Can i make a game with a set of textures and only one (the same) model? For me it seems impossible since bitmap is assigned in material editor back in max.
Textures are linked through the .m3, so it doesn't seem possible. There may be a way to do some tricky work arounds with the Galaxy Editor, but the best way is to probably export another .m3.
Hopefully there will be another way to do that, being that there's that size limit on maps or whatever. Two skins to the same model might help save a surprising amount of that space.
Actually, been a while since NiNtoxicated01 has posted, I wonder how he's doing? Maybe he's taking a well-deserved rest, since the exporter seems to be functioning fairly well right now. ^_^
I've been pretty busy actually but thanks for your concern! A fair bit of house keeping in this update. I've added support for custom maps in 3ds Max, so you can practically have any kind of bitmap. This means you can use .OGV's as textures however keep in mind that Max itself does not support the format, so it won't be rendered. However the filepath will be exported within the M3 so you can later import the file into your map for the M3 to reference. Just be aware that not all maps are supported by the Starcraft 2 engine. I haven't tried AVI or anything but I discovered they've pulled the plug on .png support, which is strange.
I've added some extra bitmap options too, for UV tiling and a bitmap brightness multiplier. I patched up some bugs that people have been telling me about and I've provided support for exporting hidden or frozen scene objects if you want.
I've also updated the MDX Importer so that it no longer crashes on certain models and I've improved how the animations look in 3ds Max so that they no longer interpolate incorrectly. I've also coded some incredibly simple conversion into the importer so that it converts attachments to M3 better and corrects some of the sequence names to fit the M3 format more properly.
For the importer, I've managed to finally conquer gimbal lock and the animations will no longer suffer from it in 3ds max. However I had to change the rotation controller to achieve the affect and this may upset people, I'll see how feedback goes on that.
I've hit a bit of a roadblock on the M2 importer, but I hope to get passed it soon. Models partially import correctly, but most animations are garbled. The processing times are also huge! 20 seconds for the murloc. Not sure how I'm going to bring that down with maxscript being so slow.
There, a custom mech model: Link Removed: http://www.mediafire.com/?2lytmmn5jz2myzz Texture isnt finished, and its a bit high quality for SC2,
also I converted it into .dds so some colors may be changed, or its SC2 rendering, coz in Max looks way better.
One texture is missing (black parts).
Smoothing groups are also not sorted.
Size might be a bit large for a custom model, but its coz I am using x1024 textures.
There is bind pose as stand animation, and walk animation. There is also run animation that is not included here (turned off).
Problem I experienced is with setting frames on export.
Its set to 16 here. But if you send model to walk down, you will notice sliding to the side. That wont be noticed when you resize the model, coz animations will be faster and you probbly wont notice it, but its still there...
Always use high rez textures in sc2 imo. Even their doodads use big textures. This is a high-definition engine. Also, dds uses mipmaps, so performance won't be too terrible. :)
Quote:
20 seconds for the murloc. Not sure how I'm going to bring that down with maxscript being so slow.
I'm curious how fast they'll import on my i7. I know when I import a huge WoW model converted into mdx that it can take around 20-40-ish seconds. I'm a patient man, though. Does this mean you are also conquering the Lick King format? :D
Bug report: when placing attachment points, if you set size to lets say 10, and yo pick, lets say Ref_Weapon, and you are trying to add one after another. Second one you try to add it will reset you config(size and things).
milkshape does not have what it takes for modeling in sc2. Blender looks to be a better option.
Doesn't have to be the modeller, merely the tool in the pipeline to get the art from another program to SC2. This is the most common use of MS3D, not as a modeling package but as a tool used to allow programs access to a wide variety of other file formats.
(Possible)Bug report: Having problems with syncing walk animation with ground. When I set side view (walk animation) looking perfectly, when I am watching walk animation from front or back (walking up or down) looks like model is sliding to side.
