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    posted a message on Model Question: Mdx to M3

    You can also use NeoDex 2.65 and Sc2 Art Tools. Since NeoDex emitates Wc3 Art Tools, the Sc2 Art tools do some auto conversions but you'll need to transform materials, particle emitters and ribbon emitters yourself.

    Posted in: Artist Tavern
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    posted a message on Accessing Heroes of the Storm models and data

    Currently my converter is outdated for new a format introduced around July. that format added elements like Cloth physics and some other new things which are not supported by sc2. i haven't had the time to finish reverse engineering the new header. Therefore I can't do the conversions. If you can find an old alpha build and extract the models from there, it should be able to transform it to Sc2 format. i'm sure there's a build somewhere in the internet.

    Posted in: Heroes of the Storm
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    posted a message on The decal m3

    @DeltaCadimus: Go

    All you need is to use Sc2 Projectors in Sc2 Art Tools.

    Posted in: Artist Tavern
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    posted a message on Accessing Heroes of the Storm models and data
    Quote from mightysox: Go

    Thanks so much, guys. Really appreciate it!

    It will take me a little time. This models use a newer format.

    EDIT: done.

    Posted in: Heroes of the Storm
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    posted a message on Accessing Heroes of the Storm models and data
    Quote from mightysox: Go

    Hey guys - 3D printing cosplayer here.

    We're trying to get our hands on Nova's model, and are only having partial success. We're using 3ds Max 2014 (and 2012, but it didn't work either). Mr. Taylor's scripts don't seem to be compatible in 2014.

    Could anyone throw us a bone on an import script compatible with 2014, or with Nova's base model? We work primarily in Blender, so .obj or .stl would be perfect.

    Sorry to ask for handouts. Please see my previous 3d printed game model cosplay here: http://imgur.com/a/VOwtp

    upload the model you extracted, we could transform it for you.

    Posted in: Heroes of the Storm
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    posted a message on Do you really NEED to have 3DS 2011? or will newer versions work?
    Quote from Forge_User_75610840: Go

    Of course Blizzard uses Reactor, this also means that you didn't research their max files carefully. Yes, Reactor can bake animations to TPS so when it finished the job, Blizzard deleted them with only baked animations left, but some time there will make mistakes and left their falseworks in the max files.

    Second, there is a new Domino Engine doesn't means you don't need to care about the old models that already there, also the new simulations need to match the Havok simulations roughly so that it doesn't look like two world things. So they still need to do all this from the beginning - use the Reactor which only 3dsmax 2011 offered.

    Btw, if you are working on the m3 reverse enginering, why don't you go to PrintIn? it's 99% done now.

    Let me rephrase myself "Blizzard does not use reactor as part of their engine". Obviously you can use Reactor or any other physics simulation engine, but you are not binded to that tool, you can use any simulation engine as far as it bakes the animations.

    Quote from Forge_User_75610840: Go

    Second, there is a new Domino Engine doesn't means you don't need to care about the old models that already there, also the new simulations need to match the Havok simulations roughly so that it doesn't look like two world things. So they still need to do all this from the beginning - use the Reactor which only 3dsmax 2011 offered.

    Once again in-game physics simulations have NOTHING to do with Reactor. They are defined by Sc2 Physics Helpers and Ragdoll systems which are part of the M3 format and as their interpreted, they are fit to whatever engine blizzard uses. This means that old models are actualy read and passed into domino engine.

    Now some models have obviously some physics baked animations. This is done for Medium and Low settings models

    Quote from Forge_User_75610840: Go

    Btw, if you are working on the m3 reverse enginering, why don't you go to PrintIn? it's 99% done now.

    Genius that's a printing format >.>, that's not MDX 3's Blizzard Entertaiment propietary format aka M3 Model files. Just because they have the same name, it does not mean

    The most advanced documentation now-a-days is this one and it's filled with unknowns everywhere: M3 Format Specification

    Posted in: Artist Tavern
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    posted a message on [Paid Position] 3D Modeler for Kickstarter Project

    Perhaps the best is that you look into deviantArt.

    Posted in: Team Recruitment
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    posted a message on Do you really NEED to have 3DS 2011? or will newer versions work?
    Quote from Forge_User_75610840: Go

    @BlinkHawk: Go Well, my point isn't just "Art tool can only work on 3dsmax 2011 because blablabla", that maybe a conclusion but not explains why. What I was trying to explain is the SC2 model development needs 3dsmax 2011.

    Of course I know " Physics simulation of Sc2 is done within Sc2", but if you really did some models, you will find that you still need tons of physics simulations in 3dsmax before handling them to SC2 simulation. For example, we saw a tank exploded, and we knew the fragments are in SC2 physics simulation, but their initial velocities are from 3dsmax physics simulations.

