• 0

    posted a message on [WIP] Converting Warcraft III Reforged MDX to Starcraft II M3 in two clicks

    Note: Portraits do not move lips ATM =)

    Wc3 and SC2 utilize same software - FaceFX, but different versions.

     

    Posted in: Artist Tavern
  • 0

    posted a message on [WIP] Converting Warcraft III Reforged MDX to Starcraft II M3 in two clicks

    *and ~15 minutes for setup =)

     

    Hello everyone, hope you're having a good day! ^^


    Wanted to share a tool i made for myself, but maybe someone else will find it useful. 3Ds Max part was made purely based on TaylorMouse's addon (https://github.com/TaylorMouse/warcraft_III_reforged_tools), so i cannot take the whole credit for it =)


    Kindly note that this is still a work-in-progress, and it's quite a niche tool tbh, so i didn't bother to make code looking good - it does its purpose, that was the target =)


    Okay, first, needed tools:

    1) CascView (http://www.zezula.net/download/cascview_en.zip)
    2) 3ds Max 2016

    3) Photoshop 2020

    4) Intel DDS plugin for photoshop (https://gametechdev.github.io/Intel-Texture-Works-Plugin/)

    4.1) Preset file (https://drive.google.com/file/d/1bMOP-RykAqZl_FQcjmGnqxbavsutP3kB/view?usp=sharing)

    5) Starcraft Art Tools 2016 (https://drive.google.com/file/d/1Kpg-KLTSWPrbhEl7JbqeytecmQc3Da0D/view?usp=sharing)

    6) Script for photoshop (https://drive.google.com/file/d/1EbN_jQpoEL5wZrR1rRjb56KL9vmm-0nF/view?usp=sharing)

    7) 3ds Max addon (https://drive.google.com/file/d/1Pk3Wh2unvHayrVyYC-Hj-xeRtKrQKshz/view?usp=sharing)


    Setup:
    1) Install Photoshop 2020 

    2) Install Intel DDS plugin.

    3) Copy "Intel" folder from step 4.1 zip file to C:\Users\<User>\AppData\Local\

    4) Copy "reforged.jsx" (step 6) to C:\Program Files\Adobe\Adobe Photoshop 2020\Presets\Scripts\

    5) Install 3ds Max 2016 

    6) Copy files from Art Tools (step 4) zip to root 3DS Max Folder (C:\Program Files\Autodesk\3ds Max 2016\)

    7) Copy files from 3ds Max addon (step 7) to C:\Program Files\Autodesk\3ds Max 2016\scripts\Startup


    Now, the conversion process consists of 2 steps: textures and model itself

    Both scripts can handle either a batch or a single model, corresponding may be selected in script interface. To have an idea how this works, i recommend to start with a batch of 2 models, here's an example of Rifleman and Knight proccessed:


    1.1) Run CascView and open Warcraft III storage. Navigate to place you want to proccess, for the sake of this manual, we'll pick <war3.w3mod:_hd.w3mod:units\human\knight\> and <war3.w3mod:_hd.w3mod:units\human\rifleman>, extract those folder to location of your choice (mine is C:\Games\Work\Wc3\).

     

    Now there are shared textures that models use, you have to extract those as well, for units those are:

    Environment map:

    war3.w3mod:_hd.w3mod:replaceabletextures\environmentmap.dds

    Portrait Background:

    war3.w3mod:_hd.w3mod:textures\portrait_bg_diffuse.dds

    war3.w3mod:_hd.w3mod:textures\portrait_bg_orm.dds

    war3.w3mod:_hd.w3mod:textures\normal.dds

    Corpse <race>_copse*.dds: (in this example):

    war3.w3mod:_hd.w3mod:textures\human_male_corpse_diffuse.dds

    war3.w3mod:_hd.w3mod:textures\human_male_corpse_normal.dds

    war3.w3mod:_hd.w3mod:textures\human_male_corpse_ORM.dds

    war3.w3mod:_hd.w3mod:textures\dwarf_corpse_diffuse.dds

    war3.w3mod:_hd.w3mod:textures\dwarf_corpse_normal.dds

    war3.w3mod:_hd.w3mod:textures\dwarf_corpse_ORM.dds

    war3.w3mod:_hd.w3mod:textures\horse_corpse_diffuse.dds

    war3.w3mod:_hd.w3mod:textures\horse_corpse_normal.dds

    war3.w3mod:_hd.w3mod:textures\horse_corpse_ORM.dds

     

    1.2) Put those except for "Environmentmap" to some folder inside the one you're going to process (i make a folder called "shared", makes it "C:\Games\Work\Wc3\war3.w3mod\_hd.w3mod\units\shared\"), and rename "normal.dds" to "portrait_bg_normal.dds" like this:

     

     

    Proccess Textures:

     

    2.1) Open Photoshop, do not open any file (just welcome screen), select "File->Scripts->reforged"

     

    2.2) Select input and output folders (hint: if you "blank" the output folder and then select the input folder, it'll be suggested to you, i'd advice <input folder>\assets\textures\) and press "Convert" 

     

    Now, it'll take some time to proccess all the textures in our "knight" and "rifleman" folder, so help yourself with a tea or a cig. (~5-7 mins per model, several textures)

    You'll understand that everything is done when you'll see the Photoshop welcome screen again. 

