I have already allowed local files,still I can’t replace _tilesets textures, for instance, cliffs cannot be replaced. Is there any way that I can replace them?
You mean you want to replace cliff textures that you’re using in your map?
Simply import a new texture file using these paths:
ReplaceableTextures\Cliff\Cliff0.blp ReplaceableTextures\Cliff\Cliff1.blp
Since warcraft 3 can only support 2 cliff types at the same time, these are the only ones you’ll need
Indeed, but these 2 paths will work only in SD mode (classic graphics). With your permission Valen, i would like to add more instructions to your answer:
These 2 paths written above work for SD mode only, this means you can replace the 2 cliff tiles of your map by just opening the asset manager (f12) and importing 2 .blp images, renaming them to
ReplaceableTextures\Cliff\Cliff0.blp
ReplaceableTextures\Cliff\Cliff1.blp
No matter what is your .blp image name when you import it, after importing you must rename the image to ReplaceableTextures\Cliff\Cliff1.blp
or ReplaceableTextures\Cliff\Cliff0.blp
, the name must be exactly like this, and both images must be set to SD mode. For example if you have an image named chrono.BLP, after importing the asset manager will rename it to war3mapImported\chrono.BLP and set it to SD mode. Double click the name, rename it. Save the map. Restart the editor. The cliff tiles must be replaced already. Do all this i’m telling you in the SD mode of the editor cause the SD mode saves stuff for both SD and HD graphics in game, HD mode of the editor saves map only for HD mode in game, so i suggest for you to always import and ultimately save your map in the SD mode of the editor.
Now for HD mode (reforged graphics) cliffs, it’s almost the same, do what i’m telling you here in the SD mode of the editor ok?
You will open the asset manager again and import the same 2 .blp images but you’ll set them to HD mode and then you rename the images to ReplaceableTextures\Cliff\Cliff0_normal.blp
or ReplaceableTextures\Cliff\Cliff1_normal.blp
, yeah it’s almost the same thing, the difference is that HD tilesets accept 3 types of textures: normal, diffuse and orm so if you just import 1 image to be the normal texture, you’ll see that the cliff changes but something will be missing. So to properly make an HD cliff tileset you must create 3 texture images, 1 to be the normal effect, 1 for diffuse, and another for orm effect, then you’ll import these images and rename them to
ReplaceableTextures\Cliff\Cliff0_normal.blp
ReplaceableTextures\Cliff\Cliff0_diffuse.blp
ReplaceableTextures\Cliff\Cliff0_orm.blp
or
ReplaceableTextures\Cliff\Cliff1_normal.blp
ReplaceableTextures\Cliff\Cliff1_diffuse.blp
ReplaceableTextures\Cliff\Cliff1_orm.blp
Save the map. Restart the editor and behold your new cliffs.
Here is some images summing what i’m telling you.
https://imgur.com/a/RZxwCj7
If you just need to replace the normal terrain tiles, click at advanced, modify tileset and click at custom tileset, then choose your tiles and press ok. Cliff tiles however can only be replaced by the method i described above.
Thank you so much for the answer!
I’m a wondering Korean to solve this problem in my map, and I love your answer so much-!! My textures finally work well
Thank you! 감사합니다!