| 10-10-2003, 11:12 PM | #1 |
I'm looking for someone who can make a very very simple model, with a very simple skin. Basically what I want is a model that is a square polygon with only the top side being skinned. The skin being a square itself. I would do it myself since it's what I assume would be an easy job, except that I have no modelling software. I'll give credit to the person who can show me or make me this small model. Might I explain exactly, all it needs be is a 2d square only one side being applied to when skinned and no animations are required. I assume that models have points regarding where projectiles are fired from, if so then please place it in the centre of the square. I'd like to thank anyone in advance if they can do this for me. I've posted this in the modelling forum and the map development forum for a greater response. Cheers. |
| 10-10-2003, 11:17 PM | #2 |
If I understood well you can just use a loading screen model and increases the scale - a lot |
| 10-10-2003, 11:47 PM | #3 |
I'm a little confused, do you mean when a map loads? the image shown in the background? or when you're viewing the main title screen? could you be more specific or perhaps attach an example of what you mean please? |
| 10-10-2003, 11:58 PM | #4 |
The loading Screen model, that you could find in monolith, can easily be used as an unit/doodad/item model, you just have to increase the scale. |
| 10-11-2003, 01:46 AM | #5 |
I HAVE NO IDEA HOW TO DO SKINS LOL, I NEED HELP :P I HAVE VEIWER THOUGH:ggani: |
| 10-12-2003, 05:34 AM | #6 |
Ok, I looked for the monolith model, I think I found it, it's a .mdx file and I imported it, but still I don't know what to do now. How can I give it a skin? how do I tell a unit to use that model? can anyone help please? Lord Vexorian you've been great help but I need a more thorough guide on how to do this. |
| 10-12-2003, 09:49 PM | #7 |
Well the skin is composed by 4 files LoadingScreenBL.tga ... LoadingScreenTR.tga look at the triggers comments in that map! |
| 10-12-2003, 11:31 PM | #8 |
Ok, well I'm not at home right now but can I just check something about model editing? I thought the model file type was .mdl not .mdx and the loadingscreen model is .mdx if I recall correctly. So do I need a converter to change it from .mdx to .mdl? And do I have to use .tga? why not .blp like the other skins in warcraft? and most importantly...Can I import a model, give it the file name and directory in the map mpq of say the archmage (units\human...etc right?) set the skin to the archmage as well and then use the archmage unit in the game? that'll work right? and if I can do that...can I mass produce the model for many skins? do I need to set every one of them to a different model in the game? basically my aim since I can't do model editing at all, however I'm good at sprite editing. I plan to design units from topview and change the camera angle in game. As a bonus this will allow for many more units in game as well and for larger battles. By the way, even if this works it'll make the process of producing skins far more difficult for me, as in I'll need 4 skins for just one unit AND that could slow the game down couldn't? I think the real answer is to find either a simple 2d square model and go from there... Thankyou for replying again Lord Vexorian. Could you be so kind as to answer this questions as well? or anyone else for that matter... |
| 10-13-2003, 03:55 AM | #9 |
.mdx and .mdl are the same thing. Nobody knows why... |
| 10-13-2003, 04:02 AM | #10 |
Warcraft's engine converts the .mdx to .mdl while playing, which is why File Converter requires the game.dll. The map loading model is accually under Game Interface in the WE. With simple mdl editing you could make it accept the same skin for all areas of it, and you could make it easily symetrical. |
| 10-13-2003, 07:37 AM | #11 |
Ahh thankyou for clearing that up about the .mdl and .mdx difference, or lack of difference I should say. Anyway I guess I'll use the map thingy and hope for the best. But one thing I still don't understand...I know that for each unit is assigned a skin. So I could say give the directory and filename for the imported .mdl say the d and f for the archmage unit/model, and then add the skin...except the skin is broken into 4 parts...so how do I assign four parts of a skin to one skin file...I know this is a lot to ask, but could someone please make a small mockup map demonstrating the method? Please I'm in over my head here...triggering and all that are a piece of cake to me but the modelling is too...tricky, at least, too new to me...I don't understand it yet. |
