Not bad, but can you get it to work for the normal maps of terrain textures? I am asking because those seem to use a slightly different normal map from other models?
I fear I don't understand... please elaborate... you are talking about the floor texture I did in Mudbox right, cause that has nothing to do with anything in SC2 or Warcraft...
Ah thats what you mean, ok, because normal map has actually 3 values, red, green and blue, but for matters of speed, the SC2 engine only uses 2, red and green, so that is why they look orange. And sometimes the image is grey, these grey values represent the green values and the alpha channel values represent the red values.
In other words, all three are used for the same purpose, but are represented differently.
When converting the normal map from max to sc2, using the sc2 star tools, the converter takes care of that automatically
Just saying they seem to or at least in older versions did render differently so using a normal map for a unit would look weird when used for a terrain tile.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
WOOOOT Finally some break through with my import script for Heroes of the storm
Supporting
Imports Meshes
Imports AttachmentPoints
Imports Vol_Target objects
Imports HitTestFuzzy objects
Imports Lights
Imports SC2 Materials , just basic for now, but set the correct textures and checks if they exists ( diffuse, specular, normal, emiss, mask etc..) not the other properties (yet)
Adds the SC2 Materials to the Material Editor
Creates layers in Max to keep everything nice in place
Uses Blizzards StarTools to create the necessary objects ( wherever possible)
Imports Bones
Applies SKIN modifier with the correct vertex weights (!!!! FINALLY, took me more the 2 weeks to figure this out in max !!!!)
Sets the correct bones pose for the model
Is COMPLETELY backwards compatible with all of the SC2 (m3) models up to Heroes
Todo
Animation, animation, animation,..
Caveats
Some models have multiple uv channels, need to figure this out since some of the new models are using it extensively...
Below an example, models are imported as is by the script :)
Left, the captain from Heroes Of The Storm, right Kerrigan as seen in Starcraft2
You can get the official download from Blizzard, if you search the web, US only and you will not be able to play, but you will have access to all of the models, inclusive the new from Sky Temple
awesome! So will I be able to get also doodad meshes like statues for instance ? Is it also possible to get terrain textures ? I would like to see how Blizzard did them. It feels that mine are missing something .
I even have my own model viewer ( no animation or textures) that allows me to browse the models like the WoW modelviewer, premitive, but it works.
I also supports diablo III models btw
First thing first, download the casc viewer, and extract everything, KEEP the folder structure, it is used by my script for auto assigning the right textures
After you extracted everyting with path in place, you must merge the assests folders from each SC2Mod files together, so assets\ is the root folder
First thing first, download the casc viewer, and extract everything, KEEP the folder structure, it is used by my script for auto assigning the right textures
After you extracted everyting with path in place, you must merge the assests folders from each SC2Mod files together, so assets\ is the root folder
T.
I have the files, but I can't import them into 3DS Max since there's no script that works with the latest model files right now. I'm not looking to use the Heroes models straight into SC2, I plan on taking em apart and seeing what can be learned from them. They could be useful for model edits, like swapping weapons or armor pieces.
If I've been doing this for several months, the models are starting the Heroes of the Storm 32524 viersion not work.
Hots models have many problems when introduced into Sc2, time animations, animations, model, many of them fail to one of these three things, the only thing that works perfectly, are minions, pets and mecenarios, which still using the same system models Sc2, all these are compatible without new script in 3dmax.
The buildings, decorations, and other map objects operate at 95% some are not compatible with blender or 3dmax.
So if the heroes from my point of view is a waste of time, are very nice move well but require many textures, large model MB and give many problems.
Support currently only serve to draw from them parts for other models.
Some people try to make this work, but it seems that some look for themselves. if you explore a little more the web could help solve among all this for many months.
I've been reading up on almost all of the resource I could find on the web, and trying to understand the initial scripts for importing sc2 models (first versions) cause they are so chaotic and do not cover lots of cases.
The animation is still a blur, I have a working pipelline, just not the knowledge to write the code in maxScript, so that is a huge learning curve for me and that is what I'm aiming for
Noticed that some models only use the 2nd set of UV coordinates, like the new luxor melee, uther and the water elemental from Jaina. Fixed now
Also noticed that there are more U8 chunks ( refers to vertices) this was an issue on the Uther model, fixed that too.
Again, the Uther model, had a new flag on the materials chunk, that is why it didn't import them correctly, fixed that also
I currently running some tests on many models, just to make sure it supports them, before I go to animation.
Hey, aren't there a badass looking paladin/knight/crusader model in D3? You know, tough guy in a shiny plate armor with a fancy sword. I'd use one.
Checked your assets, didn't find one. But you seem to be having the hand in D3 bowels, could you bring me the mesh with Stand, Walk (not Run, if possible), Attack and maybe Death anims? And whatever textures D3 use.
Yes one of my script covers the import of D3 models , and their animation :)
Although in D3 there are almost no death animation, since it is covered in the game engine with the use of force and ragdolls :/
Which model are you looking for an what armor etc, cause the hero models have all the armor in 1 file combined, except for shoulder and helmet ( like in WoW)
Been continueing on my Medivh model, I checked it in WC3 , I noticed that he transforms into a raven and so I tried to come up with a model that fits that description.
