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[Tutorial]how to attach weapons to units that allready have weapons without modelling

 

Chapter 1 removing Weapons

 

    * Step 1: removing the existing weapon

 

    * Step 2: converting and importing

 

 

things you need for chapter 1:

 

    * Warcraft 3 Frozen throne

 

    * a image editing program that can edit and save in Tga. Format ( I will guide Photoshop users)

 

    * Wc3 extractor

 

    * warcraft 3 viewer or any other program that can convert Tga. To blp.

 

Chapter 2 different ways of attaching weapons

 

    * a. make a ability so that the attachment will be on the hero/unit forever

 

    * b. when the Hero picks up a item he will get the attachment

 

    * c. when the hero uses an ability he will get the attachment on

 

    * d. when the hero uses an AOE ability units around it get's a attachment

 

    * e. when you finnishes a upgrade all units change weapon

 

things you need for chapter 2:

 

the only thing you need for completing chapter 2 is

 

    * Warcraft 3 Frozen throne

 

    * A attachment model ..Check here

 

 

Chapter 1 removing Weapons

 

 

Step 1: removing the existing weapon

 

Open up your Wc3 extractor and locate the unit you want to add weapons to save the skin. in this case im going to use Illidan Evil (textures\illidan.blp)

 

Open the picked skin (your skin.blp) with your image editing program

 

 

Illidancopy.jpg

 

Now we need to make the existing weapons disappear we are going to do that by using alpha channels. Locate the weapons/weapon parts, this Illidan model only have 2 weapon parts the blade and the panda seal. Grab your marking tool and mark closely the weapon parts.

 

Illidan2.jpg

 

When this is marked go to the alpha channel... Photoshop users should press Ctrl + 4

 

Alpha channel menu example

 

Channels_Window.jpg

 

My Illidan skin's alpha channel looks like this

 

Illidanalpha.jpg

 

Alpha channels are used to cut unnecessary things out, example in this panda seal the artist didn't wanted the black square around it into the model.

 

Back to work..

 

grab a pencil/brush and paint the marked area black like this.

 

Illidanalpha2.jpg

 

now the graphics is done. now we need to convert and import this new skin.

 

step 2: converting and importing

 

open Wc3 viewer and press "Convert files --> bmp, tga or jpeg --> blp."

choose "your skin.tga" and save it as a Blp. file.

 

Now we need to import our new modified skin, start your World editor and go to “import manager” then “import file” browse through your computer and find the skin.

I hope you remember the path for the unit because you’re going to need it now, if not then open Wc3 extractor again use the search function to find the path faster.

 

Check the “use custom path” bottom and write the path that fits with your skin, in my case it’s “Textures\illidan.blp”

 

withoutweapons.jpg

 

Yahoo we successfully removed the weapons from this illidan model. If there are anything floating around where the weapon should be you should try to locate those thing and remove them from you Tga. File, remember every time you edit the Tga. You need to convert it to Blp. One more time and import it again.

If nothing is gone from the weapon you have entered the wrong path, try to locate it again or post here so I can help you find it.

 

If you already know how to attach a weapon to a unit then this is the end for you.

 

 

Chapter 2 different ways of attaching weapons

 

if you wanna see a video instead of reading this video show you how to make a ability with attachment points.

 

 

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Old February 24th, 2008, 09:04 AM

konerboy's Avatar

konerboy konerboy is offline

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[Tutorial] Attaching Weapons without Modeling

.

.

.

.

[tutorial]how to attach weapons to units that allready have weapons without modelling

 

 

I noticed allot of people didn't know how to do this and some thought it was impossible to do this without modeling. then i decided to write this tutorial. enjoy. plus i have added the final map if anyone need to see it through.

 

credits:

 

Lord_T for his awesome dragon sword that i used all along.

 

Chapter 1 removing Weapons

 

 

    * Step 1: removing the existing weapon

 

    * Step 2: converting and importing

 

 

 

things you need for chapter 1:

 

    * Warcraft 3 Frozen throne

 

    * a image editing program that can edit and save in Tga. Format ( I will guide Photoshop users)

 

    * Wc3 extractor

 

    * warcraft 3 viewer or any other program that can convert Tga. To blp.

 

 

 

Chapter 2 different ways of attaching weapons

 

    * a. make a ability so that the attachment will be on the hero/unit forever

 

    * b. when the Hero picks up a item he will get the attachment

 

    * c. when the hero uses an ability he will get the attachment on

 

    * d. when the hero uses an AOE ability units around it get's a attachment

 

    * e. when you finnishes a upgrade all units change weapon

 

 

 

things you need for chapter 2:

 

the only thing you need for completing chapter 2 is

 

    * Warcraft 3 Frozen throne

 

    * A attachment model Check here..

