When you imported the model you were presented with a list of geosets and animations to import. Cross-reference the animations with those in the WoW viewer to get the ones you want.
To assign textures you use the material manager (press m). By following his initial tutorial on the OP you should already have some tga files to play dress-up with.
They host wc3 maps with WoW models on them on their site (that MC map iirc). In either case that won't stop me, since my productions are all private releases :) (Now maybe they took down the map I'm thinking of, I haven't checked for a while... but eh.)
Also, there's a billion sites out there that host WoW models for wc3 maps and such, and none of them have ever been shut down except for their own internal drama (wc3 sites seem to like drama for some reason).
I'm not gonna say it's 100% safe. Because it isn't. I wouldn't try to publish maps with WoW models in them unless I knew for sure. But I'm not going to be publishing maps, anyway. 10mb limit doesn't exactly let me voice act much, much less import custom graphics. :)
Your efforts are indeed greatly appreciated. Both my friend and I have waited for the ability to put m2s into 3ds max for many, many years. Between Lick King and the mdlvis developer jumping ship our hopes were crushed little by little until we eventually completely gave up. I am going to be converting a lot of graphics (hundreds in the end most likely). Mostly for Age of Wonders 2, but if I try a sc2 project I'll be using them for that as well (on top of the many graphics out of the other MMO I am porting graphics from for the exact same purpose).
Now that ultimately doesn't really mean anything to you... So. If you need voice acting for anything you want to make in the future, let me know when you start working on it... I'll see what I can do.
If/when you enable particle/ribbon support, will that allow us to import stuff like Frostfire Bolt?
The plugin seems to be working perfectly so far. I've got the Icebound drake in max and am fixing up the textures. Lord Dread 2.0, here we come!
From what little we know we think it has to do with ActiveX itself being different from 32-bit to 64-bit (I presume you're using 32-bit yourself). I hope you can solve it, in any case. :)
You're a goddamn hero. At long last, all the pieces fall together, and now we have...
THE TRIFORCE!
(The three MMO's I'm porting graphics from, of course.)
A little more complex to import than I thought but looks relatively easy once I get used to it. Do note that Blizzard changed Lick King's model format multiple times before release, so Cata's format may yet change again. I doubt it will change a lot though. But I thought that for LK too... I wonder why they started using external files for all this stuff now?
/edit
Out of curiousity, does Sc2 support "gethit" animations at all? I guess I'll have to import twice to get AoW2 and then Sc2 versions, since I'll need gethit animations for the aow2 variants. But that's okay. Or I can just manually configure them I suppose.
@MangledMind: Go
Use the m3 sequence manager to see/manage animations,
http://img168.imageshack.us/img168/6722/72157283.jpg
When you imported the model you were presented with a list of geosets and animations to import. Cross-reference the animations with those in the WoW viewer to get the ones you want.
To assign textures you use the material manager (press m). By following his initial tutorial on the OP you should already have some tga files to play dress-up with.
http://img690.imageshack.us/img690/3316/64468177.jpg
@Pimpmunkeh: Go
They host wc3 maps with WoW models on them on their site (that MC map iirc). In either case that won't stop me, since my productions are all private releases :) (Now maybe they took down the map I'm thinking of, I haven't checked for a while... but eh.)
Also, there's a billion sites out there that host WoW models for wc3 maps and such, and none of them have ever been shut down except for their own internal drama (wc3 sites seem to like drama for some reason).
I'm not gonna say it's 100% safe. Because it isn't. I wouldn't try to publish maps with WoW models in them unless I knew for sure. But I'm not going to be publishing maps, anyway. 10mb limit doesn't exactly let me voice act much, much less import custom graphics. :)
@NiNtoxicated01: Go
Your efforts are indeed greatly appreciated. Both my friend and I have waited for the ability to put m2s into 3ds max for many, many years. Between Lick King and the mdlvis developer jumping ship our hopes were crushed little by little until we eventually completely gave up. I am going to be converting a lot of graphics (hundreds in the end most likely). Mostly for Age of Wonders 2, but if I try a sc2 project I'll be using them for that as well (on top of the many graphics out of the other MMO I am porting graphics from for the exact same purpose).
Now that ultimately doesn't really mean anything to you... So. If you need voice acting for anything you want to make in the future, let me know when you start working on it... I'll see what I can do.
If/when you enable particle/ribbon support, will that allow us to import stuff like Frostfire Bolt?
The plugin seems to be working perfectly so far. I've got the Icebound drake in max and am fixing up the textures. Lord Dread 2.0, here we come!
@NiNtoxicated01: Go
From what little we know we think it has to do with ActiveX itself being different from 32-bit to 64-bit (I presume you're using 32-bit yourself). I hope you can solve it, in any case. :)
Got a funky error. Tried to import the icebound drake mount and got this.
Jumped to this line;
2736 DestroyDialog WOW2_ModelUI
/e Okay, it's giving me the exact same error with the JormungarLarva too..
/e 2 My friend is also getting that error.
/e 3 Okay, it looks like this doesn't support 64-bit version of max (neither with 2009 or with 2010). For me that creates... major complications. :(
@NiNtoxicated01: Go
You're a goddamn hero. At long last, all the pieces fall together, and now we have...
THE TRIFORCE!
(The three MMO's I'm porting graphics from, of course.)
A little more complex to import than I thought but looks relatively easy once I get used to it. Do note that Blizzard changed Lick King's model format multiple times before release, so Cata's format may yet change again. I doubt it will change a lot though. But I thought that for LK too... I wonder why they started using external files for all this stuff now?
/edit
Out of curiousity, does Sc2 support "gethit" animations at all? I guess I'll have to import twice to get AoW2 and then Sc2 versions, since I'll need gethit animations for the aow2 variants. But that's okay. Or I can just manually configure them I suppose.