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skin/modals

07-17-2004, 01:05 PM#1
dragnstitch
Question about skinning + Modals

to make a skin a modal is all you need is a .mdx ? or am i wrong?

if no then i need help understanding the use more then 1 skin per modal
07-17-2004, 01:24 PM#2
Aznwhore
a skin and a model are two totally different things... the skin uses the .blp format and the model uses the .mdx format.
about the double skin per model, i think there was a tut in the tuts section
07-17-2004, 09:13 PM#3
dragnstitch
yea but it makse no sense =/.. and i though you where on vocation till july 22 =P
07-17-2004, 11:31 PM#4
Oinkerwinkle
A model contains the geometry and animation of the unit. It makes up the shape. A skin/texture is like a wrapper. It goes on the outside and gives coloring.

Quote:
to make a skin a modal is all you need is a .mdx ?
You cannot make a skin into a model. They are two completely separate entities and are dealt with completely differently.

If you want to have the same model with two different skins in your map, then you can probably just look in the tutorials section for a tutorial.
07-17-2004, 11:44 PM#5
koolchaos
Nice explanation with the picture Oiker ;) .

Models are made/edited using a modeling program (such as OpenFX, 3DS Max, etc.)
Skins are made/edited with a standard image editing program (Paint, Photoshop, PSP, etc.)
I highly suggest editing skins and models way before you start making skins and models, since making skins and models requires much more patience, knowledge, and method, since you start from scratch. For example, I have made two models and two skins for a game I am making for a mapmaking group, but I can't figure out how to import them into War3 World Edit and make them appear.
Modeling is also much more difficult than skinning.

GL. HF.
07-20-2004, 12:13 AM#6
dragnstitch
thank you both for that clearing up.. im skin/modael stupid =P


it is a pain to get them to show up

for skins you ahve to put them in the proper folder of the unit you are going to skin over aka for my thief skin its mev

units/creeps/melf(sp)/melf.blp

and when i go in map editor its changed instantly



As for modals

you go to import
import both the .mdx and the .blp
now right click the .blp custom path and type in the folder .blp is in.. for example

C:/warcraft3/addons/Axe.mdx
C:/warcraft3/addons/texture/axe.blp

you will change the custom path to
texture/axe.blp

to my knowledge and problems i been having IT MUST be in its extra folder of same area as the .mdx.

I hope that wierd way to explain it works..