-- Error occurred during fileIn in <File:C:\Program Files (x86)\Autodesk\3ds Max 9\PlugIns\sc2_objects.ms
>> MAXScript Auto-load Script Error - C:\Program Files (x86)\Autodesk\3ds Max 9\PlugIns\sc2_objects.ms Exception: -- Syntax error: at on, expected <rollout clause>
-- In line: on c <<
import/export seems to work still but sequences is gone
*EDIT2*
i got it working by using 3dsmax 2010 instead of 9
New update: M3 Plugins v1.8
Particle emitter support added
Custom bounding sphere support added
Attachment volume support added
Animated bitmap support added
Lots of fixes and code improvements
Just a note to people, light objects in models are not yet supported. The normal issues, the script isn't perfect at exporting normals which is why alot of your issues may be occuring.
Blue isle studios has graciously supported the development of the scripts and if you get the chance check them out at http://blueislestudios.com/. They will be releasing some ultra cool stuff in the future. Their support is much appreciated :).
I'll drop by later to comment on some other things that are being discussed in the thread. Just wanted to post the update before I had to head out. Cheers all.
Thank you so much NiN.
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
How do I make use of the custom bounding spheres? I am having a problem when exporting my model. The default sphere is too small and is causing problems with the in game unit selection. Can someone tell me how to edit the bounding sphere in 3DS Max before exporting?
man im so happy with just bounding sphere and working attachments.
and to actually be able to make death animations and particles to add to models im so happy
it's sad blizzard dont just imply release their tools. where would we be without nintox T_T <3
Appreciate the help so far, I don't see any SC2 Objects under the helpers tab. I am reasonably sure I've got the latest plugin/script installed correctly.
First off, thanks for the huge amount of effort you have put into this.
As you can tell from some of my previous posts I am currently having a small issue with ingame unit selection. Through some experimentation one can tell that the game engine utlises the bounding object of your model (in my case a sphere) to determine which unit is currently being moused over for selection. The problem, in my specific case, is my object is cube shaped and obviously a sphere causes major inaccuracies when the game determines unit selection. I have experimented with some other in game units, the Cube Shape to be precise, and have found its model's selection behaviour to work quite differently from my custom made cube. This suggests to me that M3 format appears to contain some hint to the game engine as to which bounding shape is to be used for unit selection. Either the switch instructs the game engine to form a bounding box based on the bounding sphere or alternatively this bounding cube is stored inside the M3.
Substituting my own cube model with the in game cube model, and with no other alterations besides this, drastically changes the selection shape and tells me that this information is indeed stored inside the M3.
Do you know if this is the case? Is it currently documented and yet to be implemented? Thanks in advance.
There is a setting within the M3 that controls how a unit is selected. I haven't quite figured out how it works yet but I'll check out the cube model and see if I can figure it out. I actually never thought of looking at the cube model so cheers for the suggestion.
Aye M3's are pretty complex. There's still a huge amount of stuff I've yet to implement. IK is supported by bones in the sc2 engine for instance, so at some stage I'm going to have to provide support for that. Support for lights will be next, but there's still ribbon emitters/physics bodies/shadow boxes/cameras for portraits/global animations/etc to be done.
The egg shape won't work with bounding spheres, the script will just take the longest radius of the egg shape and use that as the basis for the sphere. The bounding sphere in M3's has essentially only two properties: position and radius. The attachment volumes are connected to bones which allow for the odd scaling/shape.
There is more complex ways to handle the unit selection but I'll have to figure out how it works with some investigating :D
I'll look into that error in 3ds Max 9. 3ds Max 9 should work fine with the scripts as far as I can tell, though you might need one of the service packs to add .dds support.
That value in the bones is pretty interesting. I'm not sure what it indicates but it does kind of strike me as a lookup of some sort. I don't think it's an internal lookup as I couldn't relate it to anything in the M3.
I was also first confused about the 'basepose' however the way animation is handled in M3's, it makes sense. Every animation reference has an 'init value' which gives the animatable property an initial value to assume if there's no key frames present. Bones are no exception as they're animatable, however it's interesting that Blizzard put them into a pose that is different from the bindpose as it seems unnecessary.
As for the UVW and normal map issues you guys have, it's way outside my expertise. If you come up with some kind of solution I'm happy to try to implement it or whatever needs to be done.
Cheers for the support guys, this update took alot of work. Particle emitters were no small task :P.
