For animations, it says to make names for you animation, on the keyframes. how do I do that? there doesn't seem to be a name keyframe button or anything. I'm just confused on the whole export animation thing. and guides or help would be awesome.
So I was looking and noticed, that most of the models on sc2 had separate files for the death animations. Do I need to do this also to do proper death animations? Sorry for all the questions, I just want to get this right.
Well I was thinking about it. Scripts are more max's version independent. So it's rather nice to have them around.
Now, maybe it's good to do a full rewrite since we know sooo much about the m3 format than NINtoxicated ever knew when he was working on it. Of course, he did the best job in the universe with that kind of limited knowledge and I drop to my knees before him giving him tons of respect.
Importer would be nice, I mean, I think that Blizzard doesn't even have one. Why would they? They have all the assets and source .max files right?
The importer could work on Blizz's art tools.
I'd have to write to Blizzard for permission though. The end user license forbids that kind of practice :/
To all who have installed the M3 maxscripts and Blizzard tools, please remove the M3 scripts.
They cause an error when launching max with Blizz's tools. The error is specifically caused by Sc2ribbons.
Besides that, it's also good to do that because scripted objects and Art Tools' have duplicating classes.
when i go to scene check it says i have no starcraft 2 texture applied to my model even though i keep going into materials and applying it to my model. because of that my model is entirely black, please help!
I may have found a part of the problem, all of my sc2 attachments have disapeared, however they are still on the model somehow... the scene check registers them as being on the scene yet even when i unhide all my layers, they aren't visible. how can i get rid of them manually, so I can re-add them?
Your help would be greatly appreciated, thanks in advance!
Edit: I deleted the bounding sphere, and the hit tests, and now its pointing to line 1166 in sc2_objects code, which says: attachName = AttachIDlist[val]
its a problem with exporter, I know for sure. I made a new model and tried to put a starcraft 2 material on that to see if it was my model, but the same thing happened where it said that there was no material applied when i know there is one.
@beng128: Go
check here
@Zolden: Go
Thanks so much for that! This forum is really great.
For animations, it says to make names for you animation, on the keyframes. how do I do that? there doesn't seem to be a name keyframe button or anything. I'm just confused on the whole export animation thing. and guides or help would be awesome.
@beng128: Go
Not on a keyframes but in M3 - Sequence dialog available where you can find M3 - Import/Export.
@Leruster: Go
oh ok, thanks.
So I was looking and noticed, that most of the models on sc2 had separate files for the death animations. Do I need to do this also to do proper death animations? Sorry for all the questions, I just want to get this right.
@beng128: Go
yes, seperate death .m3 files :)
@Leruster: Go
So are your going to continue your Exporter?
I think you should, since from what I have heard there is no importer in startools :(.
@Taintedwisp: Go
i believe if we ask blizzard nicely they will give us an importer as it is fairly important
@Taintedwisp: Go
Well I was thinking about it. Scripts are more max's version independent. So it's rather nice to have them around. Now, maybe it's good to do a full rewrite since we know sooo much about the m3 format than NINtoxicated ever knew when he was working on it. Of course, he did the best job in the universe with that kind of limited knowledge and I drop to my knees before him giving him tons of respect.
Importer would be nice, I mean, I think that Blizzard doesn't even have one. Why would they? They have all the assets and source .max files right? The importer could work on Blizz's art tools.
I'd have to write to Blizzard for permission though. The end user license forbids that kind of practice :/
@Leruster: Go
sounds like a good idea maybe blizzard could help you improve your importer
@Leruster: Go
Yeah that would be great :P
To all who have installed the M3 maxscripts and Blizzard tools, please remove the M3 scripts. They cause an error when launching max with Blizz's tools. The error is specifically caused by Sc2ribbons.
Besides that, it's also good to do that because scripted objects and Art Tools' have duplicating classes.
when i go to scene check it says i have no starcraft 2 texture applied to my model even though i keep going into materials and applying it to my model. because of that my model is entirely black, please help!
I get this same error message like 4 times when i load the model:
Unable to convert: Undefined to type: Stringand it points to line 271 inside the sc2_objects plugin code.
also, the bug is definatly not my 3ds max or plugins, because i reinstalled both and i still have that error.
I may have found a part of the problem, all of my sc2 attachments have disapeared, however they are still on the model somehow... the scene check registers them as being on the scene yet even when i unhide all my layers, they aren't visible. how can i get rid of them manually, so I can re-add them?
Your help would be greatly appreciated, thanks in advance!
Edit: I deleted the bounding sphere, and the hit tests, and now its pointing to line 1166 in sc2_objects code, which says: attachName = AttachIDlist[val]
please guys i could really use some help.
someone? anyone? please I really need help.
edit: this is the only place where i can find someone to help with this problem plz help me.
@beng128: Go
If you are not attached by the Max files, we cannot help
its a problem with exporter, I know for sure. I made a new model and tried to put a starcraft 2 material on that to see if it was my model, but the same thing happened where it said that there was no material applied when i know there is one.