The only model format the starcraft editor supports is an inhouse format called .m3, its an update of their previous model formats. There's (currently) no way to export a model as a .m3 from any 3D application (maya, softimage, 3DS max, blender (*insert puking noise here*), or any other 3D app) .
You can import .m3's into 3DSmax, but that's pretty much it.
You can create models now and hope there will be a way to export models as a .m3 soon.
Hopefully it will be possible to mod it, I like how you can force place units in pits, but the controls on them get funky (any terran building launches up crazy fast when you lift it off)
It appears that WC3 used a different model format "The model file in .mdx format (and its skin in .blp format)" so there's no way to transfer models, mostly because there's no way to convert files to .m3 (the sc2 model file format).
I figure I'll just pimp my site I need to get more content up (but that's why Im excited for this editor) hopefully some of the coders here will help get some cool tools and documentation for the technically challenged artists.
Holding down shift allows you to "force" place units and various other stuff, this means intersecting buildings, units in lava or in deep cannons, etc etc.
Hey everyone, I'm a prop and environment artist, so natural the first things I want to know is how to get custom assets (anything from units, to buildings and doodads), and create custom texture sets for maps.
I know .m3 files are the only file type accepted and the only tool out there is to import it into 3ds max, personally I'd like someone to figure out how to get a .obj converter (does the .m3 include all the textures for that asset too?)
But has their been any success/info/tutorials about customizing textures and creating your own map tile set?
I've seen the coastal and the ice zerg mods/maps, but is there any info how that's done?
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The only model format the starcraft editor supports is an inhouse format called .m3, its an update of their previous model formats. There's (currently) no way to export a model as a .m3 from any 3D application (maya, softimage, 3DS max, blender (*insert puking noise here*), or any other 3D app) .
You can import .m3's into 3DSmax, but that's pretty much it.
You can create models now and hope there will be a way to export models as a .m3 soon.
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You could download the client on a friends computer
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But those "cliffs" wouldn't effect visibility, unless you added those advisability (smoke or tall weeds) blockers.
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Hopefully it will be possible to mod it, I like how you can force place units in pits, but the controls on them get funky (any terran building launches up crazy fast when you lift it off)
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can you just throw in another dds file into the mix or do you have to replace an existing tile set? I can't find where the .dds files are stored.
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It appears that WC3 used a different model format "The model file in .mdx format (and its skin in .blp format)" so there's no way to transfer models, mostly because there's no way to convert files to .m3 (the sc2 model file format).
0
I figure I'll just pimp my site I need to get more content up (but that's why Im excited for this editor) hopefully some of the coders here will help get some cool tools and documentation for the technically challenged artists.
0
Holding down shift allows you to "force" place units and various other stuff, this means intersecting buildings, units in lava or in deep cannons, etc etc.
0
Hey everyone, I'm a prop and environment artist, so natural the first things I want to know is how to get custom assets (anything from units, to buildings and doodads), and create custom texture sets for maps.
I know .m3 files are the only file type accepted and the only tool out there is to import it into 3ds max, personally I'd like someone to figure out how to get a .obj converter (does the .m3 include all the textures for that asset too?)
But has their been any success/info/tutorials about customizing textures and creating your own map tile set?
I've seen the coastal and the ice zerg mods/maps, but is there any info how that's done?