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Thread: S2 HoN 3DS Max Exporter

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  1. #1
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    S2 HoN 3DS Max Exporter

    I have a gift for all of you modders/modelers.

    If you plug this into your plugins of 3DS Max you can export any model with or without animations into HoN for use in your own custom heroes or other goofyness you might want to do with it.

    If you want to make your own icons, photoshop. tga s are what we use.

    Keep in mind. This currently only works with Max 8. We are going to update it when we get the time, but for now, Max 8 is all it supports. I figured you guys would rather have it over not even in the limited state that it is in.

    Feel free to pass this around to anyone who wants to make a cool <whatever> like a hero suggestion, a cool building, or whatnot.

    Think of this as the first piece of the SDK. If you want to make your own units in the future, you will need this. For an example of how to make any models fully work like you want, check out any hero's mdf files or material files.

    http://dl.heroesofnewerth.com/dev/s2exporter.rar

  2. #2
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    You're making the assumption that he can do something to fix it for you (which he can't).

  3. #3
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    I say give us editor and some sort of LAN or ability to host custom maps on servers adn test them. To bad it will not happen soon.

    I know Idejder have access to it, PM it plz.

  4. #4
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    Very very nice.

    I'd like to ask if there are any plans to make texture mods work like resource mods: being able to make individual textures###.s2z files for easier distribution of mods. Cause right now, having to explain users how to open .s2zs and drop textures in the right spot is kindof a nuissance.

  5. #5
    Quote Originally Posted by Idejder View Post
    I have a gift for all of you modders/modelers.
    Ho boy , you r lucky you live far away from me , Else i would have already kissed you on the mouth with the tongue ;P

    Thank you soo much

  6. #6
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    I dont see how I am to open the MDF files. I have the plugin loaded but it wont let me open any of the hero files.

  7. #7
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    Quote Originally Posted by Idejder View Post
    If you want to make your own icons, photoshop. tga s are what we use.
    Lies >.>

  8. #8
    This is a 3ds exporter, not importer. It allows you to make a model and then export it into the format needed.

    - Steve
    I <3

  9. #9
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    even with that said. it still does not add an option to export. and the plugin comes up as 'Loaded'. and what about the .model files
    Last edited by Fatal510; 09-20-2009 at 12:41 AM.

  10. #10
    I can use it successfully, but every model I export seems to be "inivisable" ingame. I'm using basic worm models with no animation. And I'm just editing the lichtest hero from another thread.

    Is there something else I need to do?

    - Steve
    I <3

  11. #11
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    S2 Staff Member S2 Games Staff
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    Make sure your mesh's are set correctly in your material file.

  12. #12
    Any chance you could put up some small tutorials on how to get started with making your own hero, neutral creep or building?

    Im particularily interested in how to get a mod to stay up date after you guys patch HoN.

  13. #13
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    Quote Originally Posted by Skjalg View Post
    Any chance you could put up some small tutorials on how to get started with making your own hero, neutral creep or building?

    Im particularily interested in how to get a mod to stay up date after you guys patch HoN.
    You can't, mods need to be manually updated with every patch if the patch updates any files the mod edits.
    I'm an honest guy who's not afraid to be blunt. Hope you can handle that.

  14. #14
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    This, of course, wonderful! but can we see a couple of examples (sources) models with animations?

  15. #15
    I'm still playing with the model exporter, trying to get animations to work and seeing how stuff works. But at the moment. http://honlabs.com/worm.jpg I made a little wormy for the Lich Test hero lol.

    I'll make a little tutorial on how to do this once I figure out how animations work.

    - Steve
    I <3

  16. #16
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    Quote Originally Posted by Dub View Post
    I'm still playing with the model exporter, trying to get animations to work and seeing how stuff works. But at the moment. http://honlabs.com/worm.jpg I made a little wormy for the Lich Test hero lol.

    I'll make a little tutorial on how to do this once I figure out how animations work.

    - Steve
    Um can we please get this guy in game??? Give him a burrowing ability and the innate ability to create images of itself when he gets low on health(like a worm getting cut in half)...

    aaaand... strap a bomb to him and call him the new techies .

    Seriously though, I kind of like this guy haha.
    I haven't modelled in a loooong time, made some models for counter-strike and then I started making a 'modern style war' mod for dungeon siege... I don't remember anything though, i don't even know if i could model now.

    But thanks for this anyways, I'm going to try my hand at it again.




  17. #17
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    Quote Originally Posted by Dub View Post
    I'm still playing with the model exporter, trying to get animations to work and seeing how stuff works. But at the moment. http://honlabs.com/worm.jpg I made a little wormy for the Lich Test hero lol.

    I'll make a little tutorial on how to do this once I figure out how animations work.

    - Steve
    Please show me the source model

  18. #18
    Hey guys this is great, what is the average polycount on one of your high LOD hero models?

  19. #19
    Quote Originally Posted by Flufd View Post
    Hey guys this is great, what is the average polycount on one of your high LOD hero models?
    Here you go.

    Quote Originally Posted by S2Ari
    There are 3 LOD's: High, Medium, and Low - Yes, you must make all 3 yourself.
    Polycounts (Triangles):
    High: up to 3000
    Med: up to 1200
    Low: up to 500....i think - if you can't manage this, try to get it as low as possible, we have a few that are a bit over the limit.

    Textures - all 3 LOD's use the same textures, unless UV's of the Low are drastically different, thus a separate texture is needed - if this can be avoided, it is best.

    Here are the following texture maps we can do as of now:

    Diffuse

    Normal - Although some characters don't appear to be supporting it, Normal Maps can work properly on flipped/mirrored UV's

    Specular

    Specular Color - as of now, if this is used, it becomes the specular "level" as well, and there is no need for a greyscale Specular Map

    Opacity - Pretty much only black and white - no shades of grey. It is possible to do gradations, but we haven't used it on any models in this game. It can create visual problems when the model is on top of other half-transparent things - like the river/water shader.

    Glow/Self Illumination

    Occlusion - we can do this, but we haven't on any of the model's in this game.

    One last thing you need to make is a Team Color map. This allows team colors to be possible.
    The Team Color Map is always pure white. Then, in the alpha channel is where you designate where on the texture map team colors are. Coinciding with that, you make those same designated areas greyscale and brighter on the Diffuse map....kind of hard to explain without being there to show you. If you can get a hold of any hero's Diffuse and Team Color - then look in the alpha channel of the team color, I think you will get how it works.

    All textures are saved as a Targa (TGA).

    All texture maps are 256 x 256 pixels large.
    Except usually the Glow and Team Color maps are 128 x 128 - mainly because they can be smaller but still look about the same considering how un-detailed they usually are.
    If you feel like it as well, icons are saved as 128x128 targa's.

    All models in the game are automatically about 35% ambient - meaning, 35% self illuminated - so keep that in mind when making textures.
    Seems like we need a sticky thread specific to modding/creating new hero art with all this information in it. Or even a wiki.

  20. #20
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    Quote Originally Posted by Dub View Post
    I'm still playing with the model exporter, trying to get animations to work and seeing how stuff works. But at the moment. http://honlabs.com/worm.jpg I made a little wormy for the Lich Test hero lol.

    I'll make a little tutorial on how to do this once I figure out how animations work.

    - Steve
    Omg it's earthworm Jim, I wantz!!!
    Nightmarish
    Custom Zombie Survival Map for HoN

    http://forums.heroesofnewerth.com/sh...9#post15049429

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