You have to also set the cutout threshold to at least 1 from memory. Cutout thresholds control how much opacity you get from the alpha map. For WoW models, I used a cutout threshold of about 180-200 to mimic their opacity maps.
@NiNtoxicated01: Go
I did not know about the Cutout, i see the setting for it now tho.
On the models I imported, the cutout was already set to the correct value of 200.
But well worth taking note of, ty, good to know for use on my own models.
!_! omg, it works one more time!! i got only a little problem ><!! the spider's butt is transparent xDDDD I think that must be because of the Cutout, i put 200, now i go to sleep, tomorrow i will try to resolve the problem xDDD Thank you all for the help :**
The butt needs to use a different material that doesn't have an alpha map assigned to it. The importer should create materials for you, and only certain materials need alpha maps added to them with the 200 cutout threshold. Since Starcraft 2 models don't use opacity maps exactly, it's the only way to mimic the way that opacity maps work in World of Warcraft models. Also I notice for the Lich King you've left the particle meshes on frostmourne. If you delete them you won't have the black textured meshes problem.
So for the spider, the hairs should be a submesh with an assigned material that has a diffuse and an alpha map with 200 cutout threshold whereas the body should have a material applied with just the diffuse map. These materials should be setup for you automatically by the importer.
Yeah!, now they look better xDDD but there is other problem xDDD when they face X direction all the things of their backs disapear xDD
Realy, i feel that im abusive with you guys xDD Thanks for the help :**
Skizot and Triceron are right, you'll need to uncheck 'Use material path' and use an internal path in the form of 'Assets/Textures/' and then import the maps to the correct paths through the importer within the editor.
Where do I find this "Use Material Path" checkbox? Right now I can't see any textures when I import into Galaxy (even though I import the textures first into the Assets/Textures/ path). The model and textures and all that appears perfectly in MAX. I even checked the material properties and they are set properly to SC2 specs.
In galaxy, the model shows up, so do the animations, but it is all whitish blue (i.e. no textures apply).
I think the problem is that its not reading the textures properly, but then again, I don't see the "Use material path" checkbox that I can uncheck and force it to use the Assets/Textures/ path that I set up before I export out of Max.
Or does your latest version have Use material path unchecked by default somewhere? If so, then maybe something else is the issue.
Nb. I am using .TGA for my model's textures. When I import them into galaxy it gives me warning along the lines of " (Core: invalid or unexpected object format)". Take note, its a warning, not an outright error.
Could this perhaps be the issue? Do i need to have the textures in some specific format for them to texture the model properly in galaxy?
They need to be 32-bit tgas if you use them, otherwise it throws that error if they come directly out of WMV (I think it saves them as 24-bit). You'll need photoshop for that. In which case it's better just to use dds.
hey uhh, i got a super noob question. Just so you know, i'm not a 3D modeler, i just wanted to see what i can do with 3ds max and stuff.
My question is, how do i export models? Like i know that u have to use the export maxscript and save it somewhere, but when i do that and import the model into galaxy editor, none of the animations work, like they're just all standing animations.
All i did was take out one of the SM models and make some stupid animations with it, but since i dont know anything about 3d modeling, i don't know if there's something u need to do before u export the model or something.
hey uhh, i got a super noob question. Just so you know, i'm not a 3D modeler, i just wanted to see what i can do with 3ds max and stuff. My question is, how do i export models? Like i know that u have to use the export maxscript and save it somewhere, but when i do that and import the model into galaxy editor, none of the animations work, like they're just all standing animations. All i did was take out one of the SM models and make some stupid animations with it, but since i dont know anything about 3d modeling, i don't know if there's something u need to do before u export the model or something.
You need to use the M3 sequencer script, and assign the frames of the animations to a animation name.
I'm not sure what that means so i'll just explain what i did.
I opened up the m3 sequence script, clicked add, named it like "attack" or something, then i used auto key to make some attacking-ish animations, then i unclicked auto key, then i used the exporter script. Is there something missing in that process?
ok, now i have anoher problem, when i export, the rifle goes completely out of place, like it starts floating in the air instead of being held in the hand. I attached it to the wrist which might be the problem but i dont really know, i started 3ds max a week ago :/
Any ideas on how to fix it?
I'm having two problems with this that should be very easy to solve.
1. I'm not a very experienced 3d modeler and I haven't been using 3dsmax as the main program that I model in. When I try to export a model as an m3 it says "runtime error: no meshes found" I have tried converting my model to a mesh and it didn't do a thing to change what happened.
2. Even simpler than the one above(assuming the one above is simple and not some insane error induced by phycotic penguins with a technology mess up ray on the moon): I can't find the starcraft 2 model files.
Let's say I've altered the textures for an existing unit in the game but don't want to replace that unit for my changes to take effect. I have to bring him into 3ds max to change the texture directories, right?
Additionally, this unit's feet slide along the ground like all lazy animators allow to happen. Do I ALSO have to fix this in 3ds max? Because I'm not seeing a walking animation speed setting like wc3...
You can try just changing the name of the texture with a hex editor, I can walk you through on MSN, this is so you don't loose all possible extra information the model could have in the whole import to 3ds max and export back to m3 process.
There was an animation speed somewhere in the editor if I recall correctly other than that yeah, you'll have to edit it in 3ds max and fix.
@Gadaffy2: Go
You have to also set the cutout threshold to at least 1 from memory. Cutout thresholds control how much opacity you get from the alpha map. For WoW models, I used a cutout threshold of about 180-200 to mimic their opacity maps.
