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What tools did u used? and questions

08-29-2007, 03:59 AM#1
waaaks
im just wondering on what ARE the tools u are using to edit models
like in last question, they answered about, when i finished modeling in 3ds max, ill open it in milkshape, and bla bla bla

if u are a modeler, what tools did u used to make a wc3 model?
i just have 3ds max 5 and wc3 art tools

i also used magos model editor....

Questions:

1. how did u make a model with the skin attached already, like if u made a model and skinned it....import the model and no textures needed?

because i model in magos model editor, but when i want to use the model, i must import the texture first to make my model work

while other models didnt need some textures to import to make the model work

2. i know how to change a models animation already using 3ds max...it works correctly in 3ds max 5, i saved it, i edited the mdls, and tested it ingame, but the animation ingame is wrong....yes it animates but the mesh rotates wrongly

3. can u put a list of tools u used to make a wc3 model....and can u determine it's uses?

i really want to make models...but i always fail

please help!
08-29-2007, 06:46 AM#2
TDR
THE ultimate combination for making models for wc3 IS max 5 + art tools. It's the best way to seamlessly integrate your models in the game. I don't know why you still use magos if you have max 5.

Answers:
1. from what you said, I think you're referring to a model that uses in-game textures. For that, after you do the unwrap and align the UV's to an in-game texture, export the model and change the path of that texture to the exact path the texture has in the MPQ. I think that's what you were asking about, if not please rephrase your question.

2. I have no idea.

3. 3ds max 9 - modeling and UVW unwrapping; I like it more 'cause it's faster and has some extra tools and stuff in it. You can model just as well in max 5, it's basically the same thing, but I prefer max 9.
But when it comes to unwrapping, max 9 is far, FAR more superior to max 5, in both toolset and speed.
3ds max 5 - animating; after I model in max 9 I export to max 5 and rig it for wc3 and animate it so I can preview the model in wc3 previewer and to export it properly for wc3.
Photoshop - texturing.
That's my tool combination.
08-29-2007, 09:27 AM#3
Rao Dao Zao
Milkshape 3D.
Notepad.
Magos' Model Editor.
Oinkertools.

In that order, though I suppose Notepad and Magos' are mostly equal.
08-29-2007, 02:35 PM#4
olofmoleman
Modeling and Editing
Vertex Modifier
Notepad
Magos' Model Editor
Wc3 Fileconverter

Texturing
Notepad
Wc3 Image Extractor 2
Wc3 Viewer 2
Paintshop Pro 7
08-29-2007, 03:03 PM#5
Dionesiist
Modeling... well not really but eh...
Vertex Modifier
Notepad
MdlxConv
Texturing...
Abode Photoshop 7.0
08-30-2007, 05:04 AM#6
waaaks
finally Rao_Dao_Zao, and olofmoleman are here to answer my questions...
lol i always download their models...:D

ive got 3ds max 8....

since Rao and olof uses magos and milkshape...
i have a question

if i want to make a blade master with a head of a demon...

where do i open the blademaster first? with this set of tools?
Quote:
Milkshape 3D.
Notepad.
Magos' Model Editor.
Oinkertools.
or
Quote:
Vertex Modifier
Notepad
Magos' Model Editor
Wc3 Fileconverter

and what to change or edit?

and for skinning....
if i got an edited skin and i want to attach it to my edited model....how do i make the skin attach to the model and works in WE even if i dont have the skin imported?

just like Rao's and olof's models? when u imported the model and only the model, u dont need any textures to import, and the model works...thats the only part i am confused...please i need help!

and here are real tools

Magos model editor
Notepad of course
Adobe photoshop CS3 and Adobe Photoshop 6
3ds max 8
3ds max 5 and wc3 art tools
wc3 image extractor 2
wc3 viewer
wc3 file converter

and lastly...can u give me a maxscript for importing mdx files for 3ds max 8?
i have 3ds max 5, because i think mdximporter can only work on 3ds max 5 and art tools
08-30-2007, 06:42 AM#7
TDR
Quote:
Originally Posted by waaaks
if i got an edited skin and i want to attach it to my edited model....how do i make the skin attach to the model and works in WE even if i dont have the skin imported?

