So, after developing this map, i began to encounter problems when i tried to make a bridge between two land masses with lava underneath. Unfortunately, it didn't go so well.....
(also, i removed the pathing to make the bridge more visible)
Then when i previewed it in-game, this catastrophe occurred:
Oh, noes!!!!
I really want to use this model because it looks awesome, but it doesn't seem to show up in game. This model was also implemented in the campaign and it was fine when i played it, but in my map it appears messed up.
I have no idea what to do :(. can somebody plz help??
I have had problems with my editor files accidentally opening up the beta editor when i click them. If you do open it with the beta editor and test map it will not work because the beta client doesnt have access to campaign models from the retail client.
You will also probably NOT want to remove the pathing in order to get better vision. You will get better results modifying the doodad's height via selecting it in the visual editor, hitting enter, then modifying the height field. I have been trying to produce the effect you want, and i have decided that the bridge probably reacts to a trigger event because by default it is invisible. Probably has to do with something blizzard wanted to do with temple maps. (if you remember the light bridges from WC3 they were also pretty much a pain to use.)
I also tried taking the model and using it with the mar sara long bridge and that had the same problem. I tried to view the model in the .m3 viewer so once again i think it requires some other behavior or trigger to be visible. Sorry I couldn't help.
Found how to do this by searching through the campaign map TTychus01.SC2MAP
The way Blizzard gets this bridge to show up:
Play Animation on Doodad
Animation: Stand, Work
Doodad Type: Monlyth Light Bridge
Target: Entire Map
Identifier: Default
Flags: Play Forever
Blend Time: Default Time
So, after developing this map, i began to encounter problems when i tried to make a bridge between two land masses with lava underneath. Unfortunately, it didn't go so well.....
Observe: Normal, right?
(also, i removed the pathing to make the bridge more visible)
Then when i previewed it in-game, this catastrophe occurred: Oh, noes!!!!
I really want to use this model because it looks awesome, but it doesn't seem to show up in game. This model was also implemented in the campaign and it was fine when i played it, but in my map it appears messed up.
I have no idea what to do :(. can somebody plz help??
@loser66: Go
I have had problems with my editor files accidentally opening up the beta editor when i click them. If you do open it with the beta editor and test map it will not work because the beta client doesnt have access to campaign models from the retail client.
You will also probably NOT want to remove the pathing in order to get better vision. You will get better results modifying the doodad's height via selecting it in the visual editor, hitting enter, then modifying the height field. I have been trying to produce the effect you want, and i have decided that the bridge probably reacts to a trigger event because by default it is invisible. Probably has to do with something blizzard wanted to do with temple maps. (if you remember the light bridges from WC3 they were also pretty much a pain to use.)
I also tried taking the model and using it with the mar sara long bridge and that had the same problem. I tried to view the model in the .m3 viewer so once again i think it requires some other behavior or trigger to be visible. Sorry I couldn't help.
tyvm for your reply!!
Its a shame that i cant see any of these purty bridges, but i guess i'll have to improvise until some solution arises.
I'll try to keep looking to find a fix soon.. (also, i'm a noob so it may take a while...)
Found how to do this by searching through the campaign map TTychus01.SC2MAP
The way Blizzard gets this bridge to show up:
Play Animation on Doodad
Animation: Stand, Work
Doodad Type: Monlyth Light Bridge
Target: Entire Map
Identifier: Default
Flags: Play Forever
Blend Time: Default Time
@redconfusion: Go
Awesome, I was having this problem too. Thanks red.