     

    2.3) Copy environmentmap.dds directly to output folder (<input folder>\assets\textures\) since it doesn't need to be proccessed.

     

    The script is set-up for a system that Lemon Sky Studios used: it picks every "*_diffuse.dds" file in subfolders of <input folder> and requires the folder to have both "*_normal.dds" and "*_orm.dds" in same folder for it to work. It will not pick any .dds file with different name to left those over.

    Now, you have to understand that Warcraft 3 and Starcraft 2 use different workflow for their engines, Reforged uses "Metallic" (or ORM) workflow, while SC2 use "Specular". You can make one look exactly like the other, but i consider Reforged models to be incomplete in terms of setup, and also to make it batch-friendly, i used my own - i was inspired by Heroes of the Storm models, cuz it's the closest to what we're trying to do here. My preset for the textures is not complex and can be read in the reforged script, but i can document it at a later day if needed.

     

    Proccess Models:

     

    3.1) Open 3ds Max. If you installed everything correctly, you shouldn't receive any warnings/errors.

     

    3.2) The interface is pretty straight-forward, to understand how it works, i'd advice to use EXACTLY same folder for input as you used in Textures step (mine in this example "C:\Games\Work\Wc3\war3.w3mod\_hd.w3mod\units\", check for "\" at the end of the path) and hit "Start".

    You will know everything is finished once the "Warcraft III Reforged Converter" window disappears. It will also take some time, so help yourself with a tea or a cig (x2) =))

     

    Kindly note, that LOD_0 is a unoptimised geoset - it looks good, but it hit performance really hard when in numbers (i.e. you have a 200 supply of riflemen LOD_0 on the screen), so LOD_1 is adviced for units, currently unautomated.

    Also, the material preset is my own, and is applied to all of the materials. I took that one as a mid-one amongst HotS models.

     

    3.3) Once everything is done, you should have all your import structure in <input folder>\Converted\ folder:

     

    Test:
    4.1) To test those, you can create a new map with Renee's war3mod dependency (already in sc2):

     

    4.2) Point import to your "Converted\" folder. Save the map so it'll generate archive with imported files.

     

    4.3) Edit corresponding units and portraits:

     

    4.4) For portrait, select Lightning: War3_Portrait


    Et Voila: you can dl this test map for yourself to check out (https://drive.google.com/file/d/1hfa-sWKKhNigYEykzO6DCYCGB_jPeKsI/view?usp=sharing)

     


    Now, please consider couple of things before you proceed:

    1) I'm by no means a 3d-artist, so presets (for both model and textures) are not perfect, if you are, kindly advice me what will look better =)

    2) Reforged models were made by several people, so using this technique, some out-of-place setup and animation glitches are expected. To get the complete result, some of the models should be fine-polished by hand.

    3) It "weights" a lot and i mean it, my test map with 2 units (and 2 portraits) is 41.5mb. I've used a trick to save some space - i've put a model's alpha-mask (real alpha, not the teamcolor one) to R-channel of normal map, since it's unused to save ~500kb per texture (~3.5mb per model), but i believe there're more tricks to be made.

    4) I tested this technique ONLY on units, but it should work for buildings, doodads and some of the effects.

    5) At this point several things are imported from MDX, but are unused in M3:

    • Lights. In my iterations, the only lights i found were there to make portrait look good when in WC3, however, SC2 uses way different lightning tech, so results appear to be weird-looking, i decided to disable those for the time being (dunno how it will work with fires/torches in the model though)
    • Emitters. All Reforged models i encountered use only PopCornFX external emitters. I need some more investigation to continue working with those. Imported, but not exported atm.
    • FacialFX. SC2 also use fome facial fx, and those might be compartible with Reforged. Just didn't investigate yet =)
    Posted in: Artist Tavern
  • 0.963615472998851

    posted a message on Is it starting Sc2 in 2021 Good?

