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    posted a message on [Model Showcase] Warcraft 3 Heros Revamped

    Well uncompressed by the map, 3 textures would be 1mb. I'm using DDS so it's already a pretty decent texture filesize. When all compressed, the map is slightly over 1mb. I can probably shave some off the .m3 if I get rid of animations not being used (ultimates), but it's very minor there.

    Posted in: Artist Tavern
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    posted a message on [Model Showcase] Warcraft 3 Heros Revamped

    The map file with both of them in is 1mb.

    Posted in: Artist Tavern
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    posted a message on [Model Showcase] Warcraft 3 Heros Revamped

    I'm a huge fan of Warcraft 3. With the recent release of the MDX exporter and the current awesomeness of the .M3 exporter, I thought it'd be fun to take a crack at remaking some of my favourite heroes. The models and textures are mostly made from scratch. DH is 2100 tris, BM is 2300 tris. Both use 512x .DDS color, specular and normal maps. Both are animated using the Warcraft 3 animations, including death animations. I plan to make a video of them sometime in the future, but my comp is crappy at vid capture.

    War3 Redux

    Demonhunter

    Blademaster

    Posted in: Artist Tavern
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    posted a message on Animation issues with M3 exporter

    If you have 2000 frames of animation, and 1000 frames per second, isn't that 2 seconds of animation?

    And for more relevant information, you need to hook up an animation sequence before it's recognized in game. I'm not sure if you've done so yet. Below is a quote from NiNtoxicated01.

    "For animations, all sequence information is managed by the Sequences UI. You'll find it in the utilities drop down menu as 'M3 - Sequences'. Through this UI you can add/delete animations and manage various settings such as whether it loops, the ranges of the animation, its rarity and its name. Starcraft II models use a naming convention for animations and it must be followed if you want your models to animate correctly. I won't provide examples here, but check out the names of other model animations to get a grasp on the convention. It's fairly logical and common sense, but can cause confusion if you have a misnamed animation."

    Posted in: Artist Tavern
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    posted a message on [Voting] Model Plugins for Blender

    Personally I think sticking with 3ds max is the best option at the moment. I'm not a native Max user, so don't get me wrong. I just feel it'd be better to focus on getting the 3DS exporter fully functional, then working in other exporters after once kinks are sorted out. I think this would help down the road as well.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    Very much obliged, NiNtoxicated01. I've been banging my head against the wall with that issue for a few days, and it works perfectly now!

    Now I can get back to modelling instead of troubleshooting XD

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    I'm having some rigging issues with imported Warcraft 3 characters.

    I've tested importing a Demon Hunter and exporting it using MDX importer into 3ds Max 2010, then exporting back into .m3. This works perfectly, the mesh and animations work.

    The problem is I tried importing a custom mesh (Picutred below) and skinning it to the Demon Hunter's bones, but my weighting is messed up when I export into .m3. You can see below, the feet and ears and sometimes the tips of the blades would be weighted weirdly; even though in Max I have weighted everything to either 100% one bone, or 50/50 between 2 bones.

    DemonHunter Messed

    I've tried multiple work arounds, and I can't figure this issue out. I've tried skinning to every bone in the scene, skinning to only the bones the original DH mesh uses, weighting to 1 bone, etc. I still get this issue where it seems other bones are influencing points which they shouldn't. Anyone have any ideas on what the issue may be?

    Posted in: Third Party Tools
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    posted a message on Importing assets with the correct filepath to avoid blue models

    Assets/Textures is the default directory Blizzard uses, and the directory the exporter uses if you don't click "Set default path". I would suggest putting textures into your own Assets/Textures folder and import them. It's easier to organize that way.

    If you're talking about setting up a mod and having texture files located outside a map, I can't really say if that works yet.

    Posted in: Artist Tavern
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    posted a message on Model bones and attachment list request

    The unfortunate truth is what Blizzard is using right now is not consistent between models. Export a bunch of different models and see for yourself, their naming conventions of bones are not all the same from unit to unit. It's very unorganized to be honest.

    Posted in: Artist Tavern
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    posted a message on M3 Exporter

    @NiNtoxicated01

    It doesn't seem to change anything. I changed the Basepose to frame 1, and it still bypasses the stand animation sometimes. Is anyone else getting this issue?

    I'm also having trouble exporting the High Templar, straight from import/export. The error pops up at "Getting bones... Unknown property: "parent" in undefined**

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    Hey Nin,

    Great work on the latest exporter. I was doing tests with the Ghost. v1 of the animation export the mesh had really weird weighting issues, but 1b fixed a lot of them up. With my custom mesh applied to the Ghost's animations, I'm having two issues. One is an issue where weighting on an arm is failed to export (is weighted in 3ds Max correctly); but only for a certain animation (run/walk). The other issue I'm encountering which also happens when I skin my mesh to the Marine; is that it will stall on Base Pose instead of running a Stand animation. In both cases, my Base Pose is at frame 2670, which is the standing Base Pose for both of these units. Just wanted to report my findings on this.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @tigerija

    The reason why there are so many frames is likely due to how the .m3 exporter works on Blizzard's side. It might be converting a standard 30fps animation into 1000fps, perhaps to allow slowing down/ speeding up of animations using the editor without getting choppiness. I can't say if they're actually animating at 1000fps in their source files, but that's what we'll have to deal with for now.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    I'm testing a custom mesh using the Ghost's bones and animations. I've skinned my new mesh, deleted the ghost's and am testing animations but I'm getting errors. I've tested importing and exporting the Ghost as is, and it seems to work fine, so the exporter works.

    Export Starting

    Gathering scene objects... Getting mesh... Checking for skin...found! Getting bones... Gathering used materials... Getting submeshes... Getting vertex list... Getting vertex normals... Building vertex list... Getting materials... Building bone list... No ""+"" function for undefined**

    Export Failed
    Posted in: Third Party Tools
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    posted a message on any importers / exporters found for freeware editing?

    There could be water marking on renders, but for the purpose you'd be using for exporting files, there shouldn't be.

    Posted in: Artist Tavern
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