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MDL scaling utility

06-09-2003, 03:02 AM#1
Karma Patrol
I'm about 1/3 of the way done on a new tool that will scale the values in a MDL file so you can shrink/enlarge an entire model by a percentage, scale individual x,y,z values, flip models, adjust offset on each axis, etc. any more suggestions would be appreciated. Thanks!
06-09-2003, 04:37 AM#2
Cubasis
Hey Tech,

I love the idea and hope to see it released soon as it will greatly help me with my project, just becouse if you want to f.ex. show a special effect using triggers on a spot/unit, it is *always* using normal size's and stuff like that, this can be really important when doing big trigger spells/effects. So good luck pal.

Reccomended features ;).

- the much wanted mdx exporter (ok, i know i've already talked to you about this one :p), as the incredible number of programs running for a modeler/mdl editor is big enough already...AND many (including me) have problems with yobguls's convertor.

- to have general model editing there in a good interface that allows you to change/add texture settings in the mdl file, f.ex. texture location, texture settings, and stuff like that. And to have many options selectable from a list.

- To list the bones somewhere in the program, and "there" be able to add emitters (particle) or other model's onto that bone. Even better, if you go through "game.dll" stuff to have it on screen there so one isnt doing it blindly which points me to my next point.

- A .mdl viewer, well, this is pretty far-fetched, but if you'd go through game.dll, and get all these combined features working, and be able to "view" a "mdl" file, this would be greater then everything. To be able to switch texture methods, and see the change directly away. To change the scaling, flipping, and stuff like that, and seeing it directly on the viewer. And the "adding model/emiters" to bone would be a great feature by itself when you can directly see it on the viewer what changed, and where your model/emitter came (pretty tough to find out the right bone on first guess)

Well, that's all, and it is quite big some of them, but it would be great if you'd team up with stoned f.ex. cause he seems to know how to get features from the game.dll easily enough, or even to team up with the wc3 viewer project.

Well Good luck
06-09-2003, 04:46 AM#3
Karma Patrol
Almost all, if not all, of game.dll's functions are private and only approved programs such as war3.exe can access them. I don't have the knowledge/experience to rig up war3.exe to let me use those functions. I'll try as hard as I can to get as many features as possible.
06-09-2003, 04:50 AM#4
kdub
this would have been really goddam useful last night
06-09-2003, 05:23 AM#5
dtime35
Sounds good, not really going to be able to use it myself for i cant model, but the idea of it is good, and all i can say for ideas is that....( I cant say anything for ideas, oh well)
06-09-2003, 02:57 PM#6
Cubasis
Me <-- is not sure that you understand the possibilities with this program dtime.

f.ex.

If you've ever been annoyed that when building towers in tower defence maps, and when placing the map, wc3 shows the whole model in it's original size, so it can be kinda tough to place it on the right spot (atleast in important mazing). With this, you could "easily" scale down the "original" model to the right size.

And

When doing Triggered spells, or just effects. You can only get the spell to show, with it's original scaling, so if you want to make a "big ka boom" you cant, cause it would be only a "small ka boom", then you could open up the effect, scale it up, open it up in we again.

This is also very easy to work with, the program has this "scale" text box, where you can input a direct % number (1.00 = 100% ofcourse) which the program uses to scale the whole model with that %. And there are all kinds of other features.