tutorials on tft editor -1 reply

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#1 13 years ago

hi im new to this so i liked to know if anyone can give me a quick tutorial or a good site where I can get one. Thanks




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#2 13 years ago

I also would like the same since I found the game a little confusing




Eleandor

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#3 13 years ago

You know, 2 guys invented a great thing that's even free to use... it's called GOOGLE!!!

Try a good google search and you'll get far in 1 or 2 minutes of searchwork (by the way: the frozen throne editor is just an upgraded version of the warcraft III one... only more wysiwyg trigger actions have been added, and you can now edit doodads as well as abilities and upgrades in the object editor (new version of the old unit editor)... If you did use the old world edit, the new one should be no problem at all, and new functions you'll easily learn. otherwise, the original worldedit tutorial (see next lines) could be enough for now)

Also: normally blizzard included a tutorial in .html format IN the game, at the folder c:/.../warcraft III/Support/worldedit you could have guessed that yourself, right? Support? And then subfolder world edit?

Sorry for my sarcasm, but questions like these could be easily found yourself...

I think the basics are in this support'website', for deeper questions, browse this website (questions like 'how to get my hero up to level 10+' have been asked soooo many times that I'm getting sick of it), or post a request in this board.

So anyway, I'll give you the basics




Eleandor

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#4 13 years ago

You can make almost everything in world edit as you have seen in the campaigns. So, let's get started. Open world edit.exe (well, I can guess you did?) create a new map by clicking on File/New map (cntrl + N). If you still use the standard settings (which can be changed clicking on File/preferences), world edit will auto create a new map. however, this map is pretty useless for a good editor, maybe you can try some things out in this map, tough it's not worth saving it. You'll see a popupwindow asking you for Map size and width. Playable Map means: the piece of the map you'll be able to play at (there's always a small black border which you cannot enter). Tileset means what kind of textures you'll be using. (the dessert and rocks in outland, snow of lordaeron winter, etc.). (the selected texture will also be the textures that's covering the whole map). These can be changed after creating the map. initial cliff level means at what level you start building. If you do NOt take cliff level 2, you won't be able to create deep water, or even shallow water. if you take 14, you won't be able to make any mountans, tough you can make valleys and water. You can also select whether you start with a map completelly filled with deep or shallow water, or just ground. Click on 'create'. Make sure you've got the good size, because you'll have to start over again if you did not. Now the real work can begin. Usually, you first start making (or at least I start with this) rivers. Open the Tool palette (it's opened standard), and select shallow/deep water. In the tool palette you can also change cliff level, make ramps, or changing the texture. (putting grass, dirt, mud etc. in your map) You can also make hills. Change the size/ shape on the bottom of the palette. at the toolpalette you can also change what palette exactly should be used. You now have been using terrainpalette. Change it to doodad palette. Here you can add trees, fences, tables, waterfalls, fishes, rocks, and even boiling heads :D If you can't find out how to make tables if you're e.g. working in a 'lordaeron summer' map, you can change the doodadstyle to 'Underground', or ... The next one is unit palette. Here you can add units, and starting locations. How to add creep? Go to Player 'neutral hostile'. How to add mines or mercenarycamps? Go to neutral passive. The goldamount can be changed by doubleclicking on the goldmine. Creep can also drop items by double clicking on them, and going to 'items dropped on death'. Heroes can also carry items initially. Next palette? Region palette. Regions are invissible things you cannot see while playing. Tough ,they exist while playing, and are even used. Example: you want to start a cynematic movie when someone enters a certain region near a city. Or you want to create units somewhere that are an encounter? All done with regions. How to use them we'll see later. Next palette: Camera palette. Here you can create cameras, used for cinematics. We'll see this later. To change your view, hold control button, and drag with your right-mouse-button. Your vision should change now.

while making a map, I always find the grid annoying, don't you? (oh yes, but they can be usefull sometimes, when you want to create a 'mirrored' map). Go to view, and to 'grid'. Change to none, or large.

Now you have all the information you need to create a melee map. However, if you want to have some réal fun, start with some bigger work. Go to object editor (F6). you'll see a new window, full of units, units and units!!! You can change attack, attackrate, art, model, name, abilities, (too much in fact :) ) of a unit. Want to edit abilities? upgrades? Doodads or destructibles? Hah, just go to that sidewindow. But: when I want to give a tree another model, it won't work... unless it's another tree model... don't know why, I think it's because of the 10 variations a tree has. How to get new MODELS or ICONS in your map? Go to import manager (F12). Import a downloaded or self-made model. the only thing you have to do now is changing the paths to the paths the website you downloaded from gave you.

E.g. I downloaded: Model.MDX modelpart.blp modelpart2.blp

the model.MDX is the model itself. the .blp's are the textures of the model. when you import any of these files, the standard path will be warcraft3import/modelpart.blp (or something like that, can't remember it) The website should have said you that the used textures are modelpart.blp and textures/modelpart2.blp you'll have to change the path of 'war3import/modelpart.blp' by doubleclicking on the file to 'modelpart.blp' same with the other one, but into 'textures/modelpart2.blp' then the editor won't recognize 90% of the models yet, so you'll have to restart once, and it should be working.

Another thing in world edit you can change are the players used. These can be changed under scenario/player properties.

You can also make your own triggers, in the trigger editor events: something has to happen first before the trigger can execute. E.g. A unit enters region1 A condition can also be made, in case an event included too many possible units in this case Condition: 'triggering unit owned by player 1(red)' (tough this is a stupid example because there's an event that includes a specific player) Action: what has to happen when a unit enters that region? E.g. 'Create 3 footman for player Neutral Hostile at region2'. Now, when a unit owned by you enters that region, enemy units will spawn nearby.

Much more can be done here. You can e.g. import your own music in the mudic editor, tough it's no editor, but just an importer/player

Always remember: YOU are the best teacher, in fact the only one that can learn how to use the editor, is YOU. If you don't want to put an effort in trying things out, you'll be hopelessly lost in this and the real world. Most of the downloadable maps are also unprotected, which you can open and see to the triggers (melee maps don't have triggers, or are not supposed to have any). Watch and see!! If a map is protected, you could mail to the creator and ask for a non-protected copy, or to explain a certain trigger, so you could use it in your map. Also propose to give him credits, it'll give you the certainty he's going to reply :)

I hope you'll enjoy this, and thank you very much to waste another 30 minutes of my life :p




InnerGemini

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#5 13 years ago

Good overview of mapmaking in general, Eleandor. I agree with you, we shouldn't have to waste time answering the same questions. People should at least try to use common sense first. Case in point: I wish people would read the sticky threads in forums. Someone took the time to make a mapmaking FAQ, and it's at the very top of this forum titled "Sticky: [COLOR=red]Map Making Faq[/COLOR]". That sounds like what everyone wants, right? Yet we get 2 people asking for that very thing. Please check all stickys in a forum before asking questions, they usually answer the most general questions. Anyways, if Eleandor's explanation left anything unclear in your minds, check out that FAQ, it's pretty detailed from all subjects from placing objects and units to setting up triggers. The site is http://www.elilz.com/search.php . And of course, if you have any specific questions, feel free to ask us people on the forums. Peace out.