Yeah, for me to make it work, I need to export/import something to FBX, then new, then I can import them correctly, so f***g weird
Now I'm just waiting to the end of this month to see if they are adding some Art Tools for reforged, at least to export, so I don't need to continue and break my head on an exporter.
NOrmally no, but I just changed some features that may solve that, its probably that your FBX settings are off compared to the once initially set by Max,
I have to do a quick import export of a box before the actually scripted part works, which is shitty, but it does do the trick afterwards
Just pushed another update to my github
Not sure how that error (previously on the text ) doesn't work.
Ok Wollie, you ( and probably others too) are lucky I found the bug, apparently these files have multiple sequences that can have the same start and end frame ( weird I know )
So I fixed it by adding animation layers ( as different notes )
This means I still need to adjust my animation selector to support the selection of other note tracks, but that will be done later!
I got a hint from a guy on discord to process the animation differently, although there is still a dirty hack in there ( export to FBX and reimport ) it does fix my animation problem nicely and positions the bones correctly !
Oh, so when you export the stuff to a specific folder, there are probably going to be some dummy folders created by the casc viewer, I always rename that to assets, because it was like that in SC2 and HotS:
like in the image below, that's the asset folder, that is the one you should pick
To view the materials in the viewport, open the material editor, (press M) and make it viewable in the viewport
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Looking nice man, is it based on the tracer model ?
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In reply to loshko86:
Why would you even want that, the polycount from the old models are like a billion times lower then the new models... that would be just plain ugly
T.
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In reply to zimbo01786:
Yeah, for me to make it work, I need to export/import something to FBX, then new, then I can import them correctly, so f***g weird
Now I'm just waiting to the end of this month to see if they are adding some Art Tools for reforged, at least to export, so I don't need to continue and break my head on an exporter.
T.
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Darksiders Hellhound ready for deployment:
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Cool, do show some screenies :D
1.85628228731137
NOrmally no, but I just changed some features that may solve that, its probably that your FBX settings are off compared to the once initially set by Max,
I have to do a quick import export of a box before the actually scripted part works, which is shitty, but it does do the trick afterwards
Just pushed another update to my github
Not sure how that error (previously on the text ) doesn't work.
Should now though
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Still looking for one ?
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I fixed that I think, check my github page
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Ok Wollie, you ( and probably others too) are lucky I found the bug, apparently these files have multiple sequences that can have the same start and end frame ( weird I know )
So I fixed it by adding animation layers ( as different notes )
This means I still need to adjust my animation selector to support the selection of other note tracks, but that will be done later!
T.
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@wolliewoltaz24 he man thanks for checking that out, I 'll check that asap and hopefully be able to fix it.
( probably this weekend )
T.
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FINALLY !!
I got a hint from a guy on discord to process the animation differently, although there is still a dirty hack in there ( export to FBX and reimport ) it does fix my animation problem nicely and positions the bones correctly !
Download from my github :https://github.com/TaylorMouse/MaxScripts/tree/master/Warcraft%203%20Reforged
Can also be downloaded from my assets
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Yeah, so like I mentioned earlier, the animations are not 100% yet, but i'm not doing anything about it atm since its all just in beta
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Oh, so when you export the stuff to a specific folder, there are probably going to be some dummy folders created by the casc viewer, I always rename that to assets, because it was like that in SC2 and HotS:
like in the image below, that's the asset folder, that is the one you should pick
To view the materials in the viewport, open the material editor, (press M) and make it viewable in the viewport
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Here it is gentlemen, the script with plugins is ready, you can download it from my assets and from my game dev blog!
https://www.sc2mapster.com/projects/taylor-mouses-stuff/files/2824842
https://taylormousegamedev.blogspot.com/2019/11/since-dawn-of-creation-of-warcraft-3.html
I know it still needs work, but so do the actually models, as they are still in beta
Enjoy!
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Created a custom Material plugin to support all the stuff from the Reforged like the ORM texture
Also created a custom ribbon plugin for max so it can have the necessary properties like in reforged
T.