There are already some really fine documents about the mdx file format. You should search for one made by nub on www.wc3campaigns.com, that one is likely the most detailed. But basicly, in-engine, the game converts the mdx files to mdl format, which is asc-ii version of the mdx files, and are VERY easy to read/edit/understand. But the only converter available right now, is yubguls, and it basicly uses a 1.00 game.dll where it accesses it''s methods, and converts the file. Both is this pretty buggy, and it does not work for many.
Nub is now making a total convertor that does not need game.dll i hear. But the .mdl format is much easier to understand and most of the importers/exporters work with mdl''s at the moment, thus requiring the user to convert it all the time to/from mdx.
Here is nub''s updated specs:
http://www.wc3campaigns.com/forums/showthread.php?s=&threadid=30383
This is also the "best" .mdx viewer around:
http://www.wc3campaigns.com/forums/showthread.php?s=&threadid=18440
It even supports animations, and it works with war3.mpq and can browse it and shit.
Basicly what the current problem with our exporters/importers are with animating rotations... And that is where the current exporters stand, they can export animated models, but you have to do it correctly, or else you''ll hit the gimbal lock and the .mdx file will go to hell.
Cubasis
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