change thread

Hello like it says im kinda new to world editor and right now im lost on how to make a X Hero Siege type map but idk how to do the menu stuff and the more complicated stuff. I also got some models for my map but idk how to make em work so please help me (im a fast learner if showed how) Thanks.

Edit: Im Not a 100% noob im just really bad at it and i dont like tuts so if any can help me i got some of the stuff i will need but i still need menu screen for dificultys and a menu screen for picking dual single random and same heros (i will give credit for the help) how to spec event things and i think more idk tho Thanks
 
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Dr Super Good

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Level 64
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Jan 18, 2005
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27,287
Before getting into WarCraft III editing, I advise you look at StarCraft II. Getting good at making WarCraft III maps takes years and the maps themselves are years of work to complete. Sadly WarCraft III is starting to die out slowly so by the time you finish any good map, there just may not be the players to actually play it. StarCraft II on the other hand has just been released and so the community is expanding (like WC3 did) so there is tons of opotunity to make maps in it and get popular. SC2's editor also is superiour to WE in what it can do including custom interfaces, abilities and movement systems.

Anyway, I advise you start at the basics. Look at how some maps behave ingame and look at them in the editor. As a lot of people optimize their maps, you will need to use common unoptimized maps like LoaP. An example would be to see how X is so rigged in Loap X. This will familiarise you to how stuff was added, it also allows you to try messing around making your own uber guy to get some practice with the editor.

Then comes the ages of studying of other people's work. Looking at how spells work in the spell section is a great start here. Learn how triggering works and learn all the secrets of WE. Only once you can do GUI very well or preferably JASS should you consider making your own map as any less skill will probably result in a substandard map.

You can see how dialogs work in various spells on this site. You can also see how dialogs work in any map that uses them by opening up the trigger script and viewing the code in there.
 
Level 2
Joined
Mar 10, 2011
Messages
15
Before getting into WarCraft III editing, I advise you look at StarCraft II. Getting good at making WarCraft III maps takes years and the maps themselves are years of work to complete. Sadly WarCraft III is starting to die out slowly so by the time you finish any good map, there just may not be the players to actually play it. StarCraft II on the other hand has just been released and so the community is expanding (like WC3 did) so there is tons of opotunity to make maps in it and get popular. SC2's editor also is superiour to WE in what it can do including custom interfaces, abilities and movement systems.

Anyway, I advise you start at the basics. Look at how some maps behave ingame and look at them in the editor. As a lot of people optimize their maps, you will need to use common unoptimized maps like LoaP. An example would be to see how X is so rigged in Loap X. This will familiarise you to how stuff was added, it also allows you to try messing around making your own uber guy to get some practice with the editor.

Then comes the ages of studying of other people's work. Looking at how spells work in the spell section is a great start here. Learn how triggering works and learn all the secrets of WE. Only once you can do GUI very well or preferably JASS should you consider making your own map as any less skill will probably result in a substandard map.

You can see how dialogs work in various spells on this site. You can also see how dialogs work in any map that uses them by opening up the trigger script and viewing the code in there.

ok i know this is before i edited the entire post but what the heck i did that lol like ow say 5 years ago lol i made a ok working map but it was really noobish though and now that im older i want to make a better one so i searched for some stuff and i already have a basic idea all i need is some help getting a few triggers and ill be set lol it will take me about a day to make the map 100% (24 hours) so time isent a problem but like i said i need quiet a few triggers and if you read it before i changed it i learn fast comes with having a IQ over 130 i guess (is that enough or should i go on).
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,287
Ah well forget GUI since you have 130 IQ.

Triggers are the easy bit. You can prety much learn JASS in 30 minutes by just looking at a random JASS spell in the spell section. It behaves in some ways like C but do remember that objects must be destroyed or they leak (no garbage collector) and that arrays are actually mislabled arraylists (they dynamically expand to 2^13 indicies).

Like with C89, all local variables must be declared at the start of a function. I am sure by now you know all the basic JASS construction terms as they are prety obvious.

You shell find it far easier than prgamming C++ or java and is very familiar to C (although more reliable compilier as it does not optimize). Speaking of which remember that you must manually optimize, as the script compiles on map load (thus has to be done quickly).

The object editor is a real mess. SC2's you would find much more logical as that atleast follows database rules more closly. Key things to remember are that orders can not really be changed between abilities and that each ability has a raw data value (an integer) which is used to refer to that type inside triggers and the game engine.

If you really want to go advances, you can write your own program to edit the pathing map for your map, a function WE does not support.

I am sorry but bragging that you have 130 IQ was asking for this from a greater than 140 IQ electronic and software engineer student. Despite my abilites, I lack the determination to finish a map from scratch, so if you finish a WC3 map, you will have done something I probably never will lol.

I still advise looking at the spell section. I learnt JASS back when I was 13 as my first programming language (well scripting language) by just looking at spells and understanding what they did. Some of the spells we have now are better coded that those old spells as well (they often leaked cause the leaks were not discovered till later) so it should be easy to pick up, even if you never programmed before.

Its also fun once you think you understand something to try altering it slightly to do something different. This reinforces how the code works and will make you more confident when making your own code. Map making is not a do as you go hobbie, you need to plan how your trigger systems will interact with everything to make a high quality and well pollished map at the end.
 
Level 2
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Mar 10, 2011
Messages
15
k and how baout my model importing thing i imported a few models a lot of them are working but a few that i want are not when i test the game they just are not there and in the editor all the models are in checker board boxes how do i fix it
 
Level 11
Joined
Jul 7, 2010
Messages
709
Before getting into WarCraft III editing, I advise you look at StarCraft II. Getting good at making WarCraft III maps takes years and the maps themselves are years of work to complete. Sadly WarCraft III is starting to die out slowly so by the time you finish any good map, there just may not be the players to actually play it. StarCraft II on the other hand has just been released and so the community is expanding (like WC3 did) so there is tons of opotunity to make maps in it and get popular. SC2's editor also is superiour to WE in what it can do including custom interfaces, abilities and movement systems.

Anyway, I advise you start at the basics. Look at how some maps behave ingame and look at them in the editor. As a lot of people optimize their maps, you will need to use common unoptimized maps like LoaP. An example would be to see how X is so rigged in Loap X. This will familiarise you to how stuff was added, it also allows you to try messing around making your own uber guy to get some practice with the editor.

Then comes the ages of studying of other people's work. Looking at how spells work in the spell section is a great start here. Learn how triggering works and learn all the secrets of WE. Only once you can do GUI very well or preferably JASS should you consider making your own map as any less skill will probably result in a substandard map.

You can see how dialogs work in various spells on this site. You can also see how dialogs work in any map that uses them by opening up the trigger script and viewing the code in there.

Than hives will die out. -.-
 
Getting good at making WarCraft III maps takes years and the maps themselves are years of work to complete.

I disagree. I've only been working in JASS (or any programming language) a little over 1 year and didn't touch the World Editor until a year and a half ago.

Definitely doesn't take years. Only takes a few (enjoyable) months to get quite decent with everything.
 
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