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My first model.... Problems

11-01-2003, 03:13 AM#1
35263526
First of all, I am completely new to modeling. But, I've wanted to try it for a while, so I decided to give it a go.

I downloaded GMAX and Milkshake 3D. Then I went into Milkshake 3D and made a model. I attached a pic. Here are my questions.

1. I'm pretty sure that the model is too complex for Warcraft 3. Is this so, and if yes, what can I do to tone it down?

2. How do I go about properly skinning it. Right now I've just textured it using 128x128 images, but I want to do a proper skin (like used on Warcraft models). Unfortunately I can't find the tool in Milkshake.

3. For a skin to work in the same way as Warcraft skins do (where it gets a skin path), would I be right in thinking that I need to change the skin path in the model's .MDL?

3. I've got an exporter script that works with GMAX, but how do I get the model from Milkshake into GMAX? Is there any way to directly get the model from Milkshake and make it a .MDL/.MDX?
11-01-2003, 04:01 AM#2
Oinkerwinkle
1. Go to Tools -> DirectX Mesh Tools. Drag the polygon count down to what you want and click the button that looks like save with a red arrow. 200-300 is good if this is small and common; a hero can have up towards 800.

2. You can't use a BLP in Milkshape, but you can use a Targa (assuming you hae 1.7.0 Beta2). However, that isn't really necessary, and the beta still has bugs. You can just paste it from a TGA/PSD (assuming you have Photoshop) into a BMP and set the texture to that. After you've finished the texture, just leave the BMP sitting around and covert the TGA to BLP.

3. That's correct; you edit the MDL. It's in the "Textures" section. Say so if you're unsure about adding a heading.

4. I'll attach kdub's exporter, which exporters directly from Milkshape to MDL. Just put the DLL into you Milkshape 3d folder and restart Milkshape. Then, you shuld be able to export it by going File -> Export -> Warcraft III MDL. Be sure to read the readme in that zip, mostly the part about th fact that you need to run Zero Joints before you animate.

Edit: I just realized that you might mean something completely different on #2
2a. The process of deciding what part of the texture goes on to what part of the model is called UV mapping. To do it, press Ctrl + T or go Window -> Texture Coordinate Editor. Here is where you can edit what point on the texture each vertex cooresponds to. It's hard to explain, but the basic idea is (a) define a region (b) click remap, and (c) use the select and move tools to move the vertices as you see fit.
11-01-2003, 04:12 AM#3
35263526
Thanks loads. Like I said I'm completely new to modelling and its great that someone was really helpful. Now that I can do it properly, modelling is really fun.
11-01-2003, 11:30 AM#4
Arch_Angel
not sure if you did this, but i think you made the brown sac thingy, or taill... out of spheres in each other. delete the parts of spheres wich you cant see, so who are in its parent sphere.

you can use about 400 to 500 polys in a unit if you want it ingame like a grunt or something. if not, you can use as much polys as you like...
11-01-2003, 10:49 PM#5
The_Undead_Elf
Where can you Download Character editor (milshake 3d)