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3D Studio Max - Tools for Warcraft III (mdx version 800)

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back in 2009 ( yes, that long ago ;) ) I created this fellow:
View attachment 387586

So I'm trying to redo this guy with the knowledge I gained the last 10 years looking to the methods nowadays, still aiming to use it with my mdx 800 exporter tho

so here is a wip for the sword: ZBrush sculpt

View attachment 387587

this is how it looks in substance painter using pbr materials, this is also probably how it will look in reforged
and I used it to bake the different maps
View attachment 387588

and this is how it looks in wc3 mdx 800 ( just one tga texture)

View attachment 387589

new updates soon(ish)

T.
Brooo this brings to me a lot of memories and nostalgia feeling, this was probably the 1st model that I downloaded
 
Hi, brother, Can you take a look at the last question?
Why don't you use the reforged tools, those have been released :/

Never mind, there are some problems with your model, the bones are not bones, but dummies, not supported as proper bones by my script.

--> now it does :)
 

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Level 3
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Why don't you use the reforged tools, those have been released :/

Never mind, there are some problems with your model, the bones are not bones, but dummies, not supported as proper bones by my script.

--> now it does :)
thank you, I just like war3. reforged model cannot work in war3 and Can you tell me how you solved the problem?(I try to use bones, but It has the same problem)
 

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thank you, I just like war3. reforged model cannot work in war3 and Can you tell me how you solved the problem?(I try to use bones, but It has the same problem)
Oh, I did not fix this in the WAR3 tools only in reforged
that model has way to many polys for a unit from the old engine
 
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So I fixed the export for mdx800

| Helpers are exported as bones
- Programs that import ripped models and use helpers as bones for weighting vertices were not exported as such.
- Side effect to this is that there are no helpers anymore that are exported as helpers (HELP)

Tested in the MDX Sanity tester

1648207351245.png


You should really fix the vertex weights as mdx800 only supports limited weighting

T.
 
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I still failed. I don't know what I did wrong. I replaced the script file and tried to export it, but it was still the same error
Anyway, thank you for answering my question
 

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I still failed. I don't know what I did wrong. I replaced the script file and tried to export it, but it was still the same error
Anyway, thank you for answering my question
You did not take the last script...

1648295314449.png


that line is not correct in your screenshot


EDIT: weird, in my local branch everything seems fine... but in github, there is no change ?.???

I'll check it
 
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OK, I have solved the problem. I successfully exported using 3DMax in localized language, not English.
I will also test your new script
 
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Well, The new changes worked.
However, the exported actions still had some problems, as did NEODEX. The weapon's bones are misaligned
J0@9GY)IQBK~ZS_KKP(`D{3.png


EDIT: And the model is going in the wrong direction
 
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Well, I solved the problem of direction. But there are still problems with the exported actions, so you can check the Spell actions
 
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Hi, can you see the problem?
1653239808085.png
 

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Hi, If you have time, please look at this question, thank you(PS: The attachment is above)
All you need to do is select the model, apply the Unwrap UVW to the editable mesh and collapse it again, this happens to a lot of custom imported models
1654264269811.png


make sure you don't collapse the Skin modifier
 
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Hello, I'm here again

can you see the problem?

max.png
export.png



And I have another question

1.export: the action is right, but the direction is wrong
direction-front.png
export1.png


2.export: the direction is right, but the action is wrong
direction-right.png
export2.png
 

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  • WKZ_XiaoBaiLong01_W.png
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