 

 

 

Chapter 1 removing Weapons

 

 

 

 

 

Step 1: removing the existing weapon

 

 

Open up your Wc3 extractor and locate the unit you want to add weapons to save the skin. in this case im going to use Illidan Evil (textures\illidan.blp)

 

Open the picked skin (your skin.blp) with your image editing program

 

 

 

 

Now we need to make the existing weapons disappear we are going to do that by using alpha channels. Locate the weapons/weapon parts, this Illidan model only have 2 weapon parts the blade and the panda seal. Grab your marking tool and mark closely the weapon parts.

 

 

 

When this is marked go to the alpha channel... Photoshop users should press Ctrl + 4

 

Alpha channel menu example

 

 

 

My Illidan skin's alpha channel looks like this

 

 

 

Alpha channels are used to cut unnecessary things out, example in this panda seal the artist didn't wanted the black square around it into the model.

 

Back to work..

 

grab a pencil/brush and paint the marked area black like this.

 

 

 

now the graphics is done. now we need to convert and import this new skin.

 

 

step 2: converting and importing

 

 

open Wc3 viewer and press "Convert files --> bmp, tga or jpeg --> blp."

choose "your skin.tga" and save it as a Blp. file.

 

Now we need to import our new modified skin, start your World editor and go to “import manager” then “import file” browse through your computer and find the skin.

I hope you remember the path for the unit because you’re going to need it now, if not then open Wc3 extractor again use the search function to find the path faster.

 

Check the “use custom path” bottom and write the path that fits with your skin, in my case it’s “Textures\illidan.blp”

 

 

 

Yahoo we successfully removed the weapons from this illidan model. If there are anything floating around where the weapon should be you should try to locate those thing and remove them from you Tga. File, remember every time you edit the Tga. You need to convert it to Blp. One more time and import it again.

If nothing is gone from the weapon you have entered the wrong path, try to locate it again or post here so I can help you find it.

 

If you already know how to attach a weapon to a unit then this is the end for you.

 

 

 

Chapter 2 different ways of attaching weapons

 

if you wanna see a video instead of reading this video show you how to make a ability with attachment points.

 

 

http://www.youtube.com/watch?v=7mGKW4lU94s

 

Attachment Points for units

 

first you need to get a little idea of where you can set your attachments, here are some examples and explanations

 

attachmentpoints.jpg

 

overhead (floats over the heroes head, but it dosn't follow the unit)

head (used for mask/helmet for the unit)

chest (the center of the unit, used for armors/capes/jetpacks/wings)

hand (used for weapons and shields) Left,hand for left hand and right,hand for right

foot (used for nearly nothing... uses the left and right foot like hand

orgin (the place depends but it's mostly beneath the unit betwen the feets, used for auras)

weapon (for heroes)

 

 

 

now you have 5 choices to make different ways to attach those attachments

 

before you start make sure you make the ability below. we need it for all of them.

 

    * a. make a ability so that the attachment will be on the hero/unit forever

 

    * b. when the Hero picks up a item he will get the attachment

 

    * c. when the hero uses an ability he will get the attachment on

 

    * d. when the hero uses an AOE ability units around it get's a attachment

 

    * e. when you finnishes a upgrade all units change weapon

 

 

things you need before continuing :

 

a model of an attachment.models

if you wanna follow this tutorial i suggest you take a thing you can attach to the hands (sword,shield,club)

 

 

Attachment ability

 

All the ways require that you make this ability.

import your attachment and everything that comes with it, I’m going to import this Dragon Sword and write the path that followed (in most cases it’s “textures\your attachment.mdx”)

 

Save your map and re-open world editor (we do this so the weapon loads)

Hit the object editor (F4) and change to the tab “abilities” now we should get a base ability,

it could be anything but it’s faster with “sphere” search or locate the ability “sphere” copy it and paste it,

now you see a new ability called “sphere” appears in the bottom that’s our new ability change the name to whatever im going to call it “dragon sword”

 

dragonbladeatc.jpg

 

Now we need to change the value’s and settings in this ability, start of by changing the “art – attachment points” to 1 or 2 attachments (if you want a one-handed weapon choose one, if you want 2x one-handed choose 2.

 

It’s not possible to make a unit wear a two-handed weapon in 2 hands, only special units can do that

 

Now change the art-target to “YourAttachment.mdx”

 

Hopefully you can see that there are 5 slots called “art- attachment points 1 -5” clear nr 3 (and nr. 2 if you only need a weapon in one hand) by double clicking on it and delete the existing strings. Now it’s time to write the strings to make the weapon appear on the units hand,

 

start with “art- attachment points 1” change the string to “right,hand” (or left if you want to) and if you want the weapon in both hands change the value in “art- attachment points 2” to “left,hand” now the ability “Dragon blade” is finish.

