it will probably have more as I learned a few new tricks on the way and since there is no Art Tools for Warcraft 3 Reforged out of the box like there were for SC2, I need to do these things myself
So it will automaticcly aply the materials when importing the mesh? Or are there other uses? Do you have a beta script for people to test and give you feedback?
Thanks for the amazing script Taylor. I do have a question regarding the path of the textures? Does the path has to be pointed to the actual folder were the textures are located? Because i'm not quite sure what you mean with the "asset root folder"?
I've tried all different paths were the textures are located but none of them imports the textures automaticcly?
Oh, so when you export the stuff to a specific folder, there are probably going to be some dummy folders created by the casc viewer, I always rename that to assets, because it was like that in SC2 and HotS:
like in the image below, that's the asset folder, that is the one you should pick
To view the materials in the viewport, open the material editor, (press M) and make it viewable in the viewport
Owh wait a minute.. You said: "To view the materials in the viewport, open the material editor, (press M) and make it viewable in the viewport"
Does this mean i have to manually make it viewable within the material editor? I thought it would be viewable in the viewport automaticcly?
It's not working like a .FBX file? Because when I export an model with textures as a .FBX file and re-import it back into 3ds max, the textures are automaticlcy shown in the viewport...
How do YOU make them viewable in the viewport? You apply the textures for every parameter yourself?, so for the Diffuse channel you pick the diffuse texture, for the Normal Map you pick the Normals texture.. You all select them manually?
Because in other cases i have to select the "Show shaded material in viewport" checkbox but in this case it's already selected and it's not showing the textures on the mesh in the viewport?
I got a hint from a guy on discord to process the animation differently, although there is still a dirty hack in there ( export to FBX and reimport ) it does fix my animation problem nicely and positions the bones correctly !
Hey TaylorMouse. I've downloaded and installed your latest script on your github today. It imports the mesh and bones and textures correctly but i'm getting an error when clicking on another animation in the anim properties script (Something with the animationRange)
This is happening when i'm trying to import the Beastmaster creep...
I'm getting another error when doing the same but then with the "Maiev" animations.
Hope these images are helpfull so you can maybe fix them in a future update..
Ok Wollie, you ( and probably others too) are lucky I found the bug, apparently these files have multiple sequences that can have the same start and end frame ( weird I know )
So I fixed it by adding animation layers ( as different notes )
This means I still need to adjust my animation selector to support the selection of other note tracks, but that will be done later!
I'm glad to see you already fixed it, i didn't find any issues with the animation properties yet. Great job.
And I really like the fact that you made a "tools" script. This is much more user friendly and easier to navigate in my opnion.
I did find another bug also with the "Beastmaster" creep. His upper lip (mesh) deforms when playing his death animation, but ONLY his death animation, the other animations look perfect.
Glad your making progress so fast. Can't wait for a final release.
Will it have similar uses in 3ds max as your .M3 importer?
it will probably have more as I learned a few new tricks on the way and since there is no Art Tools for Warcraft 3 Reforged out of the box like there were for SC2, I need to do these things myself
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Created a custom Material plugin to support all the stuff from the Reforged like the ORM texture
Also created a custom ribbon plugin for max so it can have the necessary properties like in reforged
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
So it will automaticcly aply the materials when importing the mesh? Or are there other uses?
Do you have a beta script for people to test and give you feedback?
Here it is gentlemen, the script with plugins is ready, you can download it from my assets and from my game dev blog!
https://www.sc2mapster.com/projects/taylor-mouses-stuff/files/2824842
https://taylormousegamedev.blogspot.com/2019/11/since-dawn-of-creation-of-warcraft-3.html
I know it still needs work, but so do the actually models, as they are still in beta
Enjoy!
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Thanks for the amazing script Taylor. I do have a question regarding the path of the textures? Does the path has to be pointed to the actual folder were the textures are located? Because i'm not quite sure what you mean with the "asset root folder"?
I've tried all different paths were the textures are located but none of them imports the textures automaticcly?