    Meanwhile, the Reactor (in 3dsmax 2011) and Havok (in SC2 and some other games) are the same engine, SC2 uses Havok to simulate the Death animation and force affects. Since some players choose turning off the physical effects, so SC2 models needs both RTS animation and ingame PhysX simulation to fit the game, and in order to match them, the obviously way is using Reactor in 3dsmax (it's not the only way but we knew Blizzard chose this solution. )

    You can change the code to match the new version but you can never get another full functional Reactor engine on 3dsmax 2012. If Blizzard chooses to use some higher versions of 3dsmax, they will loose the tool what they are using right now.

    First Blizzard does not use Reactor. Reactor bakes the physics simulations, just like PhysX. This means that all the physics transformations are turned into standard position/rotation animations. I've used it in Wc3. Second, Havok is no longer Sc2's physics engine, they now use the Domino Physics engine which is theirs and is the one responsible for the ragdolls in Sc2, Diablo 3 and WoW (WoW's Physics are still being incorporated for that search for .Phys .m2 wow format).

    The real question if new the versions have everything needed, is actualy true. They do have it and more, the only thing is that there are no good tools available which can export to m3 format, since we haven't finished reverse engineering them.

    I made a topic conscerning Art Tools for newer versions, I suggest you look at it. I'm specialy looking for programmers to help out developing them as i finish reverse enginering the m3 format (80% done).

    Posted in: Artist Tavern
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    posted a message on Do you really NEED to have 3DS 2011? or will newer versions work?
    Quote from Forge_User_75610840: Go

    The real reason that you need 3dsmax 2011 is the "reactor engine". "Reactor Engine" is a physX simulate engine which very like PhysX (NIVDIA) and SC2 and many other games use it in their ingame simulation too.

    But in 3dsmax 2012 and higher versions the Autodesk used PhysX instead of "Reactor" so change the version of 3dsmax means no further support on the simulation of Death animations.

    In my opinion PhysX is easier to use and much fast to get the right results you need btw.

    Sorry man but this is false. Physics simulation of Sc2 is done within Sc2, 3dsmax's engine has nothing to do with it.

    The real reason why Sc2 Art Tools only works for max 2011 has to do with 3ds max's SDK. 3ds max plugins come in two flavors: Maxscript plugins which have forward compatibility and C plus plus written plugins which need to be recompiled for each version of 3ds max. sadly, if blizzard wanted to recompile the Art Tools for newer versions, they would need to purchase new licenses of 3dsmax and visual studio, plus they need to dapt the old code to the newer SDK.

    Posted in: Artist Tavern
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    posted a message on Request Heroes of the Storm alpha models

    Here's a temporal link until I solve the other one:

    Mod Samples

    Posted in: Art Assets
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    posted a message on Request Heroes of the Storm alpha models
    Quote from AlexO6: Go

    If anyone can convert Sgt. Hammer with the white skin, Abathur and Tassadar, for SC2, I'd forever be in their doubt. :D

    Models Samples

    inside you can fimd abathur and tassadar. The siegetank you need, is in a recent version which I don't have.

    Posted in: Art Assets
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    posted a message on Heroes of the Storm Models Converter ALPHA
    Quote from TaylorMouse: Go

    thnx !

    now figuring out how it works :p

    EDIT: mmm, thats pretty short :)

    @BlinkHawk: Go which MaxScript can I use to import it into MAX?

    T.

    i doubt any importers work for it. My tool downgrades it to sc2 HotS Art Tools version. So it's a format old enough to be read by Sc2 but too new to be read by the M3 importer.

    The source code of my converter is quite hacky to be honest. All I do is remove the extra bytes and change some new flags.

    Posted in: Artist Tavern
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    posted a message on Heroes of the Storm Models Converter ALPHA

    Here's the sourcecode.

    Posted in: Artist Tavern
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    posted a message on WoW to Sc2 made nice, fast and easy: Research

    Here you go. This version fixes those issues and adds NeoDex support for wc3 modelling. So you can use it for both, Sc2/Wc3.

    Posted in: Artist Tavern
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    posted a message on Heroes of the Storm Models Converter ALPHA

    @IskatuMesk: Go

    Those are exactly the kind of models which aren't working. The difference between Sc2's Particle Emitters and Heroes's particle emitters is just 4 bytes, that's 1 number (probably one new extra parameter). However, i can't get them to work. Atleast I tried Stiches. I can't convert him.

    @TyaStarcraft You can keep them saved for when you can. I could upload the old arthas model that they no longer use if you want.

    Posted in: Artist Tavern
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