Those are some screenshots of a couple of my attempted exports. I'm still playing around with it trying to figure it out, I'm wondering if you happen to have encountered something similar?
Cheers for the support guys, this update took alot of work. Particle emitters were no small task :P.
I can see how much this took NiN, and for having done it, I'm like, "must... not... admire...!" :D
The particles rollout brings back those Torchlight editing days. TorchED (their editor) has this editor for particle effects. I can't remember what it was exactly though. It had gravity velocity and stuff. Can't remember.
Loving the material animation support too! TurretZ enabled! Overall, seeing this in action is like, "Sweet mother o' mercy!"
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Seems the Terrain(null) is broken in the new exporter, as i can't export any Terrain(null) materials with the 0.22 but with the previous version 0.21b it's possible. Also have anyone figured out how to get the PEmitter to work? I tried importing a model that already uses one and exporting it. But still won't work.
probably something you're already aware of
but protoss buildings do not import correctly
niether do most death animations
also any information that can be provided on particles?
having issues getting them to work at all. looking at blizzard models im not sure what im missing
Yeah, NiN, on what system did you model the particle emitter currently in the script? Are there different kinds of systems for particles out there? Or is this question stupid since it's a PEmitter for sc2? :D
I'm asking so as to find a reference from which to learn what each variable does. There's also things like gravity and stuff that are currently imported as bones. IIRC in TorchED, their particle system has this. Basically, these things pulls or pushes particles towards the direction and at a velocity defined. We can create vortex there for example.
Maybe this info could help.
Anyway, I've tried looking into the script by testing and here's so far what's clear. Others don't seem to factor much. I have no idea how the variable is related to each other and affect each other.
What I know (by far) is:
pivot spread - controls area where particles will spawn from. Bigger number means particles will spawn from points within this area. A value of 2.0 means 2x2 square.
Rotation - Spread 1 - doesn't seem to do anything.
- Spread 2 - speeds up rotation.
- Spin Speed - normal speed of each particle. (Or could be the direction? Negative makes particles rotate CW, and positive CCW.)
Edit: Also, there's a Material type called Displace, which is used for water or like the one used by Forcefield impact. What it does is somehow distort the image behind it. It's used in ripple effects, heat distortion effects.
@NiNtoxicated01: Go
I keep getting flying vertices through the middle of the model.
<3 you
but
when opening 3dsmax im getting
-- Error occurred during fileIn in <File:C:\Program Files (x86)\Autodesk\3ds Max 9\PlugIns\sc2_objects.ms
>> MAXScript Auto-load Script Error - C:\Program Files (x86)\Autodesk\3ds Max 9\PlugIns\sc2_objects.ms Exception: -- Syntax error: at on, expected <rollout clause>
-- In line: on c <<
import/export seems to work still but sequences is gone
*EDIT2*
i got it working by using 3dsmax 2010 instead of 9
Thank you so much NiN.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
How do I make use of the custom bounding spheres? I am having a problem when exporting my model. The default sphere is too small and is causing problems with the in game unit selection. Can someone tell me how to edit the bounding sphere in 3DS Max before exporting?
@Kalekin
create > helpers > sc2 objects > bounding sphere
man im so happy with just bounding sphere and working attachments.
and to actually be able to make death animations and particles to add to models im so happy
it's sad blizzard dont just imply release their tools. where would we be without nintox T_T <3
@maverck: Go
Appreciate the help so far, I don't see any SC2 Objects under the helpers tab. I am reasonably sure I've got the latest plugin/script installed correctly.
@maverck: Go
My hero. Thanks <3
@NiNtoxicated01: Go
First off, thanks for the huge amount of effort you have put into this.
As you can tell from some of my previous posts I am currently having a small issue with ingame unit selection. Through some experimentation one can tell that the game engine utlises the bounding object of your model (in my case a sphere) to determine which unit is currently being moused over for selection. The problem, in my specific case, is my object is cube shaped and obviously a sphere causes major inaccuracies when the game determines unit selection. I have experimented with some other in game units, the Cube Shape to be precise, and have found its model's selection behaviour to work quite differently from my custom made cube. This suggests to me that M3 format appears to contain some hint to the game engine as to which bounding shape is to be used for unit selection. Either the switch instructs the game engine to form a bounding box based on the bounding sphere or alternatively this bounding cube is stored inside the M3.
