Awesome! I just received a script for batch renaming renders from max for my Age of Wonders 2 project, so I'm totally ready to start making sprites out of Sc2 models. Your work is greatly appreciated.
What do you mean by "tools for modeling?" All Blizzard has ever/will ever release is an exporter plugin, and probably one that only supports an ancient 3ds max version like it did for wc3.
/e In response to your edit - Blizzard doesn't support or update their tools (as demonstrated by their ancient wc3 exporter), and they don't release importers; there's always going to be a high demand for someone who knows his way around this business.
I for one would kill for an m2/mdx importer for 3ds max 2009 right about now.
Ah, some of the animations when imported are definitely broken still (My test is the Thor), but it's improving every version. Last time there were parts freaking out all over the place, now it's just the rear of the guns and the legs.
Too bad I don't know how to do anything other than basic modeling, or I'd try throwing in my mecha spider.
Comment by KorvinGump taken from the last newspost: Quote:
NiNToxicated Thank you for plugin. Hi all i found impexpMDX plugin, which work in 3ds max 2010, you can import models from warcraft 3, but i don't know imports if he animation or not because I recently started studying 3dsMax. Put files in 3dsmax directory/scripts/startup
DOWNLOAD
MIRROR 1
MIRROR 2
This is having major issues importing some of my WoW models in mdx format, the animations get totally destroyed. :\
That's a lot of arcane words I'm not very familiar with haha, but I presume that you're talking about some kind of autosmoothing that the engine/model format does?
I mean as long as I can have hard edges that's fine, but what you're talking about sounds pretty far beyond my skillset to do.
At least sc2 doesn't auto-blur filter textures like wc3 does. That really pissed us off when we were trying to put high-rez textures into the game.
Actually I wanted to make absolutely sure there was no smoothing at all as most of my ships have hard edges and the smoothing groups really broke them in homeworld 2. I can mesh smooth stuff like my Hydromek if I absolutely need to.
The original one, I was using code based off the MD5 exporter to gather tri's into submeshes which was really slow for 3ds max to do. I found a much more efficient way to do it. As an example, exporting the Zealot mesh would take 25 seconds in the old version, now it takes approximately 5 seconds. I don't know how quickly it'll do 80k tri's, but it won't take forever that's for sure. I'll respond to your PM soon, I'm still pretty busy with things.
Okay, no problem. :) I thought you might be busy.
I'll give it a try sometime soon. I was curious what the compression in m3 was like for a demonstration on how battle.net 2.0's size limit would hurt custom assets (there's already 4 textures per unit to worry about, 10mb won't hold much in custom content at all much less an actual mod).
Oh, another question - does this plugin handle smoothing groups? In Homeworld 2, if I had no smoothing groups, the model's lighting would be really weird ingame and I had to apply a smoothing group without any smoothing groups.
@NiN
Is there a poly limit on this exporter or is exporting big models fairly slow? Tried to export my 80k tri Mel Dreadnaught but max just sat there for a while and I gave up.
I would most appreciate it if you decided to update your import plugin to support the lick king format sometime in the future. That is pretty much the #1 thing on my list to get hammered out - a process of putting WoW models into sc2 (or, really, anywhere; getting them into max is a bridge to most games really).
Awesome! I just received a script for batch renaming renders from max for my Age of Wonders 2 project, so I'm totally ready to start making sprites out of Sc2 models. Your work is greatly appreciated.
What do you mean by "tools for modeling?" All Blizzard has ever/will ever release is an exporter plugin, and probably one that only supports an ancient 3ds max version like it did for wc3.
/e In response to your edit - Blizzard doesn't support or update their tools (as demonstrated by their ancient wc3 exporter), and they don't release importers; there's always going to be a high demand for someone who knows his way around this business.
I for one would kill for an m2/mdx importer for 3ds max 2009 right about now.
Ah, some of the animations when imported are definitely broken still (My test is the Thor), but it's improving every version. Last time there were parts freaking out all over the place, now it's just the rear of the guns and the legs.
Too bad I don't know how to do anything other than basic modeling, or I'd try throwing in my mecha spider.
http://img147.imageshack.us/img147/4402/spider11gd8.jpg
He'd need working ik for sure.
This is having major issues importing some of my WoW models in mdx format, the animations get totally destroyed. :\
Even non-WoW mdx's are getting destroyed.
Awesome! I should be able to get some sc2 models into the age of wonders 2 format now, since their animations will import correctly. :D
That's a lot of arcane words I'm not very familiar with haha, but I presume that you're talking about some kind of autosmoothing that the engine/model format does?
I mean as long as I can have hard edges that's fine, but what you're talking about sounds pretty far beyond my skillset to do.
At least sc2 doesn't auto-blur filter textures like wc3 does. That really pissed us off when we were trying to put high-rez textures into the game.
Actually I wanted to make absolutely sure there was no smoothing at all as most of my ships have hard edges and the smoothing groups really broke them in homeworld 2. I can mesh smooth stuff like my Hydromek if I absolutely need to.
Okay, no problem. :) I thought you might be busy.
I'll give it a try sometime soon. I was curious what the compression in m3 was like for a demonstration on how battle.net 2.0's size limit would hurt custom assets (there's already 4 textures per unit to worry about, 10mb won't hold much in custom content at all much less an actual mod).
Oh, another question - does this plugin handle smoothing groups? In Homeworld 2, if I had no smoothing groups, the model's lighting would be really weird ingame and I had to apply a smoothing group without any smoothing groups.
@NiN Is there a poly limit on this exporter or is exporting big models fairly slow? Tried to export my 80k tri Mel Dreadnaught but max just sat there for a while and I gave up.
Also I dunno if you saw my second PM or not. :)
Thanks for the reply!
I would most appreciate it if you decided to update your import plugin to support the lick king format sometime in the future. That is pretty much the #1 thing on my list to get hammered out - a process of putting WoW models into sc2 (or, really, anywhere; getting them into max is a bridge to most games really).
Keep up the excellent work.
Awesome! I might throw some of my ships into sc2 for yucks. We'll see how far I can push polies in sc2.
I'd love to know how you got the WoW models into 3ds max. Do they have animations in 3ds max as well?