http://www.pathofexile.com Anyone here heard about path of exile? It's a free to play action rpg, in the style of diablo 1 and 2. It's currently not released but closed beta starts soon, and it actually looks like it might be a better successor to diablo 2 than diablo 3, which of course has the WoW art style.
It has a skill gem system reminiscent of ff7's materia system, and is pretty cool. At first I thought this would be interesting to play till diablo 3 comes out, but now it's looking like I'll play it MORE than d3. It's free to play and funded by what the developers call 'ethical microtransactions.' these are ingame graphical improvements, which have no effect on your character in terms of strength, but make it look cooler. For example, pay a dollar and get a dragonheaded fireball, or 2 bucks for a crow which follows you around and pecks out the eyes of the enemies you kill. This means you won't get any ingame advantage from paying, but can still have boasting power and a more badass character than your friends.
Many people already tried to make modelling in Blender possible, but we face so many unknown problems that I don't know if such a thing will ever be possible. I guess our best bet right now is converting the SC2 3dMax plugin into something else, even despising the fact that it uses 3dMax specific routines that can't be translated into python nor anything else :S
I am curious though .... How would you convert a Blender model into a 3dMax model without using 3dMax? I have a feeling such things wouldn't be possible xD
Unless ... I could replicate the 3dMax routines engine ... which would be silly ...
Uhh...File->Export->.3ds or .dae or .fbx or .obj or any other format that both max and blender export?
It would be only a little more hard to make an m3 exporter for blender than it was for nintoxicated to make the 3ds max exporter. Harder, because he had the WoW scripts and Wc3 scripts to base his off.
yeah first of all, all of the structures in .wmo files originaly, and i know it need 3ds mx. I have the student program, so i have the 3ds max 2010 too. I did what the tutorial said, but when i import the model to starcraft 2, it doesn't show anything, just that is a model (no white ball or untextured form)
It's probably not scaled to SC2's sizings. Scale it down, either in the editor or in 3ds max. (sc2 units are about 1/100th thesize of wow units, If I recall correctly.)
I read on another thread that they're stored in a format which can be exported to .obj. (I assume using wow model viewer? Maybe there's a separate converter around somewhere) You then import the obj file using 3ds max, as per http://www.galaxywiki.net/How_to_make_StarCraft_II_Assets and make sure the textures are applied correctly. Then export as m3.
" I can add materials to it to not make it pitch black"
Ohsnap just read this properly. This means it isn't the normals. When you imported did it tell you that it was missing textures in the 3ds max maps directory? If so, you need to copy the relevant textures from the sc2 mpq over to the maps directory (or change where max looks for textures).
Note: the tutorial is incomplete but happily it shows the bit you need to know :D if you need help on getting the textures from the MPQ, check out http://www.galaxywiki.net/MPQ_Exporting (as shown in THAT tutorial, the textures are in /Assets/Textures/ inside the MPQ.)
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Hmm, that's strange, sixen edited my first post. Try http://www.galaxywiki.net/Importing_Custom_Icons
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That isn't irony.
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http://www.galaxywiki.net/Importing_Custom_Artwork#Importing_Custom_Icons there's a video there. At about 2:20 into the video I type in /Assets/Bunny/ You want to type in Assets/Textures instead; your texture will then import into the correct folder.
Man that's a bad tutorial, I should redo that entirely.
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Mud, you mayfind this article interesting. It shows the workflow the pros use to make game characters.
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http://www.pathofexile.com Anyone here heard about path of exile? It's a free to play action rpg, in the style of diablo 1 and 2. It's currently not released but closed beta starts soon, and it actually looks like it might be a better successor to diablo 2 than diablo 3, which of course has the WoW art style.
It has a skill gem system reminiscent of ff7's materia system, and is pretty cool. At first I thought this would be interesting to play till diablo 3 comes out, but now it's looking like I'll play it MORE than d3. It's free to play and funded by what the developers call 'ethical microtransactions.' these are ingame graphical improvements, which have no effect on your character in terms of strength, but make it look cooler. For example, pay a dollar and get a dragonheaded fireball, or 2 bucks for a crow which follows you around and pecks out the eyes of the enemies you kill. This means you won't get any ingame advantage from paying, but can still have boasting power and a more badass character than your friends.
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Have you converted the mesh to an editable mesh? (right click->Convert To...).
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Have a look at http://www.galaxywiki.net/How_to_make_StarCraft_II_Assets It explains step by step how to do what you want.
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Uhh...File->Export->.3ds or .dae or .fbx or .obj or any other format that both max and blender export?
It would be only a little more hard to make an m3 exporter for blender than it was for nintoxicated to make the 3ds max exporter. Harder, because he had the WoW scripts and Wc3 scripts to base his off.
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It's probably not scaled to SC2's sizings. Scale it down, either in the editor or in 3ds max. (sc2 units are about 1/100th thesize of wow units, If I recall correctly.)
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It's all explained here http://www.galaxywiki.net/How_to_make_StarCraft_II_Assets#What_You_Need D:
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You can get max student edition for free, download size is the only problem, and that's not a problem for many people.
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I read on another thread that they're stored in a format which can be exported to .obj. (I assume using wow model viewer? Maybe there's a separate converter around somewhere) You then import the obj file using 3ds max, as per http://www.galaxywiki.net/How_to_make_StarCraft_II_Assets and make sure the textures are applied correctly. Then export as m3.
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.ogg files are sound files, I'd be highly surprised if blizzard used them for building models in WoW.
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Osnap sorry, I only knew of one female zealot so I didn't bother checking them against each other. My bad.
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" I can add materials to it to not make it pitch black" Ohsnap just read this properly. This means it isn't the normals. When you imported did it tell you that it was missing textures in the 3ds max maps directory? If so, you need to copy the relevant textures from the sc2 mpq over to the maps directory (or change where max looks for textures).
If it doesn't have an error, you'll have to apply the textures manually. I've started work on a tutorial explaining how to apply textures to models in max here: http://www.galaxywiki.net/How_to_make_StarCraft_II_Assets#Prepare_for_Export
Note: the tutorial is incomplete but happily it shows the bit you need to know :D if you need help on getting the textures from the MPQ, check out http://www.galaxywiki.net/MPQ_Exporting (as shown in THAT tutorial, the textures are in /Assets/Textures/ inside the MPQ.)