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Clan NgO Forums » Discussions » Flood Dimension » Perfect 90 D Terrain
Perfect 90 D Terrain
TheCheeseLoverDate: Monday, 2009-03-16, 4:43 AM | Message # 1
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HI!

I am making a cinematic and I have a problem of terrain. I know we can do a terrain with 90 degree of difference: like this

I
I
I
=====

I almost maked one like this but it still 120 degree and more. I know we can do a terrain with 90 degree of difference because I saw it in a cinematic. Can you help me with my problem plz?

Bye!


Yay I have a signature. You suck. :D
 
JonNnyDate: Wednesday, 2009-03-18, 1:52 AM | Message # 2
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Damn , i took me a long time to get what you mean... "terrain with 90 degree of difference" ... O.o
To use a steeper terrain than Wc3 allows simply create an "UI" folder in your warcraft folder and paste this changed MiscData.txt into it
90 Degree is never possible but its still really steep


 
TheCheeseLoverDate: Wednesday, 2009-03-18, 2:55 AM | Message # 3
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I know I am not very good to explain my idea. ( It's difficult for me because I am thinking in french, but I need to write in english. :/

PS: What is a UI folder? biggrin

I tryed it. I made a folder named UI with those things:

Code

[Misc]

// gold text data
GoldTextColor=255,255,220,0
GoldTextVelocity=0,0.03,100
GoldTextLifetime=2
GoldTextFadeStart=1

// lumber text data
LumberTextColor=255,0,200,80
LumberTextVelocity=0,0.03,100
LumberTextLifetime=2
LumberTextFadeStart=1

// bounty text data
BountyTextColor=255,255,220,0
BountyTextVelocity=0,0.03,100
BountyTextLifetime=3
BountyTextFadeStart=2

// missile 'miss' text tag data
MissTextColor=255,255,0,0
MissTextVelocity=0,0.03,100
MissTextLifetime=3
MissTextFadeStart=1

// CriticalStrike text tag data
CriticalStrikeTextColor=255,255,0,0
CriticalStrikeTextVelocity=0,0.04,100
CriticalStrikeTextLifetime=5
CriticalStrikeTextFadeStart= 2

// ShadowStrike text tag data
ShadowStrikeTextColor=255,160,255,0
ShadowStrikeTextVelocity=0,0.04,100
ShadowStrikeTextLifetime=5
ShadowStrikeTextFadeStart=2

/ / ManaBurn text tag data
ManaBurnTextColor=255,82,82,255
ManaBurnTextVelocity=0,0.04,100
ManaBurnTextLifetime=5
ManaBurnTextFadeStart=2

// CriticalStrike text tag data
BashTextColor=255,0,0,255
BashTextVelocity=0,0.04,100
BashTextLifetime=5
BashTextFadeStart=2

ActiveButtonColor=255,75,150,255

[ Camera]
// Update Listener section in bin\ui\soundinfo\miscdata.txt
// if the number of camera zooms changes
// game camera paramters
AOA=304,311,318,325,332,339
FOV=70,70,70,70,70,70
Rotation=90,90,90,90,90,90,20,20,20,20,20,20,160,160,160,160,160,160
Distanc e=1650,1600,1500,1400,1275,1100
FarZ=5000,5000,5000,5000,5000,5000
NearZ=100,100,100,100,100,100,60
Height=0,0,0,0,0,0,0
// Camera smoothing.  
Smoothing=0.00
SmoothMaxDist=1000
SmoothScale=0.80
SmoothBias=0.15
SmoothMinFPS=10
SmoothBeta=1.5

[CameraRates]
// game camera change rates
AOA=20
FOV=20
Rotation=30
Distance=1200
Forward=3000
Strafe=3000

[QuestIndicatorTimeout]
QuestIndicatorTimeout=10

[CameraMargins]
// Defines the distance (in cells) between the camera bounds and
// the playable map edge
left=4
right=4
top=2
bottom=2

[UnpathableMargins]
// Defines the default number of unpathable cells to add to each map edge
left=6
right=6
top=8
bottom=4

[DefaultZFog]
Style=0
Start=20000
End=50000
Density=0
Color=0,0,0,0

[TerrainZFog]
Style=0
Start=3000
End=5000
Density=0.5
Color=255,0,0,0

[MenuZFog]
Style=0,0
Start=100,0
End=5500,7000
Density=1,1
Color=255,11,20,11,255,178,178,204

