maTt540 basics of map making! Part 1!

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maTt540

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Welcome, wc3anvil viewer, to maTt540s map making basics, part 1! I will be your instructor, and teacher for these lessons, maTt540. Lets begin!

Intro

Q. Why the hell is that 1 T capitalized?
A. Cause it is.

Q. So why DID you make this?
A. Cause of all the pointless and idiotic questions people ALWAYS asked on wc3sear.ch. Most of it is even copied from there!

Q. Lol u an u|3312 l/l0013! u c4n7 1)0 4ny7h1G!
a. 1. You sound like a fag saying that.
2. I own you anyday in map making, random person who flames me off pointlessly!

Q. Well I own your mom!
A. Ok, take her, Thanks!

Q. I mean you suck at everything!
A. ...And this is a comback? Your pitiful. You cant spell, you try and take something that most people hate, and you say I suck?
Moral of the story: Dont trust ANYTHING that cant spell. This includes people, games, etc.

1. Hero levels.
Q. How do change hero level at the start of the game?
A. 1. Go to object manager.
2. Go to the unit who you want to change level with.
3. Right click and select edit unit properties (you can also add items at the start to the hero here)
4. Select level, and type what the starting level of the hero would be.
Q. How do I change heros max level?
A. ...Yes, this is the annoying question I see more than any thing on this site. "how do I change max hero level?" "how do I change max hero level?" "how do I change max hero level?" "how do I change max hero level?" "how do I change max hero level?" "how do I change max hero level?" "how do I change max hero level?" ARRGHH!!
1. Go to Advanced at the top toolbar.
2. Go to gameplay constants.

3. Scroll down to hero
4. srcoll down to hero maximum.
5. Scroll down to hero maximum level.

6. Click on hero maximum level, and chage it to whatever you want to max level to be (limit in Wc3 tft editor is 10000)
Q. How is it that the hero you use is weaponless?
A. YOu'll see once you get to attachments.

Now then...hmm...

Lets now do...

Color codes

Q. What is with the Colored title?
A. To make it interesting. Color codes are used in many maps in many ways!

Q. Ok...Give me examples of color codes!
A. ...say it.

Q. Please...
A. Ok then!

Color codes basiclly are great ways to spice up the game. Color codes are determined by what you put in them. All start with a |c then it varies what you put in next. Its a 8 letter/diget combination that can include 0,1,2,3,4,5,6,7,8,9,A,a,B,b,C,c,D,d,E,e,F, or f.

Next after all of that comes the text. You put in whatever you want. After that is |r

Some examples of color codes:

Green: |cff32cd32Text|r
Red: |cffff0000Text|r
Orange: |cff995500Text|r
Yellow: |cffffcc00Text|r
Light Blue: |cff7777aaText|r

If i typed |cff995500This tutorial so far isnt funny I guess...|r

It would appear as This tutorial so far isnt funny I guess...

A site with alot of examples of color codes is:

http://users.rcn.com/giant.interport//COLO...rSpecifier.html

Importing!

Q. OMFG!! DUDE!! THIS ONE GUY HAS SO AWESOME STUFF THAT NEVER APPEARS IN TFT THATS IN HIS MAP AND NOT IN MINE!!
A. 1. No caps locks, please.
2. He imported them. Importing models, skins, etc is how you get neat stuff in games. Be careful though, because some of the files (mainly music) take up MASSIVE SPACE!!!

Q. What can be imported anyway?
A. If you got it from an internet site, you need to unzip it first. Then, in the file is what you need. The following documents are catigorized in Wc3 WE as these:

Image/texture (icons, skins, pictures, etc):
blp, tga (correct me please if im wrong, ill adjust.)

Model: Mdx, Mdl

Text: txt

Music/sound: Mp3

Hope this helps!

Q. The thing wont load properly!
A. Either:
1. you did not follow the given path.
2. You didnt download all skins.
3. You used / instead of \
4. The file is non existant.

Q. Ok, When I download, I see two colors of text for the skin paths, what are they?
A. They are included and not included skins. The darker colored ones are already in the game and dont take any space. The brighter colored are in the file, adding extra room.

Q. This music file is to big!
A. Music takes up the most space in a map. What do you expect?

Attachments!!

