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Warcraft III Viewer Version 2.0 Released

08-13-2003, 11:13 PM#1
KDEWolf
You can download it here: www.xeberon.net/view.php?id=125
Direct Link (may not work): http://www.xeberon.net/download.php?...aft3viewer.zip
Help and support thread: http://www.wc3campaigns.com/forums/s...threadid=18440

I proudly present the new, outstanding, Warcraft III Viewer version 2.0. TheProphet (a.k.a. the OpenGL god), doing another exceptional job, included the incredible capacity of playing model's animations and export them after that to a image sequence or an AVI video file, allowing any Codec present in your computer (including DivX), a real programming/coding breakthrough, the new reconvert/reload used textures function, which makes skinning job easier than ever, along with lots of other incredible features and bug fixes to this, that was already a great tool for all skinners and all other members. The new implemented features in the current 2.0 version are:

- Model animation preview support, with custom speed and player colors.
- New and easy-to-use toolbar, for quick acess to the most useful functions of the program.
- Batch conversion, so you can convert all files contained in a folder (and its subdirectories) to another type, allowing quick
- Reconverts and reloads used textures, for me the most useful function ever created for this tool other than the animation, automatically converts all TGAs referent to the used textures by the model to BLP (skiping non-existent ones), and after that reloads everything on the model, making that one of the best previewing tools ever created.
- Multiple languages capability, right now including English (default), French and Portuguese - If you think you would be able to translate the program to your language and contribute to the modding community, fell free to ask, and we'll surely add it to the next version.
- New rendering routines that make the Viewer faster than ever.
- Background image loading, allowing you to take nice screenshots with custom images loaded from your computer (resizeable).
- Possibility to set custom player color, with color range limited only by your video card (16+ millions colors)
- More hotkeys.
- Version format changed to make it easier to distiguish versions, making problem solution easier.
- Now the search engine stays open even when you load a result, allowing you to find exactly what are you looking for.
- You can change the zBuffer, to solve a problem with some video cards (like mine). You can try 16 or 24 bit.
- LOTS of bug-fixes.

I think this will REALLY contribute with skinning, so with only this you can get rid of Image Extractor 2 and World Edit in their skinning jobs. As usual, suggestions, questions, bug reports, critics are very welcome, and will surely add to the program.

More versions will surely come, so be sure to check it often, great new featues are on the way...!

Also don't forget there are two easter eggs on the program, and I see only one of them was discovered until now... Keep looking for it!
08-13-2003, 11:59 PM#2
Iron_Ian
OMG awesome! Man now I don't have to spend 10 minutes importing my skins, I can just preview them and the animations with this! :D

Great job guys! :D
08-14-2003, 12:02 AM#3
Super_Warden
Wow!That's great good job!:D That's really cool!
08-14-2003, 12:36 AM#4
Litany
Well, whatever caused the Treeview to vanish from sight and become irrecoverable (even through task manager), it's gone now. So good job!
08-14-2003, 12:46 AM#5
TeLeTuBbIe_HuNt3r
That is aswome now i can see how horrible my skins are before i get them in game :ggani:
08-14-2003, 01:07 AM#6
l]arkOne
Question: How do you apply a new textured (tga or blp) on a model? Example I've made a new arthas skin and want to see the unit having the skin.

Does it work for expansion? I only see locate war3.mp3 what about war3x.mpq?
08-14-2003, 01:52 AM#7
SpiritofWrath
ive been trying to figure taht out too :////
08-14-2003, 02:04 AM#8
Gurrgel
I managed to locate my war3x.mpq, located it manually, but it was no problem with it.

About the skin, you have to import it to your map, and give it the path that the usual skin has, so if you want to put in a new arthas skin, you have to give it the path: textures\arthas.blp
08-14-2003, 03:04 AM#9
l]arkOne
So for checking new skin on a model I have no choice but to use world editor? KDE YOUR DOING BAD AD! lol
08-14-2003, 03:51 AM#10
Shooter02
Going to go promote on the battle.net forums :D .
08-14-2003, 05:04 AM#11
Xaran Alamas
looks good (haven't tried it yet) so is this how you recorded that animation in your siggy KDE? :ggani:
Edit: I tried it and it won't load any of my custom skins in BLP with correct paths in the MDX :( or is there something special you need to do to load custom skins?
08-14-2003, 08:43 AM#12
VooDooO
That's a hella great news!
I used 3d max to preview my skins, but in max it looks very different then ingame.This tool is really handful!
08-14-2003, 11:33 AM#13
Majin_Aussie
You dont have to preview your skins in WE. Otherwise there would be no point in this tool.

All you have to do is go to File - Open. And open an MDX that uses your new skin.
08-14-2003, 12:21 PM#14
Xaran Alamas
when I do that with my model I just get a blank model :bgrun:
08-14-2003, 01:03 PM#15
Piata
I'm guessing that this doesn't help at all when testing new tilesets, right?