Replacing LordaeronTree's model - works in editor, but in-game with order or rally point

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
396
Hi, another "funny" problem for today. Not sure if that's a game, editor or asset issue.

I replaced standard LordaeronTree model variations: imported them on paths:
Doodads\Terrain\LordaeronTree\LordaeronTree0.mdx
...
Doodads\Terrain\LordaeronTree\LordaeronTree9.mdx

And something weird is happening:

  • A replaced tree model is shown for all trees in editor (correct)
  • But in game the original tree model is shown
  • However, if I mark a tree as a rally point for the town hall or if I give a peasant a harvest order of this tree, then this single tree changes to the correct replaced model for a few seconds, but then reverts to the original.

It works this way with all usages of this model (autumn, winter, summer, village, even my custom ones with custom textures)

It occurs both on 1.31 and 2.0

Any ideas?

1741913569145.png
 
Last edited:
In the game software, the setting Art - Has Lightweight Model File of the doodad changes how the model loads so that LordaeronTree0_S.mdx will be loaded instead of Stand animation, and LordaeronTree0_D.mdx will be loaded instead of end of death animation. These other models have no animation data and are simpler on the processor to render probably. So the game swaps out trees with these for high performance.

When you turn it off, then your map would use the new tree model you added instead, all the time, like other destructable objects where this setting is turned off.
 

Macielos

Hosted Project: W3E
Level 23
Joined
Jul 9, 2010
Messages
396
Okay, that makes sense. Our replaced version has an animated Stand, anyway (Nyx wanted a "moving in the wind" effect :p) so unless there are some performance problems (rather unlikely, I think), I guess it's no point in creating a lightweight version. So I disabled this flag and nicer trees started working. Thanks.
 
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