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.
Well, in space there wouldn't be as much smoke. Also, it's supposed to be liquid fire from a portal to hell. So there wouldn't be as much smoke. In either case, the fire needs quite a lot of work. I think it still looks fairly pretty as it is. But much work to go. I'm trying to find some afterburn tutorials with no luck so far.
I played a lot with the embers trying to make them smaller and smaller. Sometimes they would just vanish entirely if I made them that much smaller. There's something I'm not getting with material glow. -.-
YEAH WE'RE IN BUSINESS (I think, I have zero idea if it works ingame yet).
I have absolutely no idea why the model is so utterly massive. It must be the way the ActorX importer handles animations when importing. Anywyas, the m3 is only 32 megs, no biggie. The question is now if it'll work ingame (and if it's as big as a planet like I suspect it'll be).
/edit Nope, every animation is totally busted. Back to the drawing board...
A quick something I whipped up using a model from another game as a basis. I created the fire from scratch using Afterburn, as well as all the glows and such. The fire is not perfect; I haven't used Afterburn for two years, since I last worked on AO and created The Great Destroyer's fireballs. Particle detail on this level is something I have never attempted before. Most problematic are the heads of the fireball trails; I can't get them to look correct.
Always use high rez textures in sc2 imo. Even their doodads use big textures. This is a high-definition engine. Also, dds uses mipmaps, so performance won't be too terrible. :)
Quote:
20 seconds for the murloc. Not sure how I'm going to bring that down with maxscript being so slow.
I'm curious how fast they'll import on my i7. I know when I import a huge WoW model converted into mdx that it can take around 20-40-ish seconds. I'm a patient man, though. Does this mean you are also conquering the Lick King format? :D
Well that's the way the model imported (as one mesh) so I'll have to use a multi object material. I have an i7 so I can wait for the exporter to process it :)
Sounds pretty easy otherwise. I'll probably try it really soon. If it works out I'll have something pretty cool to show for the effort.
I think you should focus on 3ds max until the plugins are "complete" and then decide what you want to do next. Especially for someone as strapped for time as you are, I don't feel you should be considering something this massive at this point in time. Also, I despise Blender. :P
Let's say I have a model here with a bunch of animations at around 100-200 frames a piece, all in one model (horray no figuring out how to merge for this dude!). I have no idea how to get it rigged for sc2 at all. Where do I start? How do I tell the game where an animation starts or ends? Do I need a collision sphere and, if so, can I make it not a sphere? (Custom collision mesh)
Oh, and another thing - the model is using two textures which are part of a Multi/sub Object, since it's all one mesh but makes use of both textures.
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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. :(
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@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.
0
@Sephiex: Go
Lineage
0
@xXm0RpH3usXx: Go
I'll take that as a compliment. The 90's > * all except the 70's
0
Well, in space there wouldn't be as much smoke. Also, it's supposed to be liquid fire from a portal to hell. So there wouldn't be as much smoke. In either case, the fire needs quite a lot of work. I think it still looks fairly pretty as it is. But much work to go. I'm trying to find some afterburn tutorials with no luck so far.
I played a lot with the embers trying to make them smaller and smaller. Sometimes they would just vanish entirely if I made them that much smaller. There's something I'm not getting with material glow. -.-
0
YEAH WE'RE IN BUSINESS (I think, I have zero idea if it works ingame yet).
I have absolutely no idea why the model is so utterly massive. It must be the way the ActorX importer handles animations when importing. Anywyas, the m3 is only 32 megs, no biggie. The question is now if it'll work ingame (and if it's as big as a planet like I suspect it'll be).
/edit Nope, every animation is totally busted. Back to the drawing board...
0
@xXm0RpH3usXx: Go
Those particles were an attempt at making embers I stopped playing with half-way through production.
I still need to make the afterburn particles not turn into smoke at all... I'm not quite sure how to do that yet.
0
A quick something I whipped up using a model from another game as a basis. I created the fire from scratch using Afterburn, as well as all the glows and such. The fire is not perfect; I haven't used Afterburn for two years, since I last worked on AO and created The Great Destroyer's fireballs. Particle detail on this level is something I have never attempted before. Most problematic are the heads of the fireball trails; I can't get them to look correct.
http://img204.imageshack.us/img204/5023/valakaz2.jpg
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@NiNtoxicated01: Go
You're my hero~
All the pieces are falling together really nicely. You're doing a great job. :D
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@tigerija: Go
Always use high rez textures in sc2 imo. Even their doodads use big textures. This is a high-definition engine. Also, dds uses mipmaps, so performance won't be too terrible. :)
I'm curious how fast they'll import on my i7. I know when I import a huge WoW model converted into mdx that it can take around 20-40-ish seconds. I'm a patient man, though. Does this mean you are also conquering the Lick King format? :D
0
@LazyCoder: Go
Their tools never have importers. :(
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@NiNtoxicated01: Go
Well that's the way the model imported (as one mesh) so I'll have to use a multi object material. I have an i7 so I can wait for the exporter to process it :)
Sounds pretty easy otherwise. I'll probably try it really soon. If it works out I'll have something pretty cool to show for the effort.
0
I think you should focus on 3ds max until the plugins are "complete" and then decide what you want to do next. Especially for someone as strapped for time as you are, I don't feel you should be considering something this massive at this point in time. Also, I despise Blender. :P
0
Alright Broskis, I need a little bit of guidance.
Let's say I have a model here with a bunch of animations at around 100-200 frames a piece, all in one model (horray no figuring out how to merge for this dude!). I have no idea how to get it rigged for sc2 at all. Where do I start? How do I tell the game where an animation starts or ends? Do I need a collision sphere and, if so, can I make it not a sphere? (Custom collision mesh)
Oh, and another thing - the model is using two textures which are part of a Multi/sub Object, since it's all one mesh but makes use of both textures.
0
@NiNtoxicated01: Go
PM'd you with a mdx that gives me the mesh error when I try to import.