• 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.

Problems with custom Icons and Doodads

Status
Not open for further replies.
Level 6
Joined
Jan 6, 2010
Messages
118
Could somebody help me out a bit?

1) Icons; The icon seems to work and all, but when the screen is paused it will turn green. Does it need an independent file for this darkening to work?

2) More importantly, doodads. I've imported them, and I can even view them in the model preview screen on the left (in the world editor). When when I try to place them out on the map the file won't load (green cube appears instead).
Anyone experienced this?
 
Level 4
Joined
Jan 9, 2010
Messages
89
As for the first one, the most common mistake is to not add a DISBTN icon. Yes you need another file for it, save it with the same path but with the DIS prefix in the file name.

The second I'm not sure of, but I believe that if you would load it into the game it would work, otherwise try restarting your world editor.
 
Last edited:
Level 6
Joined
Jan 6, 2010
Messages
118
Thanks for the swift reply. Strange that WE doesn't load doodads, cause there's no problems with models.


However, it seems the solution wasn't that simple. I've exited WE and tried again, and even started the map, but it won't load. But still it actually appears in the model preview window! Then the path can't be wrong either...
 
Level 6
Joined
Jan 6, 2010
Messages
118
I tried making a new map, and guess what? It worked for me also.
But why it suddenly won't work in my real map is beyond me.


EDIT: Hey, when I applied the model to a unit, it worked! I just can't add it to a destructible, for some reason. That's okay.
 
Level 9
Joined
Apr 28, 2009
Messages
538
2) Place the model, save and restart WE or run the game to test the map. WE doesn't load imported stuff before it's restarted.

That's incorrect. You only need to save the map right after you import the files and set the correct paths for .blp files.

But anyway, Neversleeping, the reason that model doesn't show up when you're using it as doodad is, most probably, because the doodad has "True" checked under "Model - Has Lightweight Verion". Try to use the model on a destructible based on...barrel for example.
 
Level 6
Joined
Jan 6, 2010
Messages
118
I've tried a bit more, and it seems that settiing "has lightweight model" to false doesn't help after all.

It works if I base the model on a barrel, but not on a loardearon tree. Ain't that strange? I want/need it to actually behave like a tree ingame also. I should add that this problem applies to ALL models in the game, not just imports. If that can give you a clue...



EDIT:
Here's the answer:
To make a custom tree from a functional tree, also set "number of variations" to one.
 
Last edited:
Status
Not open for further replies.
Top