Thanks for the script, can't wait to start messing around with it.
I love studying Blizz's assets, wish there was a D3 model viewer, there used to be one but it doesn't work anymore due to RoS and hasn't been updated in over a year.
Thanks for the script, can't wait to start messing around with it.
I love studying Blizz's assets, wish there was a D3 model viewer, there used to be one but it doesn't work anymore due to RoS and hasn't been updated in over a year.
I think Taylor said he was working on one.
Some things to note.
Textures are in the Textures.mpq and are .tex file extensions. You will need D3TexConv 0.9b to convert them to .dds.
To convert you drag the .tex file onto the D3TexConv app icon. It'll open and then you push any key to finish the conversion.
The specular and normal textures need to be redone for Sc2.
Models are in the Client Data mpq and are .app files. Taylors script will bring them in just fine. But sometimes you will need to restart Max when you get an error importing the model.
Animations are in the Core Data mpq and are .ani files. When you try to import the first animation you will get an error. Hit "ok" then click on the window that pops up and push Control + E. You'll have to rerun the script, this time it should work though.
Oh, btw, I solved the script problem that prevented me from importing animations. After commenting out the lines starting with the "ECHO" command using two hivens (forum software, I hate you, so I won't write it here because it starts to cross out the text), the script started to run though.
I've no idea why those commands only cause problems on my computer, but since they are just output messages to the console, they don't matter and can be deleted without a problem. TaylorMouse, you might need to consider commenting out the line for your release version, so other people won't run into the same problem. ;)
If you encounter further errors, just reevaluate it (ctrl + e while script window is selected), close the script window and rerun the animation importer after chosing the file again as suggested earlier.
Oh, btw, I would be interested in beginner tutorials for some stuff you need to do with the model to make it great for SC2. I've already learned to apply materials as shown in a tutorial video on Taylor Mouse's youtube account and how to add and name animations.
Things I really would like to know more about are the multiple model parts a single model from D3 can consist of (e.g. skeleton, multiple weapons, ...) and how to create a death animation as the models don't have one. Also, everything I would need to know about SC2's attachment points (I didn't try those, yet) and how to create the texture aspects you usually add to a model in SC2 nowadays.
Messed with the male barbarian tonight. Looks like shoulders, helmets, weapons, and shields can just be attached in game like WoW models. The model holds every possible mesh also. There's a naked, light armor, medium armor, and heavy armor mesh. I could do it just like my WoW models where I can show and hide each mesh depending on what you want shown in game.
I don't own d3, but I'm interested in playing around with the various character meshes/textures. For example, I'm curious if I can turn the male demon hunter into a gun-slinging cowboy type. I would ask for max files of some of the characters with all the armor meshes and their corresponding textures, but they're probably too big for you to upload for me, right? I'm only interested in the player characters, I have more than enough monsters from other games to suit my purposes. Also, I can make the normals and specular myself. MindTex produces some pretty good results with Lineage 2 models so far.
How are you adding the player color? Is it a channel you are passing over or manual texture painting?
The barbarian male has like 20 different meshes. A Naked, Light, Medium, and Heavy Armor set. Each set has like 4 meshes with it. Though you don't necessarily have to match them with their respected set.
Without looking at them I think they have a Boot, Glove, rest of body, and a cloth tabard like mesh for each set.
The barbarian male has like 20 different meshes. A Naked, Light, Medium, and Heavy Armor set. Each set has like 4 meshes with it. Though you don't necessarily have to match them with their respected set.
Without looking at them I think they have a Boot, Glove, rest of body, and a cloth tabard like mesh for each set.
Sounds like how it is with WoW character models. Which prevents me from doing every glove, boots, pants, etc.
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@Daara87: Go
Updated everything. Got Adria working. Created a new specular and normal for her.
Will this work on character models?
@RazernokGaming: Go
As far as I know yes, but I haven't tried them yet.
Gave Azmodan a new spec and normal map too.
Diablo too.
Fallen Champion
Fallen Grunt
Fallen Shaman
Nice,
Looks like my script is working :)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
The download link you posted 404's out, for me atleast.
