Terran units

Merc Sniper v2

Custom Terran Units.

  • Make sure campaign dependencies are enabled!

Hello most of the work done here is not quite finished so please comment and criticize so I can make changes. If you use any of it in a map you publish please let me know so I can play it!

The models use textures already in the game, all you need to do is duplicate the unit, go to Modules- import -(what ever file) restart the editor and change out the model on your unit.

The file sizes are around 300kb so you can use multiple models without map size worries.


Changes 7/23/2012

Merc With Sniper Rifle

Removed, decal is bugged


Changes 7/8/2012

Medic With Pistol

Added a Medic with a reaper pistol and a quick fire animation. First model with a light for when the weapon fires. renamed attack animation, fixed light flash, and now she only fires a single bullet per sequence. Attachment point is Ref_Weapon.

Marine Weaponless

Added a Marine with an attachment point instead of a rifle "ref_weapon_attachment" I believe I named it, I have not tested it, if someone wants to use it and it's not set up right pm me and I will try again. EDIT: I tested it, its pretty bugged, removed till I get it working.

Heros without lights

Tychus, Raynor and Stetmann, without spot lights. I think Swann's light is a behavior which can be turned off in the editor


Changes

Marine With Chaingun

Tychus

  • removed lights
  • changed textures
  • fixed bounding sphere
  • shoulder pads and arms shrank to normal size
  • head replaced with standard helmet
  • Chaingun shrunk to a more reasonable size and slightly edited

No decals, the UV map on channel 2 is not working at all, spent all night trying to figure it out

Marine With Sniper Rifle

Raynor HEV

  • removed lights
  • changed textures
  • removed a couple silly bits on the rifle

I think ill give him a better attack animation (for now you can use the spell animation with limited success)

Marauder With Construction Arm

Rory Swann

  • removed lights
  • replaced head with Marauder helmet
  • changed textures

Stetmann

  • removed lights

He needs teamcolors (I'll have to make a new .dds for him), decals and I think ill give him an attack animation


Notes on creation for who ever is interested

I found if I deleted all of the bounding sphere key frames, unlinked it, and scaled to just over the size of the unit it works great.

For decals I found you need to add a UVW map clear to remove where the old decals were, then a UVW unwrap and select map channel 2 and map where you want the new decal, but it is very buggy, the whole model needs to be mapped, not just the selected faces you want the decal on. you also can't flatten mapping or modify the layout of the original UV map too much or the decal just smears all over the unit. I think it might be the exporter causing it, decals can look great in max and all distorted in the editor if it works at all. Hope this helps.

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  • Avatar of Bijan641 Bijan641 May 06, 2013 at 02:37 UTC - 0 likes

    Does this download still work? I only get the Medic_Edon.m3 file.

  • Avatar of Commlink Commlink Oct 19, 2012 at 20:24 UTC - 0 likes

    ok if your still around(model maker) i have the decal fix, such a round about stupid method, but it works.

    Had this problem and after 3 days of testing and trying out constant different things i found the answer was quite simple and annoying as well. i export having distorted decals in game and didn't understand why until i reopened my exported file any ways read on.

    1st Set up the second mapping channel and map it out, how ever you want dont matter as long as you have the sections you want roughly in place> export the m3

    2nd Import the model (back into max) you just exported and reopen the second mapping channel

    3rd The 2nd mapping channel will be a complete mess, (but will still be have the main outlines, edges sc2 reading it like this ?) Fix it to how you want the decal to be placed and reexport.

    4th Load into galaxy and decal placement should work prefect. took forever to get this right.

    i Don't know why it works this way "shurgs" but may its just exporting to much information at once first time around with the textures.

    All these happy mappers should now once you update your models have correctly working decals.

    if you do open any units 2nd mapping channel for what ever reason , even to take a peak it corrupts it and you have to redo the following steps. I swear i run into more errors custom modeling then the thing knows how to make. ERROR 37!!! youtube it for those that dont know ^^

    Last edited Oct 19, 2012 by Commlink
  • Avatar of JacktheArcher JacktheArcher Aug 13, 2012 at 01:47 UTC - 0 likes

    @Rulerian: Go

    aww that sucks.... if you do redo it if you could use the merc head instead of raynors that would be awesome but not necessary either way works for me.

    One morning I shot an elephant in my pajamas. How he got in my pajamas, I don’t know.
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  • Avatar of Rulerian Rulerian Aug 11, 2012 at 02:55 UTC - 0 likes

    @Krush: Go

    The attachment point is Ref_Weapon I should have wrote that somewhere, my bad.

    The Merc Sniper was accidentally deleted from my computer while I spent hours trying to figure out the solution to the decals, it was a bit demotivating, I'll probably get back into it with the next version of the m3 tools

  • Avatar of Krush Krush Aug 09, 2012 at 03:49 UTC - 0 likes

    @Krush: Go

    Nevermind I had some stuff hooked up wrong in my Action Actor for that one.

  • Avatar of Krush Krush Aug 09, 2012 at 03:14 UTC - 0 likes

    What is the attachment point of the pistol? I'm trying to launch stuff from the Medic Pistol model but its all ending up at the feet.

    Also worth mentioning for whatever reason when I try to open the Medic Pistol in blender it complains about the bone sorting and fails to load the model, the marauder engineer seems to work fine though.

    Last edited Aug 09, 2012 by Krush
  • Avatar of JacktheArcher JacktheArcher Jul 31, 2012 at 20:26 UTC - 0 likes

    It would seem the merc sniper was never released.

  • Avatar of JacktheArcher JacktheArcher Jul 24, 2012 at 02:52 UTC - 0 likes

    Great Job on the medic I find that incredibly useful now that its fixed. The merc sniper looks nice too.

    In case anyone needs em here are the units that he made that dont have a wireframe or icon. There not perfect but there my first crack at it.

    Name Size MD5
    Icons_Wireframes.zip 124.6 KiB b8e57bb4530b...
  • Avatar of JacktheArcher JacktheArcher Jul 23, 2012 at 01:55 UTC - 0 likes

    @Rulerian: Go

    Its all good when it gets here it gets here.

  • Avatar of Rulerian Rulerian Jul 22, 2012 at 21:00 UTC - 0 likes

    @Bommes: Go

    Thanks Bommes, I'm not good enough with the editor to check these things out myself so your suggestions are very helpful. I made the changes you recommended, should be approved soon. I'm gonna start on the merc sniper/gunner. Sorry for the slow updates, I have ADHD when It comes to making stuff in max

Facts

Date created
Sep 07, 2011
Categories
Last update
Jul 22, 2012
Development stage
Release
Language
  • enUS
License
Public Domain
Downloads
2,949
Recent files

Authors