I have a LOT of cool datamined information on both Heroes Editor and LotV Editor but I'm not sure if this site allows posting datamined information.
So is it against the rules to post datamined info?
Quote from FunkyUserName: Go
also dota2 offers the diversity wc3 once had. i see alot of maps which i have played in the good old days, some still being in development. and we still play the same maps in sc2 we did 5 years ago.
It's, however, limited.
Dota2 wasn't made for controlling many units so maps of mass armies lag a lot on it. Just like fps maps have limitations on sc2
not really, you must register on autedesk to get the student edition. The license lasts 3 years and only new versions of 3ds max are given.
Quote from TaylorMouse: Go
Yep every detail is painted by hand, that's why it is taking me so long, I'm trying out some stuff to get a decent normal map. Still lots todo...
have you ever tried zBrush and poly painting?
Quote from vergil93120: Go
So if I want the texture what i Have to do?
you need Casc View (google it)
Import the models into the sc2 editor. then go to each untextered model and click, preview in cutscene editor. Then right click the model preview object on bottom right corner, click "Show Model info" then go to materials and you'll see the textures you need. Get those textures from HotS client searching in heroes.stormmod -> heroesassets.stormodn -> assets -> textures. Extract them and then import them into your map in the path "Assets/Textures". Save and reload the map once you are done.
Quote from TaylorMouse: Go
Did you convert them or just extracted them from HotS ?
I just used my converter: http://www.sc2mapster.com/assets/heroes-m3-sc2-m3-converter/
to get the textures open the models in cutscene editor and right click the preview file, click on show model data and extract those textures from HotS.
Use the one in this post at the end (m2_import_0.7): Neodex
It allows both to Sc2 and to Wc3. It will do everything you had to do in that tutorial except the part of the normal map. Just place all the .tga textures of the model in the same dir.
Quote from ImperialGood: Go
You will need to wait for the game to be released? Or at least go into Beta? People seem to be holding off the converter tools for that reason.
The process seems to be to extract the models (easy), remove the un-recognized blocks (hard) and then import them into a map/mod (easy). They constantly are adding new blocks and if there is any block SC2 does not recognize the model will fail to load (despite the rest being fine). Most people do not think Blizzard would be very happy if their alpha content was leaked to the public.
Some models are also missing animations (incomplete).
Not only blocks is the problem. I stopped since the header changed heavily. They removed some shit they weren't using anymore (Threads objects for instance) and added some new references. The problem right now is that they added Cloth Physics, if I remove those blocks then I need to fix the references for the other blocks and I haven't even finished reverse engineering the m3 format for Sc2:HotS version (pretty close, though. I only need to reverse engineer physics shapes with convex hull, ragdolls and turret behaviors). This means that if I leave uncaught references without fix, the model won't load because basicly it will read wrong corrupted data.
The best solution would be to create an m3 importer for 3dsmax 2011 Art Tools which handles any modern format. The m3 tools for 3dsmax in this site not only are very outdated but the code is unmantainable.
About animations. Most of the models use m3a files for animations, they must be added in.
Btw m3a files are not really animation files but "model patch files". You can even change materials and textures with them. quite aswesome to be honest.