It's a perfectly fine and respectable project for someone who is intending on using SCII as a base for development. Which I am not intending on doing. For a while I was working on it anyway, but like I said, I'm developing a game network that would be in competition with Battle.net, so there isn't a lot of purpose in it for me.
I would advise making a new thread, as this one is very full of clutter and it's hard to find information on the previous versions. It would be far more organized.
No one is. Nin stopped working on his a while ago, and I'm doing anything as I no longer feel like contributing to anything under development by Blizzard, as I don't like them. Plus my network is more or less going to be in direct competition with them so I want Bnet to crash and burn.
NiN's progress has stopped. All of my projects have stopped except one as it needs to be working soon, and there was another guy working on it but I think he's stopped as well.
I got some basic things to work with it, but I haven't worked on it for some time as I've been a little pre-occupied (I really need to get my engine working).
I've got the rendering engine working for the most part. Well so far all it's really doing is displaying triangles and squares, but I mean it works. Now I'm writing extensions to load a few different formats that most modeling tools can export to, and converting between them, and then I'll start trying to get .m3 into it, then out of it, then with animation, then with texture paths. Once I have basic meshes working I'll start with lights and particles and whatnot. I'll have to make a UI for it as well since I think people will have some issues with command line input. People always seem to get scared when they have to type in the commands.
Then I go back to putting my attention to profitable projects and hopefully have my engine releasable next year. That'll be awesome, my terrain engine is great and I have to talk about it because I'm already posting and I love it. It's a controllable procedural heightmap editor that runs via a series of splines to determine the paths of features, like to add a mountain range you set up the path and size and strength on it, and uses fractals and noise algorithms to generate it along the spline instead of over the entire map like most of them do. And unlike those that DO have controllable procedural features, it makes some amount sense (like Shiva engine's terrain for instance, WTF is that about? It would be a good engine if it didn't take having to read a ten page manual on how to change anything, and then only knowing about a tenth of what the editor can do).
If all goes well it will. I'm not really converting his script, so much as using it for notes The syntax between C++ and MXS quite a bit different, and I'm dealing with different file formats, so it's quite a bit different and a lot larger.
There aren't any tools for 2009. Only 2010. If you download the M3 Model Viewer from that Russian site (like xgm or something? Search M3 Model Viewer) you can export the models to .obj, but you can't convert them back as far as I'm aware (otherwise I wouldn't be doing anything).
I'm not entirely sure if I'll get much further than Nintoxicated did; at the very least it'll be a generic converter that isn't specific to one environment. I'm also using C++, which gives me a lot more control (MaxScript isn't bad, but it's for obvious reasons not as powerful as C++. Thus the reason you write plugins in C++, and scripts in MXS).
Hopefully by the end of summer I'll have a working version. I'm also hoping to have my game engine working around that time... then I can announce what I intend on doing.
Edit: every time... EVERY TIME. Why does ++ make things green? It's a very common thing to say.
I'm writing a conversion tool in C++ now, instead of in MaxScript as I don't really like that language and this will be more generic. I'm still going over the model format; right now I'm working on converting between the common file formats (3ds, obj, fbx, etc), and then I'll be adding in functionality for Warcraft and Starcraft file formats, and maybe a few others. My issue right now is that I rarely write programs anyone else might look at the source of, so my programming is... not very clean (I use goto left, right, and center. Everyone else in the world hates it, but it's so much easier than making big loops), so I've been taking it kind of slow and rewriting every other function a few times over to make it cleaner.
The rendering engine is almost done, having a couple of issues with lights, and then I'll be working on loading up models. Sorry I'm going so slow, but I have some other projects, like I said, that are taking precedence. Once I have it loading .obj's and running animations, I'll release the source, as someone might be able to do it faster than me.
Edit: Son of a bitch why does it do this?! Can I set plain text as the default markup?
I'm still working on my version when I have time, although I'll have to look at Otacon's to see if he already fixed anything I was doing already. I've been a bit busy recently and my big SC mods (Emergence Day and SvM) have kind of taken backseat for a while (we're trying to release one of our games this summer). On the plus side, our game is hopefully going to be an awesome success (or a total failure... there is really no middle ground on this one unfortunately. Damn multiplayer games need a big player base).
It's a perfectly fine and respectable project for someone who is intending on using SCII as a base for development. Which I am not intending on doing. For a while I was working on it anyway, but like I said, I'm developing a game network that would be in competition with Battle.net, so there isn't a lot of purpose in it for me.
