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Blender --> Warcraft

07-16-2006, 11:09 PM#1
someone
I'm getting really good with blender and I'd like to export my low-poly-but-high-quality ;) models to Warcraft.

Right now, using a very ugly combination of biturn, oinkerwinkles and magos editor, I can manage to export my mesh to warcraft, but nothing else. That means no bones, no animations. While making doodads is fun (not really), I'd like to make some units, you know.

To put it simple:
1) Does anyone here use Blender for wc3 modelling and could tell me how to export everything?

Otherwise..
2) What's the easiest way(s) to animate a mesh once I manage to diplay it in oinkerwinkle/magoseditor?
07-16-2006, 11:15 PM#2
TDR
I know of no Blender exporter for wc3. And you can't animate with those editors as far as I know. But in the mean time, I'd like to see your models.
07-16-2006, 11:19 PM#3
Vexorian
If blender allows scripts you could try to find someone to write an exporter the only thing he would need is the mdx specs, but he can also use mdl directly. And well the scripting language used by blender.
07-16-2006, 11:35 PM#4
Fulla
Yea can we get some screenies plz :-)
07-17-2006, 04:06 AM#5
Lavek
You'd think they'd have done it by now considering blender is completely open source. I know of one attempt (warblender) that never really got working. I use blender to model, milkshape to animate, lithunwrap to skin, Guesst's exporter convert, and Magos' modeler to add cameras and stuff... I wish it were simpler too.
07-17-2006, 08:51 AM#6
Rao Dao Zao
I heard once that there was a blender to milkshape (or was it the other way?) exporter - I'd say your best bet is to find something like that and use Guesst's exporter.
07-17-2006, 10:24 AM#7
Jacek
Yeah there are .blend -> .ms3d converters, eventually you can export your model to 3dsmax using .md5 format (DOOM 3)
07-17-2006, 10:38 AM#8
TDR
Quote:
Originally Posted by Lavek
I wish it were simpler too.
yeah, use 3ds max 5. (though it's up to you how you get it)
07-17-2006, 04:46 PM#9
someone
Quote:
If blender allows scripts you could try to find someone to write an exporter the only thing he would need is the mdx specs, but he can also use mdl directly. And well the scripting language used by blender.
It's all based on Python script and it's easily customisable but I know no programmer for it. I'll go see on Blender's forums to see if someone could finish up Warblender - I think it's already able to imports mdx.

Until then I'll use either 3dsmax or milkshape since it looks like both work. I just have to figure out which interface I like the most. Thanks for the help everyone

As for screenshot I got none at hand. I'll post them..soon?
07-17-2006, 04:52 PM#10
Whitehorn
Well if you fancy modding supcom, there are scripts in development:

http://www.sup-com.net/dev/blender.php
07-18-2006, 05:23 AM#11
Lavek
Quote:
Originally Posted by TDR
yeah, use 3ds max 5. (though it's up to you how you get it)

Well I hate 3ds max with a burning passion, but I'll be ok. :)
07-18-2006, 05:57 AM#12
TDR
if you don't own something you don't necessary have to hate it, you know.
07-18-2006, 06:46 AM#13
Lavek
... What's that supposed to mean?

I did own it... I gave it away. I'm not trying to piss anyone off. You can like it if you want. I just don't like using it... At all.
07-18-2006, 06:48 AM#14
someone
Quote:
Well I hate 3ds max with a burning passion, but I'll be ok. :)
For some reason, everytime I tried Gmax I suddenly felt like bashing my head on the wall. I don't know if 3DS is that similar but I'm not sure I'll take the time to search for an old version to find out.
IE where can I find some good milkshape->warcraft animation tutorial? I manage to add and name bones (to try an animation transfer) but when I save and import in magos' they move around randomly.


Oh, and here's previews of the low-poly models I made from scratch today: A kind of cat warrior where I could (and will) easily remove lots of faces, and a demonic evil...thing...with a messed-up texture. Both unfinished but I guess it's worth posting for the screenshot-hungry people.
Attached Images
File type: jpgcatwarrior2.jpg (22.0 KB)
File type: jpgDemonwings.jpg (22.2 KB)
07-18-2006, 08:13 AM#15
Rao Dao Zao
You need to run the zero joints plugin before you animate, using Magos' importer; aside from that, animate as normal, but beware of really twisty rotation because it does sometimes go a bit squidgy.