the textures and model are in the same folder.
try to do it yourself with the newest wmv and sc2 editor (that's what im using) and let me know if it works for you, I'd like to know if anyone else is experiencing this problem. =)
I've had the same problem, I used latest WMV. Then I reread instructions again, went to WMV download page, scrolled down and found latest DEVWORK edition (It is pretty damn important it seems). After that, I had no more problems.
i'm using 0.7.0.3 64bit version and everything seems fine except torso animations ( i just tried with human)
its also version bug? (which should i use then)
also, is it possible to extract model along with all shoulders helm etc? (seems like only some parts get exported)
and if i want to use few attack animations(1H and 2H) what names should i use? Attack 00, Attack 01 or Attack00, Attack01,
Hello ! I am a creator of map (novice, still!) of Starcraft 2, and I am French, I mark this message thanks to a translator (I do not speak English very well, forgive my some faults of languages(tongues)..., I looked 6 times at the tutoriel on the import of a model of Wow on Starcraft 2, and I found its very instructive! I apply the tutoriel, but results and the same in every tries: there is no model, absolutely nothing:-(I all respected nevertheless indeed... If somebody could help me! Because there is little (not to be simplistic) French site who explain it kinds of problems! Thank you for your helps! My purpose is to create a Tour(Ballot) of defense on the theme of every extension. The first one will be on " The Wrath of Lich King " With in boss, the big clumsy youth (that I bungled 50 times ) thus if you have some small advice and tricks, because I, me does not know how to make big things except units!
This is a really great guide, however, I have two issues.
Firstly, there is a comment somewhere saying that in order to make your units animate properly for walking you have to rename their run animation as "Walk". This is quite true (or at least it was for me) and I wish it was in the guide, I literally wasted hours searching around trying to see what I had done wrong.
Secondly, is there any way that I could make units have parts of their colors match their team color like regular SC2 units? I've seen a few maps where the soldiers change colors to match their faction, and really think it would make any map I complete a lot more intuitive.
Besides that, thanks a ton for the guide it is the coolest trick I've learned so far for the map editor!
I've tried to import a model (a wolvar), it appears in the preview (and this is better than before ...) but when I try to add this model to a model (model that you add to an actor, I don't know how to say, hew ...) it says me in the error box that he didn't manage to create the model :/
I followed the tutorial, reading it twice before doing, but it doesn't work.
I wonder if my selection of the animation is the problem, or just I didn't have lack once more ...
Please, I fed up with this bugs :'(
I found where I was wrong, I truly have to duplicate the model, not just modifying :X
Hi there, recently i have been attempting to make a WOW themed sc2 map, however the only models i have access to are broken, animationless, and so on. i played wow a year ago, and have been playing it for a long time, but do not have to room to install on my comp, i have already made this post on a different thread, but no reply so i assume its dead, so i'll go ahead: can somebody please work on making a comprehensive dependency/mod file with WOW models, units, tilesets, sounds, icons, all units/models withbasic animations for running, casting, attacking, walking, flying(those that can).... i realize the sheer scale of any project like this.... but think about it, NEVER HAVING TO IMPORT AGAIN, everyone can make WOW themed things with ease, never having to worry about tiresome imports? i think it would be worth it.
Yeah the Humans were bugged for me when I had one of the older versions 32 and 64 I believe (this was before i got a new computer and currently am trying to find a good Model Viewer that works) the Female Human's stomach is all distorted when she runs and all, which is why i mostly did Night Elves and Blood Elves because they work, if you need to go under one of the options and remove the ears make a Blood Elf, Human looking.
Hope I helped you
TL:DR - If you really want this done, you have to get the community to back the people who can and are willing to do it. There has to be a demand for the models. Why would anyone would put 10,000 hours into a project such as this if the only response they get is "meh, WoW models"?
The sheer scope of doing such a project requires an enormous amount of time. Which is why it hasn't been done yet. I can't speak for everyone but I know Zolden, Triceron, and myself have put some stuff out for people to use. I have a part time job, take 22.5 credit hours a semester, and have a girlfriend. So my time is incredibly limited as it is.
I had been working on doing it for several months and the overall reception of my work was "oh cool, more WoW models" so I stopped. If the community as a whole would be more receptive of the amount of time and dedication it takes to create an asset as such I would be interested in doing it. It's not as simple as just importing them into 3DS max and then exporting it.
A lot of things have to be considered.
1. Team Colors, you want players to be able to distinguish one player from another.
This requires editing of many different textures. Sometimes through trial and error to find the best placement of the colors.
Best done by inverting the texture and then selecting the areas you want team colored. Copying that, and then pasting it into the alpha channel. I then do a 100% Alpha overlay at different opacity's to get the color I want. This method keeps the dark areas darker, and light areas lighter. Depending on the complexity of the texture this can take a decent amount of time. The selected area is also colored to a dark grey on the rgb channels.
