Hi, I have imported wow tree models into SC2, and I am able to set actor models to these tree models and spawn the actors. But for some reason when I do the same with things like grass and mushrooms also from wow, it doesnt work and nothing is spawned. I can spawn the model of the actor in the triggers, but not the actor itself. Also when I try to set a doodads model like auir debris to the tree or mushroom model the editor gives an error saying cant create model: <modelName>_001, 002, etc.
Does anyone know why this is, are there points I am supposed to add in 3ds max or something? thanks.
Edit:
Just compared the tree and mushroom models in 3ds max and they appear to be structurally the same. Strange.
Edit: Also found an error "Cannot create CActorUnit outside of an underlying Cunits CActorsScpe. Try creating the actor inside of a live units CActorScope or create a SCactorModel instead."
I had been doing what the error suggested before, creating the actor model instead but that doesnt suit my purposes.
Edit:
I exported a new mushroom model without "Export animation" checked, and when the scale was set to .3 or above it shows up as its supposed to, any lower than that and its invisible. This is strange given I also made the model very large so its not like its too small to see.
OK:
So I decreased the size of the tree that had been working and I see when i reduce the scale from .22 to .1 the tree is invivisible like the mushrooms. So I guess that leads to another question. Do actors have to be a minimum physical size to show up, and if so can that be altered in the data editor? Thanks.
Solution:
A workaround solution I found was to import the mushroom model in 3ds max, then import the tree model. I removed the mushroom bones and sphere, and kept the tree bones and sphere while removing the tree mesh/polygons. I exported this into sc2 and now it seems I can scale down the actors to a small enough size that I can use them.
Can i ask how exactly did you do the workaround solution - -" import the mushroom model in 3ds max, then import the tree model. I removed the mushroom bones and sphere, and kept the tree bones and sphere while removing the tree mesh/polygons. I exported this into sc2"
i tryed it and it kind of didnt work - may be its from me , but can you explane it more please?
PS: do you learn this things about the actors from someone or are you just super smart and creative?
:) ty in advance for the help
Your model has nothing wrong... What is wrong is the data in the model of that actor.
Here how it work: We got variations of trees, rocks, etc.... So to 'prevent' another field in the editor to 'Create Group of Model', the Blizzard handled it in a cool way (Warcraft III has the same method).
Import your model with _01, _02, _03, etc or _001, _002, etc...
So the tree would be: Tree_01.m3 / Tree_02.m3 / Tree_03.m3 / etc
In the model of that actor, find the file of model, and you see it's only Tree.m3, the editor itself add the _01, _02 etc if he can't find exactly the file Tree.m3
How to 'fix' it, it's pretty simple, change the file from Tree.m3 to one of the variations, for example Tree_03.m3, so now it will ALWAYS that file model for that actor, and not a random dynamic generated model file.
@BloodstrikeR1: Go
Below is the mushroom imported into 3ds max. You see in the schematic view you have teh mushrooms sphere, and the two bones which are connected in the diagram with the green arrow. The item on the far right is the mesh. You want to delete the sphere and the bones and not the mesh, this way you still have the mushroom model.
After doing the deletions we now import the tree model. We want to delete the two parts of the tree mesh, which are on teh far right. We want to keep the tree sphere and the tree bones, which you can see in the schematic view are connected with the green arrow.
After deleting the tree mesh we are left with the mushroom mesh on the far left of the schematic view, the tree sphere in green, and the two tree bones that again are connected by the green arrow. The mushroom model is difficult to see in the picture but its there around where the bottom bone is. At this point you can export the model, this is what I did. If you use it as an actor it should scale down to a smaller size than it would otherwise.
In this particular case I noticed that if i scaled actors down too much then they would not show up in game. I came up with hypothesis as to why this could be and tested them to see if the hypothesis was right. In this case I was thinking that the game was using the models bones to determine if the model was too small, so I tried to replace the mushrooms bones with much larger bones, in this case tree bones, and it worked. Its possible the sphere being larger had something to do with it as well but I dont know, in fact it could be soley because of the sphere and the bones might not have had anything to do with it, but I didnt test that.
Some stuff I on learn on mapster, other stuff I just figure out. The more you learn about something the easier and easier it gets to figure out new things about it on your own.
