├── .gitignore ├── Disclaimer.md ├── GriffonStudios ├── AnimationData.dbc ├── Darksburg │ ├── GriffonStudios_HMD_Import.ms │ └── GriffonStudios_Helpers.ms ├── Diablo │ ├── GriffonStudios_DiabloIII_Dialog.ms │ ├── GriffonStudios_DiabloIII_ImportAnimation.ms │ ├── GriffonStudios_DiabloIII_ImportModel.ms │ ├── GriffonStudios_DiabloIV_ImportModel.ms │ ├── GriffonStudios_DiabloIV_R1D.ms │ ├── GriffonStudios_DiabloImmortal_ImportModel.ms │ └── readme.md ├── GriffonStudios_AnimationProperties.ms ├── GriffonStudios_Export_Animation.ms ├── GriffonStudios_HelperScripts.ms ├── GriffonStudios_HelperScripts_Struct.ms ├── GriffonStudios_Macros.ms ├── GriffonStudios_Menu.ms ├── GriffonStudios_Sop.ms ├── GriffonStudios_StarcraftGhost_Dialog.ms ├── GriffonStudios_StarcraftGhost_Macros.ms ├── GriffonStudios_StarcraftGhost_Main.ms ├── GriffonStudios_Starcraft_HotS_M3_Import.ms ├── GriffonStudios_WoW_M2_Import.ms ├── GriffonStudios_WorldOfWarcraft_Dialog.ms ├── GriffonStudios_WorldOfWarcraft_ImportAdt.ms ├── GriffonStudios_WorldOfWarcraft_ImportM2.ms ├── GriffonStudios_WorldOfWarcraft_ImportWMO.ms ├── GriffonStudios_XNA_Lara.ms ├── GriffonStudios_research_diablo_immortal.ms ├── League Of Legends │ ├── GriffonStudios_HelperScripts.ms │ └── GriffonStudios_LeagueOfLegends_ImportModel.ms ├── Overwatch │ ├── OverwatchImportTools.ms │ ├── OverwatchImportTools_importanimation.ms │ ├── OverwatchImportTools_importanimation_dialog.ms │ ├── OverwatchImportTools_importmodel.ms │ ├── OverwatchImportTools_importmodel_dialog.ms │ ├── OverwatchImportTools_importmultianimation_dialog.ms │ ├── OverwatchImportTools_macros.ms │ ├── OverwatchImportTools_menu.ms │ ├── Overwatch_HelperScripts.ms │ └── mzp.run ├── README.md ├── Rockstar games │ ├── GriffonStudios_Manhunt_bsp.ms │ ├── GriffonStudios_Manhunt_dff.ms │ └── README.md ├── Starcraft 2 │ ├── README.md │ └── images │ │ ├── img01.png │ │ ├── img02.png │ │ ├── img03.png │ │ ├── img04.png │ │ ├── img05.png │ │ ├── img06.png │ │ ├── img07.png │ │ ├── img08.png │ │ ├── img09.png │ │ ├── img10.png │ │ ├── img11.png │ │ ├── img12.png │ │ ├── img13.png │ │ ├── img14.png │ │ ├── img15.png │ │ └── img16.png └── animationdata.db2 ├── GriffonStudios_Startup.ms ├── LICENSE ├── MaxIcons ├── GriffonStudios_16i.bmp ├── GriffonStudios_24i.bmp ├── README.md └── TM_24i.psd ├── README.md ├── Research ├── GriffonStudios_Conversion_Helpers.ms ├── GriffonStudios_Research.ms ├── MageKnightApocalypse.ms ├── STL.import.ms ├── Starcraft II Documentation │ ├── Appendix_AnimationNames.html │ ├── Appendix_AnimationPriorities.html │ ├── Appendix_AnimationProps.html │ ├── Appendix_Cliffs.html │ ├── Appendix_FuzzyMatch.html │ ├── Appendix_GettingStarted.html │ ├── Appendix_KnownIssues.html │ ├── Appendix_ParticleKeyInterpolation.html │ ├── Appendix_ParticleOverlays.html │ ├── Appendix_RiggingGuidelines.html │ ├── Appendix_WaterbatTextureSetup.html │ ├── Material_SC2Composite.html │ ├── Material_SC2Creep.html │ ├── Material_SC2Displacement.html │ ├── Material_SC2SplatTerrainBake.html │ ├── Material_SC2Standard.html │ ├── Material_SC2Terrain.html │ ├── Material_SC2Volume.html │ ├── Material_SC2VolumeNoise.html │ ├── Navigation_Main.html │ ├── Node_AttachmentVolume.html │ ├── Node_HitTest.html │ ├── Node_SC2AttachPt.html │ ├── Node_SC2Camera.html │ ├── Node_SC2Event.html │ ├── Node_SC2Force.html │ ├── Node_SC2FreeCamera.html │ ├── Node_SC2OmniLight.html │ ├── Node_SC2Particle.html │ ├── Node_SC2Physics.html │ ├── Node_SC2Projector.html │ ├── Node_SC2Ribbon.html │ ├── Node_SC2SplineRibbon.html │ ├── Node_SC2SpotLight.html │ ├── Node_SC2TargetCamera.html │ ├── Node_SC2VertexWarp.html │ ├── Node_ShadowBox.html │ ├── Texmap_SC2Bitmap.html │ ├── Texmap_SC2Color.html │ ├── Tool_AnimPropFloater.html │ ├── Tool_BehaviorEditor.html │ ├── Tool_ExportFloater.html │ ├── Tutorial_BasicAnimation.html │ ├── Tutorial_BasicHelpers.html │ ├── Tutorial_BasicMaterial.html │ ├── Tutorial_BasicParticle.html │ ├── Tutorial_BasicPhysics.html │ ├── Tutorial_CommittingModels.html │ ├── Tutorial_ExportAnim.html │ ├── Tutorial_ExportMultipleModels.html │ ├── Tutorial_GlobalLoopAnimation.html │ ├── Tutorial_LookAt.html │ ├── Tutorial_RagdollPhysics.html │ ├── Tutorial_SplitbodyAnimation.html │ ├── Tutorial_Turret.html │ ├── common │ │ ├── Sample.psd │ │ ├── frames.css │ │ ├── jquery-1.6.1.min.js │ │ ├── navigation.css │ │ ├── sample.gif │ │ ├── sc2.ico │ │ ├── tutorial.css │ │ └── tutorial.js │ ├── index.html │ └── resource │ │ └── img │ │ ├── AnimationExport_0001_ModelOnly.png │ │ ├── AnimationExport_0002_ModelOnlyPreview.png │ │ ├── AnimationExport_0003_AnimOnly.png │ │ ├── AnimationExport_0004_AnimOnlyPreview.png │ │ ├── Appendix_CliffMaterial.png │ │ ├── Appendix_CliffMaterialTriPlanar.png │ │ ├── Appendix_CliffMaxFile.png │ │ ├── Appendix_CliffObject.png │ │ ├── Appendix_ParticleKeyInterpolation.png │ │ ├── Appendix_ParticleKeyInterpolation_Bezier.png │ │ ├── Appendix_ParticleKeyInterpolation_BezierHold.png │ │ ├── Appendix_ParticleKeyInterpolation_Linear.png │ │ ├── Appendix_ParticleKeyInterpolation_LinearHold.png │ │ ├── Appendix_ParticleKeyInterpolation_Smooth.png │ │ ├── Appendix_ParticleOverlayPopUp.png │ │ ├── Appendix_ParticleOverlayUI.png │ │ ├── Appendix_UserPaths.png │ │ ├── BasicAnimation_AnimList_0000_StandAdd.png │ │ ├── BasicAnimation_AnimList_0001_ManualUnload.png │ │ ├── BasicAnimation_AnimList_0002_ManualUnloadEnd.png │ │ ├── BasicAnimation_AnimProp_0000_Initial.png │ │ ├── BasicAnimation_AnimProp_0001_AddAnim.png │ │ ├── BasicAnimation_AnimProp_0002_FirstAnim.png │ │ ├── BasicAnimation_AnimProp_0003_AddedAnims.png │ │ ├── BasicAnimation_AnimProp_0004_GotoZero.png │ │ ├── BasicAnimation_AnimProp_0005_DeathNonLoop.png │ │ ├── BasicAnimation_AnimProp_0006_UnloadEndNonLoop.png │ │ ├── BasicAnimation_AnimProp_0007_WalkSpeed.png │ │ ├── BasicAnimation_Preview_0000_Stand.png │ │ ├── BasicAnimation_Preview_0001_ChangeAnim.png │ │ ├── BasicAnimation_Preview_0002_ExtendTimeline.png │ │ ├── BasicAnimation_Preview_0003_ToggleWalk.png │ │ ├── BasicAnimation_Preview_0004_ToggleFollow.png │ │ ├── BasicAnimation_Preview_0005_Final.png │ │ ├── BasicAnimation_Viewport_0000_Initial.png │ │ ├── BasicAnimation_Viewport_0001_AnimPropsFloater.png │ │ ├── BasicAnimation_Viewport_0002_Stand.png │ │ ├── BasicAnimation_Viewport_0003_Stand01.png │ │ ├── BasicAnimation_Viewport_0004_Fidget.png │ │ ├── BasicAnimation_Viewport_0005_Fidget01.png │ │ ├── BasicAnimation_Viewport_0006_TurnLeft.png │ │ ├── BasicAnimation_Viewport_0007_TurnRight.png │ │ ├── BasicAnimation_Viewport_0008_Attack.png │ │ ├── BasicAnimation_Viewport_0009_Death.png │ │ ├── BasicAnimation_Viewport_0010_Walk.png │ │ ├── BasicAnimation_Viewport_0011_Unload.png │ │ ├── BasicAnimation_Viewport_0012_UnloadEnd.png │ │ ├── BasicHelpers_Preview_0000_ShowHitTestTight.png │ │ ├── BasicHelpers_Preview_0001_HitTestTight.png │ │ ├── BasicHelpers_Preview_0003_ShowHitTestFuzzy.png │ │ ├── BasicHelpers_Preview_0004_HitTestFuzzy.png │ │ ├── BasicHelpers_Preview_0005_ShowAttachmentVols.png │ │ ├── BasicHelpers_Preview_0006_AttachmentVols.png │ │ ├── BasicHelpers_Preview_0007_ShowAttachmentPts.png │ │ ├── BasicHelpers_Preview_0008_AttachmentPts.png │ │ ├── BasicHelpers_Viewport_0000_Initial.png │ │ ├── BasicHelpers_Viewport_0001_Capsule.png │ │ ├── BasicHelpers_Viewport_0002_HitTestTight.png │ │ ├── BasicHelpers_Viewport_0003_HitTestTightLinked.png │ │ ├── BasicHelpers_Viewport_0004_HitTestFuzzy.png │ │ ├── BasicHelpers_Viewport_0005_HitTestFuzzyLinked.png │ │ ├── BasicHelpers_Viewport_0006_HitTestFuzzy01.png │ │ ├── BasicHelpers_Viewport_0007_HitTestFuzzy01Linked.png │ │ ├── BasicHelpers_Viewport_0008_HitTestFuzzy02.png │ │ ├── BasicHelpers_Viewport_0009_HitTestFuzzy02Linked.png │ │ ├── BasicHelpers_Viewport_0010_HelpersCollapsedToggled.png │ │ ├── BasicHelpers_Viewport_0011_HelpersCollapsed.png │ │ ├── BasicHelpers_Viewport_0012_Sphere.png │ │ ├── BasicHelpers_Viewport_0013_TargetVolume.png │ │ ├── BasicHelpers_Viewport_0014_TargetVolumeScale.png │ │ ├── BasicHelpers_Viewport_0015_TargetVolumeLinked.png │ │ ├── BasicHelpers_Viewport_0016_HelpersCollapsedToggled.png │ │ ├── BasicHelpers_Viewport_0017_HelpersCollapsed.png │ │ ├── BasicHelpers_Viewport_0018_SC2AttachPt.png │ │ ├── BasicHelpers_Viewport_0019_SC2AttachPtShow.png │ │ ├── BasicHelpers_Viewport_0020_RefOrigin.png │ │ ├── BasicHelpers_Viewport_0021_RefOriginName.png │ │ ├── BasicHelpers_Viewport_0022_RefOriginPos.png │ │ ├── BasicHelpers_Viewport_0023_AddBaseAttPts.png │ │ ├── BasicHelpers_Viewport_0024_BaseAttPts.png │ │ ├── BasicHelpers_Viewport_0025_RefCenterLined.png │ │ ├── BasicHelpers_Viewport_0026_RefWeaponRight.png │ │ ├── BasicHelpers_Viewport_0027_RefWeaponRightLinked.png │ │ ├── BasicHelpers_Viewport_0028_RefWeaponLeft.png │ │ ├── BasicHelpers_Viewport_0029_RefWeaponLeftLinked.png │ │ ├── BasicHelpers_Viewport_0030_RefHead.png │ │ ├── BasicHelpers_Viewport_0031_RefHeadLinked.png │ │ ├── BasicMaterial_MatEdit_0000_Material_EditType.png │ │ ├── BasicMaterial_MatEdit_0001_Material_SelectType.png │ │ ├── BasicMaterial_MatEdit_0002_Material_Blank.png │ │ ├── BasicMaterial_MatEdit_0003_Material_AssignMaterial.png │ │ ├── BasicMaterial_MatEdit_0004_Material_EditDiffuseMap.png │ │ ├── BasicMaterial_MatEdit_0005_Bitmap_PickFile.png │ │ ├── BasicMaterial_MatEdit_0006_Bitmap_NoTeamColor.png │ │ ├── BasicMaterial_MatEdit_0007_Bitmap_TeamColor.png │ │ ├── BasicMaterial_MatEdit_0008_Material_EditNormalMap.png │ │ ├── BasicMaterial_MatEdit_0009_Material_EditSpecularMap.png │ │ ├── BasicMaterial_MatEdit_0010_Bitmap_SpecularColor.png │ │ ├── BasicMaterial_MatEdit_0011_Material_SpecularPower.png │ │ ├── BasicMaterial_MatEdit_0012_Material_SpecularIntensity.png │ │ ├── BasicMaterial_MatEdit_0013_Material_Features.png │ │ ├── BasicMaterial_MatEdit_0014_Material_EnabledFeatures.png │ │ ├── BasicMaterial_MatEdit_0015_Material_EditEmissiveMap.png │ │ ├── BasicMaterial_MatEdit_0016_Bitmap_EmissiveChannel.png │ │ ├── BasicMaterial_MatEdit_0017_Material_TeamColorEmissive.png │ │ ├── BasicMaterial_MatEdit_0018_Material_EmissiveIntensity.png │ │ ├── BasicMaterial_MatEdit_0019_Material_EditEnvironmentMap.png │ │ ├── BasicMaterial_MatEdit_0020_Bitmap_CubicMapping.png │ │ ├── BasicMaterial_MatEdit_0021_Material_EditEnvironmentMask.png │ │ ├── BasicMaterial_MatEdit_0022_Bitmap_EnvironmentMaskChannel.png │ │ ├── BasicMaterial_MatEdit_0023_Material_EditDecal.png │ │ ├── BasicMaterial_MatEdit_0024_Bitmap_DecalMapping.png │ │ ├── BasicMaterial_MatEdit_0025_Bitmap_DecalTiling.png │ │ ├── BasicMaterial_Preview_0000_FirstPreview.png │ │ ├── BasicMaterial_Preview_0001_ZoomToFit.png │ │ ├── BasicMaterial_Preview_0002_TeamColor.png │ │ ├── BasicMaterial_Preview_0003_SelectionHighlight.png │ │ ├── BasicMaterial_Preview_0004_NormalMap.png │ │ ├── BasicMaterial_Preview_0005_Specular.png │ │ ├── BasicMaterial_Preview_0006_RefinedSpecular.png │ │ ├── BasicMaterial_Preview_0007_TeamColorEmissive.png │ │ ├── BasicMaterial_Preview_0008_TeamColorChange.png │ │ ├── BasicMaterial_Preview_0009_UnmaskedEnvironment.png │ │ ├── BasicMaterial_Preview_0010_MaskedEnvironment.png │ │ ├── BasicMaterial_Preview_0011_DecalApplied.png │ │ ├── BasicMaterial_Textures_0000_Diffuse_TeamColor.png │ │ ├── BasicMaterial_Textures_0001_Normal.png │ │ ├── BasicMaterial_Textures_0002_Specular.png │ │ ├── BasicMaterial_Textures_0003_Emissive.png │ │ ├── BasicMaterial_Textures_0004_EnvironmentMask.png │ │ ├── BasicMaterial_Viewport_0000_Initial.png │ │ ├── BasicMaterial_Viewport_0001_MaterialEditor.png │ │ ├── BasicMaterial_Viewport_0002_SelectMesh.png │ │ ├── BasicMaterial_Viewport_0003_WithTexture.png │ │ ├── BasicMaterial_Viewport_0004_Preview.png │ │ ├── BasicMaterial_Viewport_0005_PreviewSuccessful.png │ │ ├── BasicMaterial_Viewport_0006_SelectDecalPad.png │ │ ├── BasicMaterial_Viewport_0007_DecalUnwrapUVW.png │ │ ├── BasicMaterial_Viewport_0008_SetupUnwrap.png │ │ ├── BasicMaterial_Viewport_0009_StartUnwrap.png │ │ ├── BasicMaterial_Viewport_0010_UV2Layout.png │ │ ├── BasicMaterial_Viewport_0011_UnwrapUV2.png │ │ ├── BasicParticle_Material_0000_BubbleSettings.png │ │ ├── BasicParticle_Material_0001_BubbleType.png │ │ ├── BasicParticle_Material_0002_Star2Color.png │ │ ├── BasicParticle_Material_0003_BubbleColor.png │ │ ├── BasicParticle_Material_0004_TailSettings.png │ │ ├── BasicParticle_Preview_0000_BubbleMaterial.png │ │ ├── BasicParticle_Preview_0001_BubbleShape.png │ │ ├── BasicParticle_Preview_0002_BubbleAlpha.png │ │ ├── BasicParticle_Preview_0003_BubbleSize.png │ │ ├── BasicParticle_Preview_0004_BubbleGravity.png │ │ ├── BasicParticle_Preview_0005_BubbleAttach.png │ │ ├── BasicParticle_Preview_0006_TailMaterial.png │ │ ├── BasicParticle_Preview_0007_TailSize.png │ │ ├── BasicParticle_Preview_0008_TailAttach.png │ │ ├── BasicParticle_Preview_0009_Launch.png │ │ ├── BasicParticle_Viewport_0000_Initial.png │ │ ├── BasicParticle_Viewport_0001_Create.png │ │ ├── BasicParticle_Viewport_0002_BubblePlace.png │ │ ├── BasicParticle_Viewport_0003_BubbleShape.png │ │ ├── BasicParticle_Viewport_0004_BubbleRateLife.png │ │ ├── BasicParticle_Viewport_0005_BubbleAlpha.png │ │ ├── BasicParticle_Viewport_0005_BubbleAlphaSize.png │ │ ├── BasicParticle_Viewport_0005_BubbleSize.png │ │ ├── BasicParticle_Viewport_0006_BubbleGravity.png │ │ ├── BasicParticle_Viewport_0007_BubbleAlign.png │ │ ├── BasicParticle_Viewport_0008_TailPlace.png │ │ ├── BasicParticle_Viewport_0009_TailActive.png │ │ ├── BasicParticle_Viewport_0010_TailSettings.png │ │ ├── BasicParticle_Viewport_0011_TailAlign.png │ │ ├── BasicPhysics_Preview_0000_NotFalling.png │ │ ├── BasicPhysics_Preview_0001_RenderPhysicsShape.png │ │ ├── BasicPhysics_Preview_0002_BluePhysicsShape.png │ │ ├── BasicPhysics_Preview_0003_ShowGround.png │ │ ├── BasicPhysics_Preview_0004_CollideGround.png │ │ ├── BasicPhysics_Preview_0005_Bounce.png │ │ ├── BasicPhysics_Preview_0006_Intersects.png │ │ ├── BasicPhysics_Preview_0007_DynamicBounce.png │ │ ├── BasicPhysics_Preview_0008_Final.png │ │ ├── BasicPhysics_Viewport_0000_Initial.png │ │ ├── BasicPhysics_Viewport_0001_NewSC2PhysicsNode.png │ │ ├── BasicPhysics_Viewport_0002_CreateAndAlign.png │ │ ├── BasicPhysics_Viewport_0003_Linking.png │ │ ├── BasicPhysics_Viewport_0004_Position.png │ │ ├── BasicPhysics_Viewport_0005_DynamicState.png │ │ ├── BasicPhysics_Viewport_0006_PhysicsMaterials.png │ │ ├── BasicPhysics_Viewport_0007_Copy.png │ │ ├── BasicPhysics_Viewport_0008_Stackable.png │ │ ├── CommittingModels_0000_Initial.png │ │ ├── CommittingModels_0001_SavingMod.png │ │ ├── CommittingModels_0002_LoadModel.png │ │ ├── CommittingModels_0003_CommitModel.png │ │ ├── CommittingModels_0004_CreateArcadeMap.png │ │ ├── CommittingModels_0005_ReplaceArtData.png │ │ ├── CommittingModels_0006_ReplaceArtData2.png │ │ ├── CommittingModels_0007_PlaceUnitInMap.png │ │ ├── CommittingModels_0008_FinalResult.png │ │ ├── GlobalLoop_AnimProps_0000_NewAnim.png │ │ ├── GlobalLoop_AnimProps_0001_SelectGLstand.png │ │ ├── GlobalLoop_AnimProps_0002_AssignTrackSet.png │ │ ├── GlobalLoop_AnimProps_0003_NoDefaultTrackSet.png │ │ ├── GlobalLoop_AnimProps_0004_BackpackGlowOnly.png │ │ ├── GlobalLoop_MatEdit_0000_SelectMat.png │ │ ├── GlobalLoop_MatEdit_0001_SelectTexture.png │ │ ├── GlobalLoop_MatEdit_0002_TexturePropsRoll.png │ │ ├── GlobalLoop_Preview_0000_Stand.png │ │ ├── GlobalLoop_Preview_0001_StandToWalk.png │ │ ├── GlobalLoop_TrackSetEditor_0000_NewTrackSet.png │ │ ├── GlobalLoop_TrackSetEditor_0001_AddTexture.png │ │ ├── GlobalLoop_TrackSetEditor_0002_AssignTrack.png │ │ ├── GlobalLoop_Viewport_0000_Initial.png │ │ ├── GlobalLoop_Viewport_0001_FirstKey.png │ │ ├── GlobalLoop_Viewport_0002_SecondKey.png │ │ ├── GlobalLoop_Viewport_0003_ThirdKey.png │ │ ├── Icon_SC2Logo.png │ │ ├── LookAt_BehaviorEditor_0000_HeadTurret.png │ │ ├── LookAt_BehaviorEditor_0001_HeadAddBones.png │ │ ├── LookAt_BehaviorEditor_0002_BoneHead.png │ │ ├── LookAt_BehaviorEditor_0003_HeadAlign.png │ │ ├── LookAt_BehaviorEditor_0004_HeadYaw.png │ │ ├── LookAt_BehaviorEditor_0005_ChestTurret.png │ │ ├── LookAt_BehaviorEditor_0006_ChestAddBones.png │ │ ├── LookAt_BehaviorEditor_0007_BoneBack01.png │ │ ├── LookAt_BehaviorEditor_0008_BoneBack01Yaw.png │ │ ├── LookAt_BehaviorEditor_0009_BoneBack02Yaw.png │ │ ├── LookAt_LookAtWindow_0000_SelectApple.png │ │ ├── LookAt_Preview_0000_AppleTest.png │ │ ├── LookAt_Preview_0001_AddApple.png │ │ ├── LookAt_Preview_0002_AddLookAt.png │ │ ├── LookAt_Preview_0003_LookAtType.png │ │ ├── LookAt_Preview_0004_TestRight.png │ │ ├── LookAt_Preview_0005_TestLeft.png │ │ ├── LookAt_Viewport_0000_Initial.png │ │ ├── LookAt_Viewport_0001_BoneHeadAxis.png │ │ ├── LookAt_Viewport_0002_CheckHeadTurret.png │ │ ├── LookAt_Viewport_0003_Preview.png │ │ ├── Material_Composite.png │ │ ├── Material_Creep.png │ │ ├── Material_Displace.png │ │ ├── Material_SC2MatBrowser.png │ │ ├── Material_SC2Standard_Basic.png │ │ ├── Material_SC2Standard_Compatibility.png │ │ ├── Material_SC2Standard_HDR.png │ │ ├── Material_SC2Standard_Misc.png │ │ ├── Material_SC2Standard_Passes.png │ │ ├── Material_SC2Standard_Textures.png │ │ ├── Material_SplatTerrainBake.png │ │ ├── Material_Terrain.png │ │ ├── Material_Volume.png │ │ ├── Material_VolumeNoise.png │ │ ├── MultipleModelExport_0001_Start.png │ │ ├── MultipleModelExport_0002_Group00.png │ │ ├── MultipleModelExport_0003_Group01.png │ │ ├── MultipleModelExport_0004_Rename02.png │ │ ├── MultipleModelExport_0005_MovePivots.png │ │ ├── MultipleModelExport_0006_SetObjects.png │ │ ├── MultipleModelExport_0007_Preview.png │ │ ├── Node_HitTestFuzzy.png │ │ ├── Node_HitTestTight.png │ │ ├── Node_SC2AttachPt_Properties.png │ │ ├── Node_SC2Camera_PreviewProperties.png │ │ ├── Node_SC2Camera_Properties.png │ │ ├── Node_SC2Event.png │ │ ├── Node_SC2Event_Type.png │ │ ├── Node_SC2Force.png │ │ ├── Node_SC2OmniLight_Diagram.png │ │ ├── Node_SC2OmniLight_Properties.png │ │ ├── Node_SC2Particle_Collision.png │ │ ├── Node_SC2Particle_Emission.png │ │ ├── Node_SC2Particle_ForceField.png │ │ ├── Node_SC2Particle_Misc.png │ │ ├── Node_SC2Particle_Noise.png │ │ ├── Node_SC2Particle_PerElement.png │ │ ├── Node_SC2Particle_Physics.png │ │ ├── Node_SC2Particle_ScreenSpace.png │ │ ├── Node_SC2Physics_ForceField.png │ │ ├── Node_SC2Physics_Shape.png │ │ ├── Node_SC2Physics_Simulation.png │ │ ├── Node_SC2Projector.png │ │ ├── Node_SC2Ribbon.png │ │ ├── Node_SC2Ribbon_Collision.png │ │ ├── Node_SC2Ribbon_Emission.png │ │ ├── Node_SC2Ribbon_ForceField.png │ │ ├── Node_SC2Ribbon_Misc.png │ │ ├── Node_SC2Ribbon_Noise.png │ │ ├── Node_SC2Ribbon_PerElement.png │ │ ├── Node_SC2Ribbon_Physics.png │ │ ├── Node_SC2SplineRibbon_Emission.png │ │ ├── Node_SC2SplineRibbon_ForceField.png │ │ ├── Node_SC2SplineRibbon_Misc.png │ │ ├── Node_SC2SplineRibbon_Noise.png │ │ ├── Node_SC2SplineRibbon_PerElement.png │ │ ├── Node_SC2SplineRibbon_Physics.png │ │ ├── Node_SC2SpotLight_Properties.png │ │ ├── Node_SC2VertexWarp.png │ │ ├── Progress_0001_BasicMaterial.png │ │ ├── Progress_0002_BasicAnimation.png │ │ ├── Progress_0003_BasicHelpers.png │ │ ├── Progress_0004_Commit.png │ │ ├── Progress_0005_BasicParticle.png │ │ ├── Progress_0006_BasicPhysics.png │ │ ├── Progress_0007_GlobalLoop.png │ │ ├── Progress_0007_Splitbody.png │ │ ├── Progress_Advanced0003_ExportAnim.png │ │ ├── Progress_Advanced0004_MultiExport.png │ │ ├── Progress_Advanced0007_Turret.png │ │ ├── Progress_RagdollPhysics.png │ │ ├── Ragdoll_BehaviorEditor_0000_PhysicsJointBehaviorAdded.png │ │ ├── Ragdoll_BehaviorEditor_0001_ExpandJointItem.png │ │ ├── Ragdoll_BehaviorEditor_0002_RevoluteJoint.png │ │ ├── Ragdoll_Previewer_0000_Preview1.png │ │ ├── Ragdoll_Previewer_0001_Clone.png │ │ ├── Ragdoll_Previewer_0002_RotatePos.png │ │ ├── Ragdoll_Previewer_0003_Landed.png │ │ ├── Ragdoll_Viewport_0000_Initial.png │ │ ├── Ragdoll_Viewport_0001_SceneState.png │ │ ├── Ragdoll_Viewport_0002_SelectMainBodyBones.png │ │ ├── Ragdoll_Viewport_0003_AddMainBodyJoint.png │ │ ├── Ragdoll_Viewport_0004_AutoCreatedSC2Physics.png │ │ ├── Ragdoll_Viewport_0005_AdjustBoneBackSC2Physics.png │ │ ├── Ragdoll_Viewport_0006_AdjustRootSC2Physics.png │ │ ├── Ragdoll_Viewport_0007_SelectJointDisplayHelpers.png │ │ ├── Ragdoll_Viewport_0008_AlignToBone1.png │ │ ├── Ragdoll_Viewport_0009_AlignForward.png │ │ ├── Ragdoll_Viewport_0010_ChangeConeAngle.png │ │ ├── Ragdoll_Viewport_0011_SelectArmBones.png │ │ ├── Ragdoll_Viewport_0012_AddConeJointsToArms.png │ │ ├── Ragdoll_Viewport_0013_SC2PhysicsArms.png │ │ ├── Ragdoll_Viewport_0014_AdjustRightArmSC2Physics1.png │ │ ├── Ragdoll_Viewport_0015_AdjustRightArmSC2Physics2.png │ │ ├── Ragdoll_Viewport_0016_AdjustLeftArmSC2Physics.png │ │ ├── Ragdoll_Viewport_0017_AdjustRightArmJoint1.png │ │ ├── Ragdoll_Viewport_0018_AdjustRightArmJoint2.png │ │ ├── Ragdoll_Viewport_0019_AdjustTwist.png │ │ ├── Ragdoll_Viewport_0020_AdjustLeftArmJoint.png │ │ ├── Ragdoll_Viewport_0021_SelectLegBones.png │ │ ├── Ragdoll_Viewport_0022_AddConeJointsToLegs.png │ │ ├── Ragdoll_Viewport_0023_AdjustLegsSC2Physics.png │ │ ├── Ragdoll_Viewport_0024_AdjustRightLegJoint1.png │ │ ├── Ragdoll_Viewport_0025_AdjustRightLegJoint2.png │ │ ├── Ragdoll_Viewport_0026_AdjustLeftLegJoint1.png │ │ ├── Ragdoll_Viewport_0027_AdjustLeftLegJoint2.png │ │ ├── Ragdoll_Viewport_0028_AddSC2EventHelper.png │ │ ├── Ragdoll_Viewport_0029_EventSimulate.png │ │ ├── Ragdoll_Viewport_0030_EventSimulateKey.png │ │ ├── Splitbody_AnimProps_0001_OpenTracksetEditor.png │ │ ├── Splitbody_AnimProps_0002_AssignTrackset.png │ │ ├── Splitbody_AnimProps_0003_TracksetAssigned.png │ │ ├── Splitbody_AnimProps_0004_SetPriority.png │ │ ├── Splitbody_Preview_0000_NewLayer.png │ │ ├── Splitbody_Preview_0001_Layers.png │ │ ├── Splitbody_Preview_0002_Playback.png │ │ ├── Splitbody_Preview_0003_PriorityNumbers.png │ │ ├── Splitbody_Preview_0004_WalkAttack.png │ │ ├── Splitbody_TrackSetEditor_0001_NewTrackSet.png │ │ ├── Splitbody_TrackSetEditor_0002_AssignBones.png │ │ ├── Splitbody_TrackSetEditor_0003_BonesExpanded.png │ │ ├── Splitbody_TrackSetEditor_0004_UnusedTracksOff.png │ │ ├── Splitbody_Viewport_0000_Initial.png │ │ ├── Splitbody_Viewport_0001_Initial.png │ │ ├── Splitbody_Viewport_0002_SelectBones.png │ │ ├── Splitbody_Viewport_0003_Preview.png │ │ ├── Splitbody_Viewport_0004_PreviewAdd.png │ │ ├── Texmap_FresnelExample.png │ │ ├── Texmap_SC2Bitmap_Animation.png │ │ ├── Texmap_SC2Bitmap_Bitmap.png │ │ ├── Texmap_SC2Bitmap_Color.png │ │ ├── Texmap_SC2Bitmap_Coordinates.png │ │ ├── Texmap_SC2Bitmap_Fresnel.png │ │ ├── Texmap_SC2Color_Alpha.png │ │ ├── Texmap_SC2Color_Fresnel.png │ │ ├── Thumbs.db │ │ ├── Tool_AnimPropFloater.png │ │ ├── Tool_BehaviorEditor_Billboard.png │ │ ├── Tool_BehaviorEditor_Common.png │ │ ├── Tool_BehaviorEditor_IKLeg.png │ │ ├── Tool_BehaviorEditor_Joint.png │ │ ├── Tool_BehaviorEditor_TrackSet.png │ │ ├── Tool_BehaviorEditor_Turret.png │ │ ├── Tool_ExportFloater.png │ │ ├── Turret_01_Start.png │ │ ├── Turret_02_Create_BoneTurret.png │ │ ├── Turret_03_Position_BoneTurret.png │ │ ├── Turret_04_Link_BoneTurret.png │ │ ├── Turret_05_Create_RefTurretZ.png │ │ ├── Turret_06_Position_RefTurretZ.png │ │ ├── Turret_07_Linking_RefTurretZ.png │ │ ├── Turret_08_Align_RefTurretZ.png │ │ ├── Turret_09_Commit_Hovortal.png │ │ ├── Turret_10_AddToMap_Hovortal.png │ │ ├── Turret_11_PlaceOnMap_Hovortal.png │ │ └── Turret_12_Hovortal_Profit.png ├── dae.ms ├── fpm2.ms ├── mef.ms ├── reduceKeys.ms ├── test-split-mesh.ms └── wow_dbc_file.ms └── images ├── GriffonStudios_16i.bmp ├── GriffonStudios_24i.bmp ├── diablo_immortal_screen_01.png ├── gsmenu.png ├── gsmenu2.png ├── import_bsp_001.jpg ├── import_dff_cash.jpg ├── import_dff_multiple.jpg ├── infantry_anim.gif ├── wc3arttools.png └── wcIIIwip.png /GriffonStudios/AnimationData.dbc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TaylorMouse/MaxScripts/02742afde18dc6141a4bdf0a32ffcdcc88ecb14e/GriffonStudios/AnimationData.dbc -------------------------------------------------------------------------------- /GriffonStudios/Diablo/GriffonStudios_DiabloIV_R1D.ms: -------------------------------------------------------------------------------- 1 | /* 2 | Diablo IV R&D 3 | Taylor Mouse 4 | 5 | */ 6 | 7 | ( 8 | function SkipBytes stream nBytesToSkip = ( 9 | fseek stream nBytesToSkip #seek_cur 10 | ) 11 | 12 | local stream = fOpen @"G:\Blizzard\Diablo 4\Extracted\Base\meta\Appearance\lilith.app" "rb" 13 | 14 | 15 | fseek stream 552 #seek_set 16 | 17 | local vectors1 = #() 18 | local vectors2 = #() 19 | 20 | for i=1 to 20 do 21 | ( 22 | local v1 = [ readFloat stream, readFloat stream, readFloat stream ] * 50 23 | local v2 = [ readFloat stream, readFloat stream, readFloat stream ] 24 | 25 | append vectors1 v1 26 | append vectors2 v2 27 | 28 | local s = sphere radius:1 29 | s.position = v1 30 | 31 | SkipBytes stream 216 32 | 33 | ) 34 | 35 | fClose stream 36 | 37 | 38 | 39 | ) 40 | -------------------------------------------------------------------------------- /GriffonStudios/Diablo/readme.md: -------------------------------------------------------------------------------- 1 | # Diablo Immortal 2 | 3 | ## Description 4 | 5 | 3D Studio Max script that imports a static 3D mesh from Blizzard's Diablo Immortal game. 6 | 7 | ## Chunk Types 8 | 9 | |Name|Description|Status| 10 | |--|--|--| 11 | |P3F|Point 3 Float, position of the vertices|Read 12 | |W4B_I4B|Vertex weights 4 bytes compressed, Bone indices 4 bytes|Not read in the script 13 | |Q4H_T2H|Q(uat) ? 4 Half Floats and Texture Coordinates 2 Half Floats|Uv's are read 14 | |Q4H_T2H_T2H|Q(uat) ? 4 Half Floats and 2 pair of Texture Coordinates 2 Half Floats|Uv's are read 15 | |P3F_N4B_T2F|Point 3 Floats for position of the vertices, Normals 4 Bytes compressed, Texture Coordinate 2 floats|Read 16 | |N4B_T2H_T2H|Normals 4 Bytes compressed, 2 pair of Texture Coordinate 2 floats|Read 17 | |C4B_Q4H_T2H|Color 4 Bytes compress, Q(uat) ? 4 Half Floats and texture coordinates 2 Half Floats| Uv's are read 18 | 19 | ## Supported fileformat 20 | - .mesh 21 | 22 | ### Examples 23 | ![diablo import example](../../images/diablo_immortal_screen_01.png) 24 | 25 | ## How to get the models 26 | 27 | Use the following tool to download, extract and decode the content of the game: 28 | 29 | [Diablo Immortal Data Tool](https://github.com/CucFlavius/DIDT) 30 | 31 | First download the Apple/Android version of the game via the first tab. 32 | Then go to the second tab and hit the sort button, then hit the decompress button. 33 | Eventually you will end up with lost of files without extension, these can be ignored/deleted. 34 | 35 | ## TODO 36 | 37 | - Cover more chunk types 38 | - Convert the .texture2D files into .dds files 39 | -------------------------------------------------------------------------------- /GriffonStudios/GriffonStudios_HelperScripts.ms: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TaylorMouse/MaxScripts/02742afde18dc6141a4bdf0a32ffcdcc88ecb14e/GriffonStudios/GriffonStudios_HelperScripts.ms -------------------------------------------------------------------------------- /GriffonStudios/GriffonStudios_StarcraftGhost_Macros.ms: -------------------------------------------------------------------------------- 1 | /* 2 | .AUTHOR 3 | Taylor Mouse 4 | 5 | .COPYRIGHT 6 | (c)2010-2021 Griffon Studios 7 | 8 | .DESCRIPTION 9 | Starcraft Ghost Macros 10 | 11 | */ 12 | fileIn "GriffonStudios_StarcraftGhost_Dialog.ms" 13 | 14 | macroscript GriffonStudios_ImportStarcraftGhostModel 15 | category:"Griffon Studios" 16 | internalcategory:"Griffon Studios" 17 | buttonText:"Import Model" 18 | toolTip:"Import Starcraft Ghost model (.nod, .noc)" 19 | ( 20 | on execute do 21 | ( 22 | createDialog GriffonStudios_StarcraftGhostModelImport_Rollout 23 | ) 24 | ) 25 | 26 | macroscript GriffonStudios_ImportStarcraftGhostAnimation 27 | category:"Griffon Studios" 28 | internalcategory:"Griffon Studios" 29 | buttonText:"Import Animation(s)" 30 | toolTip:"Import Starcraft Ghost animation(s)" 31 | ( 32 | on execute do 33 | ( 34 | createDialog GriffonStudios_StarcraftGhostAnimationsImport_Rollout 35 | ) 36 | ) -------------------------------------------------------------------------------- /GriffonStudios/GriffonStudios_WorldOfWarcraft_ImportM2.ms: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TaylorMouse/MaxScripts/02742afde18dc6141a4bdf0a32ffcdcc88ecb14e/GriffonStudios/GriffonStudios_WorldOfWarcraft_ImportM2.ms -------------------------------------------------------------------------------- /GriffonStudios/League Of Legends/GriffonStudios_HelperScripts.ms: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TaylorMouse/MaxScripts/02742afde18dc6141a4bdf0a32ffcdcc88ecb14e/GriffonStudios/League Of Legends/GriffonStudios_HelperScripts.ms -------------------------------------------------------------------------------- /GriffonStudios/Overwatch/OverwatchImportTools.ms: -------------------------------------------------------------------------------- 1 | fileIn "OverwatchImportTools_menu.ms" 2 | 3 | CreateOverwatchToolsMenu() -------------------------------------------------------------------------------- /GriffonStudios/Overwatch/OverwatchImportTools_importanimation_dialog.ms: -------------------------------------------------------------------------------- 1 | fileIn "OverwatchImportTools_importanimation.ms" 2 | 3 | rollout OverwatchImportAnimDialog "Overwatch Import Animation" height:150 width:300 4 | ( 5 | 6 | 7 | function EnableAndCheck chkBox= 8 | ( 9 | chkBox.enabled = true 10 | chkBox.checked = true 11 | ) 12 | 13 | function DisableAndUncheck chkBox= 14 | ( 15 | chkBox.enabled = false 16 | chkBox.checked = false 17 | ) 18 | 19 | local selectedFile = "" 20 | group "Animation Properties" 21 | ( 22 | edittext txt_startframe "Please select a starting frame" fieldwidth:50 align:#left 23 | ) 24 | 25 | group "Select an animation file" 26 | ( 27 | edittext txt_selectedFile "" fieldWidth:235 align:#left 28 | 29 | button btn_selectFile "..." align:#right offset:[0,-26] 30 | 31 | on btn_selectFile pressed do 32 | ( 33 | 34 | local file = getOpenFileName \ 35 | caption:"OverwatchAnimation File" \ 36 | types:"Overwatch Animation Files(*.006)|*.006|All Files (*.*)|*.*" \ 37 | historyCategory:"OverwatchRawAnimationImportPreset" 38 | 39 | if(file !=undefined) then 40 | ( 41 | txt_selectedFile.text = file 42 | selectedFile = file 43 | ) 44 | else 45 | ( 46 | txt_selectedFile.text = "" 47 | selectedFile = "" 48 | ) 49 | ) 50 | ) 51 | 52 | button btn_import "Start importing" height:50 width:250 53 | 54 | on btn_import pressed do 55 | ( 56 | local start_frame = 0 57 | if(txt_startframe.text == "") then 58 | start_frame = 10 59 | else 60 | start_frame = ( txt_startframe.text as integer) 61 | 62 | 63 | if (selectedFile != "") then 64 | ( 65 | 66 | setWaitCursor() 67 | try 68 | ( 69 | local startedOn = timestamp() 70 | 71 | ImportOverwatchAnimation_v18 selectedFile start_frame undefined 72 | 73 | local endedOn = timestamp() 74 | 75 | setArrowCursor() 76 | messageBox ("Import successful!