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Trees as Props Instead of Destructibles

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Level 2
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Mar 22, 2006
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Hey guys, I was just wondering if anyone knew a way to make a tree into a prop instead of destructible? I saw that both the Barrens and Sunken Ruins tilesets have an option already for this but I'm looking to expand on that to include Ashenvale, Lordaeron Summer, etc.

I tried applying the "Ashenvale Tree Wall <Base>" to the Skull Pile prop and set the variation to 1 but I just get a green box in game. Tried the same with "Ashenvale Tree Wall <Variation 1>" but then the model loaded but it was all white and didn't have a texture file attached to it.

The only other option I was considering was if there was a file present online that had all the original model and texture files of the Blizzard original trees I could import them and create new props using those instead of the ones in the editor.

Any thoughts?
 
Level 23
Joined
Oct 20, 2012
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3,075
I can provide you with the models but are you sure you want to import those models again? If you're talking about the destructible limit, you can use JNGP so you can use unlimited destructibles. If you want to make those destructibles not destructibles (I mean cannot be killed, you could change their health to max and then their "Combat - Targeted as" to Invulnerable.
 
Level 2
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Mar 22, 2006
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The issue I'm having is I am at 38k doodads (95% of which are trees) on a 480x480 map and it seems I have reached a point where if I add any more trees of any type at all and try and test my map, the loading bar fills then crashed to desktop with a fatal exception error stating the memory could not be read. I loaded my error file in the Warcraft III folder and the dump list states the most recent tree addition as the cause of the crash.

To prove this further I removed some of the trees in the very first area I worked on in the map and then went back to the area I was currently involved with and added them there instead. Upon loading the map in game, no crash occured.

I thought I had found a fix earlier this week but it turned out it wasn't the solution ("Integrate WEU" was turned on and still installed in my machine from ages ago), but now having not had any progress on my map this week because of this issue I've simply decided to make the unobtainable trees in the map props instead of destructibles so I can push my 'real' trees further in an attempt to finish this damned map. :/
 
Level 2
Joined
Mar 22, 2006
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Yeah that 38k is 90-95% destructibles. I added a ton of units to check if it was a memory problem but it still loaded alright. Like I said, just seems to be trees......

Unless anyone has any other ideas?
 
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Level 23
Joined
Oct 20, 2012
Messages
3,075
Don't double post.

Anyway, So your map crashes when it reaches a certain amount of destructibles (38k)? Try deleting the excess trees (the ones that cause errors) then replace them with the same amount of props. If it works then I guess that what you can do in the mean time. What tree are you using BTW?

I'll give you the tree model if it works.
 
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Level 2
Joined
Mar 22, 2006
Messages
25
@sigelang: Tried that, still got the error when I added more trees to the map and tested it. Not really a fan of the user made trees, was just looking for the model files for the standard Blizzard ones for consistency.

@Adiktuz: I've been sparing on destructribles as it is with this map, I have a feeling if this cant be fixed I'm starting over with a 448 or 416 map. Although there goes a few months of map making out the window. :mad:

@GreeN!X: I added about a 1000 sitting corpses to the map and it loaded fine in game. Had I done that with any kind of tree (been tested before) it would have caused a crash. The map I'm making has a few different regions to it, I would need the files for Ashenvale, Outland and Lordaeron Summer trees.
 
Level 2
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Mar 22, 2006
Messages
25
Currently using JNGP as my editor already. Below is from the crash log in the Warcraft III folder and before you ask, yes I have completely removed and re-installed the game fresh in case of corruption of the game itself.

This application has encountered a critical error:

FATAL ERROR!

Program: C:\Program Files\Warcraft III\war3.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 001B:6F40E16E

The instruction at '0x6F40E16E' referenced memory at '0x20F00010'.
The memory could not be 'read'.

----------------------------------------
Memory Dump
----------------------------------------

Code: 16 bytes starting at (EIP = 6F40E16E)

6F40E16E: D9 04 C2 8D 14 C2 D9 C1 DE D9 DF E0 F6 C4 41 74 ..............At


Stack: 1024 bytes starting at (ESP = 0012F154)

