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How To Properly Remove Geosets

How it works
This is a simple way for creating a portrait in the model. But it doesn't makes an external file for it.
But it will not has talk animations and such unless you make them yourself and it will play its stand animation.

Tools needed:
Notepad/Wordpad
YobGuls' Fileconverter Get it here
WarCraft III(For some puposes :))
Any model you would like to add a portrait to it

How it can be done
Import the model you want to add Camera to your map, then put all sorts of units in it. Assign a unit the custom model.
Test map.
Then select one of these units, then select the unit with the custom model.
Look at its portrait, if you are satisfied(meaning the view), then you can Alt+F4 but remember which unit is that.
If you don't, keep doing that. If all doesn't suits you, read on first I will explain how to do one of your own view.
Extract the unit's portrait model(or if it's building/some units with no portrait files, it means that their portraits are in the model itself).
First, open YobGuls' Fileconverter. Click on Load File, then select the .MDX of the custom model. Then click convert to .MDL.
Load the portrait of the unit you extracted, again, convert it to .MDL.
Open the .MDL of the portrait you extracted with Notepad/Wordpad. Ctrl+F Camera and you will see this part:
Code:
Camera "Camera01" {
       Position { -50.137, 50.146, 170.207 },
    FieldOfView 1.46563,
        FarClip 1000,
       NearClip 8,
 Target {
               Position { 50, -50, 0 },
  }
}
I used a custom one though :D so it might be different. Then copy the whole portion of it. Open the .MDL of the custom model. Ctrl+F EventObject.
Then, above it, make a new line, and paste the thing you have just copied. It will look like:
Code:
Camera "Camera01" {
 Position { -50.137, 50.146, 170.207 },
    FieldOfView 1.46563,
        FarClip 1000,
       NearClip 8,
 Target {
               Position { 50, -50, 0 },
  }
}
EventObject "FPTyFKR0" {
 ObjectId 85,
        EventTrack 1 {
         2400,
       }
}
There you are done, save the .MDL and convert it back to .MDX with the YobGuls' Fileconverter.

For creating your own views, you might need some guess and checks and some visualisation.
Code:
Camera "Camera01" {
       Position { y, x, z },
     FieldOfView 1.46563, // leave this alone
    FarClip 1000, // meh get a higher value and more things from far will be visible.
   NearClip 8, // something like FarClip. I suggest leaving the 2 alone,
       Target {
               Position { y, x, z },
     }
}
CnP this whole part instead for your camera, then adjust the value of x,y,z
where x = x coordinate, y = y coordinate, z = z coordinate. Wherever it targets, is where the point where the camera is pointing to. Whereever the position of the camera is, it starts the view from there. So it's like you are looking from the first set of coordinates, at the direction of point of the set of coordinates of the target. Try to experiment around.


[Edit by Wolverabid] This procedure is rather outdated and the tutorial itself is being included only for those who wish to study the .mdl editing process in detail.

For most modelers it is far easier to use the widely acclaimed Magos' War3 Model Editor the complete documentation for which may be found here.
 
Last edited by a moderator:
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