There's currently a bug in the new version that fails to export the particle textures which is resulting in the 'square' particles you guys are seeing. This the editor not being able to find the proper texture as it's not being imported into the Starcraft 2 editor due to it not being exported by WMV. This should be fixed up in the next version.
If you're impatient you can manually export the TGA through the 'Export Textures...' option. I've looked over a few models and the M3 particles are very close to how the M2 particles look. A few minor things still need work but overall the particle conversion is looking great!
The spells will be the toughest to nail, but we'll keep working on it. Thank you for testing them out and providing feedback, I'll take a look at those that aren't working correctly and see what can be done.
Particle support extends mostly to creature models for the moment, with most of them looking aesthetically as they should. We'll continue to work on the conversion until it is as close to how the original M2 is as possible. Bare in mind ribbon effects are currently not supported. I've made some progress working out the ribbon structure, so hopefully in the future ribbon effects can be converted too.
Many thanks to chuanhsing and cutevisor who are doing all the code additions.. They're working really hard updating the code and alot of effort has been put in to get it right. Thanks guys :D.
Just some quick corrections you may want to make concerning attachments. (not very high priority but it shouldn't be too much effort to fix).
I have looked over some of the attachment points that are coming out of the export process, for the most part, everything seems to be working fine.
However, the attachment points:
Overhead
Head
Center
Don't seem to be in the right position.
The "Overhead" attachment point seems to be swapped with "Head" attachment point in some models, and in other models they both are static (nb. Overhead is a static attachment point over the top of the model's bounding vol, "Head" is the attachment that is connected to the actual model's head and it moves with model animations).
Also, the "Center" attachment point is missing. It is needed mainly for missile impact points, etc. Also note, the "Center" attachment point on existing SC2 models seems to be static as well (i.e. it doesn't move with model animations).
This is the way most existing SC2 models are set up.
From what I can tell, you are in fact exporting the required attachment points, they are just not named correctly, which is why SC2 editor is having a hard time finding them. E.g. the "Center" attachment point is usually being exported as "hardpoint_XX" where XX changes from model to model.
Hope this helps when you are debugging attachment points.
It does seem that if I attempt to import any m3's made by this tool into 3ds max they get horribly horribly mangled.
Also some models, like the top of the Jormungar Larva's head, don't seem to be converted quite 100% and are blocky or slightly displaced. I know you guys are working on that, though.
@HellFire0102: Go
r416 More works on particles.
Thanks Nin and Cutevisor.
@chuanhsing: Go
Tested the new version, the 'square' artifacts still exist. (tested it with a few bolt spells)
Was there some change in this new version?
@zzPop: Go
give it some time ;) they will figure it out eventually ;) i'm suprissed they got this far so fast ;)
@zzPop: Go
There's currently a bug in the new version that fails to export the particle textures which is resulting in the 'square' particles you guys are seeing. This the editor not being able to find the proper texture as it's not being imported into the Starcraft 2 editor due to it not being exported by WMV. This should be fixed up in the next version.
If you're impatient you can manually export the TGA through the 'Export Textures...' option. I've looked over a few models and the M3 particles are very close to how the M2 particles look. A few minor things still need work but overall the particle conversion is looking great!
@NiNtoxicated01: Go
r421
update export m3
update SetSkin
- random select skin from dbc only
@chuanhsing: Go
holy crap u guys are fast ;)
@HellFire0102: Go
how about this new version? we don't test many models. just use arthaslichking and elemental for particle test samples.
@chuanhsing: Go
When do you think we will get the the ability to do customized characters?
@chuanhsing: Go
see my previous post there is an attachement now.
i will test some more.
PICS - Left Monitor is Galaxy Editor right Monitor is wowmodelviewer
Overall the Particles are working i guess with some minor non-working.
i tested:
Antimagic_state_red - Works except color
Xplosion_fire_impact - Black screen (does'nt seem to work)
Wrath_missile - Works !
Blessingofmight_base - Works !
Holy_impactdd_high_chest - doesn't work correctly
The problem i think are the textures with animation in it. Example see attachement "TOONSMOKE16.tga" and "Clouds8x8.tga"
Hope i helped a bit ;) im happy to test some more if needed. Just reply here.
@HellFire0102: Go
updated my post, replying so u guys notice :)
@sherardt: Go
export characters progress:
1. mesh part: ok
2. texture: not yet, need 1-N days
and a version without shoulder, helmet and weapon will be released
3. merge two m2 into m3, need 1-M weeks
@HellFire0102: Go
The spells will be the toughest to nail, but we'll keep working on it. Thank you for testing them out and providing feedback, I'll take a look at those that aren't working correctly and see what can be done.
Particle support extends mostly to creature models for the moment, with most of them looking aesthetically as they should. We'll continue to work on the conversion until it is as close to how the original M2 is as possible. Bare in mind ribbon effects are currently not supported. I've made some progress working out the ribbon structure, so hopefully in the future ribbon effects can be converted too.
Many thanks to chuanhsing and cutevisor who are doing all the code additions.. They're working really hard updating the code and alot of effort has been put in to get it right. Thanks guys :D.
@NiNtoxicated01: Go
r436
characters without shoulder, helmet and weapon
@chuanhsing: Go
Keep up the good work!
@chuanhsing: Go
Hey Guys is it possible to implement the Export Rotation of the models ? So it will export 90° or 180° or -90° rotated ?
This would make it much easyier with attachements. So far i am importing in 3dsmax and rotate it then reimport it in GE.
Because somehow there is a problem when attaching wow models
@chuanhsing: Go
Hey Chuanhsing,
Just some quick corrections you may want to make concerning attachments. (not very high priority but it shouldn't be too much effort to fix).
I have looked over some of the attachment points that are coming out of the export process, for the most part, everything seems to be working fine.
However, the attachment points:
Don't seem to be in the right position.
The "Overhead" attachment point seems to be swapped with "Head" attachment point in some models, and in other models they both are static (nb. Overhead is a static attachment point over the top of the model's bounding vol, "Head" is the attachment that is connected to the actual model's head and it moves with model animations).
Also, the "Center" attachment point is missing. It is needed mainly for missile impact points, etc. Also note, the "Center" attachment point on existing SC2 models seems to be static as well (i.e. it doesn't move with model animations).
This is the way most existing SC2 models are set up.
From what I can tell, you are in fact exporting the required attachment points, they are just not named correctly, which is why SC2 editor is having a hard time finding them. E.g. the "Center" attachment point is usually being exported as "hardpoint_XX" where XX changes from model to model.
Hope this helps when you are debugging attachment points.
@zzPop: Go
Could you make a short list for these models and related bug attachment.
Anyone got a list of commands for some animations to work? like stand,run etc..,and big thx for all of this,superb work :)
It does seem that if I attempt to import any m3's made by this tool into 3ds max they get horribly horribly mangled.
Also some models, like the top of the Jormungar Larva's head, don't seem to be converted quite 100% and are blocky or slightly displaced. I know you guys are working on that, though.
An excellent tool.
@Akiza88: Go
Some basic animations...
Stand
Stand 01
Stand 02 ect..
Attack
Attack 01
Attack 02 ect..
Walk
Run (Yeah apparently sc2 can use both I think but not sure of specifics)
Spell
You can look in Actors or at existing models to get an idea. There is a lot of random names you can use and call for other purposes.
Thanks to the author, a great thing, but there are still a lot of bugs. But even now possible to get something interesting. Good work!