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Source filmmaker assets for wow
Source filmmaker assets for wow













Getting everything into UDK is somewhat tedious and time consuming, but I am working on refining the process. Materials can be now viewed using Object > Model Data

source filmmaker assets for wow

I had to make an AutoIt script to automate the export of thousands of textures, which took many hours to complete.

source filmmaker assets for wow

Models and textures can still be viewed and exported within the editor, but only on an individual basis. The model previewer has been changed, and is now called the Archive Browser. They ditched the MPQ file format that was previously used (which was easy to extract assets from). It’s a little more difficult to view and extract content, but I’ve spent the past few days refining the process. There’s been multiple changes to the Starcraft 2 editor since I last used it. I’ve learned through the years that it’s better to move assets to a single engine (such as UDK), rather than trying to master 100 different game engines and their tools (all which may change at any time). Since I no longer bother with compositing, the first step to machinima involves creating an environment.

source filmmaker assets for wow

I guess it’s a good thing I documented a lot of my prior experiments. I did a number of tests with this at the time, but some files have inevitably gone missing over the years. Of the many projects I put on hold back in 2011 (has it really been that long already?), one was based on Starcraft 2.















Source filmmaker assets for wow