Still need to do an awesome death animation for the raven and medivh, and the transform into and from animations
Here is what he looks like as a raven ( team colored)
I fear I don't understand... please elaborate... you are talking about the floor texture I did in Mudbox right, cause that has nothing to do with anything in SC2 or Warcraft...
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Some of SC2 terrain normals have a bit different format, they look gray. Others are orange as usual. Guess, both would work and look ok.
Ah thats what you mean, ok, because normal map has actually 3 values, red, green and blue, but for matters of speed, the SC2 engine only uses 2, red and green, so that is why they look orange. And sometimes the image is grey, these grey values represent the green values and the alpha channel values represent the red values.
In other words, all three are used for the same purpose, but are represented differently.
When converting the normal map from max to sc2, using the sc2 star tools, the converter takes care of that automatically
Hopes this helps?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Just saying they seem to or at least in older versions did render differently so using a normal map for a unit would look weird when used for a terrain tile.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
WOOOOT Finally some break through with my import script for Heroes of the storm
Supporting
Todo
Caveats
Below an example, models are imported as is by the script :) Left, the captain from Heroes Of The Storm, right Kerrigan as seen in Starcraft2
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
You are alive! Great asset hopefully it gets good use.
That is amazing work! Can't wait to hear more progress on this :D
I hope you can share the HOTS importer scripts, I've got some side projects I'd like to try out if I get my hands on some of the models
Thnx guys,
@Triceron: Go
You can get the official download from Blizzard, if you search the web, US only and you will not be able to play, but you will have access to all of the models, inclusive the new from Sky Temple
@JacktheArcher: Go
Alive? Oh yeah :)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Oh, I'm in the beta. I have the files, I just need a way to import em into Max/Maya :P
awesome! So will I be able to get also doodad meshes like statues for instance ? Is it also possible to get terrain textures ? I would like to see how Blizzard did them. It feels that mine are missing something .
@ahtiandr: Go
Absolutely :)
I even have my own model viewer ( no animation or textures) that allows me to browse the models like the WoW modelviewer, premitive, but it works. I also supports diablo III models btw
@Triceron: Go
First thing first, download the casc viewer, and extract everything, KEEP the folder structure, it is used by my script for auto assigning the right textures
After you extracted everyting with path in place, you must merge the assests folders from each SC2Mod files together, so assets\ is the root folder
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
No you were saying you did not understand this?
THX..
Unbad! GL with animation import.
So, is it allowed officially to use Storm assets in SC2?
I have the files, but I can't import them into 3DS Max since there's no script that works with the latest model files right now. I'm not looking to use the Heroes models straight into SC2, I plan on taking em apart and seeing what can be learned from them. They could be useful for model edits, like swapping weapons or armor pieces.
If I've been doing this for several months, the models are starting the Heroes of the Storm 32524 viersion not work. Hots models have many problems when introduced into Sc2, time animations, animations, model, many of them fail to one of these three things, the only thing that works perfectly, are minions, pets and mecenarios, which still using the same system models Sc2, all these are compatible without new script in 3dmax. The buildings, decorations, and other map objects operate at 95% some are not compatible with blender or 3dmax.
So if the heroes from my point of view is a waste of time, are very nice move well but require many textures, large model MB and give many problems.
Support currently only serve to draw from them parts for other models.
Some people try to make this work, but it seems that some look for themselves. if you explore a little more the web could help solve among all this for many months.
@alleyviper85: Go
I've been reading up on almost all of the resource I could find on the web, and trying to understand the initial scripts for importing sc2 models (first versions) cause they are so chaotic and do not cover lots of cases.
The animation is still a blur, I have a working pipelline, just not the knowledge to write the code in maxScript, so that is a huge learning curve for me and that is what I'm aiming for
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Noticed that some models only use the 2nd set of UV coordinates, like the new luxor melee, uther and the water elemental from Jaina. Fixed now Also noticed that there are more U8 chunks ( refers to vertices) this was an issue on the Uther model, fixed that too. Again, the Uther model, had a new flag on the materials chunk, that is why it didn't import them correctly, fixed that also
I currently running some tests on many models, just to make sure it supports them, before I go to animation.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
Hey, aren't there a badass looking paladin/knight/crusader model in D3? You know, tough guy in a shiny plate armor with a fancy sword. I'd use one.
Checked your assets, didn't find one. But you seem to be having the hand in D3 bowels, could you bring me the mesh with Stand, Walk (not Run, if possible), Attack and maybe Death anims? And whatever textures D3 use.
@Zolden: Go
Yes one of my script covers the import of D3 models , and their animation :) Although in D3 there are almost no death animation, since it is covered in the game engine with the use of force and ragdolls :/
Which model are you looking for an what armor etc, cause the hero models have all the armor in 1 file combined, except for shoulder and helmet ( like in WoW)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Been continueing on my Medivh model, I checked it in WC3 , I noticed that he transforms into a raven and so I tried to come up with a model that fits that description.
Still need to do an awesome death animation for the raven and medivh, and the transform into and from animations
Here is what he looks like as a raven ( team colored)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here