If I import and export the PurifierMatrix (Mothershipcore) or Tempest this units do not get exported properly. They are not using the reflecting textures in the attached points. Original or Modified, using TGA files, or DDS. always unit is without reflecting the textures,
Do somebody know why?
For a reference information. Another units been exported perfect with changed textures but not this ones.
I just cannot make the unit get the reflecting sphere.
Unfortunately TaylorMouse's import script can only handle Standard Materials. The PurifierMatrix model has 3 Displacement materials and 2 Composite materials that are not being imported. When I tried to import the model, I found the wrong material was being applied to Mesh 3 (the main body of the unit). If you apply the PurifierMatrixBase material to this mesh, it should look much better.
I did, as well. But is sad I cannot give the same original effect.
This extra textures are reflects attached to some children’s (Attached points, bones, Camera, or cylinders) but is difficult to find the right attachment.
After Imported does not say nothing in properties, I will try Blend to see if Blend describe in properties the right attachments.
I even tried in Max 2016. But still the same. Probable is an Import Script matters who knows.
I believe [TM] have some answers, he was working on this scripts before.
But for Shure SC2 is using 3DMax.
I just do not like Blend, is nice but is not the original. Did u opened an exported unit in 3DMax? They have not materials attached, do not even exist.
Blend of curese is using another system functions.
Unfortunately TaylorMouse's import script can only handle Standard Materials. The PurifierMatrix model has 3 Displacement materials and 2 Composite materials that are not being imported. When I tried to import the model, I found the wrong material was being applied to Mesh 3 (the main body of the unit). If you apply the PurifierMatrixBase material to this mesh, it should look much better.
Indeed, it does only the basic stuff, there is so much going on in the materials, that not everything is covered.
Since I have no idea want the actual wanted result is required to be, is it possible to show a pic of that?
I read that in the purifier matrix. But doesn’t works. Are many textures attached to different points and not all in the Mesh 3.I Tried given textures to the 3 Cylinders, and looks a little bit belter, but the rest need the reflection and then,,,, mesh 1 looks terrible.
And to reprogram the Import script will take me a while.
Anyway,, I will look. What I can do. But I do not promise nothing.
I’m full of work and I just get 3 or 4 hours a week for this matters.
I'm currently working on a program which will take an m3 file and extract most of the relevant data allowing you to manually recreate it in max. The main purpose was to allow me to recreate the particle and ribbon effects that are not supported by TM's import script. It is similar to the Show Model Data dialog from the CutScene Editor but includes significantly more information. Unfortunately the program is not ready to be released, but I can pretty much give you every bit of information you need to correctly recreate the model.
The correct material for each Mesh is as follows:
Mesh 1: 08 - Default
Mesh 2: PurifierMatrixbase
Mesh 3: PurifierMatrix
Mesh 4: Distortion2
Mesh 5: Standard_21
Mesh 6: 15 - Default
Mesh 7: 15 - Defaultasdasf
TM:
Specifically the reason why the wrong material is being applied is because the M3 format uses an index system to reference materials. Since you only load the Standard Materials, I believe it means the index list generated by your script won't match the one in the M3 file since other materials are not added to your list.
The program is not a script, it just gives you all the settings for all the objects in a m3 file (it won't import anything into Max as that is outside my skill set). Anyway I managed to dump most of the settings into an XML file which you can download here Link Removed: http://www.mediafire.com/file/mw1yi9apxj04g1z/PurifierMatrix.xml. Hopefully the file makes sense. It should be fairly self explanatory, as all all of the fields should be labelled as they are in Art Tools. The file contains details of all the materials and particles. Ribbons are not included as I'm still working on that. The majority of the fields should be correct but there are a few labelled with ??? that I'm still trying to figure out. If you do find anything that you think is incorrect, let me know and I can have a look into it.
Finally I worked out to make the DarkMothershipCore.
But with Blender. / : As mentioned by TM, The Importer script do not import all. So some units are impossible to re texturize.
And the problem with Blender is; It do not export all,, Just active things.
Anyway let’s try your program, and I will let u know.
And definitive. Is time to work on this Import, Export, *.m3 old scripts.
Forget about SC2 ArtTools, I will try to make it work with 3D Max 2017 and before.
Sounds good,, but let see if is possible, I will start looking in all the old scripts as a reference and get familiar to the sc2 things in the scripts.
The rest (Cad Side will be not a problem). Time is all what I really need.
If I import and export the PurifierMatrix (Mothershipcore) or Tempest this units do not get exported properly. They are not using the reflecting textures in the attached points. Original or Modified, using TGA files, or DDS. always unit is without reflecting the textures,
Do somebody know why?
For a reference information. Another units been exported perfect with changed textures but not this ones.