You mean the model is playing animation but sliding up? I don't think that there are animations for walking up or down. Actor is rotated to angle of ramp/hill. That must be problem . Your actor doesn't rotate.
I don't get this problem. For me it works just fine. Your bitmap is a little noisy. I took look at your textures. There is a contrast issue.
YEAH WE'RE IN BUSINESS (I think, I have zero idea if it works ingame yet).
I have absolutely no idea why the model is so utterly massive. It must be the way the ActorX importer handles animations when importing. Anywyas, the m3 is only 32 megs, no biggie. The question is now if it'll work ingame (and if it's as big as a planet like I suspect it'll be).
/edit Nope, every animation is totally busted. Back to the drawing board...
Ok, I was playing so far, and I got working TurretZ bone.
Torso twisting,
some guy helped me with mouse detection system and it actually works smooth. Where torso is facing mouse pointer and legz are moving independently,
got legz and actor playing walk animation with torso twisting.
We will show that later here.
EDIT: I finally got working model, with rotating torso facing mouse pointer :D.
Also Kerensky did help me with fixing where model is sliding to sides when walking.
Now we want particle emitters :) .
Also I had issues with rotating bones... blizzard is using strange bone alignment...
Can i make a game with a set of textures and only one (the same) model? For me it seems impossible since bitmap is assigned in material editor back in max.
Apply Global Texture Group might be a trigger you want to look at. Also Editor Texture Expressions under Variations under Models.
Myself too, actually, but I haven't gotten around to it. In fact, it's practically essential for what I'm wanting to do.
I assume Blizzard uses a single Marine portrait model with different textures for models like the Tiger Marine and Panda Marine, or perhaps even Kerrigan and Nova.
@PvtChevron: Go
Glad I helped. ^_^ Glad to see it's working well and can't wait to see what it turns into!
Can i make a game with a set of textures and only one (the same) model? For me it seems impossible since bitmap is assigned in material editor back in max.
Textures are linked through the .m3, so it doesn't seem possible. There may be a way to do some tricky work arounds with the Galaxy Editor, but the best way is to probably export another .m3.
Hopefully there will be another way to do that, being that there's that size limit on maps or whatever. Two skins to the same model might help save a surprising amount of that space.
Actually, been a while since NiNtoxicated01 has posted, I wonder how he's doing? Maybe he's taking a well-deserved rest, since the exporter seems to be functioning fairly well right now. ^_^
Yep, it works fine.
I will release model soon that I am working on :) .
New update guys! Update can be found here.
I've been pretty busy actually but thanks for your concern! A fair bit of house keeping in this update. I've added support for custom maps in 3ds Max, so you can practically have any kind of bitmap. This means you can use .OGV's as textures however keep in mind that Max itself does not support the format, so it won't be rendered. However the filepath will be exported within the M3 so you can later import the file into your map for the M3 to reference. Just be aware that not all maps are supported by the Starcraft 2 engine. I haven't tried AVI or anything but I discovered they've pulled the plug on .png support, which is strange.
I've added some extra bitmap options too, for UV tiling and a bitmap brightness multiplier. I patched up some bugs that people have been telling me about and I've provided support for exporting hidden or frozen scene objects if you want.
I've also updated the MDX Importer so that it no longer crashes on certain models and I've improved how the animations look in 3ds Max so that they no longer interpolate incorrectly. I've also coded some incredibly simple conversion into the importer so that it converts attachments to M3 better and corrects some of the sequence names to fit the M3 format more properly.
For the importer, I've managed to finally conquer gimbal lock and the animations will no longer suffer from it in 3ds max. However I had to change the rotation controller to achieve the affect and this may upset people, I'll see how feedback goes on that.
I've hit a bit of a roadblock on the M2 importer, but I hope to get passed it soon. Models partially import correctly, but most animations are garbled. The processing times are also huge! 20 seconds for the murloc. Not sure how I'm going to bring that down with maxscript being so slow.