2. Specular map, this is a subject I'm still very touchy on. While some people will argue that it is needed for Starcraft 2, I tend to disagree. For one reason only. If every asset in the map is from WoW, then you are less likely to notice the lighting on units and doodads. Yes, the will make the model look better, however adding a specular map to each model can double the amount of time spent working on the models textures and will also increase the overall size of each model. Zolden grills me about this every time and I understand why. But I add team colors to almost everything so I can't just use the alpha channel as a specular map which means I need a new separate texture.
3. Normal map, I will not and currently refuse to do this for any WoW model as it is the most complicated of them all. It requires a lot more time and effort and to do this for each model by myself would take way too long. In my opinion, it is not worth it. The only place this is worth it is with a single individual model that is meant to be used with regular Starcraft 2 models.
1. Renaming, each character model has essentially all of the same animations. However, WoW models use a different set of terms to determine what animation gets used in game. Such as Attack 1H, while Starcraft uses things like Attack Cover and Attack Inferior. This requires coming up with a system that will allow all of the WoW models to properly use all of its animations without conflicting with another. It seems like it would be something simple to do. However, through trial and error I've had to rework this multiple times due to naming conflicts. It also requires a lot of work in the actors events section.
2. Fixing bugs, whether it is the WoW Model Viewer Exporter or the M3 Import Scripts a lot of the final keyframes of animations are bugged. This requires going through each bugged animation and replacing the last keyframe with the first keyframe. In most cases this is an easy fix. However, some animations that involve the character spinning around require a little more attention and time. Character models have up to 200 animations now. There are also hundreds of other models this would have to be done for.
3. Making them Startools compatible, tedious work of adding in the name, frame range, and ordering them so they can be commited to a mod.
4. Split Body animation, I haven't touched this yet but with character models it may be something I look into.
1. Attachment points, most WoW models come with some Attachment Points, some have none. Each model in my opinion needs several added. Using Startools every single one needs to be replaced with ones that are compatible.
2. Target volumes, not difficult but each model needs this to display damage properly.
3. Hit Tests, Tight and Fuzzy. A little more complicated than Target Volumes but still easy. This makes it so you can click on the unit or select them. Every model needs these added.
Reducing asset size
This is something I've been working on and off with. To help reduce the overall number of models required to create specific unit types I'm working on a system that will allow customization near that of WoW. This would involve being able to change armor and weapons on a model to make it look like a completely different one while changing the animations when a different weapon is in use. I believe with the sc2 editor I am limited in my choices compared to what WoW can do. With the method I'm currently using I can show and hide up to 15 different things on any given model.
WoW uses seperate textures for Chest, Shirt, Legs, Belt, Boots, Gloves, Bracers, Cloak and Tabard. Doing something like this in SC2 from what I know of is just not possible due to the limitations. However, all of those can be combined into one texture or a few separate ones. I currently have one texture per set of armor involving these body parts and a few others that can hide/show the tabard/cloak mesh. Each shoulder, helmet, weapon, and off-hand has there own texture as well. These can be used as individual models though and can be attached and removed easily with only using 1 texture.
Each WoW character also has around 5 different meshes for gloves, boots, and cloaks. The ones that aren't currently in use are hidden from sight. The models also have many different hair styles, piercings, and beards. This is way more than my current limit of 15. To get as much customization as possible I'm going to group a few of the meshes together to be shown or hidden. Here's a list of a few of the groups I'm considering.
No Armor - no armor mesh will show.
Cloth Armor - Shows the dress and sleeve mesh while hiding the legs so they don't clip through the dress mesh.
Light Armor - Shows the smallest boots and gloves mesh, generally for leather and light metal armor.
Medium Armor - Shows slightly larger than light armor mesh
Heavy Armor - Shows the biggest boots and gloves
Heavy Armor 2 - Show the larger belt mesh with the biggest boots and gloves.
I may add more variations for armor.
Body - allows the change of the armor texture
Hair - allows the showing and hiding of hair so it doesn't clip through helmet meshes.
Cloak - allows the showing and hiding of the cloak
Beard - allows the showing and hiding of beards
The Hair, Cloak, and Beard may have multiple variations and colors.
To give you a better idea of what I'm talking about. Here was my first test at doing this. This one does not include all of the other armor meshes just the light armor one. This was one Character model, with low file sized shoulders, helmet, weapons, and shield models attached. I think in the end I can have a grand total of 16 character models and their attachments to allow for a hundreds of different variations.
Just an update, here's my progress. This is 1 model which has 5 armor variations, 5 hair styles, 4 cloak styles, and a tabard. Each one can be shown or hidden at any time using texture select by ID. I use a 4x4 alpha mask with no alpha to show the texture and a 4x4 mask with a 100% alpha channel to hide it. This single model is about 4mb's compressed when it has over 200 animations and every mesh. There are a lot of animations that can be stripped to further reduce it. The main armor textures are about 125kb's each. The overall file size of all 18 main character models should be under 60mb's. While allowing for 100's of variations under 100mbs.
We an also change the hair color if wanted. Shoulders, Helmets, weapons, and off-hands are separate from the model and generally are quite small in file size. I could probably do a hundred or more under 10mbs.