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Messages - Inkognito

#1
SWBF1 Modding / Re: Hio ;)
July 21, 2012, 09:50:34 AM
Phobos , conntact with me in skype if you can. Cuz here i can't upload TGA.I'll tell you my Skype name in private messege.

So what i can say , nice done Phobos! No , really nice. I was too stupid to say something to you. And too stupid to say something here. So i dont gonna post here anymore. bye.
-Inkognito-
#2
SWBF1 Modding / Re: Hio ;)
July 21, 2012, 09:23:13 AM
Yes , i extracted all fonts. I have images of that.
#3
SWBF1 Modding / Re: Hio ;)
July 21, 2012, 08:16:23 AM
Ok i was right . I extracted all fonts from SWBF. They have same white colour. So colour of strings described in text objects. As i said.
-Thanks!-
PS : if you wanna i can send you fonts textures. But idk how to put them back in game.
#4
SWBF1 Modding / Re: About ODF models.
July 21, 2012, 04:52:10 AM
Ok so about exporting from 3ds to msh. .
All i can say that this scripts helps :
rollout roll_expmesh "Export Mesh"
    (
      edittext edt_path "Path" pos:[10,10] width:300
      button btn_Browse "Browse" pos:[320,10] width:50
       button btn_exp "Export"
       checkbox chk_v "Vertex" checked:true 
      checkbox chk_n "Normal" checked:true
      checkbox chk_f "Face" checked:true
      checkbox chk_t "Texture" checked:true
     
      on roll_expmesh open do 
      (
      s=selection[1].name as string
        edt_path.text=(GetDir #Export)+"\\"+s+".msh"
      )
      on btn_browse pressed do
      (
      s=GetSaveFileName types:"Mesh file (*.msh)|*.msh|All files (*.*)|*.*"
        if s!=undefined do
        (
          edt_path.text=s
        )
      )
      on btn_exp pressed do
      (
      local bV=0     
        local bN=0     
        local bF=0     
        local bT=0     
       if chk_v.checked==true then bV=1
        if chk_n.checked==true then bN=1
        if chk_f.checked==true then bF=1
        if chk_t.checked==true then bT=1
       if edt_path.text!=undefined do
          (
        file01=createFile edt_path.text
         format "% " bV to:file01
            format "% " bN to:file01
            format "% " bF to:file01
            format "%\n" bT to:file01
          local vnum=getNumVerts selection[1].mesh
          local fnum=getNumFaces selection[1].mesh
          local tnum=getNumTVerts selection[1].mesh
          format "% " vnum to:file01
            format "% " fnum to:file01
            format "%\n" tnum to:file01
          mesh01=snapshotasmesh selection[1]

