Hi all. I've taken a look around your forums and have noticed that there are a few people in the past who have taken a crack at designing paper models from SC2. I'm another one of those unfortunate souls, and I have found a TON of useful information and tutorials on this site, but I am still having issues.
In summery, the tools I'm using are:
MPQ Editor-64 bit (extracting of models) <LIMITED SUCCESS>
M3 Viewer (Conversion of models to OBJ) <VERY SUCCESSFUL>
DTXBMP (Experimented with using to color team colors on textures) <NO SUCCESS>
Paint Shop Pro V8 (Experimented with using to color team colors on textures) <LIMITED SUCCESS>
3D Exploration (Used for converting most formats to COB) <SUCCESS LIMITED BY PROPER TEXTURE MAPPING>
Metasequoia (Used for making models "modular" and easier to build when printed) <ALWAYS SUCCESSFUL>
Pepakura Designer (Used for creating the final unfold for printing) <ALWAYS SUCCESSFUL>
I am also using windows 7- 64 bit, and I have an older XP system available to me if I need to use it.
The problems I'm having vary in stage. The biggest problem is that when I extract most of the M3 models (examples include the Probe, Carrier, and Void Ray) the model come out in the M3 viewer as a bunch of jagged polys that vaguely resemble the model I'm trying to work with. the one exception I've found to this is the Raven, which comes out perfectly in the M3 viewer.
I've tried to work with the raven a bit, and have used Paint Shop Pro to get some team colors assigned to the textures by adding a second raster layer and subduing a straight color underneath the main texture. When saved, it appears perfectly, but when opened in the M3 viewer again it appears as the main hull of the raven is overwhelmed by the solid purple under layer, but the wings appear perfect with team colors.
Before I continue much further with debugging the issues I've been having with creating the final product, I would like to find out if there are any other tools that may be used to help me successfully extract these models better. Any help would be appreciated.
Hi all. I've taken a look around your forums and have noticed that there are a few people in the past who have taken a crack at designing paper models from SC2. I'm another one of those unfortunate souls, and I have found a TON of useful information and tutorials on this site, but I am still having issues.
In summery, the tools I'm using are:
MPQ Editor-64 bit (extracting of models) <LIMITED SUCCESS>
M3 Viewer (Conversion of models to OBJ) <VERY SUCCESSFUL>
DTXBMP (Experimented with using to color team colors on textures) <NO SUCCESS>
Paint Shop Pro V8 (Experimented with using to color team colors on textures) <LIMITED SUCCESS>
3D Exploration (Used for converting most formats to COB) <SUCCESS LIMITED BY PROPER TEXTURE MAPPING>
Metasequoia (Used for making models "modular" and easier to build when printed) <ALWAYS SUCCESSFUL>
Pepakura Designer (Used for creating the final unfold for printing) <ALWAYS SUCCESSFUL>
I am also using windows 7- 64 bit, and I have an older XP system available to me if I need to use it.
The problems I'm having vary in stage. The biggest problem is that when I extract most of the M3 models (examples include the Probe, Carrier, and Void Ray) the model come out in the M3 viewer as a bunch of jagged polys that vaguely resemble the model I'm trying to work with. the one exception I've found to this is the Raven, which comes out perfectly in the M3 viewer.
I've tried to work with the raven a bit, and have used Paint Shop Pro to get some team colors assigned to the textures by adding a second raster layer and subduing a straight color underneath the main texture. When saved, it appears perfectly, but when opened in the M3 viewer again it appears as the main hull of the raven is overwhelmed by the solid purple under layer, but the wings appear perfect with team colors.
Before I continue much further with debugging the issues I've been having with creating the final product, I would like to find out if there are any other tools that may be used to help me successfully extract these models better. Any help would be appreciated.
@Alurane: Go You can use the blender or 3dsmax plugins to import M3 to one of these programs, then save as obj.
I have the student edition of 3Ds max. Where can I get a compatable plugin?
@Alurane: Go I think you can download it from maspter's assets section.