| 04-22-2004, 09:40 AM | #1 |
Well when I first thought that I would give modelling a try, wanting to get rid of a units current held weapon, I didn't think it'd be this complicated. I thought I could open up thr model in 3DSMAX, delete the weapon, save, maybe a quick conversion, and BAMM! Then I take a look at the "3dstudio Max 5.1 guide - How to import existing original WC3 MDX models into MAX?" thread and realize I was very very wrong. But I'm still willing to do it.. but I have a few newbie questions. For the tools required.. so far I have Kmk's Importer script, Wc3 image viewer, Winmpq, Notepad, and 3dsmax. Now I've been looking everywhere.. Google.. searching all the forums.. but I cannot seem to find "Fami's Importer script 1.00." Also.. Do I really need to do all that the thread says? All I want to do is remove a weapon. Thanks! |
| 04-22-2004, 10:49 AM | #2 |
You just want to remove the weapon? If you want to do that just download kmk's MDX Importer/Exporter here: http://kmkdesign.8m.com/downloads/ Then import the model into max without animations and bones (Don't work!) Select the vertices of the weapon you want to remove and scale them down and move them somewhere into the model where you can't see them. DO NOT DELETE THEM. The export the model with the same script again. Convert the original and new model to .mdl and then replace the vertices and tvertices in the old model with those from the new model. Convert back to .mdx and import into War III. Now you should have the model without the weapon. This is how I would have done it. As long as you don't want to change animations or anything else beside the mesh. |
| 04-22-2004, 11:57 AM | #3 |
Thanks guys. I'm having another issue though.. I downloaded the Max script.. extracted it to 3dsmax/scripts.. ran the script in 3dsmax.. but I don't see anything new in the 3DsMAX program.. no "Import MDX" or anything.. maybe I'm blind? Using 3DsMAX 5.. I haven't used it in awhile so maybe I'm doing something wrong? |
| 04-22-2004, 03:32 PM | #4 |
Press the little hammer tab you see on the utilities bar. There you should find max script and the importer will appear under max script there. |
| 04-23-2004, 06:24 PM | #5 |
Ahoy again. Little update. Thanks Alpha, finally was able to import thanks to you. I have a couple of questions for Phoenix though. Ok.. I'm editing the ChaosWarlord.mdx I import as Static* and Bone Rotation UNCHECKED. There are a bunch of squares and such around the weapon.. so i resize those too.. place the resized balls into the middle of the horse. Export.. change .mdx's to .mdls. Now this is where I run into to trouble. "Convert the original and new model to .mdl and then replace the vertices and tvertices in the old model with those from the new model." There are a lot of vertices lines.. I don't understand the file at all.. so I had no idea what to do.. I just copy and pasted a bunch of vertices lines. Then another problem.. "Convert back to .mdx and import into War III." Do you mean with the Importer in WE or importing it into the MPQ? And if it's in WE.. what path should I use? Units\Demon\ChaosWarlord\ChaosWarlord.mdx? Well that's about it. Thanks for the help guys.. it's very much appreciated. |
| 04-24-2004, 02:48 AM | #6 |
Ah. Thanks! Hmm.. Seems to not be working though.. I think I may have edited the model wrong.. because in game the ChaosWarlord is all see through around his body and his weapon is still there. Maybe I'm editing the wrong file? Am I supposed to use the ChaosWarlord_Portrait.mdx?? If not.. not sure what I'm doing wrong.. I resized the weapon and all the squares around the weapon to tiny balls.. then placed them in the middle of the horse. |
| 04-24-2004, 10:39 AM | #7 |
You are editing the right file. You don't see the weapon in max right? Or anything that belongs to it? Then it's probably something you have done wrong in the .mdl Take the vertices from the new model you exported and replace the SAME vertices in the old model. Do this with the tvertices also. Do this for all the vertices and tvertices in the new model, make sure that you replace the SAME vertices and tvertices in old model this is important. Convert the old model where you have replaced the v and tv, into .mdx name it something and import it into WE. Make a new unit that uses that model or give it the same name as the original. |
