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    posted a message on Texture sugestions? Model I made.

    Well done model, really pretty, I do like it.

    Posted in: Artist Tavern
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    posted a message on Help understanding Sc2 .m3 file

    EDIT START Frizi how I am able to upload new files to my own repo, currently I get "note about fast-forward" error in short: https://github.com/InDesign/M3TOX3D/pull/1 How do I accept it and move on with my life?

    Meanwhile I recreated in python parts of M3I_Ref struct, I learn how to read binary data (idea is to port maxcript functions which I need to Python) http://codepad.org/LY2W7OwF I added much cool reading about Maxscript to Wiki, check it out.

    EDIT END

    Im in the phase of learning MXS to understand better Toxicated script parts. Though I find most of script functions pretty self explanatory (I have wc3 jass background mostly, mixed with some python for humanitarian and Blender API calls). Currently puzzles me function parameters and structs like myStruct.myFunc.myMethod.myVar. In real life currently working (finished high school, went to military, came back and are going to continue studies). I understand you (like most of us) want to make this happen just like that. But I can't focus on my hobby (3d modeling and similar) fulltime. That is why I consider offering opportunity for community to participate. Maybe there are kids who don't know what to do with their free time? Maybe they could help us with this by reading our comments (made way) and make it better. I bet some think: "omg, programming!?". I once was a gamer then I read tutorials about JASS and now I do this. 3dsMax script took one year to make what it is today, SC2 took to be made how long? Our project here? Made by two days? :D I have thinked about re-creating same functions in different programming language (lets take for example python because I know it somewhat). If you understand what does function result is, you can transfer its idea to totally different programming language. Maybe some need to learn learning before they are able to learn :D Take this example (3ds Max Toxicated script): fn M3I_Main calls fnM3I_Open That is one total branch which can easily be recreated in python (I am even able to recreate it). My point is it is possible step by step to export script itself to different language. If we are eliminated all the easy things then there is greater chance that people (let it be whomever) can consentrate all their think-power to that one hard thing. By many on very specific topic it should be solved in no-time (at least faster when trying to do it alone). Dunno why people underestimate that power what we could use.

    Posted in: Artist Tavern
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    posted a message on Help understanding Sc2 .m3 file

    Who is into learning MAXScript then about structs you can read from here: http://blog.duber.cz/3ds-max/an-interesting-concept-behind-structs-in-maxscript About generic 3ds Max Maxscript (MXS) syntax: http://www.scriptspot.com/bobo/mel2mxs/mel2mxs.htm

    Posted in: Artist Tavern
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    posted a message on Help understanding Sc2 .m3 file

    Diablo model, I did not know what was m3a and searched forums. Search returned Diablo model thread where I learned what is a m3a format. @Frizi I'm really beginner in GitHub. I have no idea what are all these pull requests or how they merge with my repos (though I have a slight assumption). I forgot to add in PM in GitHub to you that moving code tags between text will explode wiki-page, I have no idea why. At that time I did not know any better solution to creating environment for commenting code. Wiki had history and easy user access possibility. If you manage to make it better post here quick explanation how people can use it (access to comment code). Simplicity and quick access is good.

    Posted in: Artist Tavern
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    posted a message on Help understanding Sc2 .m3 file

    I lack skills to offer help to you DrSuperEvil. I read about sc2 Diablo thread. There I learned what is m3a format: a m3 file storing only animations (animated bones). In sc2 Diablo thread had some good suggestions. I understood it was agreed model_name.m3 uses animations from model_name.m3a. Rough outline would be to import into 3ds Max sc2 Diablo, delete its geometry, animate only skeleton (Diablo bones) export new file as SpaceDiablo.m3a (make link in GalaxyEditor) and look does it work. Same could be tried with simple cube model to verify process itself is valid. Create cube (triangle or plane) in 3ds Max give it one bone (so geometry would be linked to bone), save as m3. From your saved m3 file delete geometry, animate bone to rotate, save as cube.m3a. Load into GalaxyEditor and look does it work. I understand goal is to keep sc2 Diablo model as it is and do all the animaton in m3a file because (importing Diablo will lose data because nature of Blizzard close source model format, though 3ds Max import script is best what we have currently).

    On thread topic: Considering EULA of SC2 and copyrights its illegal to import data out of SC2 (models). To make it short X3D2M3 is legal (somewhat) while M3TOX3D is illegal for sure. In this light my previous suggestions about Diablo model manipulating are illegal. Still our project here is good for educational, non-profit use. Its one of these things legal to own, illegal to use. If I get time I will publish tutorials how to join project, learn to help us and share learned findings on wiki page (commenting code). Additional bonus is that if you find our done work $][!", you can always make it better yourself. Just any start is always hard.