I found the script here http://www.sc2mapster.com/assets/sc1-raynor-vulture/files/41-diablo-iii-reaper-of-souls-max-2011-import-script/
Thanks for the script, can't wait to start messing around with it.
I love studying Blizz's assets, wish there was a D3 model viewer, there used to be one but it doesn't work anymore due to RoS and hasn't been updated in over a year.
Formally Kinkycactus
I think Taylor said he was working on one.
Some things to note.
Textures are in the Textures.mpq and are .tex file extensions. You will need D3TexConv 0.9b to convert them to .dds. To convert you drag the .tex file onto the D3TexConv app icon. It'll open and then you push any key to finish the conversion. The specular and normal textures need to be redone for Sc2.
Models are in the Client Data mpq and are .app files. Taylors script will bring them in just fine. But sometimes you will need to restart Max when you get an error importing the model.
Animations are in the Core Data mpq and are .ani files. When you try to import the first animation you will get an error. Hit "ok" then click on the window that pops up and push Control + E. You'll have to rerun the script, this time it should work though.
Have fun :D
Gave Adria some team colors.
@Daara87: Go
Did the Leaping Angel guys from Act 5.
@Daara87: Go
Added team colors to the Fallen Grunt. I tried to keep it close to the original red to keep the other colors from being too saturated.
First of the Westmarch Guards.
Oh, btw, I solved the script problem that prevented me from importing animations. After commenting out the lines starting with the "ECHO" command using two hivens (forum software, I hate you, so I won't write it here because it starts to cross out the text), the script started to run though.
I've no idea why those commands only cause problems on my computer, but since they are just output messages to the console, they don't matter and can be deleted without a problem. TaylorMouse, you might need to consider commenting out the line for your release version, so other people won't run into the same problem. ;)
If you encounter further errors, just reevaluate it (ctrl + e while script window is selected), close the script window and rerun the animation importer after chosing the file again as suggested earlier.
Oh, btw, I would be interested in beginner tutorials for some stuff you need to do with the model to make it great for SC2. I've already learned to apply materials as shown in a tutorial video on Taylor Mouse's youtube account and how to add and name animations.
Things I really would like to know more about are the multiple model parts a single model from D3 can consist of (e.g. skeleton, multiple weapons, ...) and how to create a death animation as the models don't have one. Also, everything I would need to know about SC2's attachment points (I didn't try those, yet) and how to create the texture aspects you usually add to a model in SC2 nowadays.
Whoah, amazing work daara87. WOuld it be too much to ask for most of the undead and reaper units? *puppy eyes*
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Messed with the male barbarian tonight. Looks like shoulders, helmets, weapons, and shields can just be attached in game like WoW models. The model holds every possible mesh also. There's a naked, light armor, medium armor, and heavy armor mesh. I could do it just like my WoW models where I can show and hide each mesh depending on what you want shown in game.
I don't own d3, but I'm interested in playing around with the various character meshes/textures. For example, I'm curious if I can turn the male demon hunter into a gun-slinging cowboy type. I would ask for max files of some of the characters with all the armor meshes and their corresponding textures, but they're probably too big for you to upload for me, right? I'm only interested in the player characters, I have more than enough monsters from other games to suit my purposes. Also, I can make the normals and specular myself. MindTex produces some pretty good results with Lineage 2 models so far.
How are you adding the player color? Is it a channel you are passing over or manual texture painting?
@IskatuMesk: Go
I would need to make a guide on how I do it. Because typing it out could cause confusion.
@Daara87: Go
Do the character models have alot of meshes like WoW models to need to toggle in/out?
@RazernokGaming: Go
The barbarian male has like 20 different meshes. A Naked, Light, Medium, and Heavy Armor set. Each set has like 4 meshes with it. Though you don't necessarily have to match them with their respected set.
Without looking at them I think they have a Boot, Glove, rest of body, and a cloth tabard like mesh for each set.
Suggestion for the Next port: Oppressor or the Upgraded Oppressor that we see on Act V before the battlefields of eternity
The bloodmarsh has some nice worm like monsters that spawn maggots (very zerg like). Also the Urzael flamethrower is cool.
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
Sounds like how it is with WoW character models. Which prevents me from doing every glove, boots, pants, etc.