| 10-09-2004, 08:39 AM | #1 |
I dunno if this is posted in the tutorial section or any tutorial threads here. If yes, that means i miss out and i apologize. If you guys find any questions below that was listed out on the tutorial, please give the link. 1. What tools i need to use to transfer a unit weapon to another, and attach it at the correct position i want? 2. How to CnP a unit shield to another and attaching it at the right place? 3. Is there any tutorial that teaches attaching? So nomatter what i CnP will be attached to the unit i want. 4. How do i CnP armour from a unit to another? (eg: Arthas to Bloodmage) 5. What does WIP mean? 6. If people say skining from scratch means freehand. Is there another way than using freehand? So it would be easier? Until here. Hope someone who knows will help me solve my problems. - Jeff |
| 10-09-2004, 01:00 PM | #2 |
use oinkerwinkle's tools. http://www.oinkerwinkle.com/tools/ |
| 10-10-2004, 02:54 AM | #3 |
1. Like ChipmunkMofia said, you can use my tools and tutorials to switch weapons. Read all the tutorials up to and including the geoset merging (head switch) one. 2. Same 3. Same. 4. It depends on if you want to change the shape of the armor or how it looks. If you want to change the shape (like copy shoulder pads), then see #1. Otherwise, it's skinning and you'll have to look at a basic skinning tutorial. 5. Work in progress 6. Other things you can do are recolor sections and copy and paste things from one texture to another. |
| 10-11-2004, 02:41 AM | #4 | |
Quote:
I Downloaded ur tools already. And i know how to use it. But something still made me confuse. I can't get to merge a shield to the left hand of a unit. It will always attach to the right. Is it because of the bone? If i attach it to the right bone. It will be there nicely, but it wun stick to its hand, and will look like it is floating @@. 2. I forgot to ask about animation here. I used animation transfer, but if i want to remove some animation from footman, how do i do that? If i use transfer single animation, it will only add a new animation under those animation that are already there. Why? - Jeff |
| 10-11-2004, 02:06 PM | #5 |
well, try merging the shield to something like Bone_handL or sumthing like that. and 4 anims, try deleeting the animations u dont need. Hope it helps! |
| 10-12-2004, 01:26 AM | #6 | |
Quote:
1. I m glad that u help me. About the attachment thing., Bone_handL or something like that. If i do that, it will still stick to the Right hand -_-" Why? 2. I try to delete animation in warcraft 3 previewer 2. But i cannot seems to delete it? What programme do i need? 3. I also cannot make those shield that attached to the right hand of the model stick together? Do i need to use snap? And which point do i need to snap? For example: I downloaded a wing of angel from wc3sear.ch, and i want it to be part of my model (Footman). How do i make the wing into 1 of the footman's geoset? And how do i attach it to his back so that it will "stick" tot he footman's back body? I always cannot get to "stick" those things up ><" - Jeff |
| 10-13-2004, 01:47 AM | #7 |
Are you saying that it moves with the left hand correctly but it is positioned on the right hand? If so, you need to open that geoset with the vertex modifier and actually move it to where the right hand is. There is no program to nicely delete animations that I know of. What you can do is open the MDL in Notepad, scroll, down to the Sequences section, and delete the "Anim" chunk that is named after the animation you want to delete. I don't see what you mean in #3. |
| 10-13-2004, 03:43 AM | #8 | |
Quote:
