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    posted a message on [UltiDrgn]'s Request Corner

    The completed models are a joint work of the Custom Unit Development Team (CDU), but I'll be posting them here with their permission. Keep in mind these may/may not follow a different creditting/use scheme than my own in the OP. Also, there will be a static, v1.0 model kept here while any updates will be linked in the list.

    To clarify the Sept 12th guideline, basically don't go posting them until AFTER the Blizzard Map Contest deadline.

    I will not remodel, reanimate, retexture, rewhatever any model listed below outside of their asset page. If you want to request a change to them, ask there. All requests to this effect will be ignored.

    Completed Custom Models:

    Posted in: Art Assets
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    posted a message on [UltiDrgn]'s Request Corner

    To clarify: I will NOT create custom models and/or textures outside that mentioned below. All requests to this effect will be ignored.

    Here is where I will keep track of all the existing model edits and custom anims I have done over the past few weeks, along with those coming in the future.

    If you want an edit of an EXISTING SC2 model, and it's nothing extreme (see below), post your request here instead of clogging up the Artist Tavern and my PM box. The same goes for animation of any custom model that you may need (PROVIDED THAT YOU GIVE ME A MODEL). I don't really ask anything in return, just that you credit me if you use an asset.

    "Extremes":

    • Animation changes, i.e. TerraTron breakdancing. This is not to say I can't break up existing anims or remove them.
    • Retextures
    • Changing ANYTHING to do with someone else's released model, i.e. Protossmus Prime. No you may not have him.
    • Making a BRAND NEW model

    That being said, request away!

    -----

    Completed Edits:

    • Optimus Prime Truck (From Bubba's Truck Stop)
    • Half of a Wraith (From the aircraft elevator)
    • Half of a Viking (From the aircraft elevator)
    • Weaponless Nova
    • Weaponless Spectre
    • Weaponless Murloc Marine
    • Mutalisk Wings
    Posted in: Art Assets
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    posted a message on [Released!] Sarah Kerrigan Ghost

    @Underp4ntz: Go

    The cloaking effect is automatic unless you want to change it, just substitute any custom model into a ghost copy and you'll see.

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    Sadly the buildings are (for the most part) actually apart of the world geometry. I.E. unless you want to rip all of Aszuremist Isle, you're not getting the Exodar.

    Posted in: Art Assets
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    posted a message on Using the Editor Offline?

    @s3rius: Go

    It also auto-authens when you log into SC2. So if you were to play SC2 BEFORE loading the editor, no verification. Also said verification resets every 6-8 hours.

    Posted in: Miscellaneous Development
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    posted a message on [Article] Modelling and Exporting for StarCraft2

    Things you should know before reading this portion of the article:

    • This portion assumes you have access to MPQEditor and 3ds Max
    • This portion assumes you know how to rig a skeleton using bones
    • This portion assumes you know how to add and modify envelopes using the skin modifier
    • This portion assumes you have sufficient experience in "natural" movement for animation purposes
    • This portion assumes you know how to import a .m3 file into 3ds Max and how to manipulate textures inside 3ds Max
    • This portion absolves UltiDrgn of any fault that you may cause/find

    Editing Existing SC2 Models

    Picking/Finding a Model

    Before you can begin modifying an existing SC2 model, you have to pick an existing model that either /is/ the model you want or /contains/ the model you want. For an example, I'll be going over the entire process of repurposing the campaign's Hyperion model that was used during cut scenes.

    Exporting the Model File(s)

    Because we chose the Hyperion model, we have to add /Liberty.Story/ as a dependency to whatever map is open. After doing so, open up the Previewer and find the Hyperion. In this case, it's under Assets/StoryModeSets/SM_HyperionExteriorLow , though technically we could have also used the high poly model right above it. After loading the model in the previewer, we should have a screen that looks something like this:

    http://img594.imageshack.us/img594/8749/sc2edit01.jpg

    From here, all we have to do is go to File -> Export Model File...
    Save it somewhere, then close out the map editor entirely.

