Gents, I'm having trouble doing basic importing and exporting with SC2 assets using 3DsMax. After about half a year away from any work with 3DsMax, I must have forgotten some crucial step in making it work, since my Art Tools and 3DsMax installations are both still in place from my previous work.
All I want to do right now for practice is to import any unit model, let's say Thor, with Leruster's import tool, maybe do some minor changes like make the arm guns slightly larger, and export with Art Tools, with the output .m3 file using textures from SC2 assets.
This is the procedure I'm currently following, after rereading several guides.
- Extract Thor.m3 file and textures from Base.SC2Assets, and place the textures in 3dsmax/maps folder.
- Import Thor.m3 into max at 30FPS.
- Save as .max, load into Art Tools
- Make arms longer with bone adjustments
- Rescale World Units 100x
- Add in animations at corresponding times. Just Stand and Walk by default for now.
- *Possibly create new materials with exported textures and apply correctly to the mesh. I distinctly remember this wasn't necessary with the models I created half a year ago.
- Export with Art Tools with use mopaq paths enabled.
The result is a 12kb file that when imported into the editor shows no model, but the attachment points and animation data seem to be there. The problem also isn't with the Art Tools exporter, since I can open a .max file from my previous work, export, and produce an .m3 file that works correctly with the editor.
I must be missing a very crucial step up there somewhere. Thanks for reading, and your help.
See, it worked before though. Literally nothing has changed with my 3DsMax install, and since previous .max files exported with art tools still works, it must still work now. I'm just missing a step.
Edit: The missing step was remaking the materials in "SC2 Standard Material" format to export with Art Tools. I was using the "Starcraft II Material" from Leruster's m3 plugin, which is incompatible with art tools export. Everything works properly now.
Gents, I'm having trouble doing basic importing and exporting with SC2 assets using 3DsMax. After about half a year away from any work with 3DsMax, I must have forgotten some crucial step in making it work, since my Art Tools and 3DsMax installations are both still in place from my previous work.
All I want to do right now for practice is to import any unit model, let's say Thor, with Leruster's import tool, maybe do some minor changes like make the arm guns slightly larger, and export with Art Tools, with the output .m3 file using textures from SC2 assets.
This is the procedure I'm currently following, after rereading several guides.
- Extract Thor.m3 file and textures from Base.SC2Assets, and place the textures in 3dsmax/maps folder.
- Import Thor.m3 into max at 30FPS.
- Save as .max, load into Art Tools
- Make arms longer with bone adjustments
- Rescale World Units 100x
- Add in animations at corresponding times. Just Stand and Walk by default for now.
- *Possibly create new materials with exported textures and apply correctly to the mesh. I distinctly remember this wasn't necessary with the models I created half a year ago.
- Export with Art Tools with use mopaq paths enabled.
The result is a 12kb file that when imported into the editor shows no model, but the attachment points and animation data seem to be there. The problem also isn't with the Art Tools exporter, since I can open a .max file from my previous work, export, and produce an .m3 file that works correctly with the editor.
I must be missing a very crucial step up there somewhere. Thanks for reading, and your help.
That's because his importer wasn't designed for Art Tools. Yomust remake attachments, materials and reset animations as Art Tools work.
I'm working on an import script for Art Tools but it's still pending as I still need to finish reverse engineering the M3 format.
See, it worked before though. Literally nothing has changed with my 3DsMax install, and since previous .max files exported with art tools still works, it must still work now. I'm just missing a step.
Edit: The missing step was remaking the materials in "SC2 Standard Material" format to export with Art Tools. I was using the "Starcraft II Material" from Leruster's m3 plugin, which is incompatible with art tools export. Everything works properly now.