Saddly enough I cannot bring an answer to the table to fix this issue. I have tried tried in the past if I was able to somehow restore the bones to a zero-point and recreate the movement flow again. That is however a most impractical and exhaustingly time consuming endeavor. Way I circumvented the problem is via use of another armature. Possibly it could be solved via the import/export scripts but I'm not a programmer so I dare not touch that bucket.
I don't know, but it should be possible to make a Deprecated version of it, but only while keeping the shape. However it should be possible to make a retextured, glossy version by using the M3addon master, which is pretty much the import plugin for blender.
You just use the convert to XML and then back to M3 after you are finished. While in the XML file state you can use some XML software, I'm currently using some "Firstobject" thing.
Then you can change the material values on the broken Stone zealot in blender and save the file or use some other "golden age" model. Then make XML version of both the unbroken Stone Zealot and the Broken One/Other model and open them. Then just copy the material properties of the broken one to the unbroken one and save.
This way you can make a "better retexture" as you can change the material data and light&particle&ribbon color instead of just the texture. And it will not break the armature. However it also does not work on certain models and of course you can't modify the mesh itself.
You just drag the file onto that "m3toxml.py" or "xmltom3.py", however now I remember that you need to have Python installed as well for that, but that should probably be no problem, right ?
Hmm I'm still a bit puzzled by this. I drag a file onto the M3ToXml.py, it shows a black screen briefly similar as to how the hotfix thing works, but then nothing. I am missing something, just not sure what?
When you drag the file, for example "model.m3" to it, it should do the screen and make model.m3.xml in the same folder as the original model was. However it also doesn't work on some models :/ In that case it does the screen, but no model is created (It even probably writes an error, but it closes instantly ...). I'll try if the Stone Zealot works for me.
EDIT: Both StoneZealot.m3 and StoneZealotSwarm.m3 work for me.
This happens with the mentioned models when they are imported into Blender.
Does anyone know why this happens? and more importantly. Does anyone know how to fix it?
Saddly enough I cannot bring an answer to the table to fix this issue. I have tried tried in the past if I was able to somehow restore the bones to a zero-point and recreate the movement flow again. That is however a most impractical and exhaustingly time consuming endeavor. Way I circumvented the problem is via use of another armature. Possibly it could be solved via the import/export scripts but I'm not a programmer so I dare not touch that bucket.
Custom Campaign Initiative
It's a big pity . how many good ideas for a dark templar, = (
I'm encountering the above error (or similar) also with the Stone Zealot.
Is that one fixable or not?
Custom Campaign Initiative
In reply to WingedArchon:
I don't know, but it should be possible to make a Deprecated version of it, but only while keeping the shape. However it should be possible to make a retextured, glossy version by using the M3addon master, which is pretty much the import plugin for blender.
You just use the convert to XML and then back to M3 after you are finished. While in the XML file state you can use some XML software, I'm currently using some "Firstobject" thing.
Then you can change the material values on the broken Stone zealot in blender and save the file or use some other "golden age" model. Then make XML version of both the unbroken Stone Zealot and the Broken One/Other model and open them. Then just copy the material properties of the broken one to the unbroken one and save.
This way you can make a "better retexture" as you can change the material data and light&particle&ribbon color instead of just the texture. And it will not break the armature. However it also does not work on certain models and of course you can't modify the mesh itself.
In reply to DaveSpectre122:
Alright, here I come with a dumb question.
How does that conversion stuff work?
Custom Campaign Initiative
In reply to WingedArchon:
You just drag the file onto that "m3toxml.py" or "xmltom3.py", however now I remember that you need to have Python installed as well for that, but that should probably be no problem, right ?
In reply to DaveSpectre122:
Python I have. That is also needed for that hotfix programm I think.
Thanks mate, gonna try that when I'm back home. It just might do the trick. XD
Custom Campaign Initiative
In reply to WingedArchon:
Good :) Hopefully it will work, however it might be a little more time consuming.
Hmm I'm still a bit puzzled by this. I drag a file onto the M3ToXml.py, it shows a black screen briefly similar as to how the hotfix thing works, but then nothing. I am missing something, just not sure what?
Custom Campaign Initiative
In reply to WingedArchon:
When you drag the file, for example "model.m3" to it, it should do the screen and make model.m3.xml in the same folder as the original model was. However it also doesn't work on some models :/ In that case it does the screen, but no model is created (It even probably writes an error, but it closes instantly ...). I'll try if the Stone Zealot works for me.
EDIT: Both StoneZealot.m3 and StoneZealotSwarm.m3 work for me.
In reply to DaveSpectre122:
Aah, seems like it then did work. Hadn't seen it created the file in the map where the models was dragged from.
Ok I now have it too
Custom Campaign Initiative
In reply to WingedArchon:
Nice :)