           
            if chk_v.checked==true do
            (
         format "vertex \n"  to:file01
              for j=1 to vnum do
              (
                local p01=[0,0,0]
                p01=GetVert mesh01 j
                format "% " p01.x to:file01
                format "% " p01.y to:file01
                format "%\n" p01.z to:file01
              )
            )
            if chk_n.checked==true do
            (
         format "normals \n"  to:file01
              for j=1 to vnum do
              (
                local p01=[0,0,0]
                p01=GetNormal selection[1].mesh j
                format "% " p01.x to:file01
                format "% " p01.y to:file01
                format "%\n" p01.z to:file01
              )
            )
            if chk_f.checked==true do
            (
          format "Faces \n" fnum to:file01
              for j=1 to fnum do
              (
                local p01=[0,0,0]
                p01=GetFace selection[1].mesh j
             x01=(p01.x-1) as integer
                y01=(p01.y-1) as integer
                z01=(p01.z-1) as integer
                format "% " x01 to:file01
                format "% " y01 to:file01
                format "%\n" z01 to:file01
              )
            )
            if chk_t.checked==true do
            (
         format "texture_vertex \n"  to:file01
              for j=1 to tnum do
              (
                local p01=[0,0,0]
                p01=GetTVert selection[1].mesh j
                format "% " p01.x to:file01
                format "% " p01.y to:file01
                format "%\n" p01.z to:file01
              )
              format "texture_face \n" fnum to:file01
              for j=1 to fnum do
              (
                local p01=[0,0,0]
                p01=GetTVFace selection[1].mesh j
                x01=(p01.x-1) as integer
                y01=(p01.y-1) as integer
                z01=(p01.z-1) as integer
                format "% " x01 to:file01
                format "% " y01 to:file01
                format "%\n" z01 to:file01
              )
            )           
            close file01
          )
      )
    )
   if selection.count<1 then MessageBox "Select object"
    if selection.count==1 do
    (
   m_roll=newrolloutfloater "JSD Exporter" 400 600
    addrollout roll_expmesh m_roll
    )
So now problem to put model with it bones and all elements to 3DS max.
#5
SWBF1 Modding / Re: About ODF models.
July 21, 2012, 03:15:14 AM
And yes , one more , do you have some exporter that could export model from 3ds. to msh? Cuz as i see VRML dont have bones , so it will be not animated in game.
-Thanks!-
#6
SWBF1 Modding / Re: About ODF models.
July 21, 2012, 03:05:34 AM
You see , i have expirience with working on 3DS max.I know how to create skeleton for model. I know how to make animation. But problem is that: In Warcraft 3 i made animation in such way like - imagine all timeline of animation , so from 0 to 5 sec for example on time line it is walk animatin , from 5 to 8 it s attact animation etc. So question is that: Is its same in SWB? I think yes. But Maybe you know more about this.
-Thanks!-
#7
SWBF1 Modding / Re: Hio ;)
July 20, 2012, 10:56:27 AM
Hello . So ye , i work with that stuff. But i dont inde a way to change colour of fonts. You know its hard. Cuz i think that colour of text in some buttons or messeg objects are describet not in font describtion. So i think that you can finde it in button's\messege objects describtion. But as i think that describtion placed in exe. file. So for me its immpossible for now. So that all i can tell about this stuff.
-Thanks!-
#8
SWBF1 Modding / Re: About ODF models.
July 20, 2012, 10:02:09 AM
Tirpider , i have model in 3DS max. And ye as you said it is no bones there. But if i'll make my own bones?Maybe it is same system of animation as in Warcraft 3? How you think?
#9
SWBF1 Modding / Re: Buildings textures
July 15, 2012, 08:21:46 AM

So here i have another one unusefull thing =) Trick is that i moded msh. , but not textures.
#10
SWBF1 Modding / Re: Buildings textures
July 13, 2012, 07:52:36 AM
And ye guys , about to share a mod stuff. So i dont think that its really samrt way to share such things here. Cuz anyone can go in and download it. You see , if here was only mods like new maps or some other stuff that you can't use as hacks. But things with i am working can be used in not really good way.
#11
SWBF1 Modding / Re: How To Make Fonts Invisible?
July 13, 2012, 07:49:25 AM
No , i using 3ds MAX. And milkshape.
#12
SWBF1 Modding / Re: How To Make Fonts Invisible?
July 12, 2012, 10:04:23 AM
And ye , guys , i can tell one thing : color's of strings are described not in exeally font describtion. This conclusion i made from some expirience that i had with font's editing. So where color's of separate strings are saved? It is secret now for me.
#13
SWBF1 Modding / Buildings textures
July 12, 2012, 07:44:46 AM
Ok , so now i wanna ask you about building textures. As i understand they are saved in map file , or i am not right?
If i am right then , in wich way they are described in map file? ( For example in bes2.lvl)
-Thanks!-
#14
SWBF1 Modding / Re: About ODF models.
July 12, 2012, 07:14:18 AM
Ok , thanks for unswer. And dont laugh if i am have mistake in something , i just trying to figure out how a game constracted now.
-Thanks!-
#15
SWBF1 Modding / About ODF models.
July 12, 2012, 12:31:43 AM
So guys i have a question about: How i can convert ODF to 3ds max? And then how can i convert it back to ODF?
Will be great if someone help's me.
-Thanks!-