It imports the app models ( all those I have tested worked fine, so if you encounter one that gives an error please let me know )
Imports multiple meshes
Imports the bones
Imports the Hard Points ( = Reference points in SC2 )
Imports the Vertex Weights
Script has been changed so that it scales and rotates to fit the SC2 units !
There does not seem to be an "easy" way of finding the correct textures, so that part of the code is commented out ( sorry don't seem to find that thing anywhere ... )
Run the script, or put it in the startup folder of the Scripts directory of your 3DS Max 2011
It will install a utility which you can select in the Utilities Tab ( see picture below )
Press the ellipsoid (...) and select your app model
Press the Import button
Wait a moment...
Tell me what you think, any suggestions are always welcome
I will probably do some models, but these will be mainly as a test result of my scripts. On the other hand, if you have Diablo III, you can do this yourself.
Sadly, there is no (no yet anyway) method found to apply the textures to the models automatically ( using the scripts)
I used a little algorithm to find them, but they are such a chaos ( for scripting anyway)
ofcourse you should be able to find out which texture is used for the model manually, and it is not so hard to do and apply them in Max
Diablo III uses specific HLSL Shaders so there are no (90% of the time) no normal textures available and only diffuse textures.
Also, not a lot of specular textures are used either.
So to get your model in SC2 Editor, some manual stuff is required....
Here is Cain ( in the attachment) app, tex and dds are included, no alpha map found on the dds thou, maybe the 3DTexToDds.exe doesn't support extracting the alpha channel. So I added the original tex file.
If, by any chance you can convert the tex file to a dds with the alpha, please let me know.
Do D3 use slightly modified wow graphical angine/shader? Model quality and texture quality/technics is almost the same as wow uses.
So, wasn't too hard to create normal/specular maps, but the result isn't much impressive. The model look better in game, than the one with only diffuse map, but not as good as other sc2 units. Mostly because of low texture resolution and limits of diffuse->normal conversion.