OK, while doing a tutorial I noticed that actually using a working bridge without footprint + self painted pathing is actually better than editing the footprint to make a bridge work.
Currently the footprint editor can't rotate and resize models, so it's not easy to paint the proper areas and guess the size you require the footprint to have.
So, the steps are as the following:
1. Get a doodad bridge that works. Test it before using it by placing it at the edge of a cliff and letting a unit run on it.
2. Select the doodad, edit its properties (hotkey: ENTER) and disable the footprint.
3. Then resize it and place it where you need it to be. If you hold SHIFT while moving it around, it ignores the grids, so you can really place it how you need it to be.
4. Switch to the pathing editor (hotkey: h), move the camera to look from above (hold ctrl + right click & move mouse; use scrollwheel to zoom out, if needed), paint the pathing (green = makes pathable, red = makes unpathable).
5. While painting it, you can use "shift + D" to toggle doodads on and off to look at the area you have drawn and the doodad. You should disable the water to be able to look at the ground of the cliff.
6. Test the bridge with a small unit like a Marine, check all edges and fix the areas where it feels bad.
I've the map attached. No data work, pure terrain. I think it's the easiest way.
With actual footprints some edges might be less rough, but overall it's the same.
Further expansion possibilities:
- Duplicate the actor of a working bridge, remove the footprint, add ActorCreation -> Set Opacity 0 to the actor events and use that doodad as an invisible bridge. You can use it as before. Then go ahead and cover it with other doodads to make it look like the units would walk over those doodads.
1. Duplicate the most fitting short Mar Sara doodad bridge (-> check actor and footprint).
2. Edit the footprint that your actor uses to create a long enough walkable area. Footprints are rectangles with the size of terrain cells and have 1 pathing layer and 2 other layers.
3. Place your new doodad and change its height.
Keep in mind that Footprints can't be rotated. So, you always need to create a proper footprint.
Footprints overwrite where a unit can or can't walk in 2D dimensions.
If you can't make it work with my description, I can make some screenshots to show everything step by step.
Not all bridges are actually walkable.
The short ones of Mar Sara are walkable. Use these as doodads.
You can copy paste such a bridge and add something to the actor to create invisible bridges that you can cover up with other doodads.
That's how I made the wooden bridges in my diablo map.
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OK, while doing a tutorial I noticed that actually using a working bridge without footprint + self painted pathing is actually better than editing the footprint to make a bridge work.
Currently the footprint editor can't rotate and resize models, so it's not easy to paint the proper areas and guess the size you require the footprint to have.
So, the steps are as the following:
1. Get a doodad bridge that works. Test it before using it by placing it at the edge of a cliff and letting a unit run on it.
2. Select the doodad, edit its properties (hotkey: ENTER) and disable the footprint.
3. Then resize it and place it where you need it to be. If you hold SHIFT while moving it around, it ignores the grids, so you can really place it how you need it to be.
4. Switch to the pathing editor (hotkey: h), move the camera to look from above (hold ctrl + right click & move mouse; use scrollwheel to zoom out, if needed), paint the pathing (green = makes pathable, red = makes unpathable).
5. While painting it, you can use "shift + D" to toggle doodads on and off to look at the area you have drawn and the doodad. You should disable the water to be able to look at the ground of the cliff.
6. Test the bridge with a small unit like a Marine, check all edges and fix the areas where it feels bad.
I've the map attached. No data work, pure terrain. I think it's the easiest way.
With actual footprints some edges might be less rough, but overall it's the same.
Further expansion possibilities:
- Duplicate the actor of a working bridge, remove the footprint, add ActorCreation -> Set Opacity 0 to the actor events and use that doodad as an invisible bridge. You can use it as before. Then go ahead and cover it with other doodads to make it look like the units would walk over those doodads.
1. Duplicate the most fitting short Mar Sara doodad bridge (-> check actor and footprint).
2. Edit the footprint that your actor uses to create a long enough walkable area. Footprints are rectangles with the size of terrain cells and have 1 pathing layer and 2 other layers.
3. Place your new doodad and change its height.
Keep in mind that Footprints can't be rotated. So, you always need to create a proper footprint.
Footprints overwrite where a unit can or can't walk in 2D dimensions.
If you can't make it work with my description, I can make some screenshots to show everything step by step.
Not all bridges are actually walkable.
The short ones of Mar Sara are walkable. Use these as doodads.
You can copy paste such a bridge and add something to the actor to create invisible bridges that you can cover up with other doodads.
That's how I made the wooden bridges in my diablo map.