BTW I noticed (probbly a bug for you NiN) when importing models, if I have anything on my scene it will screw up the skin modifier.
If I pick new scene, then import all will be fine.
Also, can anyone give me few hints about animated textures ? I dont have a clue about that.
And I tried using Stalker animations on my model, works quite fine with few additional changes.
This is actually working quite good. Using all stalker animations. Still some shuttering withing animations.
Also, when importing sometimes last and starting frame gets screwed. You can notice in test map when watching unit playing stand animation. It will twist for a second. Will check this further tomorrow.
I represent in this message a French Starcraft 2 Editor Team ( index.php )
that is going on the same sort of project as Starcraft Reborn, but in French, and a different approach : while you enhance mechanics and remake the original feel, we want to drop in more missions (actually we are working on a prequel mission), and a bit of our storyline too but keeping Starcraft 2 mechanics mostly.
But we hit a snag : we are trying to get our own models and actually we have two 3D artists. But we've got an export problem with our script : m3_export_v0.20.ms
When they try exporting it declares this error :
"export failed !"
"unknown property : 'materialType' in Phong1:Standard".
We tried a lot of tests including changing texture type, importing and trying to export back original models, everyone of them fails.
And this is actually stopping production because we need a particular type of building model for our mission as variations of units.
So as you seemed more experienced on the subject and also share a same interest in Starcraft it seemed natural to come and ask help : what script do you use for exporting 3d models? Which software do you use?
Or even have you had the same problem and solved it?
I hope you'll find the time to answer. Thanks a lot for reading all the mail !
It sounds like you have the wrong type of material applied to your object. First of all, make sure that you have sc2_objects.ms inside your 3ds max plugins directory. Then in your material editor, instead of using the Standard material, you will need to use the Starcraft 2 material type. You will probably need to make sure that every object that will be exported has a Starcraft 2 material applied to it otherwise that type of error can occur.
Attachment points are messed up on export. Try attaching a model to a unit that went through the .m3 exporter; it's really buggy. The attachment works decently when the unit is moving, but when it's standing still, it's all fucked up.
I am having some trouble with texturing my models. after i export them, with no erors, and import them into SC2, all i see is blue.
So, after days of trying to export my custom models into SC2, i have come to no avail. and half a day searching through only 13 pages of this thread(it has goten quite large) i just decided to ask. now, i made sure that the texture paths show are correct in the editor and in 3DS. I made sure the texture format worked (i.e. TGA) it showed up in the editor. I'm using the starcraft 2 material and Starcraft 2 bitmap that came with the exporter for my model's material. and some other stuff that i can't think of. but i just can't figure out where i messed up.
I was able to get working model/textures in game back durring the beta. using who knows what exporter version. but can't figure it out now.
uncheck use internal paths before you export and import your textures then save. you may want to try reloading your file after you have all the textures imported.
uncheck use internal paths before you export and import your textures then save. you may want to try reloading your file after you have all the textures imported.
I remember people saying this before. i just though it got taken out in a later patch. i was never able to find it to uncheck it. and also, wouldn't that make the texture run off of my HDD? i thought that was why "use internal pahts" would be there in the first place. anyway, where is it? in the max script? the material?
so, i figured out how to get the textures to work. I read on another forum that i had to import the images first, save, then import the models. and it worked.
but now i've run into another problem. I can't seem to get the alpha channel to work to get the player color working. and i'm prety sure its because the photoshop, tga, bmp, and other formats i've tried aren't exporting from PS with an alpha channel. Does someone here know enough about alpha chanels and Player color to help me?
What i know is that you need a dds file for textures .(There's a plugin for photoshp to allow dds export) . In 3dsmax, in material editor you can choose to check- uncheck "use alpha as color" ( or something like that).
Whati know is that you need a dds file for textures .(There's a plugin for photoshp to allow dds export) . In 3dsmax, in material editor you can choose to check- uncheck "use alpha as color" ( or something like that).
