Hi, ive been trying to load up wow units into 3DS Max so that i can apply team colors and attach items that the wow model viewer does not export. As it stands right now there is no working M3 plugin for the current version of 3ds Max, and i do not have $5,000 for the 2011 version. Ive also had problems with the blender plugins aside from blender itself being more difficult to use given tehre are no tutorials on using it as it pretains to what im trying to do.
So my question is, is there literally any software or any ability right now for this kind of model editing to exist that i don't have to shell out thousands for?
Im trying to do this btw.
3DS Max and Blender are the two main programs.
theres also hex editing or using DeProgrammer's stand alone program;
But those are for minor edits and will not allow you to attach addition pieces.
The addition pieces could be attached in the SC2 Editor using actors and attachments
I recommend signing up for a free Educational License for max 2011 from autodesk
Thanks very much. Wish i had known this eariler.
Like he said, get the free student version of 3DS Max 2011 if you can. It's what I use. This will also allow you to use blizzards StarTools when it comes out. I don't think anything newer will work with it. If you can't get the student version then pirating it is your only option really unless you want to drop thousands.
Converted WMO's: http://www.sc2mapster.com/assets/more-converted-wmos-wow-building/
Adding team colors and Attachment points to WoW models: http://www.sc2mapster.com/forums/resources/tutorials/31795-tutorial-wow-models-into-sc2-with-team-colors/
Ya i got the student version and its up and working. BTW i have a model where im just trying to swap one texture out with a differnt texture i made. WHen i load the model in 3ds max of course it doesnt find the texture and i get a notice about that. Then when i try to apply a texture i imported into 3ds max the texture shows up on the model and everything seems fine. But when i load it into game the texture is missing any idea? Even when i load the model back up into max i get no error and the new texture loads fine.
Another option would be if i could import the texture file under the same name as the one ti replaced, which i have done but both buildings pick up the same texture instead of one picking up the other, is there a way with the file hierarchy i can assure that one file is picked up by one model and the other model picks up the other file.
When you export, there is a path, where the model will seek for textures. Assets\Textures by default. Texture can have any name, just put it in the right folder within the editor. Since you need to add black parts to alpha, you need to have a copy of the diffuse texture, so rename it and put to assets\textures.
Also, a huge advice: wow models look dull until you create normal and specular maps and edit the diffuse one. Wow models have brighter parts of the diffuse map to imitate light. While sc2 shaders render lights.
I know about the assets/textures path i have that. If i import the texture into that correct path there is anohter file with the same name and it wants to overwrite it. I tried changing the name of the texture, but it would seem the model files identify the correct texture file by name, and if hte name is changed its not going to be able to identify it. I could set the model file in 3ds max to grab this newly named texture and use that one instead of the one it had before, but i dont know how to do that, i can do it in 3ds max but it doesnt show up in the sc2 editor.
Rename texture, open material editor inmax, click on the diffuse map of the material, select the new texture, then export.
Ah i see now what i did wrong. I used one of the blank texture spots instead of modifying the existing SC 2 layer to have the new texture. Thanks for help everyone.
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