I want to have a bridge that closes a gap between 2 cliffs, making it so you can walk between the 2 cliffs, like there's a valley in the middle and you're walking over the top of it. Here's the map so you can maybe understand and help me out if this is even possible. Thanks.
Bridges are very picky, in my experience anyway. I've attached a possible solution for you. You need two things for a bridge:
1. A bridge terrain object (Terrain>Terrain Object>Add Terrain Object). This makes a terrain bridge that is invisible, which you'll need to cover with a bridge doodad. The only terrain objects are in the campaign dependency so you'll need to add that (File>Dependencies>Add Standard>"Liberty (Campaign)").
2. A bridge doodad (the visual portion of the bridge).
Note: Bridges only work for the cliff level they were designed for, and some of them are diagonal aligned only.
Edit: of course now I'm testing that map and the doodad isn't showing up, so I'll need to figure out what's behind that.
OK, I'm not sure what's wrong with the light bridge, but with some of the bridges you only need the Terrain Object (the Castanar bridges work well). Example attached.
Thanks for going all out there, I figured out you can go into the xml file (export it using an mpq tool) and change the height manually. It doesn't seem to work in the actual galaxy editor, but it is possible to manually change it. I'm still working on doing what you were able to do but thought you'd like to know it is possible to change the height, you just have to cheat.
If you actually place the object, you'll notice that the height is defaulted to 0. I haven't be able to figure out a way to set this height via the editor (if someone does, please let me know). For now, the only way to change the height is to open the map in an MPQ editor, open t3Terrain.xml, and find the entries that look like:
@froznic: If i am understanding you right ( you are just trying to figure out how to increase / decrease height on doodads?? ) If so all you do is double click on them and go under properties, there you will see height, change this .1 to -.1 values.
I think he's actually trying to change the height of terrain objects, not doodads. I'm not sure if it works the same way, but I haven't actually checked that.
Ya it's terrain objects not doodads, you can't do the same thing with terrain objects unfortunately. My whole plan was to figure out how to create an overpass that units could go over the bridge and under it but as far as I can tell there's only a single plane that terrain can be built on.
You would probably need to be a bit tricky and use triggers to get this to work.
For example setup the bridge to look right, then have a region so that when a unit enters you actually turn it into a flying unit with a height that matches the bridge, so it looks like it's walking accross but is actually flying. Then when it leaves the bridge you revert it back to a ground unit.
I think something similar was done in Wc3 to simulate bridges that you could walk under and across. You might also need air path blockers on both sides of the bridge so they can't just walk off it.
You would probably need to be a bit tricky and use triggers to get this to work.
For example setup the bridge to look right, then have a region so that when a unit enters you actually turn it into a flying unit with a height that matches the bridge, so it looks like it's walking accross but is actually flying. Then when it leaves the bridge you revert it back to a ground unit.
I think something similar was done in Wc3 to simulate bridges that you could walk under and across. You might also need air path blockers on both sides of the bridge so they can't just walk off it.
Ya, Ironically I thought about this but then I started to think about whether I really cared about making a bridge that badly, especially if I needed to do this more than once.. So I just tweaked the map a little and said screw it.
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I want to have a bridge that closes a gap between 2 cliffs, making it so you can walk between the 2 cliffs, like there's a valley in the middle and you're walking over the top of it. Here's the map so you can maybe understand and help me out if this is even possible. Thanks.
@froznic: Go
Bridges are very picky, in my experience anyway. I've attached a possible solution for you. You need two things for a bridge:
1. A bridge terrain object (Terrain>Terrain Object>Add Terrain Object). This makes a terrain bridge that is invisible, which you'll need to cover with a bridge doodad. The only terrain objects are in the campaign dependency so you'll need to add that (File>Dependencies>Add Standard>"Liberty (Campaign)").
2. A bridge doodad (the visual portion of the bridge).
Note: Bridges only work for the cliff level they were designed for, and some of them are diagonal aligned only.
Edit: of course now I'm testing that map and the doodad isn't showing up, so I'll need to figure out what's behind that.
OK, I'm not sure what's wrong with the light bridge, but with some of the bridges you only need the Terrain Object (the Castanar bridges work well). Example attached.
Thanks for going all out there, I figured out you can go into the xml file (export it using an mpq tool) and change the height manually. It doesn't seem to work in the actual galaxy editor, but it is possible to manually change it. I'm still working on doing what you were able to do but thought you'd like to know it is possible to change the height, you just have to cheat.
@froznic: Go
Haha, thanks. That's actually quite useful information.
If you actually place the object, you'll notice that the height is defaulted to 0. I haven't be able to figure out a way to set this height via the editor (if someone does, please let me know). For now, the only way to change the height is to open the map in an MPQ editor, open t3Terrain.xml, and find the entries that look like:
<cliffDoodadList num="4">
<cliffDoodad name="Bridge" pos="119.000000 10.000000 4.000000 " rot="0"/>
<cliffDoodad name="Bridge" pos="155.000000 10.000000 4.000000 " rot="0"/>
<cliffDoodad name="Bridge" pos="103.000000 65.000000 4.000000 " rot="0"/>
<cliffDoodad name="Bridge" pos="31.000000 91.000000 4.000000 " rot="0"/>
</cliffDoodadList>
~~~~~~~~~~~~~~~~~~~~~\\ Got that from: http://forums.sc2mapster.com/development/tutorials/893-data-terrain-bridges-a-terrain-objects-and-footprints/
Maybe it'll help someone else.
@froznic: If i am understanding you right ( you are just trying to figure out how to increase / decrease height on doodads?? )
If so all you do is double click on them and go under properties, there you will see height, change this .1 to -.1 values.
@Ash4meD: Go
I think he's actually trying to change the height of terrain objects, not doodads. I'm not sure if it works the same way, but I haven't actually checked that.
Ya it's terrain objects not doodads, you can't do the same thing with terrain objects unfortunately. My whole plan was to figure out how to create an overpass that units could go over the bridge and under it but as far as I can tell there's only a single plane that terrain can be built on.
You would probably need to be a bit tricky and use triggers to get this to work.
For example setup the bridge to look right, then have a region so that when a unit enters you actually turn it into a flying unit with a height that matches the bridge, so it looks like it's walking accross but is actually flying. Then when it leaves the bridge you revert it back to a ground unit.
I think something similar was done in Wc3 to simulate bridges that you could walk under and across. You might also need air path blockers on both sides of the bridge so they can't just walk off it.
Ya, Ironically I thought about this but then I started to think about whether I really cared about making a bridge that badly, especially if I needed to do this more than once.. So I just tweaked the map a little and said screw it.