Thanks again,
Oh, so when you export the stuff to a specific folder, there are probably going to be some dummy folders created by the casc viewer, I always rename that to assets, because it was like that in SC2 and HotS:
like in the image below, that's the asset folder, that is the one you should pick
To view the materials in the viewport, open the material editor, (press M) and make it viewable in the viewport
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Owh wait a minute.. You said: "To view the materials in the viewport, open the material editor, (press M) and make it viewable in the viewport"
Does this mean i have to manually make it viewable within the material editor?
I thought it would be viewable in the viewport automaticcly?
It's not working like a .FBX file? Because when I export an model with textures as a .FBX file and re-import it back into 3ds max, the textures are automaticlcy shown in the viewport...
How do YOU make them viewable in the viewport? You apply the textures for every parameter yourself?, so for the Diffuse channel you pick the diffuse texture, for the Normal Map you pick the Normals texture.. You all select them manually?
Because in other cases i have to select the "Show shaded material in viewport" checkbox but in this case it's already selected and it's not showing the textures on the mesh in the viewport?
Sorry for the double post, but i just wanted to let you know that i've found 2 bugs so far.
1. (Attached picture). This is an error i'm getting when trying to import the "Tauren" model
2. (video). This is a bug after importing the "Ogre" model.
https://1drv.ms/v/s!Aoui6UbDlycfgcA7sBvgUxj19kMcnw?e=XMpdBr
Yeah, so like I mentioned earlier, the animations are not 100% yet, but i'm not doing anything about it atm since its all just in beta
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I completely understand. I know you will fix this once they are out of Beta.
Again, great job on this amazing script!
FINALLY !!
I got a hint from a guy on discord to process the animation differently, although there is still a dirty hack in there ( export to FBX and reimport ) it does fix my animation problem nicely and positions the bones correctly !
Download from my github :https://github.com/TaylorMouse/MaxScripts/tree/master/Warcraft%203%20Reforged
Can also be downloaded from my assets
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
wow, nice, I look forwards to trying to convert their newest mur'locs.... muwhahaha
nice druid btw
Hey TaylorMouse. I've downloaded and installed your latest script on your github today. It imports the mesh and bones and textures correctly but i'm getting an error when clicking on another animation in the anim properties script (Something with the animationRange)
This is happening when i'm trying to import the Beastmaster creep...
I'm getting another error when doing the same but then with the "Maiev" animations.
Hope these images are helpfull so you can maybe fix them in a future update..
REgards,
@wolliewoltaz24 he man thanks for checking that out, I 'll check that asap and hopefully be able to fix it.
( probably this weekend )
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
No problem. i'd like to report any bugs that i find in the hope this would be helpfull to you.
Will keep an eye out on your github.
Ok Wollie, you ( and probably others too) are lucky I found the bug, apparently these files have multiple sequences that can have the same start and end frame ( weird I know )
So I fixed it by adding animation layers ( as different notes )
This means I still need to adjust my animation selector to support the selection of other note tracks, but that will be done later!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I'm glad to see you already fixed it, i didn't find any issues with the animation properties yet. Great job.
And I really like the fact that you made a "tools" script. This is much more user friendly and easier to navigate in my opnion.
I did find another bug also with the "Beastmaster" creep. His upper lip (mesh) deforms when playing his death animation, but ONLY his death animation, the other animations look perfect.
Just wanted to let you know.
Thanks again for the quick fix,
Hi TaylorMouse,
I keep getting an error when trying to import using your latest script from github (as of 12/12/19).
I’ve pasted the scripts into the startup script folder and had to comment out two lines at the bottom of the Main800 script.
Software:
- Extracted models using Cascviewer 2.0.138
- Autodesk 3ds Max 2019
Error:
GriffonStudios_Warcraft_3_Reforged_Main.ms
li = 270, co = 1, offset = 7870 INS (LF) A
Function RoundToFrame
line highlighted is local a = val * 30 / 1000
Error message: Unable to convert: undefined to type: Integer
Please could I have some help on how to resolve?
I'm getting the same error as well, hope you can fix this TaylorMouse.