just like Rao's and olof's models? when u imported the model and only the model, u dont need any textures to import, and the model works...thats the only part i am confused...please i need help!
If you modified an in-game texture, you must import it for the model to work, there's no other way.
As for olof's models I already told you: they use in-game textures that are already in the mpq so they don't need importing. I'll say it again: after you unwrap your model, apply the texture you want (must be in-game one, like one that's already in wc3; for example the footman texture, the town hall etc.) and alight your UV's so it matches that texture in the way you want and after you export your model, change that texture's path to the path it has in the MPQ. For exampe, here's the part you want to look for in the mdl, it's just below the animation sequences:
Code:
Textures 5 {
	Bitmap {
		Image "Doomgaurd.blp",
	}
	Bitmap {
		Image "",
		ReplaceableId 1,
	}
	Bitmap {
		Image "Dust3x.blp",
	}
	Bitmap {
		Image "gutz.blp",
	}
	Bitmap {
		Image "Flame4.blp",
	}
}
That's how it looks after you just exported it from 3ds max 5. As you may notice, the textures have no paths and they are all in-game textures. If you were to leave it like this, you'd have to actually import those textures to make your model work. So what you want to do is to change the paths to the path those textures have in the MPQ, like this:
Code:
Textures 5 {
	Bitmap {
		Image "Units\Demon\DoomGuard\Doomgaurd.blp",
	}
	Bitmap {
		Image "",
		ReplaceableId 1,
	}
	Bitmap {
		Image "Textures\Dust3x.blp",
	}
	Bitmap {
		Image "Textures\gutz.blp",
	}
	Bitmap {
		Image "Textures\Flame4.blp",
	}
}
That will make the model work by importing only the model, no other textures need to be imported for it to work. I hope you understood.
08-30-2007, 10:07 AM#8
waaaks
ahh....so i need to unwrap it and use the texture's path to work...

can i do that in magos model editor?

what script did u used to make a mdx file import to 3ds max and with all the animations and bones are inside also?

i used dexporter script...but when i finished on editing the vertices and exports it..there are no animations and no textures inside...

this is what i am going to do...but i cant get it....

1. i want to edit an existing model in 3ds max
2. i want to change the skin (i know this already)
3. i want to modify some vertices
4. export it and finish

and these are my problem(s):

1. if i import the mdx file inside 3ds max using dexporter script, i cant import skins...like i cant unwrap the skin i want to use for them...so what script did u used to import the mdx with the animations

2. coming soon!
08-30-2007, 12:29 PM#9
TDR
To import the model with the animation, use ProFeT's marvelous script:
http://www.wc3campaigns.net/showthread.php?t=92856
08-30-2007, 03:16 PM#10
Dan van Ohllus
Modelling tools:
3DS Max 5
3DS Max 9
Magos War3 Model Editor
Vertex Modifyer
Animation Transfer
MDLX Convert
Notepad++ (better than the old Notepad, and it's free)

Texturing tools:
Wc3 Image Extractor II
Magos War3 Model Editor (for testing the textures)
Photoshop CS2 (with PS 7's built-in Targa Plugin)

No particular order.
08-31-2007, 09:56 PM#11
waaaks
ive got animation transfer, but when i used it the animations are wrong....

so how to use it correctly?
09-01-2007, 07:09 AM#12
TDR
http://www.oinkerwinkle.com/tools/tu...mtransfer.html
09-01-2007, 10:38 PM#13
waaaks
now i know how to edit vertices in 3ds max...

for blizz importer when i used it using 3ds max 8...it errors opening the mdl file, but still opens it...

what importer do i use, so that i can put a new skin to my model, just like unwraping them....cause like what u said, if unwrap a model with a custom skin...edit the mdls and change the path for the skin to the original path...am i right?

can u give me that importer and exporter?
09-02-2007, 07:13 AM#14
TDR
that importer is only for max 5 with the art tools installed. And there's no way to also import the texture, just put the texture you want in the Diffuse channel of a material and apply that material on your mesh.
09-02-2007, 11:23 AM#15
waaaks
i know how to UVmap...and now i installed 3ds max 5 in sake for wc3 models...now ive got 2 3ds maxs...3ds max 5 for wc3 modeling, and 3ds max 8 for movie effects making...

while i was reading the animation transfer tut...ive got confused on this part

Quote:
The solution is to fix the names manually. To change the name of a bone, first find the bone itself. Make sure it has animations listed (the 'Rotation 109 {' bit) It will look something like this:

Helper "Bone_Arm1_R" {
ObjectId 42,
Parent 41, // "Bone_Chest"
Rotation 109 {
...

Know that Bone_Arm1_R means right shoulder (first joint of right arm). A similar naming scheme is very commonly used. Now if you search through the other MDL, you might find something differently named but functionally equivilent. For example...

Helper "Bone_RightShoulder" {
ObjectId 15,
Parent 2, // "Bone_Chest"
Rotation 43 {
...

Simply change "Bone_RightShoulder" to "Bone_Arm1_R" (or the other way around) and you're done with that bone. Repeat for each bone that you want it to transfer animations on.

Quote:
search through the other MDL
what does this mean?

can u give me an example on how to transfer animations using the tool?
and in the correct way?

well for blizz importer...can i now unwrap a new skin using the tool?