:'(
if it's ture that you have to use the dds format, even though TGA should work, then i'm gonna have to reinstall photoshop. I decided when installing it this time, that i don't need the 32 bit version. i'm only gonna use the 64 bit anyway, why should i install the 32 bit verson. well, this plugin is only for the 32 bit version.
But still, can someone go into more depth oh how to do this process, like what the alpha channel actualy is? and how do i create one?
Hey I got a really annoying problem here, look at the screenshot:
From the (3ds max front view) the models look fine with nice lightning effects etc., usually the left side
of the model is also ok, but the back is always some kind of blue while the right side seems green.
When I rotate a model the shading and lightning effects should make the front sided parts of my buildings
look like the right building's front, but it stays some kind of green, this really sucks and I have no idea
how to fix it. Could have something to do with smoothing groups maybe?
I tested this also with a simple box but it gets the same error. Front and left side work well while right side
and back are grenn/blue :(
Sorry I've been so absent. I just finished up with my exams so I'll have some extra free time to work on the plugins. I'm going to try and fix some of the issues people are reporting too. I'll see how I go. I'm hoping to complete particle support this time around aswell as perhaps ribbon support too.
Fixed the cloaking bug (where units turn red), also allows you to import some models that would previously fail (such as Kerrigan) and a bug where the object that stores animation information would be exported as a bone was also fixed.
Let me know any critical issues that you feel need to be addressed immediately and I'll do my best.
When I import m3's into 3DS Max 2011 from SC2, sometimes it has a random chance of causing certain animations to act weirdly. Such as a model's foot rotating in a circle while its in attack animation, the next time i try to import the same m3 it may cause a different animation to have strange effects. The question is, is this a known bug, or is it just me?
I found a problem in exporting Death Eviscerate animations
Also the human corpse ( the piece of meat and bones ) isn't exported well
BTW I noticed (probbly a bug for you NiN) when importing models, if I have anything on my scene it will screw up the skin modifier.
If I pick new scene, then import all will be fine.
Also, can anyone give me few hints about animated textures ? I dont have a clue about that.
And I tried using Stalker animations on my model, works quite fine with few additional changes.
This is actually working quite good. Using all stalker animations. Still some shuttering withing animations.
Also, when importing sometimes last and starting frame gets screwed. You can notice in test map when watching unit playing stand animation. It will twist for a second. Will check this further tomorrow.
Hi,
I represent in this message a French Starcraft 2 Editor Team ( index.php ) that is going on the same sort of project as Starcraft Reborn, but in French, and a different approach : while you enhance mechanics and remake the original feel, we want to drop in more missions (actually we are working on a prequel mission), and a bit of our storyline too but keeping Starcraft 2 mechanics mostly.
But we hit a snag : we are trying to get our own models and actually we have two 3D artists. But we've got an export problem with our script : m3_export_v0.20.ms When they try exporting it declares this error :
"export failed !" "
unknown property : 'materialType' in Phong1:Standard".We tried a lot of tests including changing texture type, importing and trying to export back original models, everyone of them fails. And this is actually stopping production because we need a particular type of building model for our mission as variations of units.
So as you seemed more experienced on the subject and also share a same interest in Starcraft it seemed natural to come and ask help : what script do you use for exporting 3d models? Which software do you use? Or even have you had the same problem and solved it?
I hope you'll find the time to answer. Thanks a lot for reading all the mail !
@Akranne: Go
It sounds like you have the wrong type of material applied to your object. First of all, make sure that you have sc2_objects.ms inside your 3ds max plugins directory. Then in your material editor, instead of using the Standard material, you will need to use the Starcraft 2 material type. You will probably need to make sure that every object that will be exported has a Starcraft 2 material applied to it otherwise that type of error can occur.
Thanks for this answer. I hope it will help the 3d artist to solve the problem.
If anyone as any idear about this matter, let us know !
@Akranne: Go
It Works IT WORKSSSS ...
thx so much for your help !
Attachment points are messed up on export. Try attaching a model to a unit that went through the .m3 exporter; it's really buggy. The attachment works decently when the unit is moving, but when it's standing still, it's all fucked up.