1. Using vertex modefier to move it to the left hand is quite hard, because i cannot see its texture and only dots + lines. But i'll try. Thx for the help. 2. Which MDL do u mean? Where can i find it? 3. I got a highelf warrior model. He has a sword. Now that i want to give him a shield. I deleted all footman's model leaving the shield using geoset modifier. And i used Geoset Merger to transfer the shield to the highelf warrior's righthand. "DONE!" but when i open the MDX at warcraft3 previwer, the shield that i merge didn't attach to the highelf model. Although the sheild is in the right position, but it is not attached to the model. It still have a "gap" between the model and the shield. So, how do i actually fix the "gap" so that the shield will attach to the model? - Jeff |
| 10-13-2004, 07:00 AM | #9 |
| 10-14-2004, 01:04 AM | #10 |
You shouldn't need to import any since you're using existing ones. |
| 10-14-2004, 06:11 AM | #11 | |
Quote:
Hmm, Thanks. I got 2 more questions. 1. How do i give a new skin to my geomerged model? And after i did the skin, how do i know which path the skin will be? And how the model will be connected to the skin (Using the custom skin)? 2. Which MDL do u mean when u said open the MDL with Notepad? - Jeff |
| 10-14-2004, 08:32 AM | #12 |
You need mdx to mdl converter to convert mdx to mdl. Then open mdl in notepad and look for a line that says something like textures\Donkey.blp Donkey.blp is the texture name you're looking for, textures\ is it's location path (note that sometimes, but not always, capital letters matter!). If you merged the model, you'll find a texture of the original model, a texture of the geomerged part and probably some other textures (gutz, stars, clouds,...). Simply modify the two skins and the model's ok. Or, you can reunwrap the model, but that takes a bit more time and effort. |
| 10-14-2004, 02:35 PM | #13 | |
Quote:
You mean the 2 skins i should modify are: units\Demon\ChaosWolfrider\ChaosWolfrider.blp UNITS\DEMON\FELGAURD\FELGUARD.BLP Than those that i should not bother are: Textures\gutz.blp Textures\Dust3x.blp Am i right? If i m right. How do i extract those .blp out from notepad? - Jeff |
| 10-15-2004, 08:19 AM | #14 | |
Quote:
You can't. What you see are texture paths, not actual textures. Now you need to open mpq (say, in winmpq) and extract the textures you need (for instance, you'll find Felguard.blp in directory "Units\Demon\Felgaurd\" inside "war3x.mpq" file pack). Now use Yobgul's converter to convert skins from blp to tga and open that one in one of the graphic programs (Photoshop, Paint Shop Pro,...). Modify the skin, convert it back to blp and load it into World Editor (WE). Save the map, close WE, start WE again. Your skin should now be visible in your map. Note on the other textures: gutz.blp controls how the bone pile of the model will look like when the model dies. I don't think anyone ever modified that file. dust3x.blp (and similar files like clouds8x8.blp, stars5b.blp,...) are used for particles (smoke, death blast, various spell effects,...), but are colored inside the actual particle, so you don't need to bother with those either. For starters you should learn how to modify the general skins, then we'll go into details. |
| 10-15-2004, 09:15 AM | #15 | |
Quote:
Thank you for the information. I tried to skin. But it looks pathetic ugly -_-". I guess i m not a good skinner. 1. About CnP. Letz say if i want to reskin the medivh's cloack (The one behind him, regetangle in shape), and i copy a part of the skin from corrupted tyrant's skin and paste it to the medivh's cloack. Do i need the same size for the Copied skin that is same as the cloack? 2. What is the path name for every Portrait that i Downloaded? Do i need to change or just leave it (warcraft3imported\abcportrait)? 3. How do i use warcraft3previwer to create a portrait for my unit? Where to find the camera? 4. If i delete one of the animation in a unit as shown as below. Will it crash the WE when imported? Or the model won't be able to load inside WE and replace with a green box? Letz say i delete Anim "Dissipate" Code:
Sequences 22 {
Anim "Stand" {
Interval { 1500, 3000 },
MinimumExtent { -47.0091, -40.2623, -1.72797 },
MaximumExtent { 25.3947, 59.0264, 144.361 },
BoundsRadius 87.3014,
}
Anim "Walk" {
Interval { 9667, 10600 },
