Would it not be possible to just generate an entirely new point in the relative center of the model and then call that center? Can the viewer even guess such a location? Perhaps it could look for a chest or torso bone if they exist or not.
It does seem that if I attempt to import any m3's made by this tool into 3ds max they get horribly horribly mangled.
Also some models, like the top of the Jormungar Larva's head, don't seem to be converted quite 100% and are blocky or slightly displaced. I know you guys are working on that, though.
The Actor will be pointing to a model entry in "Models" in the data editor, not directly to an actual model. There's a value there, within an entry in that tab, that you want to change to point to your new m3.
Here's what mine looks like...
So the exact process I went to make a new Zealot that uses the Rockflayer graphic is to duplicate the Zealot with all necessary entries, including his normal and death models, and then go through the entries to that new Zealot Copy and then change his m3 reference to the rockflayer one.
I'm afraid I'm not a programmer so I can't directly help you, or I would. :(
Anyways, for the animation menu for renaming, what I'd envision is to basically take what you've already got, where it's listing the animations you want. Then you can have a second column beside it where you can set the name they'll be renamed to when exported. Sc2, like wc3, only "recognizes" certain animation names. So in the event of exporting with AttackUnarmed, they do not play in sc2.
So the menu as you have it currently lets you check boxes next to the anims to have them exported. The addition could have a second column directly beside that, which lets you set the name that animation will have when it's converted. You'd just type it in.
Like..
- Stand
- Run
- Walk
- AttackUnarmed - Attack
- Hover - Stand
- Fly - Walk
- SpecialUnarmed - Spell
ect...
I hope I'm clear enough. I can make a really basic mockup in paint if you want. :)
This is wonderful progress! I still think it would be cool if you could rename the animations you have chosen on the export. Otherwise if I say export a dragon with the flying animations I still have to bring it back into 3ds max to rename all of the animations to "stand", "walk", ect. otherwise sc2 won't recognize them.
Also, would it be possible to have the exporter able to select a Normal and Emissive map as well? As I would like to create and apply those to the models which would again require 3ds max to achieve otherwise. (To clarify, you could simply tick two options in the m3 dialogue, and the exporter will simply assign those textures to the material, so the model will look for, in this instance, RedCrystalDragon3_Emissive or somesuch, with the user can then make outside of WMV and import with everything else.)
Keep up the good work, looking forward to future updates.
I can't seem to get the textures to work in the editor but I'm sure it's something stupid I'm overlooking... (/e Nevermind, got them to work... I think (Nevermind, I somehow managed to not copy the mutalisk even though I copied the mutalisk))
And yes I'm on windows 7 64-bit and it works fine.
This is really promising. A ui like that NiN's importer has that allows manual selection of meshes and animations to use would be great. Perhaps something that lists the existing animations of the m2, and allows you to rename them on a per-animation basis and import those. For example, I'd want to use the FlyingGrab animation and then the typical flying melee animation of the NorthrendDragon for its melee attack, and the FlyingSpit or somesuch for its spell animation. While in other instances you'd want to the surface variants of those.
Another thing. Maybe I'm just stupid, but since it names every texture ChangeableTexture, would not importing multiple m3s converted through this method overwrite old textures?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
How successful have you guys been with your work on exporting spell graphics? I recall it looking pretty promising a while ago.
@zzPop: Go
I don't think attachments are very big. In wc3 they were just a collection of co-ordinates tied to a bone or something and that was it.
WoW might have a center attachment somewhere, for spell effects. Shell impact does sound like it could be it.
@zzPop: Go
Would it not be possible to just generate an entirely new point in the relative center of the model and then call that center? Can the viewer even guess such a location? Perhaps it could look for a chest or torso bone if they exist or not.
It does seem that if I attempt to import any m3's made by this tool into 3ds max they get horribly horribly mangled.
Also some models, like the top of the Jormungar Larva's head, don't seem to be converted quite 100% and are blocky or slightly displaced. I know you guys are working on that, though.
An excellent tool.
@Akiza88: Go
Some basic animations...
Stand
Stand 01
Stand 02 ect..
Attack
Attack 01
Attack 02 ect..
Walk
Run (Yeah apparently sc2 can use both I think but not sure of specifics)
Spell
You can look in Actors or at existing models to get an idea. There is a lot of random names you can use and call for other purposes.
@chuanhsing: Go
Working good so far, thanks! Now my Flesh Hunters (Felhound graphic) have functional attack anims. :D
@rbeal74: Go
The Actor will be pointing to a model entry in "Models" in the data editor, not directly to an actual model. There's a value there, within an entry in that tab, that you want to change to point to your new m3.
Here's what mine looks like...
So the exact process I went to make a new Zealot that uses the Rockflayer graphic is to duplicate the Zealot with all necessary entries, including his normal and death models, and then go through the entries to that new Zealot Copy and then change his m3 reference to the rockflayer one.
http://a.imageshack.us/img541/630/23034831.jpg
I can be more specific if necessary. :)
@chuanhsing: Go
I'm afraid I'm not a programmer so I can't directly help you, or I would. :(
Anyways, for the animation menu for renaming, what I'd envision is to basically take what you've already got, where it's listing the animations you want. Then you can have a second column beside it where you can set the name they'll be renamed to when exported. Sc2, like wc3, only "recognizes" certain animation names. So in the event of exporting with AttackUnarmed, they do not play in sc2.
So the menu as you have it currently lets you check boxes next to the anims to have them exported. The addition could have a second column directly beside that, which lets you set the name that animation will have when it's converted. You'd just type it in.
Like..
- Stand
- Run
- Walk
- AttackUnarmed - Attack
- Hover - Stand
- Fly - Walk
- SpecialUnarmed - Spell
ect...
I hope I'm clear enough. I can make a really basic mockup in paint if you want. :)
@rbeal74: Go
You need to assign a modeldata entry to use his m3.
@joecab: Go
Yes... why wouldn't it be?
@chuanhsing: Go
This is wonderful progress! I still think it would be cool if you could rename the animations you have chosen on the export. Otherwise if I say export a dragon with the flying animations I still have to bring it back into 3ds max to rename all of the animations to "stand", "walk", ect. otherwise sc2 won't recognize them.
Also, would it be possible to have the exporter able to select a Normal and Emissive map as well? As I would like to create and apply those to the models which would again require 3ds max to achieve otherwise. (To clarify, you could simply tick two options in the m3 dialogue, and the exporter will simply assign those textures to the material, so the model will look for, in this instance, RedCrystalDragon3_Emissive or somesuch, with the user can then make outside of WMV and import with everything else.)
Keep up the good work, looking forward to future updates.
I can't seem to get the textures to work in the editor but I'm sure it's something stupid I'm overlooking... (/e Nevermind, got them to work... I think (Nevermind, I somehow managed to not copy the mutalisk even though I copied the mutalisk))
And yes I'm on windows 7 64-bit and it works fine.
This is really promising. A ui like that NiN's importer has that allows manual selection of meshes and animations to use would be great. Perhaps something that lists the existing animations of the m2, and allows you to rename them on a per-animation basis and import those. For example, I'd want to use the FlyingGrab animation and then the typical flying melee animation of the NorthrendDragon for its melee attack, and the FlyingSpit or somesuch for its spell animation. While in other instances you'd want to the surface variants of those.
Another thing. Maybe I'm just stupid, but since it names every texture ChangeableTexture, would not importing multiple m3s converted through this method overwrite old textures?