[Only registered and activated users can see links. ]
I did not write this, Cyrect did, I just fixed it for the new m2 format and seeing has nobody else has released it...
Its bloated when uncompressed.
You still need depending on the model:
M2Modder: to fix the textures in the model and such.
3DS Max
Lithunwrap to change UV mapping in a halfway acceptable fashion(Ultimate Unwrap is best, too annoying to crack though)
MS3D (Pretty much only good for item edits and file type conversions)
Photoshop CS3 or The Gimp for redoing the textures when its necessary.
BLP->PNG & PNG->BLP converter
When it creates a model it will set its texture type as hardcoded, I've had no luck using them like that but if you convert it with M2Modder to Creature, Character skin when appropriate for said model types it will load them assuming all the file names are right and referanced properly.
Everything must be in a MPQ as with normal changes.
Items use "Cape" texture type in M2Modder.
For weapons the attachment point is the center of the axis (i.e center where you think the grip should be there), you'll have to fiddle with the orientation sometimes depending on where you get your model from and whatnot.
There is ***NO ANIMATION*** support, even if it converts them the 3DS File format is useless for animations and subsequently no giving all the female models 42 FFF cup breast sizes and maintaining animations on import. (sigh...)
Maybe some kind soul will release a fbx->m2 or ms3d->m2 or even a straight 3DS Max *.m2 exporter. >.>
It would be awsome if some guy could fix it so that you can have animations also :/
It does have animations the problem is finding a tool that properly exports animations to 3ds file format now a days (3dsmax only partially supports them). Even if it fully supported the 3ds file format wouldn't really matter since 3ds only supports 1 bone per object (which is fine if you want to make a segmented robot but worthless for things with flesh).
Example of animation working with a model converted from 3ds to m2 through the original program I wrote.
[Only registered and activated users can see links. ]
Really should have went with a MAXScript instead but didn't realize till basically was done. 3ds is a too limited file format to work well with m2's.
Lol, I love that white ball! :P
Btw, are there any ways to rotate your model, when it's converted to m2, or will you have to rotate it in you 3d program, and convert it again?
You can rotate it using M2Modder by editing the bones which is what I did for the gun you see on the curse gaming page to get it to fit just right in my hand and for other things like Hellfire Armor.