[ArthasIllidanFightZFog]
Style=0
Start=0
End=6000
Density=1
Color=255,92,112,120

[ArthasIllidanFightPrefetchList]
File0="Sound\Ambient\DoodadEffects\FinalCinematic.mp3"
File1="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0001.mrf"
File3="Doodads\Ci nematic\ArthasIllidanFight\ArthasCloakFight.blp"
File4="Doodads\Cinematic\ArthasIllidanFight\Arthas1.blp"
File5="Doodads\Cinematic\ArthasI llidanFight\StoneTiledSnowTALLtrev.blp"
File6="Doodads\Cinematic\ArthasIllidanFight\IllidanBlade.blp"
File7="Doodads\Cinematic\ArthasIllid anFight\FrostMorne.blp"
File8="Doodads\Cinematic\ArthasIllidanFight\BigAssSky.blp"
File9="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0 000.mrf"
File10="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0002.mrf"
File11="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0003.mrf"  
File12="Doodads\Cinematic\ArthasIllidanFight\SpeedLines1_solid.blp"
File13="Doodads\Cinematic\ArthasIllidanFight\IllidanDeathShadowA.blp"  
File14="Doodads\Cinematic\ArthasIllidanFight\IllidanCineStuff.blp"
File15="Doodads\Cinematic\ArthasIllidanFight\IllidanCine.blp"
File16= "Doodads\Cinematic\ArthasIllidanFight\IceCrownWalls.blp"
File17="Doodads\Cinematic\ArthasIllidanFight\IceCrownDoodads0.blp"
File18="Doodad s\Cinematic\ArthasIllidanFight\Ice_Natural01.blp"
File19="Doodads\Cinematic\ArthasIllidanFight\Clouds8x8.blp"
File20="Doodads\Cinematic\Ar thasIllidanFight\Ice_Natural01.blp"
File21="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0004.mrf"
File22="Doodads\Cinematic\ArthasIllid anFight\ArthasCape0005.mrf"
File23="Doodads\Cinematic\ArthasIllidanFight\SacrificialAltarskull1.blp"
File24="Doodads\Cinematic\ArthasIllid anFight\rockShadow.blp"
File25="Doodads\Cinematic\ArthasIllidanFight\IronForgeSnow01solid1.blp"
File26="Doodads\Cinematic\ArthasIllidanFig ht\furboots2.blp"
File27="Doodads\Cinematic\ArthasIllidanFight\IllidanBlade_mip1.blp"

[ArthasIllidanFightSounds]
Scene1="FinalCinematic"

[Terrain]
// terrain parameters

// Maximum slope in degrees, (86+ will disable slope limits)
MaxSlope=87

// Global height limits
// 0 = low ground, each cliff level = 128
MaxHeight=9000
MinHeight=-128

[FlyerMap]
// Radius, in pathing cells, to search for maximum height
MaximizeRadius=1
// Number of times to halve map size
SmoothLevels=3

[Sound]
Attenuation=3.0
MinDist=1200
MaxDist=20000
MusicFadeRate=16
MusicFadeInterval=500

[Light]
// Vector from light to world
Direction=0.3,0.3,-0.25

[SelectionCircle]
// Defines different textures to be used based on selection circle size.
// The Size## value defines the largest size which uses the given textures.
// Note that the last size does not need a Size## value since anything bigger
// than the next size down uses it.
NumSizes=3
Size00=100
Texture00=ReplaceableTextures\Selection\SelectionCircleSmall
TextureDotted00=ReplaceableTextures\Selection\Sel ectionCircleSmallDotted

Size01=300
Texture01=ReplaceableTextures\Selection\SelectionCircleMed
TextureDotted01=ReplaceableTextures\Selec tion\SelectionCircleMedDotted

Texture02=ReplaceableTextures\Selection\SelectionCircleLarge
TextureDotted02=ReplaceableTextures\Selection \SelectionCircleLargeDotted

// This value is multiplied by the SLK scale field to get the circle size
ScaleFactor=72

// This value is added to the selection circle height
// when on walkable doodads.
// Note: this is also applied to shadow images
ImageWalkableZOffset=15

// Colors
ColorFriend=255,0,255,0
ColorNeutral=255,255,255,0
ColorEnemy=255,255,0,0
AllyOffset=0.2

[Blight]
Texture=TerrainArt\Blight\Blight
PuffModel=Environment\BlightDoodad\BlightDoodad.mdl
PuffDuration=3000 // Duration of a puff, in milliseconds
PuffInterval=2500 // Interval between checks for new puffs, in milliseconds
PuffChance=0.7 // Chance for a vertex to create a puff (per interval), in percent

// Dirt Chance Table
// Specifies the chance (in percent) that a neighboring vertex will be changed to dirt
// when a vertex is blighted.  Due to symmetry, only five unique values are needed
// for a 2 vertex radius.  The the upper right quadrant of the table is:
//
//        s2 sd d2
//        s1 d1 sd
//        cn s1 s2
//
// where 'cn' is the center vertex, 's' means "straight", 'd' means "diagonal".
// Note that the chance for 'cn' is always 100%, and not listed here.
//

DCT_s1=5
DCT_s2=10
DCT_sd=15
DCT_d1=5
DCT_d2=20

[Water]
// Depth-based colors
// The water plane is vertex colored based on the water "depth": the distance
// from the water plane to the ground.  These values define the colors for two
// distinct ranges: "shallow" (MinDepth to DeepLevel) and "deep" (DeepLevel to MaxDepth).
// where the color is found by interpolating between the corresponding colors given
// in TerrainArt/Water.slk.
//

MinDepth=10
DeepLevel=64
MaxDepth=72

// DeepLevelPathing defines the depth below which water
// is considered "deep" for pathing and placement rules.

