| 07-18-2002, 10:05 PM | #16 |
Guest | just wanna keep my eye on this thread hey guys great work figureing that shit out! keep it up soon we ll be able to change what ever we want ;!) -twisted out |
| 07-19-2002, 06:16 AM | #17 |
Guest | Okay, if .mdx -> .3ds is possible, isn't theoretically possible that you could import at least the geometry of a custom unit (and perhaps texture too)? Granted, the animation wouldn't work, but it would be neat to see something like this. Even if animation isn't completely understood, perhaps custom units (until a real fix is figured out) could take on the animations of an existing unit? Just throwing some ideas out there. |
| 07-19-2002, 06:52 AM | #18 |
The best you could do, simply, is modify the vertex positions in an existing model and put those new positions in the mdx file with a new skin. The model would have to be similar, like an exaggerated version or something. The other option is a unit that is completely static, I don't know whether warcraft will accept it. Other than that, or editing an mdl file you'll probably have to wait for an mdx exporter. KMK |
| 07-25-2002, 02:01 AM | #19 |
TiCaL Software Go to this site and look in there discription of MDX format. There Importer dosen't work for me but, it says some stuff about the format so you mite be able to use that. |
| 07-25-2002, 03:22 AM | #20 |
WRONG Thats Kingpins MDX this is war3 mdx...TOTALLY DIFFERENT. |
| 07-28-2002, 04:47 AM | #21 |
Yeah I kinda figured it was different, but hey, I tryed.:D |
| 08-03-2002, 06:08 PM | #22 |
It's been a while, I've been screwing with the MDX files for a bit and have some questions/comments etc. In the MODL chunk I think KMK's format details might be one long off as viewing the signpost MDX, it is laid out as follows: struct MODL { long nbytes; ASCII name; (0x150 bytes) long ???; (0) float BoundsRadius; float MinExtx, MinExty, MinExtz; float MaxExtx, MaxExty, MaxExtz; long BlendTime; } but in KMK's format details, there are supposed to be two unknown 0-valued longs between name and MinExtx... there also seems to lack an entry in there for NumGeosets and NumBones? anybody know what that's about? |
| 08-03-2002, 06:36 PM | #23 |
Guest | This might be off in left field, butaAs far as the bones field go, there shouldn't be any. Bones are for animation and as far as I know, the signpost doesn't move. So I think it's safe to say, that is why there is no bones entry in the signpost.mdx. As far as geosets, I have no idea. I was thinking geosets could be the number of "extras" in the .mdx (corpse, other forms of the unit, shines, sword swipes, etc...) and the signpost wouldn't have any of these either. Anyway, I apoligize in advance if this is totally wrong. I'm sure someone more knowledgeable will respond soon :) |
| 08-04-2002, 04:20 AM | #24 |
Easily explained. The models I was looking at were units. Their bounds radii are located in SEQS and GEOS, and maybe other areas. They don't have a bounds radius value in MODL. Where ever you see long ???; (0) it could be a float for all I know or two shorts or four bytes. I just made the assumption that it was a long. As for not having a NumBones and NumGeosets, I assume that just means there are no bones or geosets. Thanks for the info, hope this explains it. |
| 08-12-2002, 10:46 PM | #25 |
I have a questions about the OBJ structure in KMK's format... 1) I know that the type(in the format it's ???, but it's pretty obvious what it means...) of everything is, and everything loads fine into the program, except for the HELP stuff... The problem is that the HELP is 0 in type, therefore a single test can't be applied to see if the current block of data is a HELP OBJ, since 0 is very common in the mdx. For the editor I'm writing I'm having to rely on educated guesses of common patterns that I've noted in OBJ things blocks. For now my program works fine for editing mdx vertices(and saving too, as Nub has shown in the ingame screen shots!), but I'm unsure as to if there's one model in there that will slip past my educated guesses and throw the entire model of, and I would like to eliminate that possibility, any ideas? -Fredric |
| 08-13-2002, 07:02 AM | #26 |
Also, do you have any idea of the layout of the PRE2 struct? There are _tons_ of possible configs for particles and I was wondering if you had found anything else out about it. |
| 08-13-2002, 08:13 AM | #27 |
Before the group of helpers you have 'HELP', isn't this enough. When you find HELP you grab the following objects as helpers until you come across a new tag, probably ATCH or PIVT. What file have you seen the PRE2 struct? |
| 08-13-2002, 08:58 AM | #28 |
PRE2 is Particle Emitter, it's in a lot of hero models and the specific file I had trouble with is Doodads\LordaeronSummer\BannerOrc\BannerOrc1.mdx |
| 08-13-2002, 02:34 PM | #29 |
Well, now it works fine for everything I tried, thanks for the idea. :) -Fredric |
| 08-27-2002, 03:42 PM | #30 |
PRE2 Struct (not entirely complete) a couple of flags I'm not sure about and I don't know if the other KP* have InTan and OutTan options as well. Code:
PRE2
long nbytes;
struct {
long nbytes;
long ???; (96;152;252;268;320)
ASCII name; (0x50 bytes)
long objectid;
long parent; (0xFFFFFFFF if none)
short flag1; (0x0001:None; 0x0090:Unshaded)
short flag2; (0x0000:None; 0x0200:LineEmitter; 0x0008:ModelSpace)
(KGRT)
(KGTR)
(KGSC)
float speed;
float variation;
float latitidue;
float gravity;
float lifespan;
float emissionrate;
float width;
float length;
long FilterMode; (0:Blend;1:Additive)
long rows;
long columns;
long ???; (0:Head; 2:Both)
float taillength;
float time;
struct { (SegmentColor)
float Red, Green, Blue;
} color[numsegments]
byte Alpha1, "2, "3;
float ScalingX, "Y, "Z;
long LifeSpanUVAnim1, "2, "3;
long DecayUVAnim1, "2, "3;
long TailUVAnim1, "2, "3;
long TailDecayUVAnim1, "2, "3;
long TextureID;
long ???; (0)
long ???; (0)
long ???; (0)
(KP2V)
(KP2N)
(KP2E)
} particleemitters[numpes];
KP2V
long numentries;
long LineType; (0:don't interp;1:linear;2:hermite;3:bezier)
0xFFFFFFFF;
struct {
long frame;
float visibility; (0=>1)
} visibility[numentries]
KP2E
long numentries;
long LineType; (0:don't interp;1:linear;2:hermite;3:bezier)
0xFFFFFFFF;
struct {
long frame;
float rate;
} emissionrate[numentries]
KP2N
long numentries;
long LineType; (0:don't interp;1:linear;2:hermite;3:bezier)
0xFFFFFFFF;
struct {
long frame;
float length;
if (LineType > 1) {
float InTan;
float OutTan;
}
} length[numentries] |