MoveSpeed 200,
MinimumExtent { -99.3418, -68.0343, -2.54359 },
MaximumExtent { 111.383, 55.4632, 128.141 },
BoundsRadius 116.648,
}
Anim "Death" {
Interval { 16333, 18067 },
NonLooping,
MinimumExtent { -107.435, -68.8067, -12.7169 },
MaximumExtent { 114.117, 58.8876, 155.107 },
BoundsRadius 124.999,
}
Anim "Dissipate" {
Interval { 19667, 21667 },
NonLooping,
MinimumExtent { -78.9191, -63.712, -24.9341 },
MaximumExtent { 112.415, 58.4144, 431.184 },
BoundsRadius 239.358,
}
Anim "Stand First" {
Interval { 23333, 25000 },
Rarity 5,
MinimumExtent { -56.7455, -73.8575, 0.0166456 },
MaximumExtent { 63.9531, 64.6895, 219.033 },
BoundsRadius 120.605,
}
Anim "Spell Attack" {
Interval { 26667, 27833 },
NonLooping,
MinimumExtent { -90.0582, -80.524, -2.9403 },
MaximumExtent { 129.755, 77.2546, 174.966 },
BoundsRadius 129.873,
}
Anim "Stand Second" {
Interval { 28500, 30167 },
Rarity 3,
MinimumExtent { -74.6832, -68.5433, -2.93886 },
MaximumExtent { 48.3675, 59.5493, 147.914 },
BoundsRadius 95.9986,
}
Anim "Stand third" {
Interval { 31000, 33967 },
Rarity 3,
MinimumExtent { -74.3427, -73.0955, -3.35053 },
MaximumExtent { 48.3995, 63.0382, 147.977 },
BoundsRadius 96.0288,
}
Anim "Stand Talk First" {
Interval { 38233, 39767 },
Rarity 4,
MinimumExtent { -45.7493, -44.8987, 0.01676 },
MaximumExtent { 45.0299, 58.8875, 144.361 },
BoundsRadius 86.8536,
}
Anim "Stand Talk Second" {
Interval { 39800, 41333 },
Rarity 4,
MinimumExtent { -45.8157, -75.9131, -0.852777 },
MaximumExtent { 47.4328, 58.9762, 144.361 },
BoundsRadius 96.7437,
}
Anim "Stand Talk Third" {
Interval { 41667, 44000 },
Rarity 4,
MinimumExtent { -45.7492, -46.1155, 0.0003324 },
MaximumExtent { 47.4894, 58.897, 144.361 },
BoundsRadius 87.1633,
}
Anim "Stand Talk Fourth" {
Interval { 51667, 53333 },
Rarity 5,
MinimumExtent { -47.553, -40.2621, -0.00219002 },
MaximumExtent { 45.3545, 60.6273, 144.8 },
BoundsRadius 86.0954,
} TO
Code:
Sequences 22 {
Anim "Stand" {
Interval { 1500, 3000 },
MinimumExtent { -47.0091, -40.2623, -1.72797 },
MaximumExtent { 25.3947, 59.0264, 144.361 },
BoundsRadius 87.3014,
}
Anim "Walk" {
Interval { 9667, 10600 },
MoveSpeed 200,
MinimumExtent { -99.3418, -68.0343, -2.54359 },
MaximumExtent { 111.383, 55.4632, 128.141 },
BoundsRadius 116.648,
}
Anim "Death" {
Interval { 16333, 18067 },
NonLooping,
MinimumExtent { -107.435, -68.8067, -12.7169 },
MaximumExtent { 114.117, 58.8876, 155.107 },
BoundsRadius 124.999,
}
Anim "Stand First" {
Interval { 23333, 25000 },
Rarity 5,
MinimumExtent { -56.7455, -73.8575, 0.0166456 },
MaximumExtent { 63.9531, 64.6895, 219.033 },
BoundsRadius 120.605,
}
Anim "Spell Attack" {
Interval { 26667, 27833 },
NonLooping,
MinimumExtent { -90.0582, -80.524, -2.9403 },
MaximumExtent { 129.755, 77.2546, 174.966 },
BoundsRadius 129.873,
}
Anim "Stand Second" {
Interval { 28500, 30167 },
Rarity 3,
MinimumExtent { -74.6832, -68.5433, -2.93886 },
MaximumExtent { 48.3675, 59.5493, 147.914 },
BoundsRadius 95.9986,
}
Anim "Stand third" {
Interval { 31000, 33967 },
Rarity 3,
MinimumExtent { -74.3427, -73.0955, -3.35053 },
MaximumExtent { 48.3995, 63.0382, 147.977 },
BoundsRadius 96.0288,
}
Anim "Stand Talk First" {
Interval { 38233, 39767 },
Rarity 4,
MinimumExtent { -45.7493, -44.8987, 0.01676 },
MaximumExtent { 45.0299, 58.8875, 144.361 },
BoundsRadius 86.8536,
}
Anim "Stand Talk Second" {
Interval { 39800, 41333 },
Rarity 4,
MinimumExtent { -45.8157, -75.9131, -0.852777 },
MaximumExtent { 47.4328, 58.9762, 144.361 },
BoundsRadius 96.7437,
}
Anim "Stand Talk Third" {
Interval { 41667, 44000 },
Rarity 4,
MinimumExtent { -45.7492, -46.1155, 0.0003324 },
MaximumExtent { 47.4894, 58.897, 144.361 },
BoundsRadius 87.1633,
}
Anim "Stand Talk Fourth" {
Interval { 51667, 53333 },
Rarity 5,
MinimumExtent { -47.553, -40.2621, -0.00219002 },
MaximumExtent { 45.3545, 60.6273, 144.8 },
BoundsRadius 86.0954,
} --OffTopic-- Who is a good skinner? I need someone to help me skin a simple model. Is there anyone that can help me? - Jeff |
