Would like to ask a question about the War3 Warcraft model .

Updated on society 2024-05-17
2 answers
  1. Anonymous users2024-02-10

    There are generally two ways to animate units: direct settings in skills and trigger settings.

    Direct skill settings: Take the Minotaur Chief as an example, in the model viewer on the left, click the left and right arrows in the red circle to see all his actions and the corresponding action names.

    For example, when the minotaur releases the **wave, it is an action of smashing the ground with the **, that is, attack slam, now suppose we want to change this action to the action of stepping on the floor spell slam, which can be achieved by setting it in the skill.

    <> open the display of the **wave skill--effect--casting action, you can see that it is written attack, slam (the comma in the middle half of the width cannot be missing).

    Double-click to open the cast animation, delete the attack and slam strings inside, click Add string, type "spell, slam" (note the comma in the half width), and <

    Once confirmed, the cast animation was changed to.

    In this way, the ** wave becomes a spell cast with the feet. Generally, animations like this are called multiple English words, and those with spaces in the middle can be changed in this way (enter a few commas if there are several spaces). If this action is changed to attack, it is to wave ** to launch, but for multiple actions such as attack, such as attack -1, attack -2, etc., you can't directly fill in attack -1 and attack -2, such attack -1 action is invalid, and only one of the attack attacks will be launched randomly.

    Use the following ** serial number action, this serial number corresponds to each specific action of the unit, which is different due to different models, and you have to test it yourself to know the specific serial number. The specific attack action above can be determined by using this serial number **, and one of them can be used.

  2. Anonymous users2024-02-09

    You don't need to change the path after the MDX file importer, the main thing is that the path of the BLP file should be set correctly, and it's not a simple way to put war3mapimport....These can be removed (many on the Internet say that you can just remove the English in front of the path, which is completely misleading), and the blp file path may be different for different models. To determine the true path using the following method.

    For example, a model has the following two files, <>

    Create a new text document (notepad).

    Drag the above MDX file into it and open it. The following can be found:

    This is the true path to the blp file. Then go back to the input manager of the device, and change the blp file path to the above so that the model can be displayed normally.

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