just got an e-mail about it. art tools come in 32x and 64x
You’ve been invited to participate in this beta test based on your expressed interest on our NA or EU forums. The test provides early access to the complete StarCraft II art tools, a limited number of example StarCraft II source art files, and work-in-progress documentation/tutorials for the tools. Your participation and feedback in the beta is a critical part of preparations for the eventual full public release of the StarCraft II Art Tools, so…
Requirements to Participate
The following software must be fully installed and updated prior to beginning the Art Tools installation:
· 3ds Max 2011 32bit (x86) or 64bit (x64)
· StarCraft II: Heart of the Swarm Beta
After downloading and unzipping the install package, please run setup.exe
· SC2ArtTools 3ds Max 2011 plugins, maxscripts, and texture tools will be installed into your 3ds Max 2011 \plugins\SC2ArtTools\ directory
· Help Files will be installed in your 3ds Max 2011 \help\SC2ArtTools\ directory
· Tutorial and example files will be installed into the directory you specify
o Example: C:\Program Files (x86)\Blizzard Entertainment\StarCraft II Art Tools (32-bit)
· If a 3ds Max 2011 installation directory is not found, all StarCraft II Art Tools files will be installed into the directory specified for tutorial and example files. To manually finish the installation, please follow the directions in README_SC2ArtTools.rtf
they provide you with a hots beta key also if you dont already have one.
awesome, 8)<3;):D now make me some awesome models. I don't care what they are but make some awesome ones for the mapping community. Oh and make sure to list dependencies if they have any or else it becomes a game of trial and error to figure out if i need a certain mod for them.
are you importing from the m3?
likely blizzard's tools will have higher requirements for a successful export. the current m3 tools do alot in the background that you dont see. (for example they create a dummy tight test if you yourself do not provide one, this becomes a pain to fix later on).
my advice would be read the help provided and see what is mandatory for a successful export.
That or probably he's got the same problem I have right now, trying to import them into WoL rather than HotS.
My guess is that the tools export in some newer M3 format that WoL does not support. I've yet to try this since .... well, I have the weirdest setup ever.
I cannot run max 2011, for some reason, on my newer laptop, which is the one I have sc2 in. This old laptop, that does run max 2011, only has a REALLY old wol version. And even that way I'll have to dl hots, max 2011 on my newer laptop seeing that there was a hotsupdate ...8gb one that I haven't got. And max, well, I have no idea why it won't run on my new lappy but I'll figure it out.
I too advise reading the documentation before trying anything with the exporter. I don't think you need to fill every requirement, though, the exporter probably handles everything required too. I haven't read anything of "things you should have before exporting" on the documentation. the documentation is rather incompleteanyway, you could read it all in under an hour and it's missing a lot off stuff that seems grayed out.
lol, interesting. well i have hots installed at home so i guess i'll test whether the models dont work in WoL, if thats true it's a little disappointing.
I can confirm that information.
My theory was right:
"Those who opted in via posts above this one should check their inboxes for their welcome message, which includes instructions on how to download and install the beta.
Note that the art tools require the 2.0.3 version of StarCraft II, so this phase of testing will be taking place utilizing the HotS Beta game client and editor. Fear not if you don't have HotS Beta access, as your welcome e-mail contains a HotS Beta key. :)
This thread will now be locked and a new Sticky has been created here for all Art Tools Beta feedback:
playing with it now, things will be difficult for now haha
current models need alot of work done to work in the new editor. well not really. but it's tedious.
materials have to be remade, animations have to be reassigned (you dont have to remake them, just reassign them).
my reaver model i've managed to import into hots. the live preview is amazing, BY FAR my favorite feature. hit a button and the cutscene editor pops up with your model in it's current state. dont need to save/export/etc. just hit a button. you can even have it auto update on triggers such as material or geometry changes.
i havn't played around with much else. i'm very keen to play with particles, but i wanna figure out the basic needs of a model first.
it's kind of annoying not having all the geometry objects in the ONE create category. although i guess i'll get used to it.
i wasn't able to import the lurker model i downloaded from ghostnova. i assume it has to do with the multiple instances of geometry and them being linked to scene root instead of a bone. but i didn't spend much time on it, will look at it again later.
i have this issue with alot of my current SC2BW models :P
scaling them up causes me alot of issues however. do you know of a reliable way to do it?
im fucking in love with the live update
FUCKING IN LOVE.
it's so fucking good to be able to change a variable and INSTANTLY see what it did. here im playing around with flipbook particles and messing with some crazy cosine/sine curve stuff they have for setting the particle path/yaw/whatever.
see on my left screen the "live update" window. auto update on property change. amazing.