\nImport took " + ((endedOn-startedOn)/1000) as string + " seconds.") title:"Overwatch Model Import" 77 | 78 | ) 79 | catch 80 | ( 81 | setArrowCursor() 82 | messagebox ( "[Error] \n" + (getCurrentException()) )\ 83 | title:"Overwatch Import Error" 84 | 85 | ) 86 | 87 | setArrowCursor() 88 | ) 89 | ) 90 | 91 | on OverwatchImportAnimDialog open do 92 | ( 93 | txt_startframe.text = "10" 94 | ) 95 | ) -------------------------------------------------------------------------------- /GriffonStudios/Overwatch/OverwatchImportTools_macros.ms: -------------------------------------------------------------------------------- 1 | macroscript ImportModel category:"OverwatchImportTools" tooltip:"Import model" 2 | ( 3 | if( OverwatchImportModelDialog != undefined) then destroydialog OverwatchImportModelDialog 4 | CreateDialog OverwatchImportModelDialog \ 5 | lockwidth: true \ 6 | style: #(#style_resizing , #style_titlebar , #style_border , #style_sysmenu) 7 | 8 | ) 9 | 10 | macroscript ImportSingleAnim category:"OverwatchImportTools" tooltip:"Import Single Animation" 11 | ( 12 | 13 | if(OverwatchImportAnimDialog != undefined) then destroydialog OverwatchImportAnimDialog 14 | CreateDialog OverwatchImportAnimDialog \ 15 | lockwidth: true \ 16 | style: #(#style_resizing , #style_titlebar , #style_border , #style_sysmenu) 17 | 18 | ) 19 | 20 | macroscript ImportMultiAnim category:"OverwatchImportTools" tooltip:"Import Multiple Animations" 21 | ( 22 | if (OverwatchImportMultiAnimDialog != undefined) then destroydialog OverwatchImportMultiAnimDialog 23 | CreateDialog OverwatchImportMultiAnimDialog \ 24 | lockwidth: true \ 25 | style: #(#style_resizing , #style_titlebar , #style_border , #style_sysmenu) 26 | 27 | ) 28 | 29 | macroscript FixAnimationAxisUp category:"OverwatchImportTools" tooltip:"Rotate model to face correct direction" 30 | ( 31 | 32 | FixYup() 33 | ) 34 | 35 | macroscript AnimationProperties category:"OverwatchImportTools" tooltip:"Display animation list" 36 | ( 37 | ) 38 | 39 | macroscript OverwatchAboutWindow category:"OverwatchImportTools" 40 | ( 41 | messageBox "\xa9 2017 Created by Taylor Mouse\nSpecial thanks to id-daemon and dynaomi\nfor making this possible" \ 42 | title: "Overwatch Import Tools" 43 | 44 | ) -------------------------------------------------------------------------------- /GriffonStudios/Overwatch/OverwatchImportTools_menu.ms: -------------------------------------------------------------------------------- 1 | fileIn "OverwatchImportTools_importmodel_dialog.ms" 2 | fileIn "OverwatchImportTools_importanimation_dialog.ms" 3 | fileIn "OverwatchImportTools_importmultianimation_dialog.ms" 4 | fileIn "Overwatch_HelperScripts.ms" 5 | fileIn "OverwatchImportTools_macros.ms" 6 | 7 | 8 | function GriffonStudios_RemoveMenu menuName= 9 | ( 10 | for i = 1 to menuman.numMenus() do 11 | ( 12 | local mnu = menuman.FindMenu menuName 13 | if( mnu == undefined ) then 14 | exit 15 | else 16 | menuMan.unRegisterMenu mnu 17 | ) 18 | 19 | ) 20 | 21 | function GriffonStudios_GetHelpMenuPosition = 22 | ( 23 | local mainMenu = menuMan.getMainMenuBar() 24 | for i=1 to mainMenu.numItems() do 25 | ( 26 | local title = ((mainMenu.getItem(i)).getTitle()) 27 | if(title == "&Help" ) then return i 28 | ) 29 | 30 | return undefined 31 | ) 32 | 33 | function CreateOverwatchToolsMenu= 34 | ( 35 | local mainMenu = menuMan.getMainMenuBar() 36 | 37 | GriffonStudios_RemoveMenu "Overwatch Tools" 38 | 39 | local owMenu = menuMan.createMenu "Overwatch Tools" 40 | local owMenuItems = menuMan.createSubMenuItem "OverwatchToolsSubMenu" owMenu 41 | local owSeperator = menuMan.createSeparatorItem() 42 | 43 | owAction1 = menuMan.createActionItem "ImportModel" "OverwatchImportTools" 44 | owAction2 = menuMan.createActionItem "ImportSingleAnim" "OverwatchImportTools" 45 | owAction3 = menuMan.createActionItem "ImportMultiAnim" "OverwatchImportTools" 46 | owAction4 = menuMan.createActionItem "AnimationProperties" "OverwatchImportTools" 47 | owAction5 = menuMan.createActionItem "OverwatchAboutWindow" "OverwatchImportTools" 48 | owAction6 = menuMan.createActionItem "FixAnimationAxisUp" "OverwatchImportTools" 49 | 50 | owAction1.SetTitle "Import Model" 51 | owAction2.SetTitle "Import Single Animation" 52 | owAction3.SetTitle "Import Muliple Animations" 53 | owAction5.SetTitle "About" 54 | owAction6.SetTitle "Fix Animation Up Axis" 55 | 56 | owAction1.setUseCustomTitle true 57 | owAction2.setUseCustomTitle true 58 | owAction3.setUseCustomTitle true 59 | owAction5.setUseCustomTitle true 60 | owAction6.setUseCustomTitle true 61 | 62 | owMenu.addItem owAction1 1 63 | owMenu.addItem owAction2 2 64 | owMenu.addItem owAction3 3 65 | owMenu.addItem owSeperator 4 66 | owMenu.addItem owAction6 5 67 | owMenu.addItem owAction5 6 68 | 69 | pos = GriffonStudios_GetHelpMenuPosition() 70 | 71 | mainMenu.AddItem owMenuItems pos 72 | 73 | menuMan.updateMenuBar() 74 | 75 | ) -------------------------------------------------------------------------------- /GriffonStudios/Overwatch/mzp.run: -------------------------------------------------------------------------------- 1 | name "OverwatchImportTools" 2 | description "Import Overwatch models and animations. By Taylor Mouse (c)2018" 3 | extract to $temp\OverwatchImportTools_mzp 4 | run "OverwatchImportTools.ms" 5 | copy "*.mzp" to $plugins 6 | clear temp on MAX exit 7 | -------------------------------------------------------------------------------- /GriffonStudios/README.md: -------------------------------------------------------------------------------- 1 | # Various Scripts 2 | 3 | ## List of scripts 4 | 5 | |Game|Scripts|File format|How to use| 6 | |--|--|--|--| 7 | |[Manhunt](https://www.rockstargames.com/games/manhunt)|GriffonStudios_Manhunt.ms|.bsp|Edit the script and set the texture path where you extracted the textures. At the bottom change the filename. Run the script 8 | |[Diablo III](https://eu.diablo3.com/en-us/)|GriffonStudios_DiabloIII_*.ms|.app & .ani|Use the GriffonStudios_Macros.ms to use the macro for opening the tool| 9 | |[StarCraft II](https://starcraft2.com/en-us/) & [Heroes of the Storm](https://heroesofthestorm.com/en-us/)|GriffonStudios_Starcraft_HotS_M3_Import_v3.5.ms|.m3 & .m3a|When run, this tool can be found in the Utilities pane, first import the model(.m3) file then apply the animations (.m3a) file, See the subfolder Starcraft II for more info 10 | |[Starcraft Ghost](https://en.wikipedia.org/wiki/StarCraft:_Ghost)|GriffonStudios_StarcraftGhost_*.ms|.nod & .noc & .nms|Use the GriffonStudios_Macros.ms to use the macro for opening the tool. This is based on the XBox leaked version. No need to extract anything. 11 | |[World of Warcraft](https://worldofwarcraft.com/en-us/)|GriffonStudios_WorldOfWarcraft_*.ms|.m2 & .adt &.wmo|Use the GriffonStudios_Macros.ms to use the macro for opening the tool. This is based on the XBox leaked version. No need to extract anything. 12 | |[Overwatch](https://playoverwatch.com/en-us/)|See Overwatch folder|*.006 & *.007 *.00C|Note that this is about the RAW files, not the ones extracted and converted by the overtool!| 13 | |[Darksburg](https://darksburg.com/) & [Northgard](https://northgard.net/)|See the Darksburg folder|.fbx|This fbx is nothing like Autodesks fbx format. 