• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Particle Viewer

Status
Not open for further replies.
You can check changes of your models without restarting the WE.

You see, when WE needs to display a model, it loads it in the RAM and makes an association path<->model. So if you re-import the model, it won't re-load it in the RAM but keep the old version.

However, you can re-import your model, give it a different path that has never been loaded and immediatly save the map. You may add a figure at the end of the re-imported model's path, for instance.
It's quiet tedious (if you forget to save the map just after re-importing, you have to do it all again from beginning), but it's less tedious than closing and re-opening WE everytime.

Hope this helps.
 
Level 14
Joined
May 22, 2010
Messages
362
Because to test in game means that I have start up WE, load the map, import the model, start WC3 and finally exit. That is what I will have to do for each change that I make to the particle emitter. Yesterday it took me almost an hour just to rotate and set up a ribbon emitter properly.
 

nGy

nGy

Level 11
Joined
Apr 15, 2011
Messages
123
Why don't you just create a new map, import your model, test the map and re-import the model every time you change it? (And for ribbon emitters you can create a dummy particle emitter to show you how your ribbon will move - at least that's how I do it xP )
 
Status
Not open for further replies.
Top