 

 

a. make a ability so that the attachment will be on the hero/unit forever

 

ability.jpg

 

now we need to give a unit this ability. Change the tab back to “units” and pick a existing unit or create a new one, go to your unit and find “abilities –normal” double click and “add ability” change the list to custom and find your attachment ability.

You can only see the attachments in game, so don’t go nuts when it doesn’t appear in world editor.

 

succes2dragon.jpg"

 

Success!!

 

b. when the Hero picks up a item he will get the attachment

 

that can be done with a simple trigger

 

Swordonpickup.jpg

 

Dragon sword on pick up.
  Events
   Unit - A unit Acquires an item
  Conditions
   (Item-type of (Item being manipulated)) Equal to Claws of Attack +15
  Actions
   Unit - Add Dragon Sword to (Triggering unit)

 

and we also need it to disappear when he drops it again

Disappering dragon sword on drop

Events

Unit - A unit Loses an item

Conditions

(Item-type of (Item being manipulated)) Equal to Claws of Attack +15

Actions

Unit - Remove Dragon Sword from (Triggering unit)

 

c. when the hero uses an ability he will get the attachment on

 

this trigger gives the attachment to the unit who cast "roar" and in this case we also need it to go away when the buf disappears, for this you need a "unit variable" in this case im gonna call it "RoarWeapon"

 

width=640 height=130http://i85.photobucket.com/albums/k53/konerboy/Swordonability.jpg[/img]

 

dragon sword on ability

Events

Unit - A unit Begins casting an ability

Conditions

(Ability being cast) Equal to Roar

Actions

Unit - Add Dragon Sword to (Triggering unit)
Set RoarWeapon = (Triggering unit)
Trigger - Turn on Dragon sword on ability off <gen>

 

"Dragon sword on ability off" should have intially of, check the "itially on" box so its off.

 

Intially.jpg

 

width=640 height=184http://i85.photobucket.com/albums/k53/konerboy/Dragonswordonabilityoff.jpg[/img]

 

Dragon sword on ability off

Events

Time - Every 0.01 seconds of game time

Conditions
Actions

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If - Conditions

(RoarWeapon has buff Roar) Equal to False

Then - Actions

Unit - Remove Dragon Sword from RoarWeapon
Trigger - Turn off (This trigger)

Else - Actions

Do nothing

 

d. when the hero uses an AOE ability units around it get's a attachment

 

this can be done in two ways depending on how you like it, and they work exactly the same.

 

i used Roar as base but i changed the it so it didn't add'ed more damage.

 

 

the first is only controlled by triggers

 

width=640 height=251http://i85.photobucket.com/albums/k53/konerboy/SwordAOE.jpg[/img]

 

Roar AOE On

Events

Unit - A unit Begins casting an ability

Conditions

(Ability being cast) Equal to Roar

Actions

Unit Group - Pick every unit in (Units within 500.00 of (Position of (Triggering unit))) and do (Actions)

Loop - Actions

If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If - Conditions

(Owner of (Picked unit)) Equal to (Owner of (Triggering unit))

Then - Actions

Unit - Add Dragon Sword to (Picked unit)
Set DragonBuff = (Picked unit)
Wait 5.00 seconds
Unit - Remove Dragon Sword from (Picked unit)

Else - Actions

Do nothing

 

the second way is used by abilities.

 

when the unit gains a buff, the weapons will attach, and when the buff disappears, the weapons also do.

Copy the Roar ability and make a new edited version.

 

Roar ability.

 

Roarforeeverability.jpg

 

Buffs.

 

ROARforeeverbuff.jpg

 

Succes!!

 

AOEroar.jpg

 

e. when you finnishes a upgrade all units change weapon

 

make a new upgrade or change a old one, i made a upgrade called "Dragon swors" and it didn't do anything without triggers, so we are going to make this trigger.

 

width=640 height=130http://i85.photobucket.com/albums/k53/konerboy/SwordonUpgrade.jpg[/img]

 

Sword after upgrade

Events

Unit - A unit Finishes research

Conditions

(Researched tech-type) Equal to Dragon swords

Actions

Unit Group - Pick every unit in (Units of type Villager (Male) dragon cool boy) and do (Actions)

Loop - Actions

Unit - Add Dragon Sword to (Picked unit)

 

you can change the "pick" action to something else if you want to.

 

end of chapter 2.

 

Credits TO : konerboy & Ayumi Love

 

w3x

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    • Don't the Classic (even before 3.0) versions have some BS like one type of shots, instead of graded ones (D, C, A, etc.), and some weird runes instead of SA options? If that is the case, adjusting Classic to Interlude just because of the client will be very hard for someone alone. It's better to buy it 😄
    • 이 HTML 테이블에 TooltipInfo 태그와 항목 ID를 추가해야 합니다. 저에게 연락 주세요. 제가 도와드리겠습니다.
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