@NiNtoxicated01: Go I did not know about the Cutout, i see the setting for it now tho. On the models I imported, the cutout was already set to the correct value of 200. But well worth taking note of, ty, good to know for use on my own models.
!_! omg, it works one more time!! i got only a little problem ><!! the spider's butt is transparent xDDDD I think that must be because of the Cutout, i put 200, now i go to sleep, tomorrow i will try to resolve the problem xDDD Thank you all for the help :**
@hipnos14: Go
The butt needs to use a different material that doesn't have an alpha map assigned to it. The importer should create materials for you, and only certain materials need alpha maps added to them with the 200 cutout threshold. Since Starcraft 2 models don't use opacity maps exactly, it's the only way to mimic the way that opacity maps work in World of Warcraft models. Also I notice for the Lich King you've left the particle meshes on frostmourne. If you delete them you won't have the black textured meshes problem.
So for the spider, the hairs should be a submesh with an assigned material that has a diffuse and an alpha map with 200 cutout threshold whereas the body should have a material applied with just the diffuse map. These materials should be setup for you automatically by the importer.
Hopefully that helps, good luck.
Yeah!, now they look better xDDD but there is other problem xDDD when they face X direction all the things of their backs disapear xDD Realy, i feel that im abusive with you guys xDD Thanks for the help :**
Where do I find this "Use Material Path" checkbox? Right now I can't see any textures when I import into Galaxy (even though I import the textures first into the Assets/Textures/ path). The model and textures and all that appears perfectly in MAX. I even checked the material properties and they are set properly to SC2 specs.
In galaxy, the model shows up, so do the animations, but it is all whitish blue (i.e. no textures apply).
I think the problem is that its not reading the textures properly, but then again, I don't see the "Use material path" checkbox that I can uncheck and force it to use the Assets/Textures/ path that I set up before I export out of Max.
Or does your latest version have Use material path unchecked by default somewhere? If so, then maybe something else is the issue.
Nb. I am using .TGA for my model's textures. When I import them into galaxy it gives me warning along the lines of " (Core: invalid or unexpected object format)". Take note, its a warning, not an outright error.
Could this perhaps be the issue? Do i need to have the textures in some specific format for them to texture the model properly in galaxy?
Use .dds picture format...
I'm assuming I would need photoshop to do the conversion? is there an easier way to convert from TGA to DDS?
The reason I have it as TGA is since that is the format WMV spits out when it does a combined texture dump on export.
What would I need to do the TGA to DDS conversion?
Thanks for the help.
edit:
Nvm, I used a random googled TGA to DDS converter and now it works fine.
Thanks again. :)
They need to be 32-bit tgas if you use them, otherwise it throws that error if they come directly out of WMV (I think it saves them as 24-bit). You'll need photoshop for that. In which case it's better just to use dds.
hey uhh, i got a super noob question. Just so you know, i'm not a 3D modeler, i just wanted to see what i can do with 3ds max and stuff. My question is, how do i export models? Like i know that u have to use the export maxscript and save it somewhere, but when i do that and import the model into galaxy editor, none of the animations work, like they're just all standing animations. All i did was take out one of the SM models and make some stupid animations with it, but since i dont know anything about 3d modeling, i don't know if there's something u need to do before u export the model or something.
You need to use the M3 sequencer script, and assign the frames of the animations to a animation name.
@Gadaffy2: Go
I'm not sure what that means so i'll just explain what i did. I opened up the m3 sequence script, clicked add, named it like "attack" or something, then i used auto key to make some attacking-ish animations, then i unclicked auto key, then i used the exporter script. Is there something missing in that process?
@bologna3421: Go
Yes, after you added the animation, you need to spesify in the M3 sequencer, wich frames that animation should use, like from 200-400.
So the animation stand for example, would use 1-199 , attack would use 200-400 etc.
@Gadaffy2: Go
ok, now i have anoher problem, when i export, the rifle goes completely out of place, like it starts floating in the air instead of being held in the hand. I attached it to the wrist which might be the problem but i dont really know, i started 3ds max a week ago :/ Any ideas on how to fix it?
I'm having two problems with this that should be very easy to solve.
1. I'm not a very experienced 3d modeler and I haven't been using 3dsmax as the main program that I model in. When I try to export a model as an m3 it says "runtime error: no meshes found" I have tried converting my model to a mesh and it didn't do a thing to change what happened.
2. Even simpler than the one above(assuming the one above is simple and not some insane error induced by phycotic penguins with a technology mess up ray on the moon): I can't find the starcraft 2 model files.
Please help!
@Roguedragonx
Your mesh needs to be an Editable Mesh for it to be recognized by the exporter. Also, make sure you don't have any of your mesh hidden.
Starcraft 2 model files are located in Mods/Liberty.SC2Mod/base.SC2Assets. You will need to extract them by using a MPQ editor.
Two quick questions,
Let's say I've altered the textures for an existing unit in the game but don't want to replace that unit for my changes to take effect. I have to bring him into 3ds max to change the texture directories, right?
Additionally, this unit's feet slide along the ground like all lazy animators allow to happen. Do I ALSO have to fix this in 3ds max? Because I'm not seeing a walking animation speed setting like wc3...
You can try just changing the name of the texture with a hex editor, I can walk you through on MSN, this is so you don't loose all possible extra information the model could have in the whole import to 3ds max and export back to m3 process.
There was an animation speed somewhere in the editor if I recall correctly other than that yeah, you'll have to edit it in 3ds max and fix.
We need particles. Almost every model is using them.
Desperately! Aircraft look funny without their engine exhaust