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Reworking Models

03-12-2009, 01:07 PM#1
Terrorblade
Well I'm not really sure I got the proper term for the title.

Is it possible to change the animations on a unit? Say, for example, a Marine's "spell" be used as "attack" instead?

P.S: I use WC3 Model Editor 1.07.
03-12-2009, 01:09 PM#2
Michael Peppers
Never did it but I suppose:

Export the MDX, convert it to MDL, use notepad to open it and search for the proper animations, then invert the names, then you're done!

EDIT: The zone is this:
Code:
	Anim "Attack -1" {
		Interval { 17333, 18733 },
		NonLooping,
		MinimumExtent { -140.337997, -132.132004, -4.204190 },
		MaximumExtent { 123.251999, 131.457993, 156.440002 },
		BoundsRadius 198.787003,
	}
	Anim "Spell" {
		Interval { 19900, 22633 },
		NonLooping,
		MinimumExtent { -140.337997, -132.132004, -3.109210 },
		MaximumExtent { 123.251999, 131.457993, 135.011002 },
		BoundsRadius 195.485001,
	}

(Jaina anims... XD)
03-13-2009, 09:13 AM#3
Terrorblade
Okay. So that worked, but I can't find a reverse MDL-MDX converter. Anyone know any? I'm looking for Yobgul's while I type this.
03-13-2009, 09:41 AM#4
AnemicRoyalty
You can just rename the animations in Mago's you'll find them in the Sequence Manager :)
03-13-2009, 10:55 AM#5
Michael Peppers
Quote:
Originally Posted by Terrorblade
Okay. So that worked, but I can't find a reverse MDL-MDX converter. Anyone know any? I'm looking for Yobgul's while I type this.

I use this: MDLX converter. Quick and reliable.
03-13-2009, 03:29 PM#6
Terrorblade
Uh huh. And I also realized something else. What about the attack sound? Since now it will only play with spellcasting.
03-13-2009, 03:43 PM#7
Michael Peppers
This is not related to the model. I think you have to change them in the Object Editor or do something in the Sound Editor. If I find something I'll update this post.

UPDATE: As I remembered the attack sound is set in the unit properties in the object editor, for the spells, I honestly don't know (I don't use Sound Editor)
03-13-2009, 08:56 PM#8
Kyrbi0
Yes, but some sounds actually are attached the model... Something like "Event Objects". Check the Node Manager (again in Magos) for some stuff that looks like that, and you can probably edit it.
03-14-2009, 12:15 AM#9
Terrorblade
True. And THAT is where I reach the problem. I know how to make the event sound, but I don't know how to make it activate with the old spell animation.
03-14-2009, 12:23 AM#10
Kyrbi0
Well, you have to modify the Event Track associated with the Sound Event Object (just opened Magos to check). Find the part of the animations where the Spell (or Attack) animation plays (using Sequence Manager, IIRC, but check to make sure), and take the time it starts and use that during the Event Track.
03-14-2009, 01:26 AM#11
Terrorblade
Um... Not getting you.
03-14-2009, 04:20 AM#12
Kyrbi0
Here. Event Tracks, in a random sound Event Object on some random downloaded model. I assume, since it's a big number like is used for animation sequences, that you insert the number that is the start of the sequence you want the sound to play.
Attached Images
File type: jpgEvent Track.JPG (27.9 KB)
03-14-2009, 06:11 AM#13
Terrorblade
Oh. Thanks. =)

P.S: In an underground lab situation, would a sniper rifle be logical?
03-14-2009, 07:42 PM#14
Kyrbi0
Meh, depends. If the lab has big or long rooms (say, testing rooms for some of the experimental mechs/mutations/etc?), then sure. Otherwise, a labyrinth of catacombs and tunnels all linked together... Not so much.
03-14-2009, 10:24 PM#15
Nuclear Arbitor
no, even in long tunnel's there no need for accuracy. like that. even the longest tunnel is probably going to be short enough that bullets could travel from end to end and a burst would probably hit something.