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Hi, I have imported wow tree models into SC2, and I am able to set actor models to these tree models and spawn the actors. But for some reason when I do the same with things like grass and mushrooms also from wow, it doesnt work and nothing is spawned. I can spawn the model of the actor in the triggers, but not the actor itself. Also when I try to set a doodads model like auir debris to the tree or mushroom model the editor gives an error saying cant create model: <modelName>_001, 002, etc.
Does anyone know why this is, are there points I am supposed to add in 3ds max or something? thanks.
Edit: Just compared the tree and mushroom models in 3ds max and they appear to be structurally the same. Strange.
Edit: Also found an error "Cannot create CActorUnit outside of an underlying Cunits CActorsScpe. Try creating the actor inside of a live units CActorScope or create a SCactorModel instead."
I had been doing what the error suggested before, creating the actor model instead but that doesnt suit my purposes.
Edit: I exported a new mushroom model without "Export animation" checked, and when the scale was set to .3 or above it shows up as its supposed to, any lower than that and its invisible. This is strange given I also made the model very large so its not like its too small to see.
OK: So I decreased the size of the tree that had been working and I see when i reduce the scale from .22 to .1 the tree is invivisible like the mushrooms. So I guess that leads to another question. Do actors have to be a minimum physical size to show up, and if so can that be altered in the data editor? Thanks.
Solution: A workaround solution I found was to import the mushroom model in 3ds max, then import the tree model. I removed the mushroom bones and sphere, and kept the tree bones and sphere while removing the tree mesh/polygons. I exported this into sc2 and now it seems I can scale down the actors to a small enough size that I can use them.
Can i ask how exactly did you do the workaround solution - -" import the mushroom model in 3ds max, then import the tree model. I removed the mushroom bones and sphere, and kept the tree bones and sphere while removing the tree mesh/polygons. I exported this into sc2" i tryed it and it kind of didnt work - may be its from me , but can you explane it more please?
PS: do you learn this things about the actors from someone or are you just super smart and creative? :) ty in advance for the help
Your model has nothing wrong... What is wrong is the data in the model of that actor.
Here how it work: We got variations of trees, rocks, etc.... So to 'prevent' another field in the editor to 'Create Group of Model', the Blizzard handled it in a cool way (Warcraft III has the same method).
Import your model with _01, _02, _03, etc or _001, _002, etc...
So the tree would be: Tree_01.m3 / Tree_02.m3 / Tree_03.m3 / etc
In the model of that actor, find the file of model, and you see it's only Tree.m3, the editor itself add the _01, _02 etc if he can't find exactly the file Tree.m3
How to 'fix' it, it's pretty simple, change the file from Tree.m3 to one of the variations, for example Tree_03.m3, so now it will ALWAYS that file model for that actor, and not a random dynamic generated model file.
@BloodstrikeR1: Go Below is the mushroom imported into 3ds max. You see in the schematic view you have teh mushrooms sphere, and the two bones which are connected in the diagram with the green arrow. The item on the far right is the mesh. You want to delete the sphere and the bones and not the mesh, this way you still have the mushroom model.
After doing the deletions we now import the tree model. We want to delete the two parts of the tree mesh, which are on teh far right. We want to keep the tree sphere and the tree bones, which you can see in the schematic view are connected with the green arrow.
After deleting the tree mesh we are left with the mushroom mesh on the far left of the schematic view, the tree sphere in green, and the two tree bones that again are connected by the green arrow. The mushroom model is difficult to see in the picture but its there around where the bottom bone is. At this point you can export the model, this is what I did. If you use it as an actor it should scale down to a smaller size than it would otherwise.
In this particular case I noticed that if i scaled actors down too much then they would not show up in game. I came up with hypothesis as to why this could be and tested them to see if the hypothesis was right. In this case I was thinking that the game was using the models bones to determine if the model was too small, so I tried to replace the mushrooms bones with much larger bones, in this case tree bones, and it worked. Its possible the sphere being larger had something to do with it as well but I dont know, in fact it could be soley because of the sphere and the bones might not have had anything to do with it, but I didnt test that.
Some stuff I on learn on mapster, other stuff I just figure out. The more you learn about something the easier and easier it gets to figure out new things about it on your own.