• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Pathing, scaling and model clipping.

Status
Not open for further replies.
Level 1
Joined
Mar 1, 2013
Messages
5
Hey guys, I am not sure if I am posting in the right forum, but here is my situation.

I am trying to create a map where everything is relatively to scale, like all the building are scaled up to match the units, with buildings I can sort of solve the collision and clipping problem with custom map pathing.

But I also want my ship units to scale appropriately and I have yet for the life of me work out how I can prevent them from clipping, either with other units, or the terrain, it's driving me crazy.

Is there anyway to fix this in the map editor, or is there something else I can us to fiddle with the models themselves?

Any help would be appreciated.
 
Level 1
Joined
Mar 1, 2013
Messages
5
Ok, what happens when you increase the size of a building in game? Just as an example, you then proceed to say move units from one point of the model to another, what happens?

Units clips through building model because there are no map path to accomodate the new size, but that is solvable if I create new map pathing for the building.

Now say I want to increase the size of a unit, units don't have the same options as buildings, so what happens if I move smaller units from one point of the bigger unit to another? It clips the model, and goes right through, I am looking for a solution to this problem
 
Level 1
Joined
Mar 1, 2013
Messages
5
Go to Object Editor and find Pathing - Collision Size then set your desired number there.

I did, but it doesn't work.

Also if it was really that simple, I wouldn't have gone through the trouble of creating new map pathing for buildings.

So no one has a solution :(? Well thanks anyway, I'll think of somthing, I hope.
 
Last edited:
Level 26
Joined
Aug 18, 2009
Messages
4,097
That's not called clipping. Something clips if it snaps and sticks to specific values. In your case it simply smoothly shifts through. The collision size of units in wc3 is weird and capped. I do not think there is a good native solution to that. So we would need to think of tricks or even custom movement, which raises the question to what's realistically possible in your map, how many units do you have, what kind of map is it?
 
Level 1
Joined
Mar 1, 2013
Messages
5
Ok pardon my misused terminology.

My maps are part of a campaign, I am currently trying to create a "template" so I can import all of the values, and models in one go, (or two goes), you know so I can just focus on the lay out of the maps without having to configure everything again for each map.

The maps themselves play mostly like normal melee maps.

For number of units, lots, lots.

Tell me about some of these "tricks" or custom movements.
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
Like periodically placing invisible dummies on/around the unit, or catching if units are too close via trigger and pushing them back or forbidding normal movement altogether by catching the orders, then periodically moving the unit. That screws up the pathfinding though and takes a great toll on performance. The main problem is to create a barrier that blocks other units but not the owner.
 
Level 12
Joined
Nov 3, 2013
Messages
989
Are you making over sized units or what is it?

Units tend to spread out because of group movement, pathfinding and attack range so personally I have problem when trying to make them stick together!

And for stationary buildings you can just change pathing map (which you supposedly already do)
 
My maps are part of a campaign, I am currently trying to create a "template" so I can import all of the values, and models in one go, (or two goes), you know so I can just focus on the lay out of the maps without having to configure everything again for each map.

A bit off-topic. But why import all unit/object data into each map instead of using the campaign editor so the same data is automatically used in each map in the campaign?
 
Level 1
Joined
Mar 1, 2013
Messages
5
Like periodically placing invisible dummies on/around the unit, or catching if units are too close via trigger and pushing them back or forbidding normal movement altogether by catching the orders, then periodically moving the unit. That screws up the pathfinding though and takes a great toll on performance. The main problem is to create a barrier that blocks other units but not the owner.

That sounds extremely complicated, is the collision limitation a thing with the editor itself? Or can I make a custom model with its own collision and then importing it?


Are you making over sized units or what is it?

Units tend to spread out because of group movement, pathfinding and attack range so personally I have problem when trying to make them stick together!

And for stationary buildings you can just change pathing map (which you supposedly already do)

It's just enter a higher value for scaling, the models are too small.
 
Status
Not open for further replies.
Top