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Warcraft III Viewer

06-06-2003, 05:51 PM#16
Rust3d
i know that, im just tryin to see how i can put my skin on the model
06-06-2003, 10:08 PM#17
Guest
Um yeah I'm a total noob at this (as you will find out by my question) Where are the mpq files? I'll search my entire hard drive for them and there isn't a sign of them. Or in other words, How am I supposed to even open the god damn mpq file if I don't even know what to search for!?!?!?! Oh yeah. This goes for the blp files also.
06-07-2003, 01:21 AM#18
bludragn
Some simple suggestions...

Zoom with mouse wheel but don't remove the double button zoom for people without a wheel.

Move "View -> Path to MPQ & Find in MPQ" under "File".
06-07-2003, 05:58 AM#19
KDEWolf
Phatim89: Why it sucks vieweing models, that's the question. Give me concrete suggestions please (like you did on the 2nd post).
It's NOT A RIP FROM OTHER VIEWER. It's WAS BASED on Dark Yoda code, but since we added and modified all the code heavily, it's not even close (or even far) from like it was. TheProphet has real OpenGL programming skills (he has even some books about it), so now it was really programmed by ourselves. Most routines we kept were about mdx to raw model convertion, what's really not a big deal...
About the animation features, we need more w3-model knowledge, but we're trying to contact some people that may be able to help us (i don't know if it's even possible, but might be).

WrX.sTi: That's on the help, but anyway noone looks into it anyway... Well just convert the tga back to blp and put it in a folder inside warcraft 3 dir (C:\program files\warcraft iii\ by default i think) with the same name the one you extracted the skin. E.g.: You take DH skin [Textures\Herodemonhunter.blp]. You do all the editing, and then convert to blp again and put into a folder called "Textures" on w3 folder. NOTE YOU MIGHT NEED TO CREATE THE FOLDERS, though the programm automatically creates them in some options (like that extrac all textures from model one).

Crypt_King: C:\program files\warcraft iii\war3.mpq by default (not sure)

bludragn: Thanks for the suggestions.
06-09-2003, 12:04 AM#20
Guest
I can't find them still but when I enter what you typed a alert message appears and says This application has failed to start because VB40032.DLL was not found.
06-09-2003, 01:04 AM#21
bludragn
Crypt_King try downloading the Visual Basic 4 runtime files.

http://download.microsoft.com/downlo...-US/Vb4Run.exe
06-09-2003, 04:16 PM#22
Karma Patrol
Quote:
Originally posted by KDEWolf
TrollZzz: Convert it as 32 bit always (bytes actually).
4 bytes = Red
4 bytes = Green
4 bytes = Blue
4 bytes = Alpha
[/b]


Woah, that doesn't make much sense! 32 bpp, bits per pixel will be 1 byte of each red, green, blue, and alpha. 1 byte == 8 bits, 4 bytes per pixel == 32 bits per pixel.
06-09-2003, 04:20 PM#23
Guest
i find its a great tool, but strangely once my skin is finished, i use the tool to make a blp fine, but afer i dont know how to get it into the game, my war3patch.mpq might be the fault, its got about 100 unknown files, anyway, i have to use winmpq to finally place the blp back into a mpq. anyone got any help ideas?
06-10-2003, 02:53 PM#24
Siphon
how about the trees? They seem ot be messed up...no textures on any of them or anything.
06-10-2003, 03:34 PM#25
KDEWolf
Technetium: Oh thanks Tech, but now I look stupid =)
That's exactly what did you say (TheProphet explained me this, but I just confused things there. =P Sorry).
Balboa: Just put the blp in a folder inside War3 as with WE. The path must be relative to the root (e.g. Texture\Footman.blp must go to [YourWacraftDir]\Textures\Footman.blp). Jusc create the folders.
Siphon: I'll take a look, didn't seen them yet.
06-10-2003, 04:43 PM#26
Starcraftfreak
Quote:
Originally posted by Balboa
i find its a great tool, but strangely once my skin is finished, i use the tool to make a blp fine, but afer i dont know how to get it into the game, my war3patch.mpq might be the fault, its got about 100 unknown files, anyway, i have to use winmpq to finally place the blp back into a mpq. anyone got any help ideas?

Before you edit War3Patch.mpq in any way, make a backup of it. If you have already messed it, I suggest to use WC3 Reseter to reset Warcraft III to version 1.0. Afterwards you path it again to the latest version (1.06).

@KDEWolf: Please reread the whole thread. I posted a suggestion, which has not been noticed by you:nono: .
06-10-2003, 10:36 PM#27
Rust3d
ok, umm i cant find medivh or anyother peeps like the wizzard, in the mpq file, can ya help me?
06-11-2003, 12:07 AM#28
combatken
Medivh's in the Units/Creeps/Medivh folder. Its not so hard to look around yourself for awhile - most of the textures are in places they shouldn't be.

I just can't make War3Viewer play nice with my skins. I used it to convert them into 32-bit TGAs, skinned it, then converted it back. It looks all fine and dandy in War3Viewer, but in WE and ingame, the skins are either invisible or blotches of red. (Further elaborated/complained about in Skinning/Texturing -> War3Viewer).
06-11-2003, 01:00 AM#29
SkylineGT[FB]
there should be an ezer way to zoom in. its really hard to get a close up pic:(
06-11-2003, 03:46 PM#30
KDEWolf
PLEASE READ THAT'S IMPORTANT

Technetium: Oh thanks Tech, but now I look stupid =)
That's exactly what did you say, I just confused things there. The 32 bits = 4 bytes got fixed into my mind, explaining what did i do .
Balboa: Just put the blp in a folder inside War3 as with WE. The path must be relative to the root (e.g. Texture\Footman.blp must go to [YourWacraftDir]\Textures\Footman.blp). Jusc create the folders.
Siphon: As I already told you by PM, the game loads the textures dinamically due the possiblity to they be blighted, and then W3V can't load them.
SkylineGT[FB]: We'll probably have mouse-wheel to zoom in and out in the next version (though I don't find it so hard to hold both mouse buttons and move the mouse...)

-=:| IMPORTANT NOTICE |:=-

I checked Warcraft III Viewer and yes it is exporting corrupted BLPs for some people (most I must say). I don't know why (works fine for me and some other people). We are going to remake the function's code to be sure it's all working for everybody, since it might be an assembly processor argument that isn't working for all. Until Saturday (sorry, but TheProphet is on campus over the week, and can only program on weekends, and with the rail strikes in France, where he lives, he can't get back soon) you'll have to use Image extractor 2 if the skin is getting messed up.

Sorry for the inconvenience, and stay sure that we'll release a new version ASAP to fix this and include some more features.