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.
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
- B: Medic with pistol v2 Jul 22, 2012
- B: Raynor no light Jul 09, 2012
- B: Tychus no light Jul 09, 2012
- R: Stetmann no light Dec 27, 2011
- R: Marauder Engineer Dec 27, 2011
- Reply
- #32
Bijan641 May 06, 2013 at 02:37 UTC - 0 likesDoes this download still work? I only get the Medic_Edon.m3 file.
- Reply
- #31
Commlink Oct 19, 2012 at 20:24 UTC - 0 likesok 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 ^^
- Reply
- #30
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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- Reply
- #29
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
- Reply
- #28
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.
- Reply
- #27
Krush Aug 09, 2012 at 03:14 UTC - 0 likesWhat 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.
- Reply
- #26
JacktheArcher Jul 31, 2012 at 20:26 UTC - 0 likesIt would seem the merc sniper was never released.
- Reply
- #25
JacktheArcher Jul 24, 2012 at 02:52 UTC - 0 likesGreat 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.
- Reply
- #24
JacktheArcher Jul 23, 2012 at 01:55 UTC - 0 likes@Rulerian: Go
Its all good when it gets here it gets here.
- Reply
- #23
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