![]() It is currently not possible to load these into 3DS Max. m3 – Contains meshes and sometimes animations as well. Some of the file formats contained in the MPQ files include: – You may want to delete the tongue mesh. ![]() – Rotating the jaw bone will control the teeth. Link them to the biped head (Bip001 Head).ģ) Create the FaceFX poses using this guide.Ĥ) Export each face pose as a separate PSK, then import into the UDK as morph targets. – A script can be used to create a biped rig.ġ) Select the mouth bones. – The eyes may need to have a separate material assigned in 3DS Max. – The hair materials can be tricky and may require experimenting to find the best look. – Some materials may need their texture coordinates changed (example: SM_FirstOfficer’s shoulder pads). Select TEXTUREGROUP_Vehicle when importing to prevent them from being re-sized. – Some of the character textures use a 2048×2048 resolution. Import the character and the textures into the UDK. – Note: While you do have the option to attach the meshes together, doing so would break the face bones needed for facial animation.Ĥ) Export with ActorX. ![]() – Any extra meshes and their bones can be deleted (example: the SM_RaynorCommander model has a gun and shot glass included).ģ) Rename the meshes (head, teeth, etc) and apply a unique material ID to each of the meshes. – Most of the characters can be found in StoryModeCharacters > Terran.Ģ) Select everything and scale by 25000%. Change the “Alpha Source” setting to “None”.Ĭonverting Starcraft 2 Characters to the UDKġ) Import the character into 3DS Max with m3_import_v0.30.ms. The import script uses wrong settings for the materials, so we will need to fix that.ģ) Create new materials for each of the textures. Select the M3 file and import.Ģ) Add a skylight to the scene and change the rendering options to enable Light Tracer.įrom here we will need to redo the materials. The main file containing the assets is “base.SC2Assets” which is located in your SC2 directory under StarCraft II\Campaigns\Liberty.SC2CampaignĢ) Download and install Starcraft 2 Model (.M3) Plugins for 3ds Max.ģ) Run the 3DS Max script m3_import_v0.30.ms. Also, when looking at the ATI picture you see more smaller blue rocks then on the nvidia picture.Starcraft 2 game assets can be extracted using MPQ Editor.ġ) The M3 files and textures can be exported using MPQ Editor. The only difference I see in that building (when looking at the images separately) is that nvidia is the green shooting out the door is tad more pronounced (not saying that's correct though). I just looked at the whole scene from ATI then Nvidia and don't see the same IQ of the building they did 1:1 on. Perhaps their developer could comment? Hard to say.However, it's funny to because one minute ATi doesn't use FP16 enough the next the very opposite. As for the IQ differences it's hard to say which is right/wrong. The only thing that is locked is the single player.at least until next week.Īs for FP16, it sure does look like that, doesn't it? However, ATI's cards seem to default to FP16 prior to receiving optimizations so I am guessing (and hoping) the IQ difference will be gone by the time 10.7 / 10.8 rolls around.Oh I see thanks for the heads up. It's the full game engine with the full multiplayer.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |