Specifically restoring the Aplha Nexus model and Siege Tank model to a functioning and presentable status/
You see i've been making an SC2 Apha Restoration Project for quite some time now.I have made dozens of reskins and put alot of old sounds, animations and models to use. Recently a ran it to two model both used in animations. Namely the TankMorph.m3 and the effect MothershipWarpin.m3, both containing their respective model.
Now as you can see below, the tank model has a working morph animation, but is missing a movement, attack and siege attack animation, as well as a reversed morph when morphing back to tank mod. I think creating suitable animations and reversing the morph is doable, but i realize its a stretch.
Secondly the Nexus Model, is a remnant part of an old Mothership Birth animation. If one could extract the middle Blue translucent frame, the one containing the above spinning crystal, think that would make for an appropriate model. As the first frame, that is already usable, is missing its crystal. Needless to say the model will also need attachments for specular and emissive layers. But lets not put the wagon before the horse.
Needless to say, this isnt a simple or a small request and would require some experience with either 3ds Max or Blender,
And also needless to say i will be extremely thankful. If anyone thinks, that he can do or even attempt any of this, i thank you for any response or effort.
If nobody can help me, i guess i'll try to tackle the problem by familiarize myself with the process, in the future.
I'll mess around with the tank but I'm not making any promises as I got a lot of stuff going on right now. I have an Alpha version ghost built if you need that as well.
Jeez, of all the units, buildings and addons, the ghost is the only things i haven't done any work on. Didn't even have any plans. But now, i remember, it DID look like that in that first Terran Demo. Yeah, if you can upload it, - Sure! No Rush, though.
Edit: Your projects are my favorite, on this site. Firebat and Samir rock!... Just put them today in the SC1 campaigns. I'm curious, what is it you're working on...
Sorry for the late response, Alpha Ghost is in the assets and the tank is coming pretty well actually. I have the standard moving version complete and while it'll be harder to do the siege mode seems promising. The only thing I'm not sure about is the morph mode. It goes into morph mode but doesn't have an unsiege mode while the regular tank has both in one model. I'm not sure how to fix that but I'm working on it.
Unfortunately I can tell you nothing more about what I'm doing other than it's going to be awesome, and probably won't be out until HOTS. But I am working on models and such in between that I'm just posting up for the masses.
No worries I am still working on it I'll put pictures up later and I made the old Nullifier. I'll post the compete tank version of the tank and the Nullifier up tonight and will hopefully be approved tomorrow. I'm almost done with the siege version but it's really not easy to get it working.
If I can't finish it for some reason I'll def give you what I have.
The site already has as nullifier model and the original nullifier textures exist in the Assets MPQ. I AM curious to see what you've come up with, though.
Im very thankful for all effort on your part. And ill be sure to credit you, when i finish.
Now, that just leaves the nexus model. And i think i'll try that myself tonight.
Edit: Wonderful Progress. Those are some lovely models. Myself, i manage to fix the old Nexus Model. Its no longer transparent. Has a diffusive, emissive and specular working texture, working shadowing and team color. All it needs now is a proper texture and an animation.
Take it easy. I'm not in a hurry anyway. Your awesome to be doing this in the first place.
Hmm. Dont know much about Max, but from trying animation in Blender, seems you should be able to add + another animation and just reverse the frames of the morph.m3. But i'm having such a hard time exporting stuff with blender. Btw, i've been meaning to ask, why when moving the tank gives out such heavy black smoke? Is that by design?
Also, if some day, you could help me finish up that nexus I'm having trouble with animating it and, for some reason, i cant select it. Might need a selective mesh. ( I managed to get it team-color emissive, though it doesn't show in that pic). Ahh nevermind, skip it, dont want to be a bother, ill figure it out myself one of these days.
I have done exactly that with the animation and it's perfect with the tank and the morph. The thing I'm having trouble with now is the siege mode. Since the animation for the regular tank turns the turret after the animation is done the body flips. It looks wierd but when I turn it around in Max the sun is basically coming from another direction on the model and it looks wierd. Hard to explain but it looks bad enough that it's unusable. I'll keep working on it though and figure something out.
I have also updated the tank since my release and removed the smoke and the bar on the back that shouldn't be there.
As far as the nexus goes just post it on mediafire or something and pm me the link and I'll check it out, shouldn't take to long to figure it out hopefully.
Still has to be approved but it's done. Hope you like it.
Just tested it. Damn its 1:1 . And with the default texture, it fits so well to all the Alpha Terran Design. A year ago there were so many things, i thought i could never be restored. And this was one of them.