14 | 15 | 16 | 17 | -------------------------------------------------------------------------------- /GriffonStudios/Rockstar games/README.md: -------------------------------------------------------------------------------- 1 | # Manhunt 1 2 | 3 | [Official site](https://www.rockstargames.com/games/manhunt) 4 | 5 | ## TODO 6 | - Model skinning 7 | - Multiple model positioning and skinning 8 | 9 | ## Script 10 | The script can be run in 3D Studio Max ( Any version ) 11 | No other scripts required 12 | 13 | Supported file formats 14 | - bsp (.bsp, .bsp2, .bsp3, ...) 15 | - dff (.dff, .dff2, dff3, ...) 16 | 17 | ## Pre-Requisites 18 | To make the script fully functional, make sure you have every TXD file ( Texture file ) exported to a single (Textures ) folder. 19 | Open each script and paste the path to that folder. 20 | 21 | Example 22 | ``` c# 23 | local texturePath = @"G:\Game Dev\3D Models\Game Models\Rockstar Games\Manhunt\Textures\" 24 | ``` 25 | 26 | 27 | ## Examples 28 | 29 | ### Manhunt bsp import with material support 30 | ![Manhunt](../../images/import_bsp_001.jpg) 31 | 32 | ### dff import 33 | ![Cash](../../images/import_dff_cash.jpg) 34 | 35 | ### dff import that contain multiple models 36 | ![dff](../../images/import_dff_multiple.jpg) 37 | 38 | [Disclaimer](../../Disclaimer.md) -------------------------------------------------------------------------------- /GriffonStudios/Starcraft 2/images/img01.png: -------------------------------------------------------------------------------- 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SC2_Standard_Material() 28 | STARCRAFT_II_ARTTOOLS_INSTALLED = true 29 | ) catch() 30 | 31 | 32 | -- flat color 33 | --actionMan.executeAction 0 "554" -- Views: Viewport Visual Style Consistent Colors 34 | actionMan.executeAction 0 "618" -- Tools: Use Solid Colors Toggle -------------------------------------------------------------------------------- /MaxIcons/GriffonStudios_16i.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TaylorMouse/MaxScripts/02742afde18dc6141a4bdf0a32ffcdcc88ecb14e/MaxIcons/GriffonStudios_16i.bmp -------------------------------------------------------------------------------- /MaxIcons/GriffonStudios_24i.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TaylorMouse/MaxScripts/02742afde18dc6141a4bdf0a32ffcdcc88ecb14e/MaxIcons/GriffonStudios_24i.bmp -------------------------------------------------------------------------------- /MaxIcons/README.md: -------------------------------------------------------------------------------- 1 | # Installing the icons 2 | 3 | Copy the GriffonStudios_16i.bmp and GriffonStudios_24i.bmp 4 | 5 | C:\Users\MrMario\AppData\Local\Autodesk\3dsMax\2022 - 64bit\ENU\usericons\ -------------------------------------------------------------------------------- /MaxIcons/TM_24i.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TaylorMouse/MaxScripts/02742afde18dc6141a4bdf0a32ffcdcc88ecb14e/MaxIcons/TM_24i.psd -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Warcraft III Tools 2 | 3 | Warcraft III Tools has moved to its own repository. 4 | 5 | [Warcraft III Tools on github](https://github.com/TaylorMouse/warcraft_iii_tools) 6 | 7 | ## How to install the Griffon Studios Tools 8 | 9 | - Download the folder content GriffonStudios and the GriffonsStudios_StartUp.ms scripts. ( not the Warcraft III Reforged Tools) 10 | - Place them in the startup script folder of your 3D Stusio Max folder. 11 | 12 | Example: 13 | 14 | C:\Program Files\Autodesk\3ds Max 2020\scripts\Startup\ 15 | 16 | - Start 3D Studio Max 17 | - If everything went well you should see an additional **Griffon Studios Tools** menu. 18 | 19 | ![main menu](images/gsmenu.png) 20 | 21 | and find additional scripts in the Utilities pane. 22 | 23 | ![utilities menu](images/gsmenu2.png) 24 | 25 | 26 | ## Supported versions 27 | 28 | 3D Studio Max 2011 - 2020 have been tested. 29 | 30 | ## NOTE 31 | 32 | It is possible that for some scripts, like the Starcraft 2 & Heroes of the Storm Scripts require the official Blizzard ArtTools (sometimes called StarTools). 33 | The [Official Starcrat II Art Tools](https://news.blizzard.com/en-gb/starcraft2/10788362/starcraft-ii-art-tools-open-beta) are only fully supported for 3D Studio Max 2011. However you can download the Art Tools for 3D Studio Max 2016 here: 34 | [SC2ArtTools2016.zip](https://drive.google.com/file/d/1-ZM4tPded4LEDnJZw7CxwKy_qTAhVR4m/view?usp=sharing) 35 | 36 | Not all of the supported games, listed below are found in the menu, some of them are still script only. 37 | 38 | ## Supported games 39 | 40 | - [Starcraft 2](https://starcraft2.com/en-us/) 41 | - [Heroes of the Storm](https://heroesofthestorm.com/en-us/) 42 | - [Diablo III](https://diablo3.blizzard.com/en-us/) 43 | - [World of Warcraft](https://worldofwarcraft.com/en-us/) 44 | - [Overwatch](https://playoverwatch.com/en-us/) 45 | - [Darksburg](https://darksburg.com/) 46 | - [Northgard](https://northgard.net/) 47 | - [League of Legends](https://na.leagueoflegends.com/en-us/) 48 | - [Manhunt](https://www.rockstargames.com/games/manhunt) 49 | 50 | ## External Tools & Resources 51 | 52 | - [Official Starcrat II Art Tools](https://news.blizzard.com/en-gb/starcraft2/10788362/starcraft-ii-art-tools-open-beta) 53 | - [SC2ArtTools2016.zip](https://drive.google.com/file/d/1-ZM4tPded4LEDnJZw7CxwKy_qTAhVR4m/view?usp=sharing) 54 | - [My Modded models](https://www.sc2mapster.com/projects/taylor-mouses-stuff/files) 55 | - [Autodesk 3D Studio Max](https://www.autodesk.com/education/home) 56 | - [Casc Storage Explorer (Required to open Blizzard archive game files)](http://www.zezula.net/en/casc/main.html) 57 | -------------------------------------------------------------------------------- /Research/GriffonStudios_Conversion_Helpers.ms: -------------------------------------------------------------------------------- 1 | /* 2 | .SYNOPSIS 3 | | Convert objects exported from other games into this 4 | 5 | .COPYRIGHT 6 | | (c)2021 Griffon Studios 7 | 8 | .AUTHOR 9 | | Taylor Mouse 10 | 11 | */ 12 | 13 | function ConvertSC2AttToWCIIIAtt removeOriginals = 14 | ( 15 | disableSceneRedraw() 16 | local animationInterval = animationrange 17 | animationrange = interval 0 100 18 | slidertime = 0 19 | 20 | local layerName = "Attachments" 21 | local layer = LayerManager.GetLayerFromName layerName 22 | if(layer == undefined) then layer = LayerManager.NewLayerFromName layerName 23 | 24 | for obj in objects do 25 | ( 26 | if (classof obj == SC2AttachPt ) then 27 | ( 28 | format "Changing attachment %\n" obj.name 29 | local d = undefined 30 | 31 | try ( 32 | d = WarcraftIII_Attachment name:obj.name pos:obj.pos parent:obj.parent 33 | ) 34 | catch ( 35 | d = dummy name:obj.name pos:obj.pos parent:obj.parent 36 | ) 37 | layer.addNode d 38 | if removeOriginals then delete obj 39 | ) 40 | ) 41 | animationrange = interval animationInterval.start animationInterval.end 42 | gc() 43 | enableSceneRedraw() 44 | ) 45 | 46 | 47 | 48 | ClearListener() 49 | --ConvertSC2AttToWCIIIAtt true 50 | 51 | RemoveUnanimatedBones 0 52 | 53 | 54 | 55 | -------------------------------------------------------------------------------- /Research/GriffonStudios_Research.ms: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TaylorMouse/MaxScripts/02742afde18dc6141a4bdf0a32ffcdcc88ecb14e/Research/GriffonStudios_Research.ms -------------------------------------------------------------------------------- /Research/Starcraft II Documentation/Material_SC2Creep.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Materials: Material Types: SC2 Creep - StarCraft II Art Tools Documentation 7 | 8 | 9 | 10 | 11 | 12 | 13 |
Documentation Home
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Materials: Material Types: SC2 Creep

