Hello this is a minor update with a little bit of new information regarding the star tools for anyone who does not participate on the battle.net forums.
If you're planning to publish new models that incorporate any assets from HotS - including, but not limited to, elements from HotS models, animations, or textures - we'll expect you to have the requisite HotS dependencies active on your map or mod.
By the way, we'll release more info on StarTools here very soon as we prepare to release them to Beta, but know that we'll be providing source 3ds Max files and textures for select WoL units and buildings with the installation package to serve as sample files. These files can also be used as jumping-off points to make new or modified WoL-dependent models, so there will not only be freedom to create entirely new art from scratch using StarTools, but also opportunities to modify the provided WoL assets as you see fit.
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When more info is released I will update this thread and bump it.
Actually, Blizz could do this one time exception and give at least some details as to it's release date. I'm still working on the next version of M3 scripts ;)
To read about their near future plans is kind of a downer, for me at least :/
Hrm, 'providing select WoL units'. I'm wondering if this is context specific to source materials they're providing, or if they're indicating that they only want those select units to be modifiable and other units are not allowed?
Soonish™, we’ll release our StarTools suite of plugins to Beta, which will allow advanced users who own 3dsMax to create their own models from scratch using the same tools our Art Team makes all of the game models with.
I think that they would pull all the mods which use modified WoL assets long ago if that was the case.
That may relate to more learning side of the release, rather than helping the modders do the mods.
Hrm, 'providing select WoL units'. I'm wondering if this is context specific to source materials they're providing, or if they're indicating that they only want those select units to be modifiable and other units are not allowed?
That means they're letting you use the source models, much like DOTA 2 does for each of its heroes.
Cept DOTA 2 lets you for each of its heroes. What's stated here is select WoL units.
If they release a marine a zergling and a zealot, then sure it's great to learn from, but what if we want to use other units/models? I'm coming this conclusion because they're saying 'Here, have a couple source models' instead of 'Here, have a .m3->max exporter'. An exporter sounds less likely to happen if they are handing out source files for a few (not all) units.
Cept DOTA 2 lets you for each of its heroes. What's stated here is select WoL units.
If they release a marine a zergling and a zealot, then sure it's great to learn from, but what if we want to use other units/models? I'm coming this conclusion because they're saying 'Here, have a couple source models' instead of 'Here, have a .m3->max exporter'. An exporter sounds less likely to happen if they are handing out source files for a few (not all) units.
Well yes, they're also going to provide a converter, but they're also giving sample models to have a better idea of proper structure.
Triceron, there WILL be an exporter, there was for the Warcraft 3 tools, Not to mention that it says up top, Startools installation, why would you install source files?
Im curious to see if the tools will include a version of FaceFX for doing cutscene and portait lipsyncing. UDK has its own version packed in, but can't open SC2's FXA files because they are a "newer" version. The newest version of FaceFX save as .facefx files and can't open/export them either o_O.
What is the chance for many modellers around to only use Startools as a way to improve their own tools? (staring at Leruster and PrintIn)
Most of us won't have access to 3dsmax, either because we don't want to pay for ir or because we won't take the time to learn it, so for me at least I'll keep using Blender for my tweaks.
EDIT: TaintedWisp forgot to say Xuzaca was asking for modellers to apply in that thread so they can test the tools, Here is the link.
Well once the tools are out the .m3 format will be complete. We will simply know exactly what data structures to look for :)
So maybe even if the benefit won't be direct to the blender users, I'm sure it will have a great impact on the opensource tools also.
Besides, Blizzard said that the tools are for export, they didn't mention anything about importing. So there's still a reason to develop importer at least.
Hello this is a minor update with a little bit of new information regarding the star tools for anyone who does not participate on the battle.net forums.
Latest update from Blue: http://us.battle.net/sc2/en/forum/topic/7394209770?page=4#69
---------------Quote for Xuzaca(blizz dev)
If you're planning to publish new models that incorporate any assets from HotS - including, but not limited to, elements from HotS models, animations, or textures - we'll expect you to have the requisite HotS dependencies active on your map or mod.
By the way, we'll release more info on StarTools here very soon as we prepare to release them to Beta, but know that we'll be providing source 3ds Max files and textures for select WoL units and buildings with the installation package to serve as sample files. These files can also be used as jumping-off points to make new or modified WoL-dependent models, so there will not only be freedom to create entirely new art from scratch using StarTools, but also opportunities to modify the provided WoL assets as you see fit.
--------------------------When more info is released I will update this thread and bump it.
About
Damn
Time.
Formally Kinkycactus
Nice :)
Actually, Blizz could do this one time exception and give at least some details as to it's release date. I'm still working on the next version of M3 scripts ;)
To read about their near future plans is kind of a downer, for me at least :/
(empty post)
will startools be able to be used with Maya, or only 3DS Max?
Hrm, 'providing select WoL units'. I'm wondering if this is context specific to source materials they're providing, or if they're indicating that they only want those select units to be modifiable and other units are not allowed?
@MangledMind: Go
I think only max, sauce
@Triceron: Go
I think that they would pull all the mods which use modified WoL assets long ago if that was the case. That may relate to more learning side of the release, rather than helping the modders do the mods.
Well what I meant was if they're not going to provide an exporter for .m3 -> .3ds/.max/.fbx script for us, and only give us a few source units.
@Triceron: Go
for select WoL units and buildings with the installation package to serve as sample files.
With the installation package, meaning it will be an executable that should auto add the scripts.
That means they're letting you use the source models, much like DOTA 2 does for each of its heroes.
Cept DOTA 2 lets you for each of its heroes. What's stated here is select WoL units.
If they release a marine a zergling and a zealot, then sure it's great to learn from, but what if we want to use other units/models? I'm coming this conclusion because they're saying 'Here, have a couple source models' instead of 'Here, have a .m3->max exporter'. An exporter sounds less likely to happen if they are handing out source files for a few (not all) units.
@Triceron: Go
There are always an M3 Importing scripts :P
Well yes, they're also going to provide a converter, but they're also giving sample models to have a better idea of proper structure.
@Triceron: Go
Triceron, there WILL be an exporter, there was for the Warcraft 3 tools, Not to mention that it says up top, Startools installation, why would you install source files?
Im curious to see if the tools will include a version of FaceFX for doing cutscene and portait lipsyncing. UDK has its own version packed in, but can't open SC2's FXA files because they are a "newer" version. The newest version of FaceFX save as .facefx files and can't open/export them either o_O.
Formally Kinkycactus
@ZombieZasz: Go
Try older UDK. Epic shares rather bit archive http://www.unrealengine.com/udk/downloads/EDIT: Wait... what did I just write?
What is the chance for many modellers around to only use Startools as a way to improve their own tools? (staring at Leruster and PrintIn)
Most of us won't have access to 3dsmax, either because we don't want to pay for ir or because we won't take the time to learn it, so for me at least I'll keep using Blender for my tweaks.
EDIT: TaintedWisp forgot to say Xuzaca was asking for modellers to apply in that thread so they can test the tools, Here is the link.
@SoulFilcher: Go
Well once the tools are out the .m3 format will be complete. We will simply know exactly what data structures to look for :)
So maybe even if the benefit won't be direct to the blender users, I'm sure it will have a great impact on the opensource tools also.
Besides, Blizzard said that the tools are for export, they didn't mention anything about importing. So there's still a reason to develop importer at least.
@Leruster: Go
DUDE, THE CLOSED SIGNUP IS NOW!!! GO GET THEM!!!
@Taintedwisp: Go
Thanks Whisp :) Signed in!