Now, almost everything is, as it was. Thanks to alot of bits and clues Blizzard left. And of course thank you, as well. This is why the PC platform has always been so great. The community contributes as much as the developers.
As far as the nexus. Haven't had to much time to work on that this week. Finals and all that. But ill try this week and, if still okay, ill PM you if i Fail. Anyway, much obliged again.
Are you restoring the player-colored emissives for the Protoss for this project? And, if so, do you plan to make those particular assets available? I've been meaning to do this myself for some time, but been so busy elsewhere...
Not sure exactly, what you mean there? I have restored, most protoss units and building to the same design schemes, that were in early alpha. All races seems to have a far stronger coloring than final design. But thats not by choice, mostly, it just turned out that way.
The only thing i'm having trouble doing, is making the Pylon' Crystal - player color emissive. The model just breaks, ones you try reimporting it. Got most other P buildings and units done. Still need to do HT and the final 4 (from tech-tree)P buildings. Protoss is in a good place, Zerg needs lots of work and Terran - got most units done, but very few buildings.
You can try doing the Pylon crystal, if you want cause Blender seems to be stuck. At least for now.
Ah, you seem to understand yes. The player-colored emissives are there indeed. They look good.
As for the pylon, wouldn't you be changing the textures and not the model? Probably want to copy the texture from the diffuse portion of the pylon crystal into the alpha of the emissive to change it to team color. But the crystal uses some transparent material settings it seems. After messing with zerg units I discovered that emissives are dependent on material settings in some ways. I don't use blender, only 3ds max, but I haven't looked at any of those particular models before.
You could try the advanced-materials-preview branch of my m3 addon for Blender. It should be able to import and export the pylon model properly. -> I just implemented the import and export of the relationship between mesh and material.
Specifically restoring the Aplha Nexus model and Siege Tank model to a functioning and presentable status/
You see i've been making an SC2 Apha Restoration Project for quite some time now.I have made dozens of reskins and put alot of old sounds, animations and models to use. Recently a ran it to two model both used in animations. Namely the TankMorph.m3 and the effect MothershipWarpin.m3, both containing their respective model.
Now as you can see below, the tank model has a working morph animation, but is missing a movement, attack and siege attack animation, as well as a reversed morph when morphing back to tank mod. I think creating suitable animations and reversing the morph is doable, but i realize its a stretch.
Secondly the Nexus Model, is a remnant part of an old Mothership Birth animation. If one could extract the middle Blue translucent frame, the one containing the above spinning crystal, think that would make for an appropriate model. As the first frame, that is already usable, is missing its crystal. Needless to say the model will also need attachments for specular and emissive layers. But lets not put the wagon before the horse.
Needless to say, this isnt a simple or a small request and would require some experience with either 3ds Max or Blender,
And also needless to say i will be extremely thankful. If anyone thinks, that he can do or even attempt any of this, i thank you for any response or effort.
If nobody can help me, i guess i'll try to tackle the problem by familiarize myself with the process, in the future.
I'll mess around with the tank but I'm not making any promises as I got a lot of stuff going on right now. I have an Alpha version ghost built if you need that as well.
You have my thanks.
Jeez, of all the units, buildings and addons, the ghost is the only things i haven't done any work on. Didn't even have any plans. But now, i remember, it DID look like that in that first Terran Demo. Yeah, if you can upload it, - Sure! No Rush, though.
Edit: Your projects are my favorite, on this site. Firebat and Samir rock!... Just put them today in the SC1 campaigns. I'm curious, what is it you're working on...
@SimplyCool988: Go
Sorry for the late response, Alpha Ghost is in the assets and the tank is coming pretty well actually. I have the standard moving version complete and while it'll be harder to do the siege mode seems promising. The only thing I'm not sure about is the morph mode. It goes into morph mode but doesn't have an unsiege mode while the regular tank has both in one model. I'm not sure how to fix that but I'm working on it.
Unfortunately I can tell you nothing more about what I'm doing other than it's going to be awesome, and probably won't be out until HOTS. But I am working on models and such in between that I'm just posting up for the masses.
Not to pester, but are there any progress updates? Just in cace, you've given up please release any work done. No sense me starting forms scratch.
Just asking to make sure, you haven't shelved it.
@SimplyCool988: Go
No worries I am still working on it I'll put pictures up later and I made the old Nullifier. I'll post the compete tank version of the tank and the Nullifier up tonight and will hopefully be approved tomorrow. I'm almost done with the siege version but it's really not easy to get it working.