    Exporting the Texture File(s)

    Textures must be extracted from the mpqs themselves. I personally use MPQEditor to extract them. Keep in mind it is ESSENTIAL you open the MPQs in READ-ONLY mode to prevent unwanted/game-breaking changes to occur. As a rule of thumb, most textures will be in Core.SC2Mod.base.SC2Assets, but the campaign MPQ, Liberty.SC2Campaign.base.SC2Assets. Both of these MPQ files can be found in your Starcraft II installation directory under Mods and Campaigns respectively.

    Since we chose the Hyperion, which is in Liberty.Story, we have to open up Liberty.SC2Campaign.base.SC2Assets. Once open, navigate down into the Textures folder and find the texture files highlighted below:

    http://img821.imageshack.us/img821/8252/sc2edit02.jpg

    We only need the Diffuse, Normal, Specular, and Emissive maps to modify any SC2 model. These in particular are the Hyperion's textures as referenced in the Previewer under the Materials of the model. Once found, export these files to the folder that contains the .m3 file from earlier. Close out MPQEditor when you are done.

    After Importing into 3ds Max

    After you've imported the .m3 of the Hyperion into 3ds Max, hit the M key to bring up the materials window. From here, you can readd the texture files we extracted earlier. From here, you can do whatever you want to the model, as long as you follow these guidelines:

    • Any changes to the model must be performed at time 0.
    • No additional polys/triangles/vertexes/etc can be added to the model, you can only remove them. (Unless you want to reanimate the entire model)
    • Any attachments added to the model must be linked to the nearest bone and follow standard SC2 naming convention.

    Misc. Animation Tips:

    • Before you start to move ANY bones around, and immediately after tweaking your skin modifier, key EVERY bone at times 0 and 3. Start the first animation at time 3, keeping in mind that the typical SC2 animation is 1.5 seconds long at 1000fps. This means a sequence starting at 3 and ending at 2663 will last about 2.6 seconds.
    • NEVER overlap the start/end times of the animations. Also, good practice is to leave about 1000 time in-between each animation, but it won't matter in the end.
    • Make sure every vertex is weighted before animating, and that every piece of geometry has a skin modifier linking to at least one bone.
    • The FIRST sequence named Stand will be the default stand animation. The same goes for WALK, ATTACK, BIRTH, etc.
    • Constantly save your work, and remember to keep an eye on the auto-key toggle.
    • The exporter currently does not like certain transforms on bones during animations. Always check ingame animations via previewer before use. If you find there's an animation that's not working right, try keying every bone every 100 time for the sequence in question. Failing that, do something less complex during the sequence or adjust the IK chain.
    • Death animations are a SEPERATE model/animation pair.
    • Use version 1.6b of the exporter until 1.9 comes out.
    Posted in: Artist Tavern
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    posted a message on [Request] Murloc Marine Edit

    4char

    Posted in: Artist Tavern
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    posted a message on [Request] Murloc Marine Edit

    @Ardnived: Go

    Future threads should be titled [ULTI DO THIS]

    I'll do it in a bit.

    Posted in: Artist Tavern
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    posted a message on Model Request

    4char

    Posted in: Artist Tavern
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    posted a message on Nova - Prepped for an RPG (Inquiry/Request)

    @Mienk: Go

    You didn't hear this, but I may or may not be working on animating SM_Nova, Tosh, Raynor, and Zeratul.

    Posted in: Artist Tavern
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    posted a message on [HELP] M3 Import with no Textures :(

    Is your texture path right? Show a SS of your Import window

    Posted in: Artist Tavern
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    posted a message on [Request] Protoss Battlecruiser

    @DireDaegun: Go

    Host/site operations. Check a tutorial

    Posted in: Artist Tavern
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    posted a message on [request] Converting a WarCraft 3 model for StarCraft 2

    Eh, I just want to make sure anyone who does takes it up has the details required. Should be easy for anyone with basic 3ds Max skills.

    Posted in: Requests
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    posted a message on [request] Converting a WarCraft 3 model for StarCraft 2

    Does it need to be animated?
    Is it just a doodad?
    Does it need attachment points?
    Etc...

    Posted in: Requests
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    posted a message on Camera question(s) - Side View with a twist

    @SBeier: Go

    0_o" I had a feeling I needed to do something with triangles, and I appreciate that you've laid out the math here. Lemme flail about a bit with that equation and see what I can come up with.

    Posted in: Triggers
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