pathability problem

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If I create a path for my custom doodad, the fixed rotations for that doodad only has 2 possible rotations 90 degrees and 0 degrees :(

Before I did this, I could use any rotation from 0-360 degrees :(

Is there a way to fix this? Or do I have to adjust the path?
If so how would I need to adjust it to use the full fixed rotation (-1)..?
 
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It depends on the Pathing - Pathing Texture. Some have only fixed rotations while others have full 360 rotations.

I know... I created my own pathing texture, imported it, used it for my doodad and now the fixed rotation doesn't work for the model anymore.
Do you know how I could create a pathing texture that does support fixed rotations?

The model I used is the Ruins Tall Wall from the ultimate terraining map.

here's the tga file I created for the model (path texture):
http://www.hiveworkshop.com/forums/pastebin.php?id=lie96k

refference to the tutorial on how to create them:
http://world-editor-tutorials.thehelper.net/pathmaps.php

how would I make this compatible with fixed rotations?
Because without the path it just rotates like it should, and I'm not willing to create a few thousand of pathing blockers just to fix this problem ;)
There must be a way to fix this right >.>?
If you know the answer, just send me into the right direction :p

EDIT: does it have to do with the path not having a fixed size?
It's 5 pix height and 10 pix width :S
If that's the problem then how would I make a path that covers the entire wall while still being abled to rotate 360 degrees?
 
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why my object editor this w
ay?
would be the cause of JassHelper?
 

Dr Super Good

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Terror, or gustavo or whatever you call yourself, that is a local file system address on your computer and is meaningless on the internet. Even with your IP address, it is likly your OS would block us from accessing it for security reasons. Ofcourse you could always set up a internet server service on your computer so it can host images but that is stupid as lots of sites do that for free already (even this one) and it will mean your image is not available when your computer is off.

You need to put the image in some place where web users have access to it, like in this website's pastebin and then provide that address.
 
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why my object editor this w
ay?
would be the cause of JassHelper?

yeah... thanks for creating your own thread...
Next time create your own thread with your own problems please...
(upload your picture on a image upload site ffs.. -,-)

Could someone please help me out on my issue?
I'm still having trouble >.<

Does anyone know if there already is a path for the doodad I'm using?
And if so, where can I download it?
Can I use a blizzard standard path that can solve this issue? Annyone?

I'm getting pretty pissed off because of this issue -,-"
It looks like I'm just getting ignored or that nobody knows an answer >.>!
 

Dr Super Good

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Edit the map's pathing layer directly. This may need a third party tool like one you can make yourself.

Basically, the base pathing for your map is stored as a mapsize*4 (in each axis) sort of custom image file with 1 byte colour depth. The bits are flags and thus you can have any number of pathing on at the same time.

Doodads influence this pathing map directly and save their pathing to it (why doodads show for the isterrainpathable native yet units/destructables do not).
 
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Edit the map's pathing layer directly. This may need a third party tool like one you can make yourself.

Basically, the base pathing for your map is stored as a mapsize*4 (in each axis) sort of custom image file with 1 byte colour depth. The bits are flags and thus you can have any number of pathing on at the same time.

Doodads influence this pathing map directly and save their pathing to it

could you give me an example on how to do that?
I have no idea how to edit something like that :S

Where can I find the map's pathing layer? (I really need to know this)
How can I edit the custom image file to use it like I want it to?
(do I need to use a program like photoshop for this?)
Do I really have to create my own third party program for this or can I use an existing program? (There should be one out there right 0.o? Yes, I'm lazy...)

(why doodads show for the isterrainpathable native yet units/destructables do not).

yeah I'm kinda using that for a camera system. Having doodads with pathing would solve a lot of camera issues and walkability issues :p
(Right now I can walk through walls and my camera follows me through the walls instead of having a fixed distance for the doodads since they have no pathing xD)

EDIT: I was about to create 2000 pathing blockers to solve this problem lol xD
But this is probably a better solution :p
Please, be a bit more in-depth. I have never done such a thing before :)
 
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Dr Super Good

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Where can I find the map's pathing layer? (I really need to know this)
Inside the map... The map file is an MPQ archive. The pathing file is about the same size as the shadow map file and is usually the largest uncompressed file in your map due to its bitmap nature.
How can I edit the custom image file to use it like I want it to?
By altering the values of the bits. Next to some header information (32 bits of file identifier and maybe some other header info) it consists of 8 bit blocks representing 1 pathing tile each. Each ingame square represents a 4*4 block of pathing tiles. The tiles are stored in rows from left to right (not sure about order of the rows though).

(do I need to use a program like photoshop for this?)
If you find or make a program to convert the file to an image (quite possible) then yes.

Do I really have to create my own third party program for this or can I use an existing program? (There should be one out there right 0.o? Yes, I'm lazy...)
Probably, as people seem to have been so busy messing with JASS and stuff rather than granting people to ability to edit low level obscured map structures like the pathing map.
 
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