I would advise making a new thread, as this one is very full of clutter and it's hard to find information on the previous versions. It would be far more organized.
No one is. Nin stopped working on his a while ago, and I'm doing anything as I no longer feel like contributing to anything under development by Blizzard, as I don't like them. Plus my network is more or less going to be in direct competition with them so I want Bnet to crash and burn.
NiN's progress has stopped. All of my projects have stopped except one as it needs to be working soon, and there was another guy working on it but I think he's stopped as well.
I got some basic things to work with it, but I haven't worked on it for some time as I've been a little pre-occupied (I really need to get my engine working).
I've got the rendering engine working for the most part. Well so far all it's really doing is displaying triangles and squares, but I mean it works. Now I'm writing extensions to load a few different formats that most modeling tools can export to, and converting between them, and then I'll start trying to get .m3 into it, then out of it, then with animation, then with texture paths. Once I have basic meshes working I'll start with lights and particles and whatnot. I'll have to make a UI for it as well since I think people will have some issues with command line input. People always seem to get scared when they have to type in the commands.
Then I go back to putting my attention to profitable projects and hopefully have my engine releasable next year. That'll be awesome, my terrain engine is great and I have to talk about it because I'm already posting and I love it. It's a controllable procedural heightmap editor that runs via a series of splines to determine the paths of features, like to add a mountain range you set up the path and size and strength on it, and uses fractals and noise algorithms to generate it along the spline instead of over the entire map like most of them do. And unlike those that DO have controllable procedural features, it makes some amount sense (like Shiva engine's terrain for instance, WTF is that about? It would be a good engine if it didn't take having to read a ten page manual on how to change anything, and then only knowing about a tenth of what the editor can do).
If all goes well it will. I'm not really converting his script, so much as using it for notes The syntax between C++ and MXS quite a bit different, and I'm dealing with different file formats, so it's quite a bit different and a lot larger.
There aren't any tools for 2009. Only 2010. If you download the M3 Model Viewer from that Russian site (like xgm or something? Search M3 Model Viewer) you can export the models to .obj, but you can't convert them back as far as I'm aware (otherwise I wouldn't be doing anything).
I'm not entirely sure if I'll get much further than Nintoxicated did; at the very least it'll be a generic converter that isn't specific to one environment. I'm also using C++, which gives me a lot more control (MaxScript isn't bad, but it's for obvious reasons not as powerful as C++. Thus the reason you write plugins in C++, and scripts in MXS).
Hopefully by the end of summer I'll have a working version. I'm also hoping to have my game engine working around that time... then I can announce what I intend on doing.
Edit: every time... EVERY TIME. Why does ++ make things green? It's a very common thing to say.
I'm writing a conversion tool in C++ now, instead of in MaxScript as I don't really like that language and this will be more generic. I'm still going over the model format; right now I'm working on converting between the common file formats (3ds, obj, fbx, etc), and then I'll be adding in functionality for Warcraft and Starcraft file formats, and maybe a few others. My issue right now is that I rarely write programs anyone else might look at the source of, so my programming is... not very clean (I use goto left, right, and center. Everyone else in the world hates it, but it's so much easier than making big loops), so I've been taking it kind of slow and rewriting every other function a few times over to make it cleaner.
The rendering engine is almost done, having a couple of issues with lights, and then I'll be working on loading up models. Sorry I'm going so slow, but I have some other projects, like I said, that are taking precedence. Once I have it loading .obj's and running animations, I'll release the source, as someone might be able to do it faster than me.
Edit: Son of a bitch why does it do this?! Can I set plain text as the default markup?
http://forums.sc2mapster.com/resources/third-party-tools/963-m3-exporter/?page=31#p608
I'm still working on my version when I have time, although I'll have to look at Otacon's to see if he already fixed anything I was doing already. I've been a bit busy recently and my big SC mods (Emergence Day and SvM) have kind of taken backseat for a while (we're trying to release one of our games this summer). On the plus side, our game is hopefully going to be an awesome success (or a total failure... there is really no middle ground on this one unfortunately. Damn multiplayer games need a big player base).
The language has changed slightly over the last few years. It's not exactly unlikely for you to have run into errors.
@GnaReffotsirk: Go
Adding particles to my list.
How large are the material maps you're using?
@Underp4ntz: Go
Would you like to clarify?