Unit Modeling help

Torx

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Hello

I am wondering if some kind member could do a very easy unit model with skin for me.

It should only look like a chocolate bar with the image in front.



It should only be like an rectangle, I am sure it wont take many minutes for a pro.

Just something like this from the front:
d00ccaa3-c3eb-4eb9-801a-49430585e5af.fodoc



Edit: I dont need a Portrait File for it. (Unit will never be clicked on)
 

veepee

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I'm afraid im a useless modeller/skinner, but you have made me curious...

What kind of map are you making? Will there be other candy/chocolate involved? :)

Seriously though, this is an unusual request and I'm really, really curious.
 

Torx

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I'm afraid im a useless modeller/skinner, but you have made me curious...

What kind of map are you making? Will there be other candy/chocolate involved? :)

Seriously though, this is an unusual request and I'm really, really curious.

Haha, I am doing a defence map. Defence yourself from the evil triggers and set the kexchocolate free, it is the kexchocolate and homer edition, so I need this in the final cinematic to show.


Someone? I know someone can do this! If I am going do this it would take like 2h or something just to learn everything.
 

Torx

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Okey, I have done the model now! But should I change something in the .txt file (that should be an MDL)? And in what program can I convert to .MDL and then to .MDX?

Here is the text:

Code:
"'DeX Version: 0.185m
"
"'DeX Version: 0.185m"
// 'DeX Version: 0.185m
Version {
	FormatVersion 800,
}
Model "Kecchoklad" {
	NumGeosets 1,
	NumBones 1,
	BlendTime 150,
	MinimumExtent { -64.2523, -4.16776, 0.0 },
	MaximumExtent { 58.3406, 5.91728, 63.6014 },
	BoundsRadius 86.5088,
}
Textures 1 {
	Bitmap {
		Image "",
		ReplaceableId 1,
	}
}
Materials 1 {
	Material {
		Layer {
			FilterMode None,
			static TextureID 0,
		}
	}
}
Geoset {		// "Box01"
	Vertices 8 {
		{ -64.2523, -4.16776, 0.0 },
		{ 58.3406, -4.16776, 0.0 },
		{ -64.2523, 5.91728, 0.0 },
		{ 58.3406, 5.91728, 0.0 },
		{ -64.2523, -4.16776, 63.6014 },
		{ 58.3406, -4.16776, 63.6014 },
		{ -64.2523, 5.91728, 63.6014 },
		{ 58.3406, 5.91728, 63.6014 },
	}
	Normals 8 {
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, 2.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 2.0 },
	}
	TVertices 8 {
		{ 0.00392157, 0.990876 },
		{ 0.997647, 0.989051 },
		{ 0.986667, 0.974453 },
		{ 0.0117647, 0.983577 },
		{ 0.000784314, 0.00364965 },
		{ 0.996078, -0.00182486 },
		{ 0.988235, 0.0182482 },
		{ 0.0101961, 0.0182482 },
	}
	VertexGroup {
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
	}
	Faces 1 36 {
		Triangles {
			{ 0, 2, 3, 3, 1, 0, 4, 5, 7, 7, 6, 4, 0, 1, 5, 5, 4, 0, 1, 3, 7, 7, 5, 1, 3, 2, 6, 6, 7, 3, 2, 0, 4, 4, 6, 2 },
		}
	}
	Groups 1 1 {
		Matrices { 0 },
	}
	MinimumExtent { -64.2523, -4.16776, 0.0 },
	MaximumExtent { 58.3406, 5.91728, 63.6014 },
	BoundsRadius 86.5088,
	MaterialID 0,
	SelectionGroup 0,
}
Bone "default_bone01" {
	ObjectId 0,
	GeosetId 2,
	GeosetAnimId None,
}
PivotPoints 1 {
	{ 0.0, 0.0, 0.0 },
}
Camera "Camera01" {
	Position { 59.0719, -160.339, 84.3613 },
	FieldOfView 45.0,
	FarClip 1000.0,
	NearClip 1.0,
	Target {
		Position { 13.8862, -42.5216, 35.3102 },
	}
}
Export Successful!

Is the texture Image even right?

This guide, i don't get it, what should I do?
http://world-editor-tutorials.thehelper.net/modelmaterial.php



Or is it just to put this file as an MDX and the .blp it the game now?
 

Sooda

Diversity enchants
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318
You can convert *.mdl to *.mdx with MDLX Converter (wc3c.net), or use Yobgul's file converter, can be found from our stickied useful tools thread.

I have wrote same thing in another thread.

Remove from your *.mdl:
Code:
"'DeX Version: 0.185m
"
"'DeX Version: 0.185m"
and from in the end:
Code:
Export Successful!

Image path location is this:
Code:
Textures 1 {
	Bitmap {
		Image "",
		ReplaceableId 1,
	}
}
It should look something like this:
Code:
Textures 1 {

	Bitmap {

		Image "ReplaceableTextures\CommandButtons\BTNAmbush.blp",

	}

}
Image path and its format (*.tga is fine, add just *.tga extension instead of *.blp, though *.blp feels? more professional and has its good sides.) match perfectly.

Example, if your imported image has path:
Code:
wc3imported/Kex_Chocolate.tga
in *.mdl it needs to be exactly same only between "":
Code:
Textures 1 {

	Bitmap {

		Image "wc3imported/Kex_Chocolate.tga",

	}

}
Texture (image) needs to be put on model in Gmax (or other modeling program which exports to Warcraft III in some way) which creates UV data (texture coordinates data).

Because Gmax does not take *.blp (Blizzard proprietary format) nor *.tga convert image which you use for model to *.jpg or *.jpeg (Don't know which exactly). Position texture on model with Gmax (For beginner it is hardest). Use BlinkBoy modified Dex exporter for Gmax, if it spits out loads of data, you need to copy it by portions, make sure you get all of it. Gmax has copying limitations (Built in).

I made Kex chocolate model in Blender which is free modeling program. Learning it if I got time and mood. Sadly it can't export to Warcraft file format. Though it can export to other well known formats which could be exported again (maybe) to somehow Gmax or 3ds Max (costs lots of).

I post my *.tga texture which is 64x64 pixels (needs to be power of 2, like 128x64; 128x128; 128x256; 64x256; 512x512) and screen shot from Blender render:
attachment.php

I am on Linux, Ubuntu that is why I can't use Gmax, I have to download it again and run with Wine. As I have read Gmax is usable with Wine though not so well as on Windows OS, user interface flickers though 3D view is fine.

Time to download Gmax I guess.
 

Attachments

  • Kex_Chocolate.jpg
    Kex_Chocolate.jpg
    35.8 KB · Views: 289
  • Tex_chocolate.tga
    32.8 KB · Views: 261
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