    In reply to maniqwils:

    Depends on what you're looking for. For cybersport - yes, it is tough. For custom/original campaigns - just relax and dive into the story =) Click on a worker to build doesn't require a lot to get into =)

    Posted in: General Chat
  • 0

    posted a message on SC2 art tool - download

    In reply to TKDeMoNiK:

    In reply to hannemaster:

     You have to place the contents of "Sc2ArtTools_3dsmax2016" to your root 3ds max directory.

    I.E. "plugins", "UI_ln", "msvcr80.dll", etc to "C:\Program Files\Autodesk\3ds Max 2016"

    Posted in: Artist Tavern
  • 0

    posted a message on Converting Wacraft 3 Mdx models?

    In reply to MouseTaylor:

     Hey TailorMouse!

     

    I can't recreate this error now =( But i did a fresh install of 3Ds Max 2016 and tried to install this --> https://github.com/TaylorMouse/MaxScripts script, but here's the error i get (in the attach)

    Also, i want to convert new hd reforged wc3 model to sc2 - am i trying to use the right tool? =)

    Posted in: Artist Tavern
  • 0

    posted a message on Converting Wacraft 3 Mdx models?

    In reply to MouseTaylor:

     Hey TaylorMouse!

     

    Tried your script (GriffonStudios_Startup) in Max 2016 and 2020 - for the last one i got this (any ideas what it could be? =) ):

    Posted in: Artist Tavern
  • 0

    posted a message on Convert Reforged models to SC2

    Hello everyone!

     

    Does anyone knows any easy or little-to-no interaction way to convert reforged wc3 mdx to sc2's m3? Thank you in advance! =)

    Posted in: Artist Tavern
  • 0

    posted a message on Is Re-forged worth it yet? (modding)

    Ok,i bought it. Played prologue 1-4 on hard. Well, the model are kinda cool, but for some reason it doesn't feel that detailed work-trough as the original - you don't fall in love with it. That's why i've started to think of a SC2 conversion - would be cool with units moving each other and >12 selection. Also because since 5.0 the conversion is much easier... The only thing one has to do is remake triggers and little terrain fixing.

    Posted in: Warcraft Modding
  • 0

    posted a message on Is Re-forged worth it yet? (modding)

    In reply to pacobelan:

     

    I also did want to get the game, but the price was set too high, waiting for the sale =) I also bought RoC just a month before release (i used my own key for TFT, but friend's key for Roc) in an attempt to make some discount since it's the same trademark. I was wrong, and both that circumstances now make me feel quite DP'ed =(

     

    So, same question xD

    Posted in: Warcraft Modding
  • 0

    posted a message on War 3 in 5.0?

    Hello everyone! =)

     

    I've seen recent sc2 update - 5.0 - they made possible multiple cliff layers - which makes importing w3x maps quite solid now - the only thing that's not converted are triggers and there are still some terrains mistakes here and there (from what i've noticed - it can't resolve Ramps correctly).

     

    Does someone have any experince with wc3 campaign conversion? And also, does someone have an idea of how to convert reforged -> starcraft II models? =)

    Posted in: Warcraft Modding
  • 0

    posted a message on WarCraft Origins

    In reply to OmegaWeaponX:

     

    Models: https://www.hiveworkshop.com/threads/warcraft-iii-reforged-mdx-format.319542/page-5 guy called "boskee", i found he writes there.

     

    Renee's got a full subforum here, on sc2mapster: https://www.sc2mapster.com/forums/player-zone/warcraft-modding

    Note that her account might have another nickname now - consequencies of moving to twitch =)

    Posted in: Team Recruitment
  • 0

    posted a message on WarCraft Origins

    In reply to OmegaWeaponX:

     

    Only SD models available (with exception to some random "HD" objects Blizzard added in, but aren't the reforged 4K ones.  Unsure if Blizzard would ever port them over)

    There's a guy on hiveworkshop who is making an export/import addon for Blender for WC3:R new HD models - ehn he finishes it, the conversion will be available =)

    Would have to recreate every...single...mechanic for every...single...unit and hero.  It's all there in terms of models and animations, but Blizzard doesn't have anything ready to go.  So I'd have to build out every single death event animation, spell event animations, item mechanics (bonus feature for heroes), etc.  Basically recreate Warcraft 3 in SC2...which might be more than I'm willing to do

    Renee's mod have it all if she allows to use it as base =)

     

    Posted in: Team Recruitment
  • 0

    posted a message on WarCraft Origins

    Hey Omega! It's my new account. Are you still up to this? Wanted to create a thread in this forum but then seen yours.

     

    I mean looks like noone likes the Reforged, but SC2 engine offers what everyone wants to add to it.

     

    Again, are you still up to it? =)

    Posted in: Team Recruitment
  • To post a comment, please or register a new account.