* = addr ** *
0012F150: 00 00 00 00 35 00 00 00 68 00 00 00 88 F1 12 00 ....5...h.......
0012F160: AC E2 40 6F 35 00 00 00 68 00 00 00 00 2D B9 07 [email protected]..
0012F170: 7A DC 03 00 1C 2D B9 07 68 00 00 00 2C 2D B9 07 z....-..h...,-..
0012F180: 69 00 00 00 36 00 00 00 B8 F2 12 00 6F E6 40 6F i...6.......o.@o
0012F190: A4 F2 12 00 98 00 85 1A FC 9C 10 22 B8 F4 12 00 ..........."....
0012F1A0: D4 F1 12 00 C0 F1 12 00 32 F7 02 6F 3C 4B 10 17 ........2..o<K..
0012F1B0: 70 F2 12 00 6E 17 A4 C5 B4 02 C8 46 21 11 D4 44 p...n......F!..D
0012F1C0: FC F1 12 00 06 F6 02 6F 56 AF 5D 3F 70 F2 12 00 .......oV.]?p...
0012F1D0: 54 5C B4 21 6E 17 A4 C5 B4 02 C8 46 21 11 D4 44 T\.!n......F!..D
0012F1E0: 4F 92 7F 43 00 00 00 B0 00 00 00 00 BE DD 57 C4 O..C..........W.
0012F1F0: 00 00 00 00 00 00 00 00 00 00 A0 C5 20 F2 12 00 ............ ...
0012F200: F3 C4 04 6F 97 EA 86 4A 64 F2 12 00 00 00 00 00 ...o...Jd.......
0012F210: 44 F2 12 00 00 00 00 00 00 00 00 00 00 02 B9 07 D...............
0012F220: 4C F2 12 00 56 EA 06 6F 64 F2 12 00 00 00 00 00 L...V..od.......
0012F230: 44 F2 12 00 00 00 00 00 00 00 88 C6 00 00 00 00 D...............
0012F240: 00 00 00 00 00 00 80 7F 00 00 80 7F 7C F2 12 00 ............|...
0012F250: F3 EA 06 6F 70 F2 12 00 64 F2 12 00 84 F2 12 00 ...op...d.......
0012F260: FF FF FF FF 00 00 BB C6 00 00 88 C6 00 00 20 C5 .............. .
0012F270: 00 00 BB C6 00 00 88 C6 00 00 20 45 A4 F2 12 00 .......... E....
0012F280: DB 5B 07 6F 98 F2 12 00 00 80 88 C6 00 80 BB C6 .[.o............
0012F290: 00 80 BA C6 00 00 80 42 CC F2 12 00 C0 F2 12 00 .......B........
0012F2A0: 74 05 2F 6F 68 00 00 00 35 00 00 00 69 00 00 00 t./oh...5...i...
0012F2B0: 36 00 00 00 00 80 00 00 C8 F2 12 00 64 60 07 6F 6...........d`.o
0012F2C0: 6A 00 00 00 37 00 00 00 30 F3 12 00 C6 FD 1D 6F j...7...0......o
0012F2D0: 00 00 F3 43 72 74 54 41 FC 9C 10 22 00 80 88 C6 ...CrtTA..."....
0012F2E0: 00 80 BB C6 00 80 87 C6 00 80 BA C6 00 80 88 C6 ................
0012F2F0: 00 80 BB C6 00 80 87 C6 00 80 BA C6 00 00 BB C6 ................
0012F300: 00 00 88 C6 00 00 80 43 00 00 BB C6 00 00 BB C6 .......C........
0012F310: 00 00 88 C6 00 00 00 B5 D6 0F C9 3F D8 0F 49 40 ...........?..I@
0012F320: D6 0F C9 3F D8 0F 49 40 E3 CB 96 40 E3 CB 96 40 ...?..I@...@...@
0012F330: 44 F3 12 00 24 7F 18 6F 64 33 77 2B 72 74 54 41 D...$..od3w+rtTA
0012F340: 00 00 00 00 24 F5 12 00 32 82 18 6F 72 74 54 41 ....$...2..ortTA
0012F350: 01 00 00 00 B8 F4 12 00 C4 F5 12 00 72 74 54 41 ............rtTA
0012F360: 84 F5 12 00 44 6F 6F 64 61 64 73 5C 54 65 72 72 ....Doodads\Terr
0012F370: 61 69 6E 5C 41 73 68 65 6E 54 72 65 65 5C 41 73 ain\AshenTree\As
0012F380: 68 65 6E 54 72 65 65 31 53 2E 6D 64 6C 00 00 00 henTree1S.mdl...
0012F390: 00 00 00 00 48 3F 87 04 04 00 00 00 01 1B 00 00 ....H?..........
0012F3A0: C8 2F 1F 03 F8 FC F8 00 00 00 00 00 00 00 00 00 ./..............
0012F3B0: 00 00 00 00 58 3C 87 04 B8 67 90 04 00 00 00 00 ....X<...g......
0012F3C0: F8 FC F8 00 D8 2F 1F 03 00 00 00 00 04 00 00 00 ...../..........
0012F3D0: 00 00 00 00 00 00 00 00 B8 67 90 04 C8 2F 1F 03 .........g.../..
0012F3E0: 11 62 99 63 B8 67 90 04 03 00 00 00 00 00 80 3F .b.c.g.........?
0012F3F0: 00 00 00 00 01 00 00 00 02 00 00 00 B8 67 90 04 .............g..
0012F400: 01 00 00 00 03 00 00 00 01 00 00 00 02 00 00 00 ................
0012F410: 44 F4 12 00 30 F4 12 00 32 F7 02 6F 3C 4B 10 17 D...0...2..o<K..
0012F420: E0 F4 12 00 6E 17 A4 C5 B4 02 C8 46 21 11 D4 44 ....n......F!..D
0012F430: 6C F4 12 00 06 F6 02 6F 56 AF 5D 3F E0 F4 12 00 l......oV.]?....
0012F440: 54 5C B4 21 6E 17 A4 C5 B4 02 C8 46 21 11 D4 44 T\.!n......F!..D
0012F450: 4F 92 7F 43 8C F4 12 00 00 00 00 00 BE DD 57 C4 O..C..........W.
0012F460: 00 00 00 00 00 00 00 00 6C 67 61 2B 64 33 77 2B ........lga+d3w+
0012F470: 00 00 00 00 28 73 EE 0A 08 FD 86 6F 00 00 00 00 ....(s.....o....
0012F480: 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF ................
0012F490: FF FF FF FF 56 EA 06 6F D4 F4 12 00 00 00 00 00 ....V..o........
0012F4A0: B4 F4 12 00 00 00 00 00 00 00 88 C6 00 00 00 00 ................
0012F4B0: 00 00 00 00 00 00 80 7F 00 00 BB C6 00 00 88 C6 ................
0012F4C0: 00 00 80 43 E3 CB 96 40 4A 7B 57 3F FF FF FF FF ...C...@J{W?....
0012F4D0: 00 00 00 00 80 4F C3 C7 00 00 00 00 06 00 00 00 .....O..........
0012F4E0: 00 00 00 00 E4 7D 70 6F 00 00 00 00 7C A9 1B 1B .....}po....|...
0012F4F0: 00 00 48 42 00 00 48 42 00 00 00 00 CD CC CC 3D ..HB..HB.......=
0012F500: 00 00 00 00 00 00 00 00 00 00 66 43 00 00 00 00 ..........fC....
0012F510: 72 74 54 41 00 00 87 43 E3 CB 96 40 00 00 66 43 [email protected]
0012F520: FC 9C 10 22 54 F5 12 00 83 88 18 6F C4 F5 12 00 ..."T......o....
0012F530: C8 F5 12 00 60 F5 12 00 01 00 00 00 D0 F5 12 00 ....`...........
0012F540: 01 00 00 00 00 F7 12 00 C0 F5 12 00 00 00 00 00 ................
0012F550: 00 00 48 42 70 F5 12 00 AF C0 2B 6F C8 F5 12 00 ..HBp.....+o....


