- Joined
- Jun 22, 2004
- Messages
- 94
Ok now i try to kake a tutorial:
1. What do we need?
-Warcraft III viewer to extract *.mdx from mpq
-fileconverter to convert *.mdx to *.mdl and back
-word or other textprogramm
-paintshop pro (only for skinning)
-photoshop (only for alphaskinning)
-imageextractor (for convert *.tga into *.blp)
2. What to do?
I've chosen the "wall low" modell.
Doodads\Cityscape\Structures\City_LowWall\City_LowWall.mdx
Extract that modell or open it with image viewer. Further you have to exract the used texture from the modell to create new ones. The textures name is:
Textures\CityStructures.blp
Next step is now to createa new modell out of this extracted one. really easy to do:
1.Open your fileconverter and convert the mdx to
mdl
2.make a copy of the original mdland save it to
my_modell.mdl
3.Open my_modell.mdl in word. What you'll see is
the modell in textform
4.scroll till the redmarked line
// MDLFile version Jun 27 2002 20:34:57
// Exported on Sun Jun 27 14:07:22 2004
Version {
FormatVersion 800,
}
Model "City_LowWall" {
NumGeosets 1,
NumBones 1,
BlendTime 150,
MinimumExtent { -26.6217, -73.644, 0 },
MaximumExtent { 24.069, 70.258, 70.3697 },
BoundsRadius 84.0078,
}
Sequences 1 {
Anim "Stand" {
Interval { 0, 3333 },
}
}
Textures 1 {
Bitmap {
Image "Textures\CityStructures.blp",
}
}
Materials 1 {
Material {
Layer {
FilterMode Transparent,
static TextureID 0,
5.change the path to what ever you want:
Image "Textures\my_wall.blp",
6.save your mdl and convert it back to mdx.
7.load your extracted texture in paintshop.
8.Now you have to trigger out which part of the
texture will be shown on the modell. that is
a little bit tricky but you'll figure it out.
9.save your textures to the path you specified
in the my_modell.mdl:
my_wall.tga
yes you are right! the path says*.blp
(make sure the *.tga is 32 bit and
uncompressed)
10.open my_wall.tga in the imageextractor and
save it to my_wall.blp
11.Open your worldeditor and import both files
(my_wall.mdx and my_wall.blp)
you can leave the path of the modell as:
wac3mapimported\my_wall.mdl <-(mdx is auto-
converted to mdl)
the texturepath must be equal to that you
specified in the mdl file:
Textures\my_wall.blp
12.save your map and reopen the WE. Now you can
see your modell on the screen.
3. How to create things like this:
What you see is a combination out of many different modell, but all have ben copied from the orignial wall.mdx.
You have to create structure doodads and set the max scale to a value over 5.00 and the min valeu to 0.00.
Now you can set your doodads and make the overlay eachother. The result you can see in the screenshot.To move objects easily in the editor press down the ctrl+number on your keypad. to change the elevation high press ctrl+page up/down.
Hm, seems so now you know everything you need to knwo to create sceneries like i did.
I hope i was able to help. If there are more questions sendme message,email or icq
MfG
Master Modmaker
1. What do we need?
-Warcraft III viewer to extract *.mdx from mpq
-fileconverter to convert *.mdx to *.mdl and back
-word or other textprogramm
-paintshop pro (only for skinning)
-photoshop (only for alphaskinning)
-imageextractor (for convert *.tga into *.blp)
2. What to do?
I've chosen the "wall low" modell.
Doodads\Cityscape\Structures\City_LowWall\City_LowWall.mdx
Extract that modell or open it with image viewer. Further you have to exract the used texture from the modell to create new ones. The textures name is:
Textures\CityStructures.blp
Next step is now to createa new modell out of this extracted one. really easy to do:
1.Open your fileconverter and convert the mdx to
mdl
2.make a copy of the original mdland save it to
my_modell.mdl
3.Open my_modell.mdl in word. What you'll see is
the modell in textform
4.scroll till the redmarked line
// MDLFile version Jun 27 2002 20:34:57
// Exported on Sun Jun 27 14:07:22 2004
Version {
FormatVersion 800,
}
Model "City_LowWall" {
NumGeosets 1,
NumBones 1,
BlendTime 150,
MinimumExtent { -26.6217, -73.644, 0 },
MaximumExtent { 24.069, 70.258, 70.3697 },
BoundsRadius 84.0078,
}
Sequences 1 {
Anim "Stand" {
Interval { 0, 3333 },
}
}
Textures 1 {
Bitmap {
Image "Textures\CityStructures.blp",
}
}
Materials 1 {
Material {
Layer {
FilterMode Transparent,
static TextureID 0,
5.change the path to what ever you want:
Image "Textures\my_wall.blp",
6.save your mdl and convert it back to mdx.
7.load your extracted texture in paintshop.
8.Now you have to trigger out which part of the
texture will be shown on the modell. that is
a little bit tricky but you'll figure it out.
9.save your textures to the path you specified
in the my_modell.mdl:
my_wall.tga
yes you are right! the path says*.blp
(make sure the *.tga is 32 bit and
uncompressed)
10.open my_wall.tga in the imageextractor and
save it to my_wall.blp
11.Open your worldeditor and import both files
(my_wall.mdx and my_wall.blp)
you can leave the path of the modell as:
wac3mapimported\my_wall.mdl <-(mdx is auto-
converted to mdl)
the texturepath must be equal to that you
specified in the mdl file:
Textures\my_wall.blp
12.save your map and reopen the WE. Now you can
see your modell on the screen.
3. How to create things like this:
What you see is a combination out of many different modell, but all have ben copied from the orignial wall.mdx.
You have to create structure doodads and set the max scale to a value over 5.00 and the min valeu to 0.00.
Now you can set your doodads and make the overlay eachother. The result you can see in the screenshot.To move objects easily in the editor press down the ctrl+number on your keypad. to change the elevation high press ctrl+page up/down.
Hm, seems so now you know everything you need to knwo to create sceneries like i did.
I hope i was able to help. If there are more questions sendme message,email or icq
MfG
Master Modmaker