Um, hello.
I'm having problems attaching a texture. Namely, I have completely no idea on how to do it :P
So what I did is I made a box, converted it to a Mesh, opened the Material Editor, changed the first slot material's type from "Standard" to "Starcraft 2", clicked the "Diffuse Map" button, chose "Starcraft 2 Bitmap" as type and chose a dds texture as the bitmap. I then applied the material to the box and hit export.
At that point, the texture was visible on the box in 3dsmax.
But then I imported the model via the Import manager and it shows a gray box.
I tried also importing the texture, with no results.
So my thoughts atm are:
1. I might be placing the texture in the wrong folder
2. I might need to apply other bitmaps (specular, alpha, etc) to the material
3. I am a complete noob
Either way it's going to take a lot of time to figure things out so I thought I'd ask here.
Actually, a working example (a 3ds file+a dds file+a sc2map file) should be enough =P
Let's say I have a model here with a bunch of animations at around 100-200 frames a piece, all in one model (horray no figuring out how to merge for this dude!). I have no idea how to get it rigged for sc2 at all. Where do I start? How do I tell the game where an animation starts or ends? Do I need a collision sphere and, if so, can I make it not a sphere? (Custom collision mesh)
Oh, and another thing - the model is using two textures which are part of a Multi/sub Object, since it's all one mesh but makes use of both textures.
The 'Use internal path' checkbox controls whether the texture referenced in the M3 is internal to the map/mpq or whether it will use your hard disk drive path for the texture bitmaps. If you want to distribute your maps, using internal paths is a must so you can Import new textures or use Blizzards existing textures and when other people play your map they will be able to see them.
The reason this option even exists is strictly for testing purposes only. With this option off (use HDD path), you can import a model in the previewer and it will be textured properly. If you were using internal paths, it requires that you import every texture into your map, save the map then reload the map. A tedious process if all you want to do is preview how a model looks with its textures.
As of the latest version, you no longer need to merge meshes into one object. This applies to materials aswell, you can apply as many materials to as many different meshes in your scene as you'd like. You can even use the same material for multiple meshes, there's no longer a need to use Multi/sub-object materials and I'd advise against them as it's alot of extra overhead for the exporter to process. I find this is a vast improvement over the old method of jamming everything together but the old method is still supported for backward compatibility (which I hope people appreciate, that was a drain to code!)
For animations, all sequence information is managed by the Sequences UI. You'll find it in the utilities drop down menu as 'M3 - Sequences'. Through this UI you can add/delete animations and manage various settings such as whether it loops, the ranges of the animation, its rarity and its name. Starcraft II models use a naming convention for animations and it must be followed if you want your models to animate correctly. I won't provide examples here, but check out the names of other model animations to get a grasp on the convention. It's fairly logical and common sense, but can cause confusion if you have a misnamed animation.
Well that's the way the model imported (as one mesh) so I'll have to use a multi object material. I have an i7 so I can wait for the exporter to process it :)
Sounds pretty easy otherwise. I'll probably try it really soon. If it works out I'll have something pretty cool to show for the effort.
I got a problems with importing model and texture to editor. The model becomes a sphere covered with white texture. Once i managed to load it properly but texture was all white even if it was loaded properly. Any solutions?
The sphere issue happens when the editor is not finding the model, or hooking up the textures improperly. You need to make sure your textures are in the right folder, and that when you export you have "Use Internal Path" unchecked on the M3 Exporter script.
Finally, there is a bug with the Galaxy Editor and it is advised to import your textures and save your map BEFORE importing your model. If not, your model may come up as a sphere.
oh. thanks for the explanations. I guess I couldn't see my textures back then because I didn't reload the map.
Anyway, I actually came back here right now because upon patching the game with patch 16 I could no longer see the textures on my model. they were replaced by some odd picture of a few keyboard keys (this one over here http://img85.imageshack.us/img85/7421/namelesst.jpg )
But now I read your post, turned internal paths on, imported the model again and it works again. So it seems like external paths don't work like they used to?
Anyway, thanks again, this time for the awesome tool)
Just lave path as it is, and then when you import texture put it into Assets/Textures inside importer.
EDIT: Question. Can I link more attachment points to a single bone ?
In my case I would like to link more weapon attachments to my torso bone, on a battle mech model.
Seems to be working, or at least beginning to work. Looks like all parts of the model are showing at once. To fix that, you might be able to include keyframes which scale parts which aren't supposed to be seen down to minuscule sizes. (Does the current exporter support scaling in keyframes? I suppose I'm not sure.)
Very much obliged, NiNtoxicated01. I've been banging my head against the wall with that issue for a few days, and it works perfectly now!
Now I can get back to modelling instead of troubleshooting XD
Y, I know where you can set up the attachments, I was just unsure if they are working.
Tnx anyway :) .
Um, hello.
I'm having problems attaching a texture. Namely, I have completely no idea on how to do it :P
So what I did is I made a box, converted it to a Mesh, opened the Material Editor, changed the first slot material's type from "Standard" to "Starcraft 2", clicked the "Diffuse Map" button, chose "Starcraft 2 Bitmap" as type and chose a dds texture as the bitmap. I then applied the material to the box and hit export.
At that point, the texture was visible on the box in 3dsmax.
