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Retera
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  • A
    Ah, good to hear, good luck with your internship!

    I don't want to open a barrel over another, but is MatrixEater going to support a simple export to OBJ, too ?
    The last feature missing in wc3 modelling, from my point of view.
    Hell, I cannot wait for the new MatrixEater version, the merge feature is going to make modelling soo much easier.
    I already prepared some generic models for myself. It is truly going to change a lot of things.
    Hey there.
    How is your progress on the Matrix Eater?
    I happen to have my hands on the v1.18 pre-release version, but every time I open it keeps asking me for the game directory.
    A
    Wow, great! I sent a few results via PM.

    I like the current setup, couldn't find anything that bothers me.
    Seems there are a few new features to check out for me. The particle addition is great!
    Now I can create my own death particles and easily add them ^^
    I wonder whether there could be a feature in the future allowing one to add generic animations,
    like Birth one. Not sure whether that's already covered, I use the merge feature to merge stuff,
    but a full merge of an animation would save a lot of time.
    A
    Ah I see, that sounds great!
    Hm, I understand. Do you think a data loss is acceptable since we aim for wc3 models ?
    Therefore information not being relevant for the wc3 engine could be exluded.
    If you ask me myself, I would be absolutly happy if it only supported mesh transfer,
    the data that is basically shown in a mdl file, or also less,
    like only the information about the model structure, vertices and stuff and
    the texture coordinates of the wrapping.

    I read a bit through some threads and it seems supporting animations is hell to do or not even possible in OBJ ?
    If it is after me, that could be easily exluded.
    My suggestion would be to import the mesh, vertices/tris and their texture coordinates, and then generate a bone as a node to attach everything to it.
    Similar to importing a geoset to Magos. Everything else would be great,
    but not necessary from the aspect of a modeller, I suppose.
    Our main concern is to be able to actually convert appropriately and if our
    favoured tool supports this feature, it would be awesome!

    About the texture paths being wrong, one can easily edit them, can't one ?
    For me myself this would be an aesthetically aspect that is not absolutly required to use the tool.

    I would be more than ready to test converted files and compare them to the original ones!
    A
    Good to hear! :) I look forward to it and the official release of the MatrixEater in the tools section!
    By the way, is the extension going to be vice-versa, export and import ?
    From what I know there is no popular stand-alone way to convert to OBJ or other file types.
    A
    Hey, did you receive the Pastebin link and the files from Chen, Misha and me ?
    Hello there! Would you like to collaborate on a small tool? i've seen your weapon remover and then it came to me - using the same interface of choosing a unit and changing 1 - 4 lines of code within the model one could make a universal tool that generates effects using dummies like those: http://www.hiveworkshop.com/forums/models-530/customizable-buffs-276934/

    But unfortunately i don't know anything about coding. I might know what stuff should be edited in MDL via script to change the attached effect but not how to make it. What do you think?
    A
    Of course, that's absolutly in my interest.
    I am going to send you package via PM.
    Yeah, that would be rad and totally needed!


    ----------
    Would you like that? Recently I PM'ed a couple of people with some instructions and resources to help them do this, but if it's lost in the PMs then only one person has access to it.
    ----------
    You know you are able to see your sent emails, right?
    A
    It would be awesome! Finally having a stand-alone OBJ plugin not being bound to
    registration or pay-to-use would make many people kiss your feet, trust me.
    Many great users of Hive, like Hayate and Zwiebelchen showed interest in the past.

    MatrixEater is a great tool, I use it over Model Editor.
    The feature to import OBJ would be awesome!
    I wait for that day!
    Hey, Retera, I see that you have some experience with creating custom EXE mods for WarCraft 3 (including the custom DLLs).

    I do assume it is not an easy task, but I could not find any information online on what can be achieved with a custom MPQ archive, library and application, nor there was info on how to do so. Do you have any tips regarding those questions?
    A
    Ahh, I see, I look forward for its official release!
    I am not sure whether tools are still moderated, so you might have years
    after submitting it to change and add information.
    By the way, could, in theory, the MatrixEater support file types like Obj or 3ds one day?
    A
    Hey, why is your MatrixEater not in the Tools section ?
    The Bandit worker S2x one look good
    But it could use during work the animation of the Strictly peasant and it's weapon and shield can be sheathed on the back during the work animation while it uses a builder's hammer
    Hey Retera
    Can you do me a favor:
    Can you give the Bandit axeman Build animations (If you can do it, could you add the Human Peasant's build animation), a builder's hammer and optimized animations (Like what Ujimasa Hojo is doing for some Warcraft 3 units)

    Hope you don't mind it ok?
    Ah, I'm in community college at the moment so you're probably much busier than I am. That being the case, feel free to send me The Risen buildings whenever its convenient for you. I'm not currently working on the race I plan to use them for just yet so take your time!
    Oh, I also wanted to let you know that I used your Void God in my altered melee map! It's part of my demon race which i am working on first, then other races. The Void God is done but I still have a few things to finish with the race but I'd love to show it to you once I'm ready!
    Of course! I would be more than happy to give credit to your and Glasir's work! I've actually been curious about The Risen for awhile and it gets me excited knowing that they're in the works.
    Hey Retera! I was messing around with the Heavensfall editor and I came across some buildings of yours that I absolutely love.

    Here are the buildings I'm referring to:
    http://www.hiveworkshop.com/forums/members/234611-albums6965-picture105408.png

    I wanted to ask you if I could use them, including their icons, in my map? I noticed that they are not within the Heavensfall mpq files in the "Project of Old" thread so I'm assuming these are newer models that you made. I'm assuming you have every intention to use these buildings so I hesitated to ask because I felt that it would be rude of me. Anyways, please let me know!
    Hey Retera.

    I was wondering if Disarm would be able to do the exact opposite...
    Ripping the weapon from the model so they can be used as attachments.
    (Including all stuff like removing animations etc, but I guess that is obvious.)

    I suppose it wouldn't be hard to make because you already have almost everything to do it. And it would be pretty useful as well.
    I would but I think the changes I want are significant: 1. Unit version 2. I love the three heads because they are so detailed and animated but I would like to see them on the standard hydra model body.

    I have been looking for an upgrade to the standard Hydra model and this is what I was thinking. I found it in a google image search of all places.
    well.. not really.. but if you could hook up with BlinkBoy http://www.hiveworkshop.com/forums/members/blinkboy/ and see how his efforts with sc2 are going, perhaps you two could make something to ease sc2 modelmaking. because let's be honest, i already feel like an oldie. i know only war3 format and i do not know if i would learn sc2 modding properly.. not sure if that's just me, but sc2 needs tools :xxd: better and easier than what Blizz gave us.. and not using 3ds max
    Groovy :3 you are the unsung hero for war3 :xxd: or i'm just being silly

    I kinda wish something like that was for sc2 already.. Blizzard is pretty much killing the modding with odd updates to the model files
    No worries. If you would get it done this weekend I would appreciate it.
    Hi I managed to get the object and import data etc. load right as a mod, now only triggers. The problem is when I open the war3patch.mpq (or any other mpq, except for maps which load correctly) the names and structure is messed up. Everything just called Filexxx (e.g. File000000.mdx). So I can't find the Blizzard.j file in it. Do I open the mpq in a wrong way? (I use Ladik's mpq editor)
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