| 01-25-2004, 10:08 PM | #1 |
Introduction Geoset merging is taking a piece of one model (called a geoset) and inserting it into a new model. I just figured out this particular method myself after not being able to find a tutorial, so I give no gaurentees whatsoever as to the efficiency. In this tutorial, we will make a peasant with the head of a skeleton. Tools
The Process 1) Extracting the models Open Warcraft III Viewer. If war3.mpq isn't already open, go to File-Open MPQ and open war3.mpq, located by default in C:\Program Files\Warcraft III\war3.mpq. Using the small window with the list of folders, browse to find the Peasant, which is at Units\Human\Peasant\Peasant.mdx . Go to Current File->Extract MDX and save it somewhere. Do the same for the skeleton, located at Units\Undead\Skeleton\Skeleton.mdx . 2) Editting the models Open 3ds Max. Go to the Utilities tab, the furthest right tab, and select "Run script." Choose the MDX importer/exporter, impexpmdx.mse. In the new area that appears, choose the option labeled Static * and uncheck Bone Rotation. Click import MDX and browse to select the peasant. For convience, delete everything except the head group. Select the group that includes the his head. Go to the Modify tab and enter vertex sub-mode. Select all the head vertices and scale them down to nothing. Move them to the neck area so they don't stick out at all. Exit vertex sub-mode and select the editted geoset. Back in the Utilities tab, choose "Export selected as MDX". Export it as peasant_chunks.mdx. I use the "chunks" suffix to distinguish between complete models and unanimated geoset information. Hide the group. Now import the skeleton model. There are two skeletons in it, one of which is only for falling apart during the death animation. I used the one that is standing up straight and just deleted the other one. Again, enter vertex sub mode. Scale all the vertices except the head into nothing and put them into the neck area so they don't stick out. Now, you need to position it correctly. Otherwise, it will not be on his neck. Unhide the peasant group. Again in vertex sub-mode for the skeleton, select all the vertices and move the onto the neck. Exit vertex sub-mode, select the geoset, and export as skeleton_chunks.mdx. 3) Combining the models Convert the following four files to MDL: Skeleton.mdx, Peasant.mdx, Skeleton_chunks.mdx, Peasant_chunks.mdx.
Convert to MDX using Yobguls' Converter and everything should work correctly. In the future, I'll probably clarify sections and add pictures. |
| 01-25-2004, 10:13 PM | #2 |
MDX Importer/Exporter |
| 01-25-2004, 10:13 PM | #3 |
Final result picture: |
| 01-25-2004, 10:14 PM | #4 |
Final result MDX: |
| 01-26-2004, 01:46 PM | #5 |
When making the Peasent headless you say: First delete everything exept the head. Then scale the head down to nothing. Wouldnt that leave you with nothing left? |
| 01-26-2004, 10:25 PM | #6 |
Thanks for reading and pointing that out, but I said delete everything except the head group. That leaves the body and the head. Scaling the head down to nothing then would leave just the body. |
| 01-27-2004, 01:45 AM | #7 |
This should be stickied. but still, no one will see it. no one looks in the tutorials sections that i know of |
| 01-27-2004, 04:06 AM | #8 |
Thanks Oinker, this helped a lot! I used this tutorial to take the head of a villager and put it on a peasant for The Dawn of Chaos. Here was the end result: |
| 01-27-2004, 05:19 AM | #9 |
is it possible to do this with Gmax? *from reading your tut i didn't see anything that Gmax with the Dex script couldn't do.* Also when u say scale the head group down what do you mean by group? do you mean just that area, or in 3ds is each body part a seperate mesh? |
| 01-27-2004, 02:00 PM | #10 | ||
Quote:
It probably would be, but I don't use it myself so I don't know for sure. The Dex script is a lot more powerful (from what I understand) than the one I linked to, so I don't see why it wouldn't work. It's not each body part that's a separate mesh, but there are separate meshes for things like corpse, hero glow, actual body, etc. I think it will be clear what I mean when you see the imported one. Quote:
I'm glad I could help. :) |
| 01-31-2004, 12:12 AM | #11 |
do u need 3dsmax to use this? I thought u could just use notepad |
| 01-31-2004, 12:59 AM | #12 |
I guess it would be possible to merge whole geosets using only Notepad. Xaran Alamos or someone would probably know more about it. Gmax and Dex importer might would as well. |
| 02-01-2004, 08:13 AM | #13 |
I wanted to replace the peasants head with the arthas head look wath happened i cant convert it to mdx!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!! |
| 02-01-2004, 04:49 PM | #14 |
I don't know what was wrong with yours, but I did one myself for you. |
| 02-01-2004, 05:48 PM | #15 | |
Quote:
Lol that looks funny:ggani: :ggani: :ggani: good job........... But how can i change the archer's bow into an axe of a grunt? |