------------------------------------------------------------------------------
 
Level 2
Joined
Mar 22, 2006
Messages
25
I'm starting to get that impression too. Hopefully GreeN!X can get me those files and I can try and see if I can finish this map so I don't feel like so much time was wasted on this project. :'(
 
Level 2
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Mar 22, 2006
Messages
25
There are non-destructible doodad trees included with the base game and accessible right in the editor but they are only available for the Barrens and Sunken Ruins Tree Wall (filed under "Environment" in the doodad palette) and not usable for the last couple areas of my map. I did however experiment with them and I was able to place a couple thousand and still be able to load the map in game without a crash. That's what gave me the idea for using non-destructible trees to solve my problem. It appears my map just wont allow me to place anymore trees but I can still add pathing blockers and gates/bridges (destructibles in their own right) and all other types of doodads without it crashing.
 
Level 2
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Mar 22, 2006
Messages
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Sweet, thanks a million man! I'll test them out in my map later this afternoon and let you know if it works as planned. Although I don't see why not at this point. I took another look at some of the other areas of my map last night and I can actually remove a few more real trees from other places too but I would need model files for Lordaeron Winter and Felwood if I could ask you for a favour again, but let me verify these three in-game first and I'll get back to you.
 
Level 2
Joined
Mar 22, 2006
Messages
25
I looked at this as well, however the issue wasn't a crash because of low system resources or a system lockup, it was before the map could even full load. The general consensus is that there were just too many destructibles and the game, even with the help of the NewGen World Editor was not designed to handle 38k+ destructibles.

I may still implement that coding just for a bit of help on speed however as it stands now on my Dual-Core 3GB RAM laptop its running smoothly without any major fps loss.
 
Level 2
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Mar 22, 2006
Messages
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Hey GreeN!X, it works!!!! I got to finish an area I've been stuck on all week and now I'm able to continue to finish this map. Would you be able to post me the Felwood and Lordaeron Winter Tree walls too?
 
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