I'm trying to import an arachnathidgreen.mdx model from wc3 into 3d max and convert it into a .m3, but I'm having issues.
If I import it as .mdx and then export it as an .m3, only the bones are showing. If I import it and then check "import as .m3", then try to export it as an .m3, it errors.
Can anyone help me on this?
Also, using war3modeleditor, I removed a few of the textures and deleted the materials (for the spark on his tail in the spell anim) and then exported 3 of the textures, saved them as TGA, and then set the materials/nodes to use those.
When you export through 3ds Max, you need to use specific 'Starcraft 2' type Materials and Textures. You can see a sample of these shaders and how they're set up when you import any SC2 unit with the .m3 import script, this should give you an idea of what settings you should use.
There are other methods of exporting .mdx to .m3 without using Max, assuming you aren't doing any custom edits.
Finally, I would say that the script was also created specifically for Max 2010-11, so it may possibly be a problem with version incompatibility. I would probably do some simple tests and see if the script functions properly simple importing/exporting an SC2 unit first, then trying the .mdx again with a 'Starcraft 2' shader.
I would suggest compressing the textures from .tga to .dds and swapping the textures in the data editor, as this would save you a lot of disk/map space if you plan to import a lot of files. You can find out how to swap textures in the tutorial below.
Oh, in that case then I believe you would have to do this through Max. The problem is likely due to the lack of a 'Starcraft 2' shader. Again, I suggest converting the .blp files into .dds (BLP -> TGA -> DDS).
I'm using 3d max 2012.
I'm trying to import an arachnathidgreen.mdx model from wc3 into 3d max and convert it into a .m3, but I'm having issues.
If I import it as .mdx and then export it as an .m3, only the bones are showing. If I import it and then check "import as .m3", then try to export it as an .m3, it errors.
Can anyone help me on this?
Also, using war3modeleditor, I removed a few of the textures and deleted the materials (for the spark on his tail in the spell anim) and then exported 3 of the textures, saved them as TGA, and then set the materials/nodes to use those.
Edit: Pics included. http://postimage.org/image/rpmdvqi8l/
http://postimage.org/image/j3924eo29/
Bump. Anyone got a clue?
When you export through 3ds Max, you need to use specific 'Starcraft 2' type Materials and Textures. You can see a sample of these shaders and how they're set up when you import any SC2 unit with the .m3 import script, this should give you an idea of what settings you should use.
There are other methods of exporting .mdx to .m3 without using Max, assuming you aren't doing any custom edits.
Finally, I would say that the script was also created specifically for Max 2010-11, so it may possibly be a problem with version incompatibility. I would probably do some simple tests and see if the script functions properly simple importing/exporting an SC2 unit first, then trying the .mdx again with a 'Starcraft 2' shader.
First, thanks for the reply!
Please elaborate!
http://www.sc2mapster.com/forums/resources/tutorials/8299-galaxy-noobs-wow-to-sc2-in-30-seconds-no-3dmax/
I would suggest compressing the textures from .tga to .dds and swapping the textures in the data editor, as this would save you a lot of disk/map space if you plan to import a lot of files. You can find out how to swap textures in the tutorial below.
http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/
I'm using Warcraft 3 models though, not WOW, and I don't think WoW model viewer can just open files without WoW being installed.
Oh, in that case then I believe you would have to do this through Max. The problem is likely due to the lack of a 'Starcraft 2' shader. Again, I suggest converting the .blp files into .dds (BLP -> TGA -> DDS).
I tried importing the marine.m3 model from SC2 and then exporting it, and it gave me errors as well.
I'll try on 3ds max 2011.
Thank you for the help, triceron! I appreciate it.
Edit: Yeah, it was an issue with 2012. I installed 2011 and it works just fine now.