ok i was playing with terrain editor and doodad placing. and found that blizzard have been stupid (again! nothing new but...why).
First i couldnt find any easy way to rotate doodad/units pitch/roll angles to rotate them on more than 1 axis.
Second blizzard removed the old fashioned way to keep heights of doodads, now u can move doodads when its lifted in air and still remain tere, well i though "great!". but guess what, that height is relative to the terrain, so if u change the terrain below the height fucks up! That mess up the freedom to separately form terrain geometry and doodads positions, they are linked!
So im complaining and hope someone bear this pain with me :P Or if someone know a way to work around this would be apreciated
thats not the rotation i want. i want rotation on pitch and roll angles. And changing heights isnt wat i want either, the problem is the height u get is relative to the terrain, unlike wc3 when u change height of a doodad the dodaad remain absolute even when u transform the terrain below
Although this is an older post I'd hope to revive this in hopes that someone has found a soltuion.
In my case a used doodads to create a builting on uneven terrain. Now I need to copy paste it, but the structure does not keep its shape because of the relation to the ground. Is there a way to "glue" doodads together? Or maybe just freeze them all in place so they dont change shape when moved? Any ideas are appreciated!
you can rotate doodads pitch and roll but not manually, you would have to create a new doodad and then use host site operations I beleive to rotate the unit the way you would like to.
if you use the numpad 0 button I beleive that groups units of doodads together, I know there was a way to do so
Ya Num 0 'merges selection' however the doodads are still displaced. They seem to be in the same postion however so I might solve it by ajusting each of there heights. A tedious task, but I dont see why it shouldnt work.
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ok i was playing with terrain editor and doodad placing. and found that blizzard have been stupid (again! nothing new but...why).
First i couldnt find any easy way to rotate doodad/units pitch/roll angles to rotate them on more than 1 axis.
Second blizzard removed the old fashioned way to keep heights of doodads, now u can move doodads when its lifted in air and still remain tere, well i though "great!". but guess what, that height is relative to the terrain, so if u change the terrain below the height fucks up! That mess up the freedom to separately form terrain geometry and doodads positions, they are linked!
So im complaining and hope someone bear this pain with me :P Or if someone know a way to work around this would be apreciated
rotate: press ctrl + klick at certain point with your mouse (left) /or/ use * on your numpad
just double click a unit /or/ press enter while it's highlighted -> change heights
its actually pretty easy ;) hope that helps
lennywing
thats not the rotation i want. i want rotation on pitch and roll angles. And changing heights isnt wat i want either, the problem is the height u get is relative to the terrain, unlike wc3 when u change height of a doodad the dodaad remain absolute even when u transform the terrain below
@Madlios: Go
This is something I suspect we won't see until release. If it isn't already in - I haven't found a way to do pitch rolling.
Although this is an older post I'd hope to revive this in hopes that someone has found a soltuion.
In my case a used doodads to create a builting on uneven terrain. Now I need to copy paste it, but the structure does not keep its shape because of the relation to the ground. Is there a way to "glue" doodads together? Or maybe just freeze them all in place so they dont change shape when moved? Any ideas are appreciated!
you can rotate doodads pitch and roll but not manually, you would have to create a new doodad and then use host site operations I beleive to rotate the unit the way you would like to.
if you use the numpad 0 button I beleive that groups units of doodads together, I know there was a way to do so
@nevjmac: Go
Ya Num 0 'merges selection' however the doodads are still displaced. They seem to be in the same postion however so I might solve it by ajusting each of there heights. A tedious task, but I dont see why it shouldnt work.