warcraft model importer
qqta:
If you can find a spec sheet of the mdx file format, I'll start working on a loader for it. I promise I will write one up for Irrlicht if there's non yet.
Unfortunately, I couldn't find a good spec, I started here http://en.wikipedia.org/wiki/MDX_(file_format) and it lead me to nowhere.
However, I found the spec for the MS3D ( http://local.wasp.uwa.edu.au/~pbourke/d ... ms3dspec.h ) format. I'll write a test parser for that too, but later.
I already got the B3D reader/parser going ( see http://irrlicht.sourceforge.net/phpBB2/ ... highlight= ) , and will move on to write the test parse tree for that.
If you can find a spec sheet of the mdx file format, I'll start working on a loader for it. I promise I will write one up for Irrlicht if there's non yet.
Unfortunately, I couldn't find a good spec, I started here http://en.wikipedia.org/wiki/MDX_(file_format) and it lead me to nowhere.
However, I found the spec for the MS3D ( http://local.wasp.uwa.edu.au/~pbourke/d ... ms3dspec.h ) format. I'll write a test parser for that too, but later.
I already got the B3D reader/parser going ( see http://irrlicht.sourceforge.net/phpBB2/ ... highlight= ) , and will move on to write the test parse tree for that.
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- Posts: 275
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dammit I think it was the following page :
magos.thejefffiles.com
http://www.wc3campaigns.net/tools/specs/index.html
is quite good.. looking for MDX i found the following two working sites + magos(down):
http://kmkdesign.8m.com/downloads/
http://www.wc3campaigns.net/tools/specs ... Format.txt
magos.thejefffiles.com
http://www.wc3campaigns.net/tools/specs/index.html
is quite good.. looking for MDX i found the following two working sites + magos(down):
http://kmkdesign.8m.com/downloads/
http://www.wc3campaigns.net/tools/specs ... Format.txt
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Take this one as an initial starter:
http://parsys.informatik.uni-oldenburg. ... Loader.zip
It contains the MDX loader for static meshes and the blp loader for uncompressed images. You just have to add it to scene manager and nulldriver, and define the necessary symbols in IrrCompileConfig.h (I left that part out for brevity).
The loaders works for static meshes only (for now), and does not support many material properties. I'll commit this stuff if someone volunteers to add some more stuff to it (I'm busy with other things, and I also don't want such a partial loader in a release version of Irrlicht).
http://parsys.informatik.uni-oldenburg. ... Loader.zip
It contains the MDX loader for static meshes and the blp loader for uncompressed images. You just have to add it to scene manager and nulldriver, and define the necessary symbols in IrrCompileConfig.h (I left that part out for brevity).
The loaders works for static meshes only (for now), and does not support many material properties. I'll commit this stuff if someone volunteers to add some more stuff to it (I'm busy with other things, and I also don't want such a partial loader in a release version of Irrlicht).
JP:
i'm trying to find other models in turbosquid but what i need is some monster or creep models (about 20 of them) and i can only find chairs, tables, and stuff..
JP, bitplane:
i already used milkshape 3d but when i tried to export my .mdx model into .md2, it says "Found vertices with no bone! No animations are exported!"
when i export it to .b3d it works, but the animation's gone..
so i just save it to .ms3d but the animation's gone too..
i'm a bit confused here.. (sorry.. told u i'm stupid about this thing )
dlangdev:
i can use b3d if i have a good converter between mdx and b3d (milkshape is not working)
hybrid:
i will try to use it.. i'll tell u the result asap..
everyone:
thank u so much for helping me..
no-one knows other converter???
i put one of the models here if u're curious enough to try it..
it's a panda (not a cute one)..
i include
- the original mdx (from warcraft mpq extraction)
- the md3 from it (i used mdxtomd3converter)
- the texture (.bmp)
- the md2 from the md3 (i used misfit model 3d and it has no animation)
http://www.esnips.com/doc/02ab21bf-f834 ... 74a7/panda
i'm trying to find other models in turbosquid but what i need is some monster or creep models (about 20 of them) and i can only find chairs, tables, and stuff..
JP, bitplane:
i already used milkshape 3d but when i tried to export my .mdx model into .md2, it says "Found vertices with no bone! No animations are exported!"
when i export it to .b3d it works, but the animation's gone..
so i just save it to .ms3d but the animation's gone too..
i'm a bit confused here.. (sorry.. told u i'm stupid about this thing )
dlangdev:
i can use b3d if i have a good converter between mdx and b3d (milkshape is not working)
hybrid:
i will try to use it.. i'll tell u the result asap..
everyone:
thank u so much for helping me..
no-one knows other converter???
i put one of the models here if u're curious enough to try it..
it's a panda (not a cute one)..
i include
- the original mdx (from warcraft mpq extraction)
- the md3 from it (i used mdxtomd3converter)
- the texture (.bmp)
- the md2 from the md3 (i used misfit model 3d and it has no animation)
http://www.esnips.com/doc/02ab21bf-f834 ... 74a7/panda
i tried the .x but the animation didn't work.. i dunno.. is it something with the mdx?? what do u mean by the faces seem to be inside out?hybrid wrote:Hmm, looks like milkshape cannot export frame based animations. Try .x, as this format supports als keyframe animations.
Seems like the mdx loader interprets some parts wrongly, the faces seem to be inside out.
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mdx got a f***ing strange way of using bones.. you have to split the mesh into single segments.. each segment will be acting like a bone itself.. so no bending nside a segment.. now there is a initial pose in which all the segments do fit together.. Warcraft uses this pose to identify which vertex have to be welted together -_- took me weeks to understand that poop(out of the artists way of thinking...)
qqta: That's what I'm planning to do, tackle this inter-format exchange head-on. I'm currently reading the mdx spec and will start writing a sample reader/writer while studying hybrid's posted code along with it.
I'm still looking into the ANIM chunk export/import. It would be nice to have a common parse tree for them sometime later, so that animation can be converted to any format. Although this part is going to be a bit tough for cases where BONE is not present. B3D has BONE, KEYS and ANIM for animation, maybe MDX has the same elements or the equivalent of it.
I'm still looking into the ANIM chunk export/import. It would be nice to have a common parse tree for them sometime later, so that animation can be converted to any format. Although this part is going to be a bit tough for cases where BONE is not present. B3D has BONE, KEYS and ANIM for animation, maybe MDX has the same elements or the equivalent of it.