Anyways, hope you guys enjoy the update!
Funny murlock.
Great, UV tiling :D, yay.
So we can use .png instead of .dds ? xD
MARINE MURLOC. So badass.
Good to see you, NiNtoxicated! And awesome work on the update! I look forward to playing around with this....
There, a custom mech model: Link Removed: http://www.mediafire.com/?2lytmmn5jz2myzz
Texture isnt finished, and its a bit high quality for SC2,
also I converted it into .dds so some colors may be changed, or its SC2 rendering, coz in Max looks way better.
One texture is missing (black parts).
Smoothing groups are also not sorted.
Size might be a bit large for a custom model, but its coz I am using x1024 textures.
There is bind pose as stand animation, and walk animation. There is also run animation that is not included here (turned off).
Problem I experienced is with setting frames on export. Its set to 16 here. But if you send model to walk down, you will notice sliding to the side. That wont be noticed when you resize the model, coz animations will be faster and you probbly wont notice it, but its still there...
Attachments arent added, will add them soon.
@tigerija: Go
Always use high rez textures in sc2 imo. Even their doodads use big textures. This is a high-definition engine. Also, dds uses mipmaps, so performance won't be too terrible. :)
I'm curious how fast they'll import on my i7. I know when I import a huge WoW model converted into mdx that it can take around 20-40-ish seconds. I'm a patient man, though. Does this mean you are also conquering the Lick King format? :D
@NiNtoxicated01: Go
You're the most awesome person ever, you know that, right?
Are there any plans to develop a similar set of plugins as a standalone program or for other 3D applications [e.g. MilkShape 3D]?
milkshape does not have what it takes for modeling in sc2. Blender looks to be a better option.
Bug report: when placing attachment points, if you set size to lets say 10, and yo pick, lets say Ref_Weapon, and you are trying to add one after another. Second one you try to add it will reset you config(size and things).
@BlinkHawk: Go
Doesn't have to be the modeller, merely the tool in the pipeline to get the art from another program to SC2. This is the most common use of MS3D, not as a modeling package but as a tool used to allow programs access to a wide variety of other file formats.
(Possible)Bug report: Having problems with syncing walk animation with ground. When I set side view (walk animation) looking perfectly, when I am watching walk animation from front or back (walking up or down) looks like model is sliding to side.
Anyone noticed that ?
You mean the model is playing animation but sliding up? I don't think that there are animations for walking up or down. Actor is rotated to angle of ramp/hill. That must be problem . Your actor doesn't rotate.
I don't get this problem. For me it works just fine. Your bitmap is a little noisy. I took look at your textures. There is a contrast issue.
YEAH WE'RE IN BUSINESS (I think, I have zero idea if it works ingame yet).
I have absolutely no idea why the model is so utterly massive. It must be the way the ActorX importer handles animations when importing. Anywyas, the m3 is only 32 megs, no biggie. The question is now if it'll work ingame (and if it's as big as a planet like I suspect it'll be).
/edit Nope, every animation is totally busted. Back to the drawing board...
Ok, I was playing so far, and I got working TurretZ bone.
Torso twisting,
some guy helped me with mouse detection system and it actually works smooth. Where torso is facing mouse pointer and legz are moving independently,
got legz and actor playing walk animation with torso twisting.
We will show that later here.
EDIT: I finally got working model, with rotating torso facing mouse pointer :D. Also Kerensky did help me with fixing where model is sliding to sides when walking.
Now we want particle emitters :) .
Also I had issues with rotating bones... blizzard is using strange bone alignment...
Apply Global Texture Group might be a trigger you want to look at. Also Editor Texture Expressions under Variations under Models.
Myself too, actually, but I haven't gotten around to it. In fact, it's practically essential for what I'm wanting to do.
I assume Blizzard uses a single Marine portrait model with different textures for models like the Tiger Marine and Panda Marine, or perhaps even Kerrigan and Nova.