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Old 03-17-2007, 07:08 AM   #31
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Quote:
Originally Posted by Dionesiist
If he knows how to rig, I might give animating a try again

You can rig just with the vertex modifier and magos' you know.
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Old 03-17-2007, 01:27 PM   #32
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Hero Contest #2 - 2nd PlaceSkinning Competetion #3 - Elementals

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Quote:
Originally Posted by Taylor_Mouse
The rigging, it is just some boxes on places of the object. So the rigging is not a problem.

Anyway... I made a little research today, I must say I was kinda bored today at work

A little tutorial :

Tools I Used:

1. GMax ( http://www.turbosquid.com/gmax ) for modeling
2. MyWarCraftStudio ( http://www.wowmodelviewer.org/index....tartdown&id=12 ) for exporting the M2 files and BLP2 files from World Of Warcraft.
3. WoW Model Viewer (http://www.wowmodelviewer.org/index....fileinfo&id=13) for viewing and exporting to OBJ
4. My "World Of Warcraft Files 2 MAX Script Convertor" tool ( http://users.telenet.be/u122561/ )
5. You must have a copy of World Of Warcraft + The Burning Crusade to view all content of course.
6.Download the scripts below.( Not all are used though )


The "How To" Stuff :

Q. How To import MDX into GMAX ?
A. Use the impexpmdx.ms to import into GMAX ( I am only able to import the static mesh ) This is just to get the size right.

Q. How To import WMO/WDL files in GMAX ?
A. Extract the wmo you want, use my tool to convert it to Max Script (.ms) file and run that script. ( I tested it with the BlackCitadel.wmo and it works )
The textures need to extracted seperatly. The path of the textures can be found in the .ms script file but only when you used the main wmo file.
The texture coordinates of the model are correctly exported.

Q. How To import your World Of Warcraft model into GMAX ?
A. Start up the "WoW model viewer", select your model and export to "OBJ" ( the others don't work yet ), in GMax, run the Import-OBJ.ms script. Don't worry if this results in an error, the model is there anyway. It is just very small :)
So these are WoW exports...?
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Old 03-17-2007, 03:25 PM   #33
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Quote:
Originally Posted by Nasrudin
You can rig just with the vertex modifier and magos' you know.
Yeah, but magos' isn't working at all
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Old 03-17-2007, 03:39 PM   #34
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Magos' is just for faster adding of bones, without manually writing the pivotpoints. In theory, you can also do it in notepad.
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Old 03-17-2007, 03:53 PM   #35
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I'm too dumb a person to actually do it :P
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Old 03-18-2007, 01:46 AM   #36
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anybody know whats magos website? I can't find it...

anyways, are there any plugins for GMAX made for wc3 modding? You mentioned them somewhere...
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Old 03-18-2007, 08:48 AM   #37
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http://magos.thejefffiles.com/
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Old 03-19-2007, 07:17 AM   #38
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@Chriz : WoW Exports, not really, they are based on the real model from WoW but the model is like 1/10 of the models in WC3 and have around 2000polys without any features ( armor, helmet, ... ) so I make my own model by with alot less polys . Polys of my final model are always < 1000 polys.

@Jacek : I'll take a look at that, haven't found it in my research.
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Old 03-19-2007, 07:48 AM   #39
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The next one you where asking for.

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Old 03-19-2007, 08:20 AM   #40
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That is soo cool! It actually motivated me to return to modelling :D
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Old 03-19-2007, 11:58 AM   #41
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Hero Contest #3 - 3rd PlaceSkinning Contest 10 ~ Druid of the talon

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Holy shit!
THese models are fuckin incredible!
ZOMG ZOMG!
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Old 03-19-2007, 02:04 PM   #42
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@FireMaster : What "skulls" are you talking about for the Dwarf ??
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Old 03-19-2007, 07:18 PM   #43
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I believe he merely wants a Mountain King without the skulls on his back, though it wouldn't fit among your so cool models ;)
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Old 03-19-2007, 07:42 PM   #44
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So these are WoW exports...?
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Old 03-19-2007, 10:12 PM   #45
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Quote:
Originally Posted by Taylor_Mouse
@FireMaster : What "skulls" are you talking about for the Dwarf ??

Nothing, is that I thought that they would not make to be as 1 model of WoW, but of this image is + rox
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