I am having some trouble with texturing my models. after i export them, with no erors, and import them into SC2, all i see is blue.
So, after days of trying to export my custom models into SC2, i have come to no avail. and half a day searching through only 13 pages of this thread(it has goten quite large) i just decided to ask. now, i made sure that the texture paths show are correct in the editor and in 3DS. I made sure the texture format worked (i.e. TGA) it showed up in the editor. I'm using the starcraft 2 material and Starcraft 2 bitmap that came with the exporter for my model's material. and some other stuff that i can't think of. but i just can't figure out where i messed up.
I was able to get working model/textures in game back durring the beta. using who knows what exporter version. but can't figure it out now.
HELP PLEASE!!!
@canichols2: Go
uncheck use internal paths before you export and import your textures then save. you may want to try reloading your file after you have all the textures imported.
I remember people saying this before. i just though it got taken out in a later patch. i was never able to find it to uncheck it. and also, wouldn't that make the texture run off of my HDD? i thought that was why "use internal pahts" would be there in the first place. anyway, where is it? in the max script? the material?
so, i figured out how to get the textures to work. I read on another forum that i had to import the images first, save, then import the models. and it worked.
but now i've run into another problem. I can't seem to get the alpha channel to work to get the player color working. and i'm prety sure its because the photoshop, tga, bmp, and other formats i've tried aren't exporting from PS with an alpha channel. Does someone here know enough about alpha chanels and Player color to help me?
What i know is that you need a dds file for textures .(There's a plugin for photoshp to allow dds export) . In 3dsmax, in material editor you can choose to check- uncheck "use alpha as color" ( or something like that).
:'(
if it's ture that you have to use the dds format, even though TGA should work, then i'm gonna have to reinstall photoshop. I decided when installing it this time, that i don't need the 32 bit version. i'm only gonna use the 64 bit anyway, why should i install the 32 bit verson. well, this plugin is only for the 32 bit version.
But still, can someone go into more depth oh how to do this process, like what the alpha channel actualy is? and how do i create one?
http://www.katsbits.com/tutorials/textures/understanding-oblivions-parallax-maps.php
Hey I got a really annoying problem here, look at the screenshot:
From the (3ds max front view) the models look fine with nice lightning effects etc., usually the left side of the model is also ok, but the back is always some kind of blue while the right side seems green.
When I rotate a model the shading and lightning effects should make the front sided parts of my buildings look like the right building's front, but it stays some kind of green, this really sucks and I have no idea how to fix it. Could have something to do with smoothing groups maybe?
I tested this also with a simple box but it gets the same error. Front and left side work well while right side and back are grenn/blue :(
Hello all,
Sorry I've been so absent. I just finished up with my exams so I'll have some extra free time to work on the plugins. I'm going to try and fix some of the issues people are reporting too. I'll see how I go. I'm hoping to complete particle support this time around aswell as perhaps ribbon support too.
A small update to the plugins here
Fixed the cloaking bug (where units turn red), also allows you to import some models that would previously fail (such as Kerrigan) and a bug where the object that stores animation information would be exported as a bone was also fixed.
Let me know any critical issues that you feel need to be addressed immediately and I'll do my best.
Cheers,
- NiN
@NiNtoxicated01: Go
When I import m3's into 3DS Max 2011 from SC2, sometimes it has a random chance of causing certain animations to act weirdly. Such as a model's foot rotating in a circle while its in attack animation, the next time i try to import the same m3 it may cause a different animation to have strange effects. The question is, is this a known bug, or is it just me?
http://i132.photobucket.com/albums/q25/MikeyIsMYNameNotYOURS/m3ExporterIssue.png My friend told me to post this here for examination. He imported the Virophage, made no changes, and then exported it. ???
I get this error message always. I screened it:
http://www6.pic-upload.de/17.12.10/q51pbfub554x.gif
any easy solution?
€: oh ye, very easy, just use the lastest versions some posts over me! :)