Q. What are attachments?
A. Attachments are basiclly what makes the hero have a sword, shield etc in his hands, a helm on his head, etc.

Q. What are some attachment points please?
A. You people vex me...

Q. What does Vexing you have to do with Warcraft 3? And Why does it vex you?
A. Vexing is to annoy one or pester one with a distrubing manner. Basiclly, you people are pesticides. It has to do with the tutorial since this is probibly the question I see more than any in any section of the site. I had to learn on my ow-

Q. I said "please!"
A. ...Very well. I will list all attachment points I know in this format.

______________________________________________________

body part 1
body part 2 (for hand attachments)

Where it goes
______________________________________________________

*ahem*

______________________________________________________

hand
right

Attaches model to right hand
------------------------------------------------------

______________________________________________________

hand
left

Attaches model to left hand
------------------------------------------------------
______________________________________________________

head

Attaches model to head (helms and junk like that)
------------------------------------------------------
______________________________________________________

overhead

Attaches model to the very top of it (good for things like items horses have showing people are riding them)
------------------------------------------------------
______________________________________________________

chest

Attaches model to chest area
------------------------------------------------------
______________________________________________________

origin

Attaches model to feet I recall
------------------------------------------------------
______________________________________________________
 
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Undead_Lives

New Member
Interesting...and not too shabby. But you could limit the insanity-ness next time :p
If I find anything that comes up a lot for questions, I'll let you know.
 

maTt540

New Member
Thus, the "this tutorial isnt funny so far I guess..."

I meant some of the dumb stuff to draw more attention you know. If you go back to most wc3 forums, you would see how many people annoyingly ask such and such. Its one of the main reasons I had so many posts in wc3sear.ch. Honestly, to much questions! /headache on
 

N00byStance

New Member
1) Color codes aren't just "random string of 1-9, a-f A-F", but:

Color code is composed of:
|c - defines color code start
xx - transparency (hexadeximal value - min. 00, max ff or FF; ff = not transparent)
xx - red (like above)
xx - green (live above)
xx - blue (like above)
<TEXT> - text that has to be colored
|r - return to standard color

|cxxxxxxxx<TEXT>|r

As you see, color codes are coded in RGB schema. This mostly works like tinting unit in object editor, but instead of 0-255 you have it in hexadecimal variant (00-FF).

2) Attachment points
a) origin doesn't attach to feet, it attaches to *origin* (auras are attached this way)
B) foot right and foot left attaches to feet
c) there are also other attachments points like mount, weapon.

3) Models in mdl format (text format instead of binary) can't be used. You must compile them to mdx.

EDIT: This wasn't directed to you mat, I believe you know it. That was directed to users of this tutorial.
 

maTt540

New Member
Gah o_O

Sorry, I apreciate the help for the attachments, but I never knew color codes were determined by the TTRRGGBB format....Il edit it when I finish part 2
 

james1654

New Member
1) Color codes aren't just "random string of 1-9, a-f A-F", but:

Color code is composed of:
|c - defines color code start
xx - transparency (hexadeximal value - min. 00, max ff or FF; ff = not transparent)
xx - red (like above)
xx - green (live above)
xx - blue (like above)
<TEXT> - text that has to be colored
|r - return to standard color

|cxxxxxxxx<TEXT>|r

As you see, color codes are coded in RGB schema. This mostly works like tinting unit in object editor, but instead of 0-255 you have it in hexadecimal variant (00-FF).

2) Attachment points
a) origin doesn't attach to feet, it attaches to *origin* (auras are attached this way)
B) foot right and foot left attaches to feet
c) there are also other attachments points like mount, weapon.

3) Models in mdl format (text format instead of binary) can't be used. You must compile them to mdx.

EDIT: This wasn't directed to you mat, I believe you know it. That was directed to users of this tutorial.
[/b]


Whoa, thank you so much! This explains it really really well!!! Also, I give thanks to mat sheep, for starting off the topic. But Matsheep ( i think ur called tht on www.wc3sear.ch ) , you are very arguementative and insufferable. If you would cut out this characteristic u'd be left with a genourous, kind, time-giving person that people are apreciative for ;)

Noobystance, thanks, I can now use colour codes!
 
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