    Posted in: Artist Tavern
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    posted a message on Help understanding Sc2 .m3 file

    Thread update:

    Made wiki for m3 export scripts. Registration needed at GitHub (takes only seconds[TM]). Link to project: https://github.com/InDesign/M3TOX3D Paste that link to your signature and tell a friend! Everyone are welcomed from sc2mapster forums to involve. Spread the word.

    EDIT: I added to wiki all functions (both Blender and 3ds Max). There are currently only importer functions (you really do not need exporter functions because when you can read out, you can reverse that process to write exporter). Next task is to write tutorial how community can participate in this project.

    Posted in: Artist Tavern
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    posted a message on Could someone make a grid texture for me?

    AlphaShadows well done! It all looks logical and good.

    St4rKill3r> Also, your 64x64 texture is too small. This is what it looks like in SC2, incredibly stretched: What about that? It makes me wonder how does St4rKill3r apply imported textures. I am pretty sure I made 64x64 pixels image in the Gimp. Similar image on your picture AlphaShadows, looks OK while St4rKill3r got with my 64x64 image odd results. Clarification needed.

    Posted in: Requests
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    posted a message on Warcraft UI

    Why do you not export UI textures from Wc3 directly?

    Posted in: UI Development
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    posted a message on Could someone make a grid texture for me?

    English is more like a second language to me. Yes, I do want the original Blizzard terrain texture extracted. Could you give me file path to mpq? I have SC2 demo installed. How SC2 applies texture is way different than I am used in Warcraft 3 (I made white circle aorund strange part). It is hilarious how something so simple which you request can be so complicated to do.

    Posted in: Requests
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    posted a message on Could someone make a grid texture for me?

    As you can see obstacle here is that we do not know exact texture size, I got question. How is that possible that custom texture can be divided (in white circle, see image?). I understand you want red box type of thing. There seems to be also problem with applying this texture (from stretching to diffusing with ground texture). I can't find anywhere sc2 terrain texture size, there is way to extract original texture from mpq for seeing how they did it (I do not like to guess).

    Posted in: Requests
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    posted a message on Could someone make a grid texture for me?

    But with zoom in and out that 51x51 can change, I hope Pshyched can help you out.

    Posted in: Requests
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    posted a message on Could someone make a grid texture for me?

    How do you apply that texture in Editor? Is it like image on ground? To make precise texture I really should know the width and height of "black square" which you can see in your last posted image. I don't like to guess, but maybe 64x64 pixels fits into small "black square" (or 32x32), I do two test images to try it out and update my post with them.

    EDIT: Made these images, try them out and look how they fit. I do not have required info to make what you like unless you do not find out that "black square" real width and height in pixels.

    Posted in: Requests
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    posted a message on Could someone make a grid texture for me?

    My previous cell divided into four, still 1024x1024 pixels. I made first 512 cell (and its frame 5 pixels), then I duplicated it 4 times on 1024x1024 canva to get result. I made my best to get exact result.

    Posted in: Requests
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    posted a message on Could someone make a grid texture for me?

    I created something: 1024x1024 pixels, your used colours, border size (you can say frame) is 5 pixels (if it repeats then it becomes 10 pixels). There are many dds image compression methods (first I ended up with 3 mb files [no compression], then I used DXT1 compression and it went down to 512 kb (this image is so simplistic if it is possible 64x64 pixels version could maybe do same work because this image only consist of two colours (normal map bit more). If this texture works as designed it could be compressed even more. Used tools were the gimp (2.6.11), the Gimp normal map blugin (win32.1.2.2), the Gimp dds plugin (win32-2.0.9). This tutorial helped me creating sc2 custom terrain texture: http://www.galaxywiki.net/Custom_Terrain_Textures Textures are attached as attachments. By tutorial instructions it should work.

    EDIT: Tell if it works, then we can optimize it even more or create totally new. My version is robust and simple, if you want something like on your posted image I could make another one, I guess I should use fade filter to get that fading cross look.

    Posted in: Requests
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    posted a message on Could someone make a grid texture for me?

    Don't you have time to do it yourself or just don't know how to do it? Which one? I saw many terrain tutorials and there are some options which you need to verify first: How big does your terrain texture needs to be? (they all are power of 2).

    Teny2 wrote: ...Note that the size of your image must be a power of 2 for it to work in the Galaxy editor (128, 256, 512, 1024, ect).... How big (thick) does need to be gridline? Max texture size by default SC2 uses is 2048? Making your specific size in the Gimp is easy. Can't you also choose from GalaxyEditor grid size (from tiny to huge?). That arises question how big grid box needs to be (tiny, huge or something inbetween?) I, myself, do not have SC2 full version nor GalaxyEditor. Though I could make you that texture.

    Posted in: Requests
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