Sorry if this has been asked, but does anyone know why some models exported will sometimes have their shadows sort of 'blink'. This is with both the unit's shadow cast on the ground and the shadows on the model itself, and on portraits. What I mean is that sometimes all the shadows will momentarily vanish, as if there was light shining on the entire model from all angles, then come back again?
Annoying indeed. And Art Tools, unfortunately, doesn't fix it.
It seems like shadows disappear between animations. So, possible workaround could be is to remove some animation keys at start or/and at end of each animation. And recreate them.
Another idea is to animate the "cost shadows" checkbox, and make it always be checked.
And finally, try, if it's possible, to do import part via Blender tools and export part with Art Tools.
I've got an issue with an sm model I edited. The muzzle flash and bullet casings are bugged. It looks like maybe a texture issue. Anyone have an idea why?
Thanks for the response! I tried playing around with the mapping a bit and no luck. I'm thinking it might be possible I am missing a texture or changed one or maybe the mapping options so I'll look into it more over the weekend.
The only workaround at the moment is to download Blender (it's free) and use the M3 Plugins for Blender to import HotS models and re-export them as the Blender tools exports them as WoL style M3, and then import THAT into max.
Of course you could also just use Blender but if you're like me and more familiar with Max's interface this is a good way to still use Max for HotS stuff :)
Thanks. I installed the downloaded M3 import.py with the "install from files" of addon of Blender. But the interface of software doesn't respond, and there's no such file in the list of plug-in.
Then I ran the scenario with text editor and got the error report
How could I deal with the scenario with m3import.py?THANK YOU VERY MUCH!
I am really trying to learn to be self-sufficient with the export of custom models from 3ds Max (2011, 64bit) for use in game (units and whatnot). I've attached a model (with the textures) and I am posting in search of help; can someone teach me how to export this as an m3? What things do I need to change, and how do I properly change them? I'd like it if someone could open up the model, export it as an m3 and perhaps tell me how they did it. I am a noob with 3ds max; animating isn't very hard, but exporting, importing, creating models... I just don't understand. I have rudimentary understanding of how bones, layers, and meshes work, but when it's telling me to add a "skin modifier" to all the bones, and that the bones don't have SC2 Materials applied, Even Though They Do, I'm just like way in over my head I realize. Can someone figure out not just what to do, but explain to me why the model won't export?
I have a new very serious bug. Out of nowhere now every model I import modify and export gets bugged animations. It does almost half of the stand animation and then the no animation t pose randomly. I didn't change anything but every model I make does it now. I tried reinstalling the scripts and even messing around in the animations modifier and I got no nothing. Anyone have any ideas as to what I should do?
I found a minor issue in the m3_export_v0.35 that block the execution of the script on 3dsmax2014.
The bug is on a duplicate variable "unknown7" on the "M3E_PAR" struct.
I delete the duplicate and now it works well on 3dsmax 2014.
I report the link to the modified file that i made.
I'm having an issue with the .m3 exporter when using WC3 models, I used to use a version of the .m3 exporter that worked fine but I cannot seem to find it any more.
The current ones in the 2.2 pack complain about the Parent Bone in during the export.
SC2 Art Tools Exporter works when they aren't imported as a .m3 but fails to export them properly, I would very much like a solution if anyone has one.
Import failed
Runtime error: substring start ouf of range: 0
I'm fairly certain I did every step of the tutorial to the letter, and I have the 2011 version of 3ds max and v0.35 of the import script. Is there something I am missing?
Sorry if this has been asked, but does anyone know why some models exported will sometimes have their shadows sort of 'blink'. This is with both the unit's shadow cast on the ground and the shadows on the model itself, and on portraits. What I mean is that sometimes all the shadows will momentarily vanish, as if there was light shining on the entire model from all angles, then come back again?
Thanks
- Kani
@Kanitala: Go
I've had the same issue. It's VERY annoying.
Annoying indeed. And Art Tools, unfortunately, doesn't fix it.
It seems like shadows disappear between animations. So, possible workaround could be is to remove some animation keys at start or/and at end of each animation. And recreate them.
Another idea is to animate the "cost shadows" checkbox, and make it always be checked.
And finally, try, if it's possible, to do import part via Blender tools and export part with Art Tools.
I've got an issue with an sm model I edited. The muzzle flash and bullet casings are bugged. It looks like maybe a texture issue. Anyone have an idea why?