But then I imported the model via the Import manager and it shows a gray box.
I tried also importing the texture, with no results.
So my thoughts atm are:
1. I might be placing the texture in the wrong folder
2. I might need to apply other bitmaps (specular, alpha, etc) to the material
3. I am a complete noob
Either way it's going to take a lot of time to figure things out so I thought I'd ask here.
Actually, a working example (a 3ds file+a dds file+a sc2map file) should be enough =P
Thanks
Path or texture ?
You have to import is in SC2 game with specific path.
Try Assets/Texture/ in sc2 import manager.
hmmlol
i unchecked "Use internal path" and it started working.
wtf -_-
Alright Broskis, I need a little bit of guidance.
Let's say I have a model here with a bunch of animations at around 100-200 frames a piece, all in one model (horray no figuring out how to merge for this dude!). I have no idea how to get it rigged for sc2 at all. Where do I start? How do I tell the game where an animation starts or ends? Do I need a collision sphere and, if so, can I make it not a sphere? (Custom collision mesh)
Oh, and another thing - the model is using two textures which are part of a Multi/sub Object, since it's all one mesh but makes use of both textures.
@Serrehsieth: Go
The 'Use internal path' checkbox controls whether the texture referenced in the M3 is internal to the map/mpq or whether it will use your hard disk drive path for the texture bitmaps. If you want to distribute your maps, using internal paths is a must so you can Import new textures or use Blizzards existing textures and when other people play your map they will be able to see them.
The reason this option even exists is strictly for testing purposes only. With this option off (use HDD path), you can import a model in the previewer and it will be textured properly. If you were using internal paths, it requires that you import every texture into your map, save the map then reload the map. A tedious process if all you want to do is preview how a model looks with its textures.
@IskatuMesk: Go
As of the latest version, you no longer need to merge meshes into one object. This applies to materials aswell, you can apply as many materials to as many different meshes in your scene as you'd like. You can even use the same material for multiple meshes, there's no longer a need to use Multi/sub-object materials and I'd advise against them as it's alot of extra overhead for the exporter to process. I find this is a vast improvement over the old method of jamming everything together but the old method is still supported for backward compatibility (which I hope people appreciate, that was a drain to code!)
For animations, all sequence information is managed by the Sequences UI. You'll find it in the utilities drop down menu as 'M3 - Sequences'. Through this UI you can add/delete animations and manage various settings such as whether it loops, the ranges of the animation, its rarity and its name. Starcraft II models use a naming convention for animations and it must be followed if you want your models to animate correctly. I won't provide examples here, but check out the names of other model animations to get a grasp on the convention. It's fairly logical and common sense, but can cause confusion if you have a misnamed animation.
@NiNtoxicated01: Go
Well that's the way the model imported (as one mesh) so I'll have to use a multi object material. I have an i7 so I can wait for the exporter to process it :)
Sounds pretty easy otherwise. I'll probably try it really soon. If it works out I'll have something pretty cool to show for the effort.
Should we use multimesh models or its better to use 1 mesh ?
I mean it hits performance if we use 1 model with 10 meshes or 1 model with 1 mesh eh ?
EDIT: Is there any modeling thread ?
I got a problems with importing model and texture to editor. The model becomes a sphere covered with white texture. Once i managed to load it properly but texture was all white even if it was loaded properly. Any solutions?
The sphere issue happens when the editor is not finding the model, or hooking up the textures improperly. You need to make sure your textures are in the right folder, and that when you export you have "Use Internal Path" unchecked on the M3 Exporter script.
Finally, there is a bug with the Galaxy Editor and it is advised to import your textures and save your map BEFORE importing your model. If not, your model may come up as a sphere.
@NiNtoxicated01: Go
oh. thanks for the explanations. I guess I couldn't see my textures back then because I didn't reload the map.
Anyway, I actually came back here right now because upon patching the game with patch 16 I could no longer see the textures on my model. they were replaced by some odd picture of a few keyboard keys (this one over here http://img85.imageshack.us/img85/7421/namelesst.jpg )
But now I read your post, turned internal paths on, imported the model again and it works again. So it seems like external paths don't work like they used to?
Anyway, thanks again, this time for the awesome tool)
Which folder is right for textures?
Just lave path as it is, and then when you import texture put it into Assets/Textures inside importer.
EDIT: Question. Can I link more attachment points to a single bone ?
In my case I would like to link more weapon attachments to my torso bone, on a battle mech model.
I encounter the same problem as i had before. Could somebody post a map with custom models in it(units if possible)?
I would like to, but I cant use editor anymore, since I have patch 16, and I didnt pre order game, and I wont. Will buy it if editor will satisfy me.
EDIT: Export model.
Go in import menager in SC2 editor. Import model.
Select texture and write "Assets/Textures/" inside Import path. Import.
If you still cant do it I will send you example map or video.
I found a solution. I had to restart entire editor. I used internal path and it work.
There is a picture:
Seems to be working, or at least beginning to work. Looks like all parts of the model are showing at once. To fix that, you might be able to include keyframes which scale parts which aren't supposed to be seen down to minuscule sizes. (Does the current exporter support scaling in keyframes? I suppose I'm not sure.)
Thanks for scaling idea.