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SC2 Creep is a special material type for invisible geometry that can accept creep. This material will only show when creep touches the model. It can be used to create shaped tendrils or other surfaces for creep to flow over. This material is often used as a layer in an SC2 Composite Material to make a specific mesh accept creep. Alternately, if the whole model should accept creep, the _CreepEngulfable alias can be set in the Actor Data in the StarCraft II Editor.

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Creep material

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    22 |
  1. Creep Mask Texture *Unused*. This texture is currently unused in game, but is exported and tracked. The behavior of this slot may change at a later date, and it is not recommended that any texture be assigned to this slot.

  2. 23 |
  3. Creep required on Low End forces the material to draw, even on Low graphics settings. Normally extra creep materials are turned off to save performance. However, for gameplay critical elements, like buildable ground doodads, this flag may be necessary.

  4. 24 |
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28 | 29 | 30 | -------------------------------------------------------------------------------- /Research/Starcraft II Documentation/Material_SC2Displacement.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Materials: Material Types: SC2 Displacement - StarCraft II Art Tools Documentation 7 | 8 | 9 | 10 | 11 | 12 | 13 |
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Materials: Material Types: SC2 Displacement

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The SC2 Displacement Material is used to create shockwave, heatwave, glass, shield, and other distortion effects. Displacement materials are often used to emphasize short, powerful burst effects in StarCraft II, like weapon impacts. The displacement effect is artistic in nature, and does not follow a direct physical model.

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Displacement

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    22 |
  1. Priority defines the sorting relationship between this material and other transparent materials in the model file. Within a given model, materials are drawn in order from highest priority value to lowest. Sorting for materials of equal priority is undefined. Priorities have no effect across multiple models.

  2. 23 |
  3. Strength (Value) amplifies or reduces the effect of the distortion. Values of greater magnitude result in more extreme distortion. Negative values are valid and reverse the effect.

  4. 24 |
  5. Normal map perturbs the distortion effect per-pixel by using a tangent-space normal map. An SC2 Bitmap must be used.

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  7. Strength (Map) masks out the intensity of the distortion effect. This should be an SC2 Bitmap set to use only a single channel: R, G, B, or A.

  8. 26 |
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30 | 31 | 32 | -------------------------------------------------------------------------------- /Research/Starcraft II Documentation/Material_SC2SplatTerrainBake.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Materials: Material Types: SC2 SplatTerrainBake - StarCraft II Art Tools Documentation 7 | 8 | 9 | 10 | 11 | 12 | 13 |
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Materials: Material Types: SC2 SplatTerrainBake

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Splats can be drawn with a special optimization that bakes their textures into the terrain. Applying the SC2 SplatTerrainBake material enables this optimization. This is a relatively large optimization employed by doodads like roads in StarCraft II. In order to draw like terrain, this material has many restrictions: specular color must be monochromatic; features such as emissive are not present; material/bitmap parameters may not be edited or animated; and the splat itself should not be animated. Splats using this material type will only affect terrain.

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Splat Terrain Bake

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    22 |
  1. Diffuse supplies the texture for the basic color of the splat. This property must be an SC2 Bitmap. Only the filepath is considered. The RGB channels will be used directly, and the alpha channel is implicitly the opacity of the entire splat.

  2. 23 |
  3. Normal supplies a tangent space normal map to be blended into the terrain on higher settings. Only the filepath is considered.

  4. 24 |
  5. Specular supplies a specular intensity path to be blended with the terrain. Only the filepath is considered. The output color is the approximate average luminosity of the RGB color channels of the texture.

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29 | 30 | 31 | -------------------------------------------------------------------------------- /Research/Starcraft II Documentation/Material_SC2Terrain.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Materials: Material Types: SC2 Terrain - StarCraft II Art Tools Documentation 7 | 8 | 9 | 10 | 11 | 12 | 13 |
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Materials: Material Types: SC2 Terrain

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The SC2 Terrain Material allows a custom model to use the colors of the terrain painted directly below it on the map in which it is placed. Terrain textures can be cached as a performance optimization, therefore it is inadvisable to use this material on any model that moves. In StarCraft II this is often used to integrate doodads with the terrain, such as the little terrain chunks on the sides of the mineral resource models, or to make a large custom model appear as if it part of the ground as it done with most Terrain Objects. Meshes that use SC2 Terrain should not be over 800 3ds Max units, or 8 in-game units in size, otherwise there may be visual errors; Subdivide Meshes in the Export Floater can be used to correct this in extreme cases. SC2 Terrain implicitly accepts Creep.

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Terrain Material

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  1. Mask Texture restricts the area where the terrain material will show. This mask requires a single channel: either as the alpha channel of the provided SC2 Bitmap; a single R, G, or B channel specified in the Color Operations rollout in the provided SC2 Bitmap; or the alpha value of an SC2 Color. Values closer to white will make the terrain show more. Using a mask will force the material to draw as Alpha Blend. It is often useful to use a mask when SC2 Terrain is used as layer in an SC2 Composite Material. If no mask is specified, SC2 Terrain shows at full strength.

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27 | 28 | 29 | -------------------------------------------------------------------------------- /Research/Starcraft II Documentation/Node_SC2AttachPt.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Node: Helpers: Attachment Point - StarCraft II Art Tools Documentation 7 | 8 | 9 | 10 | 11 | 12 | 13 |
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Node: Helpers: Attachment Point

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The SC2AttachPt Node, found in the Standard Helpers create panel, is used to mark locations in 3d space at which the game can attach effects, UI items, etc. Each Attachment Point is given a specific name indicating its purpose.

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Properties

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  1. Change Type brings up a floating combo-box which allows you to select and change the attachment point type.

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27 | 28 | 29 | -------------------------------------------------------------------------------- /Research/Starcraft II Documentation/Node_SC2FreeCamera.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Node: Cameras: FreeCamera - StarCraft II Art Tools Documentation 7 | 8 | 9 | 10 | 11 | 12 | 13 |
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Node: Cameras: SC2 FreeCamera

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The SC2 FreeCamera is very similar to the 3ds Max Free Camera, but with a few extra parameters that are specific to StarCraft II. In this document we’re going to mainly focus on these extra parameters. To get more information about common camera parameters like Lens, FOV, Environment Ranges, Clipping Planes, Multi-Pass Effect, Focal Depth, or Sampling go to 3ds Max Help and search for "Free Camera" or "Common Camera Parameters".

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Extra Parameters

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  1. Shadow Clip controls where the clipping plane is for shadows. No shadows will draw beyond the distance that you add to this parameter.

  2. 23 |
  3. 24 |

    DOF Amount is the amount of depth of field that is used in a scene and can range from 0.0 to 1.0. Zero being no depth of field and one would be full depth of field.

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  4. 26 |
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    Focal Depth refers to the distance away from the camera where objects are the most in focus or the least blurry. This parameter can be used to make a strong focal point where everything outside of that focal depth starts to get blurry.

    28 |
  6. 29 |
  7. 30 |

    Falloff Start is where the depth of field starts or the blurring begins.

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    Falloff End is where the depth of field ends or the blurring is at its maximum. Then the blur becomes consistent past the falloff end distance.

    34 |
  10. 35 |
  11. 36 |

    Use Vertical FOV determines whether the vertical field of view is turned on or off.

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This is what those extra parameters look like in the Editor.

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44 | 45 | -------------------------------------------------------------------------------- /Research/Starcraft II Documentation/Node_SC2TargetCamera.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Node: Cameras: SC2 TargetCamera - StarCraft II Art Tools Documentation 7 | 8 | 9 | 10 | 11 | 12 | 13 |
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Node: Cameras: SC2 TargetCamera

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The SC2 TargetCamera is very similar to the 3ds Max Target Camera, but with a few extra parameters that are specific to StarCraft II. In this document we’re going to mainly focus on these extra parameters. To get more information about common camera parameters like Lens, FOV, Environment Ranges, Clipping Planes, Multi-Pass Effect, Focal Depth, or Sampling go to 3ds Max Help and search for "Target Camera" or "Common Camera Parameters".

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Extra Parameters

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    22 |
  1. Shadow Clip controls where the clipping plane is for shadows. No shadows will draw beyond the distance that you add to this parameter.

  2. 23 |
  3. 24 |

    DOF Amount is the amount of depth of field that is used in a scene and can range from 0.0 to 1.0. Zero being no depth of field and one would be full depth of field.

    25 |
  4. 26 |
  5. 27 |

    Focal Depth refers to the distance away from the camera where objects are the most in focus or the least blurry. This parameter can be used to make a strong focal point where everything outside of that focal depth starts to get blurry.

    28 |
  6. 29 |
  7. 30 |

    Falloff Start is where the depth of field starts or the blurring begins.

    31 |
  8. 32 |
  9. 33 |

    Falloff End is where the depth of field ends or the blurring is at its maximum. Then the blur becomes consistent past the falloff end distance.

    34 |
  10. 35 |
  11. 36 |

    Use Vertical FOV determines whether the vertical field of view is turned on or off.

    37 |
  12. 38 |
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This is what those extra parameters look like in the Editor.

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44 | 45 | -------------------------------------------------------------------------------- /Research/Starcraft II Documentation/Node_SC2VertexWarp.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Node: Helper: Vertex Warp - StarCraft II Art Tools Documentation 7 | 8 | 9 | 10 | 11 | 12 | 13 |
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Node: Helper: Vertex Warp

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The SC2VertexWarp Node, found in the Standard Helpers create panel, creates a node that will deform models that are within its bounds. Only a Unit with the Warpable Behavior flag set will be able to deform, and therefore this is not accessible in the Cutscene Editor. In StarCraft II, this is used exclusively for the Vortex spell on the Protoss Mothership.

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Vertex Warp

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  1. Type defines the method for the vertex deformation. Currently, only Twirl is supported. 24 |

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    • Twirl spins and pulls the vertices towards the center of the Vertex Warp. The closer to the center, the more extreme the deformation.
    • 26 |
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  3. Radius for cylindrical types, sets the radius of the warp effect. At distances greater than this value, meshes will not be affected.

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  5. Strength sets the intensity of the deformation. For Twirl this value is approximately how many half-rotations should be made by the time the mesh reaches the center of the warp.

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34 | 35 | -------------------------------------------------------------------------------- /Research/Starcraft II Documentation/Node_ShadowBox.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Node: ShadowBox- StarCraft II Art Tools Documentation 7 | 8 | 9 | 10 | 11 | 12 | 13 |
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Node: ShadowBox

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For complex cinematic shots where tight control of the shadows is desired, adding a ShadowBox will confine the rendered shadow to a smaller area of the scene. This allows for shadows of higher resolution in desired locations.