I just cannot make the unit get the reflecting sphere.
Image plz
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Unfortunately TaylorMouse's import script can only handle Standard Materials. The PurifierMatrix model has 3 Displacement materials and 2 Composite materials that are not being imported. When I tried to import the model, I found the wrong material was being applied to Mesh 3 (the main body of the unit). If you apply the PurifierMatrixBase material to this mesh, it should look much better.
I did, as well. But is sad I cannot give the same original effect.
This extra textures are reflects attached to some children’s (Attached points, bones, Camera, or cylinders) but is difficult to find the right attachment.
After Imported does not say nothing in properties, I will try Blend to see if Blend describe in properties the right attachments.
I even tried in Max 2016. But still the same. Probable is an Import Script matters who knows.
I believe [TM] have some answers, he was working on this scripts before.
But for Shure SC2 is using 3DMax.
I just do not like Blend, is nice but is not the original. Did u opened an exported unit in 3DMax? They have not materials attached, do not even exist.
Blend of curese is using another system functions.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hi TM,
Regarding the Quote from djt312 >>.
I read that in the purifier matrix. But doesn’t works. Are many textures attached to different points and not all in the Mesh 3.I Tried given textures to the 3 Cylinders, and looks a little bit belter, but the rest need the reflection and then,,,, mesh 1 looks terrible.
And to reprogram the Import script will take me a while.
Anyway,, I will look. What I can do. But I do not promise nothing.
I’m full of work and I just get 3 or 4 hours a week for this matters.
Let see.
Thank u & Hasta la vista Baby’s. ( ;
And something else to TM.
Thanks for ur hard work on your tutorials, scripts, models. And help.
People like u make posible we go ahead with our small prjects.
Thank you again and Regards
Loco.
I'm currently working on a program which will take an m3 file and extract most of the relevant data allowing you to manually recreate it in max. The main purpose was to allow me to recreate the particle and ribbon effects that are not supported by TM's import script. It is similar to the Show Model Data dialog from the CutScene Editor but includes significantly more information. Unfortunately the program is not ready to be released, but I can pretty much give you every bit of information you need to correctly recreate the model.
The correct material for each Mesh is as follows:
Mesh 1: 08 - Default
Mesh 2: PurifierMatrixbase
Mesh 3: PurifierMatrix
Mesh 4: Distortion2
Mesh 5: Standard_21
Mesh 6: 15 - Default
Mesh 7: 15 - Defaultasdasf
TM:
Specifically the reason why the wrong material is being applied is because the M3 format uses an index system to reference materials. Since you only load the Standard Materials, I believe it means the index list generated by your script won't match the one in the M3 file since other materials are not added to your list.
Wow,,, Thank u.
I will try and let u know.
And about your new program (script), I hope and wish u succeed.
If u need some kind of help let me know.
The program is not a script, it just gives you all the settings for all the objects in a m3 file (it won't import anything into Max as that is outside my skill set). Anyway I managed to dump most of the settings into an XML file which you can download here Link Removed: http://www.mediafire.com/file/mw1yi9apxj04g1z/PurifierMatrix.xml . Hopefully the file makes sense. It should be fairly self explanatory, as all all of the fields should be labelled as they are in Art Tools. The file contains details of all the materials and particles. Ribbons are not included as I'm still working on that. The majority of the fields should be correct but there are a few labelled with ??? that I'm still trying to figure out. If you do find anything that you think is incorrect, let me know and I can have a look into it.
Ok, I will try and let u, know.
I forgot to tell u.
Finally I worked out to make the DarkMothershipCore.
But with Blender. / : As mentioned by TM, The Importer script do not import all. So some units are impossible to re texturize.
And the problem with Blender is; It do not export all,, Just active things.
Anyway let’s try your program, and I will let u know.
And definitive. Is time to work on this Import, Export, *.m3 old scripts.
Forget about SC2 ArtTools, I will try to make it work with 3D Max 2017 and before.
Sounds good,, but let see if is possible, I will start looking in all the old scripts as a reference and get familiar to the sc2 things in the scripts.
The rest (Cad Side will be not a problem). Time is all what I really need.
I saw the file really interesting, it have all the information.
Today in just a few minutes; I was looking in to the MAX Scripts is just a c++.
I will have to recompile all the information inclusive from the pyton scripts from Blender, and try to make new scripts.
Of course based in all info created by other people. I just will try to update and assemble it, properly to make it works again.
I will update with info in the next days or weeks, let see how goes.
All will be depending of my free time.
Sorry. I can not upload any Image. so,, errasng my old image posts. hope I can upload a Image in a new topic
Nop. It doesnt works.
I erased all my last posts Images. And I can not upload any. / :