| 05-03-2006, 01:18 AM | #1 |
After you finish designing a model (a sword in Milkshape for me), what do you need to do to use it in Warcraft, besides skinning? |
| 05-03-2006, 10:11 AM | #2 |
Depends what sort of thing you're making. You need at least one bone, whether it'll be animated or not, and all vertices assigned. Then you need to export, finalise the model and convert to MDX. Or you can import into Magos' editor and fill in the gaps there; sequences, materials etc. |
| 05-03-2006, 11:28 AM | #3 |
It pays to listen, now doesnt it DD_Draco (no im not insane although i have thought i was before), another reason why my models werent working (btw do you mean a join in milkshape??) Edit: OUCH red rep, an i only posted in a thread that was 4 down the list for god sakes, (damn friggin stupid ahem, excuse me sorry). |
| 05-03-2006, 02:35 PM | #4 |
A bone does correspond to a joint in Milkshape, yes, although I believe it's indistinct terminology on both Warcraft and Milkshape's part. Not really sure, and it doesn't matter. |
| 05-03-2006, 05:47 PM | #5 |
Oh boy. What have I got myself into? Haha, I thought I would take a crack at modeling, and I figured a sword (to be attached later to a model in-game) would be a good start. Well, faced with that I think I'll just stick to erm...not making models If anyone wants to finish skinning and what not my naked model go ahead... -The model is a pretty neat looking jagged sword I planned on attaching to some scary looking guy. ![]() (I used Milkshape) edit: Added a pic! |
| 05-03-2006, 05:51 PM | #6 |
Maybe post a screenshot so we can see what it looks like for those of us who don't have milkshape? |
| 05-03-2006, 07:30 PM | #7 |
Shouldn't give up so easily, man! But before you model for warcraft, it's best that you can do the whole geometry-uv-map-animation package, 'cause some of the wc3 specifics can be harsh. MDL edit, too. |
| 05-03-2006, 09:02 PM | #8 | |
Quote:
How would I go about doing this? P.S.- Wondering if anyone likes the sword? |
| 05-03-2006, 09:36 PM | #9 |
It's too round, looks play-doh-ish. Needs sharper straghter and more fine shaping. And the hilt needs to have a part that separates it from the blade of the sword, right now they sort of run together and it looks messy. |
| 05-04-2006, 01:52 AM | #10 |
It is actually very sharp looking, the views just don't show it. Also, about the crude looks of the sword, it was supposed to be just that. A sharp piece of metal wrapped with leather, to make a handle. I meant it to be a realistic type of weapon that something like a troll or an ogre might get a hold of, or throw together, using maybe a broken piece of metal shield of a footman they just slaughtered . Thanks for the input! |
| 05-04-2006, 10:10 AM | #11 |
Well, for sharpness you'll be wanting to unweld the vertices on the blade edge. As far as getting general competence in Milkshape, I'm sure there's some good tutorials on the site; even though they may relate to other games, the skills are there. I started off Milkshaping for Unreal Tournament. |
| 05-04-2006, 10:25 AM | #12 |
UT hmmmm i forgot you could model for that in milkshape, is it any easier? |
| 05-04-2006, 11:00 AM | #13 |
You can model for a myriad games with Milkshape; it's the exporting that usually kills you. For UT I only really did the skeletal animation stuff; I wasn't particularly good at animating back then (ie not at all ). It's pretty easy at the milkshape end, but getting the thing compiled into UT required a bit of squidging.UT2k4 is more civilised about skeletal meshes. ![]() |
| 05-04-2006, 01:02 PM | #14 |
Fair enough then, i think ill leave it alone then ![]() |
