Occlusion (Enable) ???

jalisco

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Can anyone tell me how to make this work, I have tried so many object fields...
I'm trying to make the trees transparent when I walk under the canopy or behind them... I have seen it done before...

I see it happens sometimes when my peons are chopping lumber when the tree is on a higher cliff.

I'm tired of failing...How do I use this guys?


Cinematic - Enable occlusion for (All players)

When Occlusion is enabled, trees that block vision of units become transparent.
 

jalisco

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I see no "Pathing Map" only "Pathing Texture" which has not made a difference yet...
Same with fly-over height so far...

I messed with object fields for a long time....
Looking for that winning combo...



IF you don't know please don't try to help.
Thanks all
 

LurkerAspect

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Alright, I do know. Set the occlusion height to a negative value. If that doesn't work, then go into preferences and check the 'allow negative values in object editor' box, and try again.

It works for me, and it should work for you too.
 

jalisco

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any other fields, cause that alone does nothing for me except make you able see past trees like they aren't there....
 

Builder Bob

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I'm pretty sure this can only be done by modifying the tree model and changing it's animation to one that makes the tree transparent.

Where did you see this before?
 

bOb666777

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Trees are destructibles, which allows you to use them in triggers. You could make a trigger that picks, say, all trees on the map, check if a peon is close to it, and make it transparent or not, depending if theres a peon.
 

jalisco

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I'm pretty sure this can only be done by modifying the tree model and changing it's animation to one that makes the tree transparent.

Where did you see this before?

DnD Calim River
http://war3.incgamers.com/?p=mod&m=7861

Trees are destructibles, which allows you to use them in triggers. You could make a trigger that picks, say, all trees on the map, check if a peon is close to it, and make it transparent or not, depending if theres a peon.
I cannot find any actions related to destructibles being transparent, care to elaborate?
 

bOb666777

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I just made a quick search, and it seems like you can't change vertex coloring on destructables. My bad, I could've sworn it was possible.
 

jalisco

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this is stupid solution but i was surprised i know at least one way.

http://www.hiveworkshop.com/forums/tools-560/zepirs-war3-map-editor-1-0-a-62889/

Yes it is a pretty..uh.. ghetto i guess editor, but if you select doodads then there are your options. in order to get the right doodad you have to go to object editor and find the ID of it. just press CTRL+D and it shows raw data. once you place it save the game (you shouldn't have normal wceditor up btw) then close it, open your map, and you can mess around with it.

not the best solution, but for trigger noobs like me it works.
hope that helped.

edit: just realized this will happen if they are behind it i think. not really sure but mess with it if you want. make sure you clicked "no collision".

You're going to have to be a lot more specific to be of any help.
I don't see any options, let alone anything about no collision.
BTW I'm using JNGP is there no easy way to do this, I don't mind triggers.
 

jalisco

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its an editor. just launch it and go to doodads. then you do wat i said.


You're going to have to be a lot more specific to be of any help.
I don't see any options, let alone anything about no collision.

Must I repeat myself?

it's called "non-solid" and im not sure what "normal" does.

ok I got it to work kind of...hardly....
The only way It is working is if I place all the trees with W3ZME and if I save in the normal editor afterward, they all get reset and I must go back in W3ZME and select each one, one by one... Is there no select all (ctrl+shift+~) like in WE? Regardless it seems too painful to have to replace ALL trees every single time you need to make a change in your map....
Or maybe I'm just doing something wrong.. Anyone else used this?



After inspected that D&D map a bit more and it seems their system acts differently, it fades before a unit is even blocked by it, and also it fades to a more transparent state. And it does fade from south-west facing, something I have not noticed normal occlusion doing yet.
 
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