Once in a while, I want to accomplish a pretty simple task, and I don't have the tools to do it. I didn't want to download a 3DS Max trial since it's huge...and a trial. But Blender has a M3 importer, but no exporter. There have been a few times I wanted to move a couple polygons in a model, and then there have been a few times I found animations labeled "None" in a model so there was no way to access them. And since I'm a programmer, I solved my problem the hard way. I wrote a quite simple M3 model editor, which can reposition vertices and rename animation sequences. At first, I had just made a program to scale the height of every model in a directory, because that's the only way to change the height of cliff faces.
And I didn't really want to stop so soon, since I spent 3 hours researching the M3 format.
I will probably implement the ability to remove vertices and possibly implement the ability to add them, depending on how difficult it ends up being. I'd like to support at least partial modifying of animations, but that's not looking very likely. I realize that effort would be better spent on a Blender exporter, but I haven't used Python before, and I'm not in a position where I'm comfortable starting that type of project right now since I'm entering the Air Force in March.
I hope someone gets some use out of it.
Edit: Moved the download to
http://www.sc2mapster.com/assets/deps-m3-model-editor/ so I only have to update it in one place.
Post has been edited 3 time(s), last time on Feb 3 2012, 6:33 am by DeProgrammer.
None.
>be faceless void >mfw I have no face
The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.
Might be something to do with .NET not being installed...
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Prooobably. This program requires .NET 3.5.
None.
Fixed a bug where the program loaded the wrong number of vertices. (As long as you didn't modify the vertices that shouldn't have been there in the previous version, it wouldn't have any effect on the model file.)
Fixed sorting by Z value.
I researched a bit more and figured out how faces are drawn, so if I don't get entirely bored with the project, I'll probably enable a polygonal draw mode and adding/removing vertices. (One cannot simply delete vertices without modifying the face data and possibly animation data.) I will also set up editing of material references, so you can put a different skin on a model while still using the original model with its original skin. I'd also like to deal with attach points (which requires implementing bones), but that's pushing it.
None.
I will also set up editing of material references, so you can put a different skin on a model while still using the original model with its original skin. I'd also like to deal with attach points (which requires implementing bones), but that's pushing it.
This should be really useful, but if you put it in, see if you can't make the plain RGB materials (no textures) editable too.
🤙🏾
>be faceless void >mfw I have no face
Will you release the source code for it once you're done?
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Yeah, if I remember, I'll release it when I don't think I'll work on it any more (mid-March at the latest).
None.