DeepLevelPathing=100000

// WavesDepth defines the depth that terrain vertices need to be below the
// water before they will be considered "under" water for wave generation

WavesDepth=25

[TeamColorFilter]
ColorIndexPlayer=1
ColorIndexAlly=2
ColorIndexCreep=12
ColorIndexEnemy=0

[FogOfWar]
FoggedTerrain=170,16,16,32
BlackMaskedTerrain=255,0,0,0
DarkMaskedTerrain=230,0,0,0
BoundaryTerrain=230,0,0,0
FoggedBoundaryTerrain=17 0,16,16,32
FoggedObject=255,64,64,96
BlackMaskedObject=255,0,0,0
DarkMaskedObject=255,32,32,48
BoundaryObject=255,0,0,0
FoggedBoundaryO bject=255,64,64,96
ShadowImageColor=170,0,0,0

FogColorPlayer=255,255,255,255
FogColorAlly=255,0,255,210
FogColorEnemy=255,255,0,0
Fog ColorResource=255,32,128,128
FogColorItem=255,240,240,0
FogColorHero=255,255,255,128
FogColorDestructable=255,0,160,128
FogColorCreepAll ied=255,0,0,50
FogColorCreepNormal=255,0,0,50
FogColorBlackMaskAlpha=0
FogColorDarkMaskAlpha=96
FogColorFogMaskAlpha=192
FogColorVisibl eAlpha=255
FogColorBlightMask=0,63,63,64

[Minimap]
MinimapColorBorder=255,60,60,70
MinimapMiddleCampThreshold=10
MinimapToughCampThreshold=20
MinimapMiddleCampScale=1.3
MinimapWeakCampC olor=255,0,200,0
MinimapMiddleCampColor=255,255,128,0
MinimapToughCampColor=255,220,0,0
MinimapCampPulseScale=0.5

[TargetingColors]
TargetLightColor=180,0,255,0
SelTargetColor=255,240,200,0

[Glue]
ControlFadeDuration=0.25
ControlFadeDurationDebug=0.01
CustomLoadTimerDuration=10.0

[BattleNetCustomFilter]
SmallMapRange=2,4
MediumMapRange=5,8
LargeMapRange=9,12

[InfoPanel]
MeleeRangeMax=128
SpeedVerySlow=175   // lower bound, everything below this is "very slow"
SpeedSlow=220
SpeedAverage=280
SpeedFast=350      // upper bound, everything above this is "very fast"
AttackVerySlow=3   // upper bound, everything above this is "very slow"
AttackSlow=2
AttackAverage=1.5
AttackFast=1       // lower bound, everything below this is "very fast"

[Occlusion]
MarkImage=ReplaceableTextures\Occlusion\OcclusionMark
MarkColor=255,255,0,255
OccluderColor=128,255,255,255
OccluderFadeTime=300 // Time to fade to OccluderColor, in milliseconds
BuildingsOcclude=0

[Placement]
PaidStructureColor=96,128,128,255
UnpaidStructureColor=96,255,128,128

[PingColor]
PingColor=255,0,255,0
PingAttackColor=255,255,0,0
PingAdvisorColor=255,255,255,0
PingWaypointColor=255,255,255,255

Didnt worked. sad


Yay I have a signature. You suck. :D

Message edited by TheCheeseLover - Wednesday, 2009-03-18, 3:21 AM
 
JonNnyDate: Wednesday, 2009-03-18, 1:36 PM | Message # 4
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It must work ~.~

just create a folder named "UI" into your Warcraft folder (where you installed it)
into this folder just put the MiscData.txt data


 
WaRadiusDate: Wednesday, 2009-03-18, 2:44 PM | Message # 5
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Quote (JonNny)
It must work ~.~
just create a folder named "UI" into your Warcraft folder (where you installed it)
into this folder just put the MiscData.txt data

"Allow local files" option must be enabled. It can be made in system registry. Also you can do it with newgen WE.
 
TheCheeseLoverDate: Thursday, 2009-03-19, 2:47 AM | Message # 6
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I tryed with newgen WE but it still not work. sad

Yay I have a signature. You suck. :D
 
JonNnyDate: Thursday, 2009-03-19, 6:37 PM | Message # 7
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Whats the path you copied the data into?

 
TheCheeseLoverDate: Friday, 2009-03-20, 4:40 AM | Message # 8
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All the MiscData.txt

Yay I have a signature. You suck. :D
 
JonNnyDate: Friday, 2009-03-20, 4:19 PM | Message # 9
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O.o .. the path is the data?

i mean e.g. "C:\Games\Warcraft III\UI" there should be the data
there should be the txt data

btw , i had to activade nothing , installed-pasted-works


 
TheCheeseLoverDate: Friday, 2009-03-20, 9:42 PM | Message # 10
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I tryed with newgen WE but it didnt work too. I tryed with UNSWE too and it worked :D.

Yay I have a signature. You suck. :D
 
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