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Model Creation Help?

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Hi all.

If I've created this thread in the wrong section, then I apologise in advance.

I would like to request help for converting a model that does not use Warcraft 3 model file types. Let me preface this by saying I have no experience with modelling at all. I've tried reading and watching plenty of tutorials, but I just can't wrap my head round it.

I assume that a model created for a different game, using non-Warcraft 3 model file types should still be able to be converted to Warcraft 3 model file types. A model is a model, isn't it?

Anyway, I would like to use this model: http://www.models-resource.com/pc_computer/doctorwho/model/1846/

The folder it downloads comes with .PNG, .dae, .mtl, and .obj files. Is there some way I can just convert them into a .MDX file? If not, is it simple to use these files to create a .MDX model?

Any help on this matter would be appreciated.

Thank you.
 
#1 Wong section.
#2 That file is 4MBs. Thats more than most maps.
#3 There are tools out there but this is not an ordinary request and what you are really doing is asking others to google it for you. Here, I did it: http://www.hiveworkshop.com/forums/tools-560/3ds-obj-mdx-converter-1-2-a-62950/ (5 second google search result)
#4 That is a simple model. You could use an square doodad model and change the skin. This is what you should learn how to do. It's pretty simple. First, you will need a program to extract your models from the MPQ. http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/exporting-files-mpq-127632/ Then you will need http://www.hiveworkshop.com/forums/tools-560/mdlx-converter-62991/ to convert them to mdl. Once in MDL you can open them in notepad. Cool right? Now find the section for textures and create your own path. So for example DrWhoPhoneBooth.blp. Now export the texture using http://www.hiveworkshop.com/forums/tools-560/warcraft-iii-viewer-62878/ This will let you export the texture you want to change. Then convert it to png. This can be done in model editor or in http://www.hiveworkshop.com/forums/tools-560/blp-lab-v0-5-0-a-137599/ Now that it is png, use photoshop-ish programs to create your phone booth texture. Then convert back to blp and import into your map with the correct path - remember the one in the model?

Some of these tools will have duplicate functions. I leave it to you which ones work best for you. But, this should give you an idea about how this works. Next time, please post in the right forum and do the googling yourself first. Good luck!
 
Level 2
Joined
Oct 25, 2014
Messages
13
#1 Wong section.
#2 That file is 4MBs. Thats more than most maps.
#3 There are tools out there but this is not an ordinary request and what you are really doing is asking others to google it for you. Here, I did it: http://www.hiveworkshop.com/forums/tools-560/3ds-obj-mdx-converter-1-2-a-62950/ (5 second google search result)
#4 That is a simple model. You could use an square doodad model and change the skin. This is what you should learn how to do. It's pretty simple. First, you will need a program to extract your models from the MPQ. http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/exporting-files-mpq-127632/ Then you will need http://www.hiveworkshop.com/forums/tools-560/mdlx-converter-62991/ to convert them to mdl. Once in MDL you can open them in notepad. Cool right? Now find the section for textures and create your own path. So for example DrWhoPhoneBooth.blp. Now export the texture using http://www.hiveworkshop.com/forums/tools-560/warcraft-iii-viewer-62878/ This will let you export the texture you want to change. Then convert it to png. This can be done in model editor or in http://www.hiveworkshop.com/forums/tools-560/blp-lab-v0-5-0-a-137599/ Now that it is png, use photoshop-ish programs to create your phone booth texture. Then convert back to blp and import into your map with the correct path - remember the one in the model?

Some of these tools will have duplicate functions. I leave it to you which ones work best for you. But, this should give you an idea about how this works. Next time, please post in the right forum and do the googling yourself first. Good luck!

First of all, it's not made clear which section I should have posted in. I don't see any sort of "Modelling Help" section. What section should I have posted in? This section seemed to be the closest fit for my topic, because there isn't an exact forum for my needs.

And no, I am not "asking others to google it for [me]". For your information I did plenty of googling before posting this topic, but could not find anything useful. Please refrain from making assumptions. It's easy to find something when you know what you're looking for, but when you're a complete novice like me, it's even easier to not find what you need.

Thank you for your help, but I just felt you were unnecessarily rude doing so. You should never make assumptions until you know the full facts. Not everyone knows what they're doing when it comes to modelling, and therefore don't know exactly what it is they should be looking for.
 

Dr Super Good

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Level 64
Joined
Jan 18, 2005
Messages
27,198
#2 That file is 4MBs. Thats more than most maps.
Obviously some optimizations to the model would be required, its current form is not intended for direct use in games like WC3.

Direct OBJ to MDX converters have been requested a lot and several attempts made but as far as I know there have been no major successes. For now you will need to import the OBJ into a model editor (many should support this natively as OBJ is a standard file format) and then use a MDX export script or save it as a file format that can be converted to MDX (see all tutorials of how to make models from scratch).

While in the model editor you may need to optimize its geometry. Details such as the panels would be best if baked onto the model's texture rather than as physical geometry. Depending on how the texture is used, it may require conversion from sRGB to linear RGB before being converted to a BLP texture as BLP does not support sRGB colour space. The textures mono tone colour scheme should allow for very good JPEG compression and even palleted compression should do well.
 

Ardenian

A

Ardenian

Modelling and model questions should be posted in the Modeling & Animation section

A simple way for unanimated models is to use a trick with Blender.
Blender is a free modelling tool and can import .dae and .obj.
Using these imports, you can export to ms3d from Blender and import that to Magos.

Another way could be using the http://www.hiveworkshop.com/forums/...odex-2-7-wc3-modeling-kit-3dsmax-gmax-115767/.
I am not experienced with Gmax or 3dsmax, importing to them might preserve animations and allow you to export to mdx.

For textures you can use the http://www.hiveworkshop.com/forums/tools-560/blp-lab-v0-5-0-a-137599/.
 
I just felt you were unnecessarily rude doing so.

Well, I am not. I was giving you only advice. I googled your question "convert .obj file to .mdx" and got a decent answer. You didn't try very hard. And if you are so naive then expect to take some criticism here. Tone down the attitude and you will have better luck learning. I'm not trying to be mean. I don't spend my time trying to answer people's questions to be mean or rude. Show some gratitude. Even if my advise was not helpful, at least I tried. There's nothing personal here, don't take it that way and consider how you might present your question to get the best answers in the future. If you tried googling it, then tell us what you were able to come up with on your own and why that did not work for you. Then we don't have to repeat things you have already tried. Get it? good. Now put on some big-boy pants and get back to work.
 
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