Ok, can someone write me how to do it ? I might be doing something wrong.
I might also be doing something wrong in GE...
Just write step by step, its not that long. imagine that you have square model, and you have .dds image with 1 color. Now you want to place material(how to set material ?) and export. How ?
I mean I know all that. But I need to compare it to someone coz I am doing something wrong there, hm.
@tigerija:
this works for me.
1. Map
2. F9
3. Right click white area
4. Import
5. Texture (best location for organizing is assets/texture)
6. Select ONLY the folder/files you want, deselect everything else (this is the annoying part)
7. SAVE MAP
------Part 2---------
1. F7
2. Go to Data Type and select Map Terrain Textures
-or-
Go to Tilesets and make a new one
3. Select a Terrain Texture you don't like (in my case nearly all the default textures)
4. Go to CTerrainTex_Normalmap AND CTerrainTex_Texture
5. REPLACE with ur choice ^^
6. Double click the Terrain Texture you are modifying and RENAME it to whatever you want.
7. (Optional) Do this until you are done, then make a new tileset, then add the textures to it, and u have your own tileset.
If you would like I can make a video for it today. But this is quick and if it helps then good.
ALSO
.DDS MUST be a power of 2 exponent, but you usually can not save it if it isnt, so this is a non issue. Good luck, and Bumpmaps dont work, you have to use the gray ones (whatever they are called).
if its a texture for a model (and assuming everything is fine from within 3ds when you render it) then i assume the problem youre having is setting the 'file path'. as stated above 'textures/assets' is the defaulted one used by blizz model textures, as well as the defaulted path nintoxicated m3 exporter sets your m3 to use. i alter it and just change it to a blank path. so when i import the texture associated with the imported model its in some generic folder from where it was saved on my computer (i.e. "gecustoms/m3tests/texturefiles/) so ive got to select the file ive imported in the import window and set 'move file' to change the path to 'root directoy' (this coincides with a 'blank' path from the m3 exporter.) if you use like the guy above and leave it default, then youll most likely have to 'move file' of your imported texture to 'assest/textures' so it appears in the same folder as all of blizzs by default from within the editor. i think this is your problem, that is assuming youve got it rendering properly from within 3ds.
also, you have to save / reload GE when you want the editor to recognize a custom texture. custom models you dont need to save /reload, itll refresh automatically, but if it uses a texture that hasn't been saved / reloaded then itll show up grey / blue etc.....
Material Editor, Starcraft 2, Diffuse - Starcraft 2 Bitmap, name of texture is Marine.dds.
I set path to, "Marine.dds" in exporter. Then I just import model, and texture into GE.
Still wont work. all works in 3dsmax... I'm stupid.
I have orange picture, I converted into .dds . Just for testing.
When I put specular map on model, in GE I can see model has speclar map on itself. Tho texture is blue, all the time. When I put normal map, I see that its applied.
I am doing something wrong in material editor or in GE... had no problems with other engines so far...
well you shouldnt set the path to 'marine.dds' in the export script. you hsouldnt put the actual file name. thats coded in when you apply the material from within the .m3 coding i believe. the 'path' in the exprot script just leave alone at the default 'assets/textures/' for your sake to get this working. then when you import your model and texture (marine.dds) right click the 'marine.dds' and slect 'move file' then input 'assets/textures/' so it appears from within that specified folder in your import window. you have to make the 2 paths line up.
and if your texture is the built in 'marine' texture you wont even need to import it, just leave the specified folder alone as assets/textures and itll read off the defaulted one from the built in game. thats porvided you didnt change the name when you applied the material. ex; if it were named marinediffuse.dds when you exported it, but then when you used it you saved it as 'marine.dds, then you cant use the default b/c itll be looking for something other than whats been put in there already. maybe jsut forget about this 2nd paragraph and just focus onthe top one, until you understand that.....
Ok, can someone write me how to do it ? I might be doing something wrong.
I might also be doing something wrong in GE...
Just write step by step, its not that long. imagine that you have square model, and you have .dds image with 1 color. Now you want to place material(how to set material ?) and export. How ?
I mean I know all that. But I need to compare it to someone coz I am doing something wrong there, hm.
Its texture for custom model actually.
I will try this when I come back home, if I wont succeed I will reply here.
I think I am doing something wrong in GE or while converting. Using ImageConverter Plus.
In max, everything should be fine. Never worked with .dds . I am not good with textures anyway :P .
Tnx for helping.
if its a texture for a model (and assuming everything is fine from within 3ds when you render it) then i assume the problem youre having is setting the 'file path'. as stated above 'textures/assets' is the defaulted one used by blizz model textures, as well as the defaulted path nintoxicated m3 exporter sets your m3 to use. i alter it and just change it to a blank path. so when i import the texture associated with the imported model its in some generic folder from where it was saved on my computer (i.e. "gecustoms/m3tests/texturefiles/) so ive got to select the file ive imported in the import window and set 'move file' to change the path to 'root directoy' (this coincides with a 'blank' path from the m3 exporter.) if you use like the guy above and leave it default, then youll most likely have to 'move file' of your imported texture to 'assest/textures' so it appears in the same folder as all of blizzs by default from within the editor. i think this is your problem, that is assuming youve got it rendering properly from within 3ds.
also, you have to save / reload GE when you want the editor to recognize a custom texture. custom models you dont need to save /reload, itll refresh automatically, but if it uses a texture that hasn't been saved / reloaded then itll show up grey / blue etc.....
Material Editor, Starcraft 2, Diffuse - Starcraft 2 Bitmap, name of texture is Marine.dds. I set path to, "Marine.dds" in exporter. Then I just import model, and texture into GE.
Still wont work. all works in 3dsmax... I'm stupid.
I have orange picture, I converted into .dds . Just for testing.
When I put specular map on model, in GE I can see model has speclar map on itself. Tho texture is blue, all the time. When I put normal map, I see that its applied.
I am doing something wrong in material editor or in GE... had no problems with other engines so far...
well you shouldnt set the path to 'marine.dds' in the export script. you hsouldnt put the actual file name. thats coded in when you apply the material from within the .m3 coding i believe. the 'path' in the exprot script just leave alone at the default 'assets/textures/' for your sake to get this working. then when you import your model and texture (marine.dds) right click the 'marine.dds' and slect 'move file' then input 'assets/textures/' so it appears from within that specified folder in your import window. you have to make the 2 paths line up.
and if your texture is the built in 'marine' texture you wont even need to import it, just leave the specified folder alone as assets/textures and itll read off the defaulted one from the built in game. thats porvided you didnt change the name when you applied the material. ex; if it were named marinediffuse.dds when you exported it, but then when you used it you saved it as 'marine.dds, then you cant use the default b/c itll be looking for something other than whats been put in there already. maybe jsut forget about this 2nd paragraph and just focus onthe top one, until you understand that.....
Oh god...
I was typing in exporter 'assets/textures/marine.dds' instead just 'assets/textures/' . Stupid...
TY for your help.
@tigerija: Go
Hey guys, I'm new here and was wondering if you could tell me how you exported the marine diffuse maps from the editor to modify it?