Substituting my own cube model with the in game cube model, and with no other alterations besides this, drastically changes the selection shape and tells me that this information is indeed stored inside the M3.
Do you know if this is the case? Is it currently documented and yet to be implemented? Thanks in advance.
Wow, is M3 really this complicated?
Edit:
Since we can shape attachment volumes by scaling into, say, like an egg shape, maybe bounding spheres can also be set this way.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@Kalekin: Go
There is a setting within the M3 that controls how a unit is selected. I haven't quite figured out how it works yet but I'll check out the cube model and see if I can figure it out. I actually never thought of looking at the cube model so cheers for the suggestion.
@GnaReffotsirk: Go
Aye M3's are pretty complex. There's still a huge amount of stuff I've yet to implement. IK is supported by bones in the sc2 engine for instance, so at some stage I'm going to have to provide support for that. Support for lights will be next, but there's still ribbon emitters/physics bodies/shadow boxes/cameras for portraits/global animations/etc to be done.
The egg shape won't work with bounding spheres, the script will just take the longest radius of the egg shape and use that as the basis for the sphere. The bounding sphere in M3's has essentially only two properties: position and radius. The attachment volumes are connected to bones which allow for the odd scaling/shape.
There is more complex ways to handle the unit selection but I'll have to figure out how it works with some investigating :D
@maverck: Go
I'll look into that error in 3ds Max 9. 3ds Max 9 should work fine with the scripts as far as I can tell, though you might need one of the service packs to add .dds support.
@Phygit: Go
That value in the bones is pretty interesting. I'm not sure what it indicates but it does kind of strike me as a lookup of some sort. I don't think it's an internal lookup as I couldn't relate it to anything in the M3.
I was also first confused about the 'basepose' however the way animation is handled in M3's, it makes sense. Every animation reference has an 'init value' which gives the animatable property an initial value to assume if there's no key frames present. Bones are no exception as they're animatable, however it's interesting that Blizzard put them into a pose that is different from the bindpose as it seems unnecessary.
As for the UVW and normal map issues you guys have, it's way outside my expertise. If you come up with some kind of solution I'm happy to try to implement it or whatever needs to be done.
Cheers for the support guys, this update took alot of work. Particle emitters were no small task :P.
http://img851.imageshack.us/i/previewer001.jpg/ http://img35.imageshack.us/i/import001.jpg/ http://img837.imageshack.us/i/import002p.jpg/
Those are some screenshots of a couple of my attempted exports. I'm still playing around with it trying to figure it out, I'm wondering if you happen to have encountered something similar?
I can see how much this took NiN, and for having done it, I'm like, "must... not... admire...!" :D
The particles rollout brings back those Torchlight editing days. TorchED (their editor) has this editor for particle effects. I can't remember what it was exactly though. It had gravity velocity and stuff. Can't remember.
Loving the material animation support too! TurretZ enabled! Overall, seeing this in action is like, "Sweet mother o' mercy!"
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@NiNtoxicated01: Go
Keep up the good work bro. Much respect.
Seems the Terrain(null) is broken in the new exporter, as i can't export any Terrain(null) materials with the 0.22 but with the previous version 0.21b it's possible. Also have anyone figured out how to get the PEmitter to work? I tried importing a model that already uses one and exporting it. But still won't work.
Yeah, NiN, on what system did you model the particle emitter currently in the script? Are there different kinds of systems for particles out there? Or is this question stupid since it's a PEmitter for sc2? :D
I'm asking so as to find a reference from which to learn what each variable does. There's also things like gravity and stuff that are currently imported as bones. IIRC in TorchED, their particle system has this. Basically, these things pulls or pushes particles towards the direction and at a velocity defined. We can create vortex there for example.
Maybe this info could help.
Anyway, I've tried looking into the script by testing and here's so far what's clear. Others don't seem to factor much. I have no idea how the variable is related to each other and affect each other.
What I know (by far) is:
pivot spread - controls area where particles will spawn from. Bigger number means particles will spawn from points within this area. A value of 2.0 means 2x2 square.
Rotation - Spread 1 - doesn't seem to do anything. - Spread 2 - speeds up rotation. - Spin Speed - normal speed of each particle. (Or could be the direction? Negative makes particles rotate CW, and positive CCW.)
Edit: Also, there's a Material type called Displace, which is used for water or like the one used by Forcefield impact. What it does is somehow distort the image behind it. It's used in ripple effects, heat distortion effects.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.