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Modeling Tutorial! freeware.

10-03-2003, 11:06 PM#1
Immelman
In this tutorial,I will discuss how to make weapon attachments. Using theses skills you can make doodads,projectile arts, and inanimate objects.

Tools needed:

Wings3d : www.wings3d.com

Lithunwap 3d : Serious Zone

Warcraft 3 RoC or Ft editor

3ds/obj-mdx convertor : Found at bottom of thread..

War3Viewer

a paint proggy that handles tga files.

_______________
1.Open wings3d and right click on the open space and click "cube"

2.select the edge editing mode on the upper panel


3.Select all 4 of the middle edges and right click and click
scale->uniform to make it shorter.


4.Now click on the adjacent face editing mode in the upper right hand corner and select the face on top of the box. Scale-uniform it about half the size to make a little half-pyramaid.


5.With the top face still selected,right click extrude->Y. Extrude it for a handle for a sword.


6.With the top STILL selected,extrude y once again, but only a small bit.Scale uniform the result to form the top of the handle.


7.go back to edge editing mode

and select the bordering edges on the top face and right click
cut->3


8.Right click and click on "connect" and go back to face editing mode.

and select the new triangles you made.


9.extrude-y to make little decorative stuff.


10.select the face in the middle of the 4 towers and rightclick-inset. inset it to form the blade and then extrude-y to make a blade. extrude it as long as you want the blade.


11.b4 saving, do this..make the top of the sword face the z axis and scale the sword to make it VERY LARGE, EXTREMLY LARGE. NO REALLY DONT HOLD BACK. it should look lyke this.




Theres the sword model.
In the next thread.it will explain getting it ingame. and as i promised the convertor. thx to darky26(i think. either dat or someone else)
10-03-2003, 11:23 PM#2
Immelman
O crap. Forgot to save. no pics for skinning this time.

1.export your sword model in .3ds format to a wanted destination.

2.install and open lithunwrpa.

3.go to file-model-open and open your sword model.

4.go to preview-show model and then after that go to select-all on the top panel.

5.go to tools-uvmappping-planar-y

6.a thing depicting 2 sides of the sword will appear. go to file-uvmap-save. go to a destingation and save the uvmap.

7.open the uvmap you saved in a paint proggy that could handle tga files.

8.paint away then save.

9.when your done painting go back to lithunwrap and then go to materials-modify.

10.highlight default and then click on properties.

11.scroll down to shininess and type in 125.000 and scroll down again and go to map type.

12.in the box down message select bitmap. a window should pop up and click on change.

13.find your painted uvmap and click ok. and go to the preivew model window.

14.if it looks like what you want it to look like then go to model-save- and overwrite your old sword model. if not, then go edit the uvmap and go back to the default material and instead of going to change,go to reload.

when your done skinning,save your model

In the next thread i will discuss converting and getting it ingame.
10-03-2003, 11:34 PM#3
Immelman
1.unzip and open the convertor.

2.select your .3ds you saved previoulsy after the skin.

3.select your destination of your new mdx and name it.


4.oops i forgot you need yougbuls convertor too.ill attach it at the bottom. well download it and unzip and open.

5.convert the mdx to an mdl.

6.open the mdl and scroll down to:
bitmap{}
}
-------textures":textures\citystructures.blp"{}

or something like that. notice the - are spaces cuz wc3c doesnt read spaces.

change the citystructures to default.blp like in lithunwrap.

7.convert the mdl back to mdx and overwrite it.put the uvmap you made way back in the paint proggy and put it in a folder in your warrcaft 3 directory called "textures" if its not there,make one.

8.open war3viewer.

9.in the navigator thing, go to local drives and find your newly converted mdx.

once loaded,it will be all white.press alt+a to convert all the textures it uses.

10.if done corecctly, it will be skinned. import it in yourmap. when you import the .blp you converted by pressing alt+a from your old uvmaps, make the pathfile "textures\"

CONGRATS!! you made a sword model
10-04-2003, 12:26 AM#4
Immelman
...
10-04-2003, 12:30 AM#5
Immelman
wtf i didnt attach
10-04-2003, 12:59 AM#6
ROGUE-Gladiator
Great tutorial and all, but how would one go about selecting the back edge back in step 1?? I've enver used a model making program, so I don't know.
10-04-2003, 01:03 AM#7
Immelman
on the top there is that panel thing.

click on the edge edinting mode button one thing

then to select, click on an endge
10-04-2003, 01:04 AM#8
ROGUE-Gladiator
right, i know that. How do I rotate the model freely is what I guess I'm asking.
10-04-2003, 01:10 AM#9
Immelman
o.

go to group editing mode

which is the pyramaid with all red.

then click on the sword

then right click rotate->x. to face it in the z axis lyke i sed b4
10-04-2003, 01:30 AM#10
ROGUE-Gladiator
fair enough, next question:

I extruded one moel from another. They are both cylinders, and they are both the same size at the moment. is there anyway i could hide one so I can work on the other without select the hidden one's points?
10-04-2003, 02:09 AM#11
DS-Orkhomie
I folowed the tutorial but it doesnt show up in game and i cant select it
10-04-2003, 04:39 AM#12
Immelman
@rouge glad-select one of the cylinders using the group edintg mode and go to either it was edit->hide or view->hide

@ds-orkhomime.-add the sword model to a map and the .blp default one in the "textures\" pathfile. using ft's imported you can double click on it then it'll go "war3impoerterd/default.blp"
check "manual pathfile" or sometinhg like dat and type in"textures\default.blp"
10-04-2003, 04:40 AM#13
Immelman
o yea dark homie, if that doesnt work,try default2.blp
10-04-2003, 11:35 PM#14
ROGUE-Gladiator
You obj converter isn't working for me. Any suggestions?
10-04-2003, 11:40 PM#15
ROGUE-Gladiator
I also got an error in the skinning program becuase there were "no UV points".