@GhostNova91: Go
Try different UV mapping source? maybe? :/
Thanks for the response! I tried playing around with the mapping a bit and no luck. I'm thinking it might be possible I am missing a texture or changed one or maybe the mapping options so I'll look into it more over the weekend.
Hi , I got an error report when I try to import the units(.M3) of HotS in 3Dmax It says "Unknown property: Ofsdata is located in undefined"
How could I solve this problem?? thanks!!
@freeall1234: Go
HoTS units are saved in somehow different format than the importer supports. For now it's not fully supported.
The only workaround at the moment is to download Blender (it's free) and use the M3 Plugins for Blender to import HotS models and re-export them as the Blender tools exports them as WoL style M3, and then import THAT into max.
Of course you could also just use Blender but if you're like me and more familiar with Max's interface this is a good way to still use Max for HotS stuff :)
@Kanitala: Go
thx,where i can down the M3 plugin for the Blender? THANKS ^_^
@Leruster: Go
Thank you:)
@freeall1234: Go
http://www.sc2mapster.com/assets/m3addon/ Here ya go
@Kanitala: Go
Thanks. I installed the downloaded M3 import.py with the "install from files" of addon of Blender. But the interface of software doesn't respond, and there's no such file in the list of plug-in.
Then I ran the scenario with text editor and got the error report
How could I deal with the scenario with m3import.py?THANK YOU VERY MUCH!
hi there i already dealt with the import problem. thx~
BUT could you tell me how could I import the model and the animation of various projectiles in the game(like the sentry missile of widow mine)
THANKS!
Hello,
I am really trying to learn to be self-sufficient with the export of custom models from 3ds Max (2011, 64bit) for use in game (units and whatnot). I've attached a model (with the textures) and I am posting in search of help; can someone teach me how to export this as an m3? What things do I need to change, and how do I properly change them? I'd like it if someone could open up the model, export it as an m3 and perhaps tell me how they did it. I am a noob with 3ds max; animating isn't very hard, but exporting, importing, creating models... I just don't understand. I have rudimentary understanding of how bones, layers, and meshes work, but when it's telling me to add a "skin modifier" to all the bones, and that the bones don't have SC2 Materials applied, Even Though They Do, I'm just like way in over my head I realize. Can someone figure out not just what to do, but explain to me why the model won't export?
Thanks
I have a new very serious bug. Out of nowhere now every model I import modify and export gets bugged animations. It does almost half of the stand animation and then the no animation t pose randomly. I didn't change anything but every model I make does it now. I tried reinstalling the scripts and even messing around in the animations modifier and I got no nothing. Anyone have any ideas as to what I should do?
@GhostNova91: Go
Are you using M3scripts/Art Tools combination or just M3Scripts?
@Leruster: Go
Just the scripts. I'll pm you one of the files so you can see exactly what's going on.
I found a minor issue in the m3_export_v0.35 that block the execution of the script on 3dsmax2014. The bug is on a duplicate variable "unknown7" on the "M3E_PAR" struct. I delete the duplicate and now it works well on 3dsmax 2014. I report the link to the modified file that i made.
I also attach the file to this post (the link above may be missing).
If you like use it or do the change yourself.
I'm having an issue with the .m3 exporter when using WC3 models, I used to use a version of the .m3 exporter that worked fine but I cannot seem to find it any more.
The current ones in the 2.2 pack complain about the Parent Bone in during the export.
SC2 Art Tools Exporter works when they aren't imported as a .m3 but fails to export them properly, I would very much like a solution if anyone has one.
Sorry for necroing this thread, but this seems like the correct place to ask about bugs.
I've followed the steps of this tutorial http://www.sc2mapster.com/forums/resources/tutorials/31795-tutorial-wow-models-into-sc2-with-team-colors/ until step 3, where I get this error message when attempting to import the m3 model to 3ds Max 2011:
Import failed Runtime error: substring start ouf of range: 0
I'm fairly certain I did every step of the tutorial to the letter, and I have the 2011 version of 3ds max and v0.35 of the import script. Is there something I am missing?
Edit: this is the file I am trying to import, for reference: https://www.dropbox.com/s/fc5q4ol3mzqjn16/Rum.zip
I get the same bug with all kinds of m3 files, exported with wowmodelviewer v0.7.0.5