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Modeling Help

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Level 2
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Aug 21, 2004
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This Is Taken From Another site but i think u should know it
Files you need:
MilkShape 3D - http://www.milkshape3d.com
LithUnwrap - http://files.seriouszone.com/download.php?fileid=198
WC3 Map Utilities - http://www.wc3campaigns.com/files.p...file&file=33&s=
YobGuls File Converter - http://www.wc3campaigns.com/files.p...file&file=32&s=
Any Paint Program


We are going to be making a pyramid with a floating ball on top unwrapping it, skinning it, and animating it.

First off, open up MilkShape.
Now, make a box, and make sure it's on the ground.
Now in the right toolbox, goto select, and goto near the bottom of the right toolbar, and select "vertex".
Now you should have dots in the 4 corners of your box.
On the top right screen, select the top right dot, and drag it half way to the left, now do the same to the top left dot, but drag it over top of the dot you just moved. Now do the same on the top left screen.
There you go, you got a pyramid!
Now select sphere and make a ball over the pyramid.
Now, select joint, and make a joint in the middle of the ball.
Now goto groups on the right toolbar, the sub-section one, highlight sphere 01, then goto joints and press assign. Now we got a ball that can move!

Animating
Now we will have to animate the ball. This is pretty hard. goto the bottm right of the screen, and click on "Anim". Now select the joint. Press Ctrl + K ( I will refer to that and keyframing). Now there should be 2 numbers to the left of the Anim button. Set the one on the right to 10. Set the one on the left to 5. Now take the joint, and move it up about 3 cm up the moniter. Now keyframe this frame. Make the number on the left to 10. Make the ball a little lower than where you keyframed it first, and keyframe the frame. Now make the number on the left to 1, and click to ">" button above Anim. The ball should move up and down. Now for unwrapping.

Unwrapping with LithUnwrap
Save your pyramid ball combo. Make sure you dont export it, but save as. Now save it anywhere with any name. Now open LithUnwrap. Goto 'File > Model > Open' and open your model. There should be many triangles. Thats ok, so dont worry. Now on the right toolbar, press the + beside groups. the select box 01. All the triangles should disappear, and there should be a box with a "/" through it. Now right click on box 01 under groups, and press select. Now right click on the box to the left and press "Scale > Arbitrary...". Click on X0.5 and press the close button. now move your small square to the top right of the grid. Now to the same with sphere 01, but move it to the bottom right. Now save the file as '<name>.3ds'. Then goto 'File > UV Map > Save...' and save it as 'pyraball.bmp' ( you need to save it as this, or you cant use your skin. Make it "Color" And check off "fill" There, now you are done unwrapping.

Conversion Junk and Skinning
Now open your UV map you just saved it your paint program. Now make colours or some kind of pattern (the square is the box, and the pointed box is the sphere). Save it again. Now open up WC3 Map Utilities. Goto "Plug-ins" and open "(3DS/OBJ) -> MDX Convertor". Now find you "<name>.3ds" file and put it in the first field. Then Goto a folder and save it as "pyraball.mdx". WARNING!!! Don't convert it yet!!!! This is where most people will go "I'm a genius, so I'll just press CONVERT now!" Well, DON'T. Well, you can if you want your model to have a messed up skin. So now goto "Textures > Texture Pathname..." and type in "Textures\pyraball.blp".
NOW you can press convert. And then close it. Now in plug-ins, goto "WarCraft III Viewer". Then click on the button that says "? - .blp" right below the top toolbar. Now find your "pyraball.bmp" you made, and convert it to "pyraball.blp". You are very close to done... Now open YobGuls File Converter and convert "pyraball.mdx" to "pyraball.mdl". Then find "pyraball.mdl" and use it with notepad. There should be a place near the top that says...
Sequences 1 {
Anim "Stand" {
Interval { 0,3333 },
Change it to...
Sequences 1 {
Anim "Stand" {
Interval { 0, 10 },
Now it you haven't already, close YobGuls, and reopen it. Now convert the file back to "pyraball.mdx"

Importing it!!!
Ok, you are done the model!!! Now open a WE and goto "Import Manager". Import "pyraball.mdx" and "pyraball.blp". Change the pathname of the .mdx to "Unit\Other\PyramidBall\pyraball.mdx" and the .blp to "Textures\pyraball.blp". Now goto "Object Editor" and make a custom unit with the model file we imported. Now place it on the map and you should see it... just joking... Save the map and close it, reopen it and it should be there!
This Is made by ss4 kabon i didn't do it im just a guy that take's knowledge and make more people get it but if u wonder anything just ask me
 
Level 2
Joined
Aug 21, 2004
Messages
16
And One More Thing

When U Make It Press All The Top Dot's And Press Ctrl + N Then They Get Together
 
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