If I can't finish it for some reason I'll def give you what I have.
The site already has as nullifier model and the original nullifier textures exist in the Assets MPQ. I AM curious to see what you've come up with, though.
Im very thankful for all effort on your part. And ill be sure to credit you, when i finish.
Now, that just leaves the nexus model. And i think i'll try that myself tonight.
Edit: Wonderful Progress. Those are some lovely models. Myself, i manage to fix the old Nexus Model. Its no longer transparent. Has a diffusive, emissive and specular working texture, working shadowing and team color. All it needs now is a proper texture and an animation.
Anyway. "Tanks" again for those wonderful models!
Hey man sorry this is taking so long, I've got the tank and morph the be exact with the original but the siege mode is killing me.
@GhostNova91: Go
Take it easy. I'm not in a hurry anyway. Your awesome to be doing this in the first place.
Hmm. Dont know much about Max, but from trying animation in Blender, seems you should be able to add + another animation and just reverse the frames of the morph.m3. But i'm having such a hard time exporting stuff with blender. Btw, i've been meaning to ask, why when moving the tank gives out such heavy black smoke? Is that by design?
Also, if some day, you could help me finish up that nexus I'm having trouble with animating it and, for some reason, i cant select it. Might need a selective mesh. ( I managed to get it team-color emissive, though it doesn't show in that pic). Ahh nevermind, skip it, dont want to be a bother, ill figure it out myself one of these days.
@SimplyCool988: Go
I have done exactly that with the animation and it's perfect with the tank and the morph. The thing I'm having trouble with now is the siege mode. Since the animation for the regular tank turns the turret after the animation is done the body flips. It looks wierd but when I turn it around in Max the sun is basically coming from another direction on the model and it looks wierd. Hard to explain but it looks bad enough that it's unusable. I'll keep working on it though and figure something out.
I have also updated the tank since my release and removed the smoke and the bar on the back that shouldn't be there.
As far as the nexus goes just post it on mediafire or something and pm me the link and I'll check it out, shouldn't take to long to figure it out hopefully.
DONE!
Still has to be approved but it's done. Hope you like it.
Just tested it. Damn its 1:1 . And with the default texture, it fits so well to all the Alpha Terran Design. A year ago there were so many things, i thought i could never be restored. And this was one of them.
Now, almost everything is, as it was. Thanks to alot of bits and clues Blizzard left. And of course thank you, as well. This is why the PC platform has always been so great. The community contributes as much as the developers.
As far as the nexus. Haven't had to much time to work on that this week. Finals and all that. But ill try this week and, if still okay, ill PM you if i Fail. Anyway, much obliged again.
@SimplyCool988: Go
Are you restoring the player-colored emissives for the Protoss for this project? And, if so, do you plan to make those particular assets available? I've been meaning to do this myself for some time, but been so busy elsewhere...
Not sure exactly, what you mean there? I have restored, most protoss units and building to the same design schemes, that were in early alpha. All races seems to have a far stronger coloring than final design. But thats not by choice, mostly, it just turned out that way.
The only thing i'm having trouble doing, is making the Pylon' Crystal - player color emissive. The model just breaks, ones you try reimporting it. Got most other P buildings and units done. Still need to do HT and the final 4 (from tech-tree)P buildings. Protoss is in a good place, Zerg needs lots of work and Terran - got most units done, but very few buildings.
You can try doing the Pylon crystal, if you want cause Blender seems to be stuck. At least for now.
@SimplyCool988: Go
Ah, you seem to understand yes. The player-colored emissives are there indeed. They look good.
As for the pylon, wouldn't you be changing the textures and not the model? Probably want to copy the texture from the diffuse portion of the pylon crystal into the alpha of the emissive to change it to team color. But the crystal uses some transparent material settings it seems. After messing with zerg units I discovered that emissives are dependent on material settings in some ways. I don't use blender, only 3ds max, but I haven't looked at any of those particular models before.
@SimplyCool988: Go
You could try the advanced-materials-preview branch of my m3 addon for Blender. It should be able to import and export the pylon model properly. -> I just implemented the import and export of the relationship between mesh and material.
Yupp and again - Thank you!
@SimplyCool988: Go
Just curious: What did you change at the pylon model to get the desired effect?
I tried it myself and simply checking "Alpha As Team Color" at the "Self Illumination" layer wasn't enough.
@println: Go You need to change the emissive texture as well.
lol can you give a link to the models i like the nexus-stalker