Consider that my terrainer started working from the bottom levels to top so the bottom are more noobish and need reworks.
Another thing that I would like to see is the method to make texture areas that turn to the owning player color, I suppose it's just done with the alpha channel but it can be useful for other modders.
What is your guys take on Blender? Its another 3D Model program. I have a book on how to use it, but a lot of the previews the book has is cartoonish crap. Nothing like machete's or total baller tophats. D:
Yeah i totally agree ive watched all the episodes and i love them i do actually watch because im interested in modeling and map making. but as a few others have said im in NA and anybody whose up that early in the mornin probably isnt going to be watching modcraft.. but as you all said its really gotta be in the time thats apropriate for the hosts...
Anyways i do hope to see the show go on, and damn good job guys and gal lol
So I've never really been able to watch the show when it's broadcast; I'm just in that demographic of NA viewers that can never be up early enough to watch it. (I'm in California, your show is on long before I'm awake)
However, the bits and pieces I have seen have been amazingly helpful. When I get the time, I'll watch them all to learn more about 3DS Max. Really what you've got here shows the complete work flow from conception to implementation, which most tutorials never get in to. It's very practical information, something you'll be hard pressed to find anywhere else as well. Keep it up!
I'd also like to suggest a topic for a future show, something I've been trying to figure out on my own lately. A lot of us are using models from WoW in our maps now, but not to the full extent at which we could. One big problem I'm facing right now is Exporting the various buildings from WoW using WoW Model Viewer for use in my maps. Here's the issue:
WMV's m3 exporter was set up to convert .m2 files to .m3. This is fine for most things, such as characters, npcs, monsters and doodads.
Buildings (Such as Inns, Barracks, Towers) on the other hand, are .wmo files. These can only be exported as Lightwave 3D .lwo or Wavefront Object .obj, and thus require the extra step of material conversion in 3DS Max before they can be exported for use in SC2. This is where I'm currently stuck.
Now let's get down to using these in-game. Simplest thing would be to use them as a structure model. Preferably though, I would like to see them used for RPG's. One thing I'm sure people would love to learn is how to create structures units can enter and walk around in. Let's use an example you could possibly cover in your show. Say you've got an Inn from WoW imported and Scaled in SC2 to be large enough for a single Ghost or similar unit could walk through the door, using a close-up top-down camera (such as in the dungeon crawler campaign maps). Solution: on entering a region (placed under the structure), the model for the Inn changes to another variation clipping away the upper floor and roof, allowing you to see inside. There could be other ways to achieve this same effect, and I would leave that up to you to decide upon.
Let me know if this is possible. I understand it could be far more complex on the modeling side, but that's about how much I understand modeling at the moment.
Lemme do this for him: "WoW Models in SC2? ARE YOU FUCKING NUTS? THOSE ARE NOT NEXT-GEN STANDARD!" or something like that.
Regarding your request for walkable buildings... Since I've been doing a lot of TPS interior design lately, I might be able to help you out a little bit. That is, if you're using a TPS view instead of RTS (which you should, if your RPG wants at least a 1/10 of "Xara Approved" ;p) Its actually pretty quick 'n easy to do, so I guess we can cover that in another show. Next week we'll hopefully have the Sidescroller for you.