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ShadowBox Usage

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ShadowBox nodes are rarely needed, but when one is present in the scene, the shadow will be limited to the region inside the box improving performance and shadow quality. This special node is just a Standard Primitive Box with the name ShadowBox applied. Position, Rotation and Scale can be animated like any other bone. If more than one ShadowBox is visible, there is no defined preference, and the shadows in the scene may flicker erratically.

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local b = ReadByte stream 11 | s= bit.IntAsChar(b) 12 | 13 | if ( b != 0 ) then str+=s else canRead = false 14 | ) 15 | return str 16 | ) 17 | 18 | clearListener() 19 | file = @"C:\Users\Mario\Downloads\WP_ARC_Stone_Plaque.fpm" 20 | 21 | stream = fOpen file "rb" 22 | 23 | -- mapnames 24 | fSeek stream 236 #seek_set 25 | mapnameOffsets = #() 26 | for i=1 to 3 do append mapnameOffsets ( ReadLong stream ) 27 | 28 | mapnames = #() 29 | for i=1 to 3 do 30 | ( 31 | fSeek stream nameOffsets[i] #seek_set 32 | append mapnames ( ReadZeroEndingString stream ) 33 | ) 34 | print mapnames 35 | 36 | -- vertices ? 37 | fSeek stream 640 #seek_set 38 | -- 42 found on 614 39 | verts = #() 40 | colors = #() 41 | uvs = #() 42 | normals = #() 43 | for i=1 to 42 do 44 | ( 45 | append verts ( [readfloat stream, readfloat stream, readfloat stream] * 50.0 ) 46 | append colors [readbyte stream, readbyte stream, readbyte stream, readbyte stream] 47 | 48 | append normals [readfloat stream, readfloat stream, readfloat stream] 49 | 50 | SkipBytes stream 24 51 | append uvs [readfloat stream, readfloat stream, 0.0] 52 | ) 53 | 54 | --fSeek stream 3168 #seek_set 55 | fSeek stream 3168 #seek_set 56 | indices = #() 57 | for i=1 to 87 do --87 58 | ( 59 | append indices (readshort stream + 1) 60 | ) 61 | --print indices 62 | 63 | 64 | faces = #() 65 | backfaceCullingIssue = 0 66 | for i=0 to 86 do 67 | ( 68 | local a = indices[i+1] 69 | local b = indices[i+2] 70 | local c = indices[i+3] 71 | 72 | backfaceCullingIssue = 1 - backfaceCullingIssue 73 | if( a!=b and a!=c and b!=c ) then 74 | ( 75 | if ( backfaceCullingIssue == 1 ) then 76 | append faces [a,b,c] 77 | else 78 | append faces [a,c,b] 79 | ) 80 | 81 | ) 82 | 83 | 84 | print faces 85 | meshName = getfilenamefile file 86 | 87 | theMesh = mesh name:meshName vertices:verts faces:faces tverts:uvs vnorms:normals 88 | 89 | buildTVFaces theMesh false 90 | for i = 1 to faces.count do ( setTVFace theMesh i faces[i] ) 91 | theMesh.WireColor = color (random 100 150) (random 100 150) (random 50 250) 92 | 93 | fClose stream 94 | 95 | -------------------------------------------------------------------------------- /Research/reduceKeys.ms: -------------------------------------------------------------------------------- 1 | function GetLastKeyFrame = 2 | ( 3 | local lastKeyFrame = 0 4 | for obj in objects do 5 | ( 6 | try( 7 | if obj.pos.controller != undefined and obj.pos.controller.keys != undefined then 8 | ( 9 | local lastKey = obj.pos.controller.keys.count 10 | local keyFrame = obj.pos.controller.keys[lastKey].time 11 | if ( keyFrame > lastKeyFrame ) then 12 | lastKeyFrame = keyFrame 13 | ) 14 | if obj.rotation.controller != undefined and obj.rotation.controller.keys != undefined then 15 | ( 16 | local lastKey = obj.rotation.controller.keys.count 17 | local keyFrame = obj.rotation.controller.keys[lastKey].time 18 | if ( keyFrame > lastKeyFrame ) then 19 | lastKeyFrame = keyFrame 20 | ) 21 | )catch() 22 | ) 23 | lastKeyFrame as integer / TicksPerFrame 24 | ) 25 | 26 | function ReduceKeysBetween step:5 = 27 | ( 28 | local start = animationrange.start 29 | local end = animationrange.end 30 | 31 | local framesToKeep = #() 32 | for f=start to end by step do 33 | ( 34 | append framesToKeep f 35 | ) 36 | appendIfUnique framesToKeep end 37 | 38 | for obj in objects do 39 | ( 40 | if obj.pos.controller != undefined and obj.pos.controller.keys != undefined then 41 | ( 42 | for k=obj.pos.controller.keys.count to 1 by -1 do 43 | ( 44 | local key = obj.pos.controller.keys[k] 45 | if key != undefined then ( 46 | if key.time > animationrange.start and key.time < animationrange.end then 47 | if ( findItem framesToKeep key.time == 0 ) then 48 | deletekey obj.pos.controller k 49 | 50 | ) 51 | ) 52 | for k= obj.rotation.controller.keys.count to 1 by -1 do 53 | ( 54 | 55 | local key = obj.rotation.controller.keys[k] 56 | if key != undefined then ( 57 | if key.time > animationrange.start and key.time < animationrange.end then 58 | if ( findItem framesToKeep key.time == 0 ) then 59 | deletekey obj.rotation.controller k 60 | ) 61 | ) 62 | ) 63 | ) 64 | framesToKeep 65 | ) 66 | 67 | clearlistener() 68 | gc() 69 | 70 | -- ReduceKeysBetween step:3 -------------------------------------------------------------------------------- /Research/test-split-mesh.ms: -------------------------------------------------------------------------------- 1 | ( 2 | 3 | 4 | function DetachPolyElements SourceOBJ = 5 | ( 6 | if ( classof sourceObj == editable_mesh ) then convertToPoly SourceOBJ 7 | 8 | MasterObj = SourceOBJ 9 | faceCount = MasterObj.getnumfaces() 10 | 11 | FaceTest = ((MasterObj.getnumfaces()) != 0) 12 | 13 | for ii in 1 to faceCount while FaceTest do 14 | ( 15 | newName = (uniquename (MasterObj.name as string)) 16 | 17 | MasterObj.EditablePoly.SetSelection #Face #{1} 18 | MasterObj.selectElement() 19 | TargetElement = polyop.getFaceSelection MasterObj 20 | polyop.detachFaces MasterObj TargetElement asNode:true name:newName 21 | 22 | NewObj = getnodebyname newName 23 | resetXForm NewObj 24 | convertTo NewObj (Editable_Poly) 25 | ResetTransform NewObj 26 | ResetScale NewObj 27 | ResetPivot NewObj 28 | centerpivot NewObj 29 | FaceTest = ((MasterObj.getnumfaces()) != 0) 30 | ) 31 | delete MasterObj 32 | ) 33 | DetachPolyElements theMesh 34 | ) 35 | 36 | -------------------------------------------------------------------------------- /Research/wow_dbc_file.ms: -------------------------------------------------------------------------------- 1 | 2 | ( 3 | struct DBC ( head, records ) 4 | struct HEADER 5 | ( 6 | fileID, nRecords, nFields, recordSize, stringBlockSize, 7 | 8 | fn Read bitStream = 9 | ( 10 | local head = HEADER() 11 | head.fileID = ReadFixedString bitStream 4 12 | head.nRecords = ReadLong bitStream #unsigned 13 | head.nFields = ReadLong bitStream #unsigned 14 | head.recordSize = ReadLong bitStream #unsigned 15 | head.stringBlockSize = ReadLong bitStream #unsigned 16 | 17 | return head 18 | ) 19 | ) 20 | struct AnimField 21 | ( 22 | animID, name, WeaponState, flags, d1, parentAnimID, realID, aGroup, 23 | 24 | fn Read bitStream head = 25 | ( 26 | local dbcrecords = #() 27 | dbcrecords[head.nRecords] = 0 28 | str_ofs = (head.recordSize * head.nRecords) + 20 --header size 29 | for i = 1 to head.nRecords do 30 | ( 31 | local af = AnimField() 32 | af.animID = ReadLong bitStream #unsigned 33 | af.name = ReadLong bitStream #unsigned 34 | af.WeaponState = ReadLong bitStream #unsigned 35 | af.flags = ReadLong bitStream #unsigned 36 | --af.d1 = ReadLong bitStream #unsigned 37 | af.parentAnimID = ReadLong bitStream #unsigned 38 | af.realID = ReadLong bitStream #unsigned 39 | --af.aGroup = ReadLong bitStream #unsigned 40 | 41 | local bm = ftell bitStream 42 | local nameOfs = (str_ofs + af.name) 43 | fseek bitStream nameOfs #seek_set 44 | af.name = ReadString bitStream 45 | fseek bitStream bm #seek_set 46 | 47 | dbcrecords[i] = af 48 | ) 49 | 50 | return dbcrecords 51 | ) 52 | ) 53 | local dbcfile = @"G:\Blizzard\World Of Warcraft\Exported\dbfilesclient\AnimationData.db2" 54 | 55 | --local dbcfile = @"G:\Blizzard\World Of Warcraft\Exported\AnimationData.dbc" 56 | local dbcstream = fopen dbcfile "rb" 57 | local adbc = DBC() 58 | 59 | adbc.head = HEADER.Read dbcstream 60 | adbc.records = AnimField.Read dbcstream adbc.head 61 | 62 | for i=1 to adbc.records.count do 63 | format "%-%\n" adbc.records[i].AnimId adbc.records[i].Name 64 | 65 | if (dbcstream != undefined) then fclose dbcstream 66 | 67 | 68 | ) -------------------------------------------------------------------------------- /images/GriffonStudios_16i.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TaylorMouse/MaxScripts/02742afde18dc6141a4bdf0a32ffcdcc88ecb14e/images/GriffonStudios_16i.bmp -------------------------------------------------------------------------------- /images/GriffonStudios_24i.bmp: 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