Yeah, I see the point of doing another thread but then again it's just an extension of a tool written by NiNtoxicated, it's nothing totally different.
A better solution would be to add me to the http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ section so I can do updates.
I think it's worth it; Blizzard's tools are not released yet and there's Displace material on the way. I'm going to update it at least once in the near future.
It's a perfectly fine and respectable project for someone who is intending on using SCII as a base for development. Which I am not intending on doing. For a while I was working on it anyway, but like I said, I'm developing a game network that would be in competition with Battle.net, so there isn't a lot of purpose in it for me.
Hello, I was having an issue with one of the engineering bay's animations looping so i took it into 3ds to enable looping, But now all its textures are gone. How do i get them all back?
I can't help you with the 3ds max addon, but you could give my m3 addon for Blender a try or try to convert it manually to xml and back to m3 with my python scripts. Latter is more difficulty but will very likly work.
m3_import_v0.32.ms correction in the attached file. I tested the AvernusSkybox.m3 unfortunately Camera not good.
Hey :) I've checked what you attached and there is nothing changed to that version. Maybe you've uploaded wrong file? I'd be glad to look into it.
I imported the AvernusSkybox.m3 and from what I see everything with the camera is just fine. Note, that there is composite material used there which is not a type of material that importer/exporter supports and it's the planet that's rotating, not the camera moving around.
Hello, I was having an issue with one of the engineering bay's animations looping so i took it into 3ds to enable looping, But now all its textures are gone. How do i get them all back?
Which animation? There are a lot of them which are not looped by default. Describe your problem a bit more precise please :)
Hey :) I've checked what you attached and there is nothing changed to that version. Maybe you've uploaded wrong file? I'd be glad to look into it. I imported the AvernusSkybox.m3 and from what I see everything with the camera is just fine. Note, that there is composite material used there which is not a type of material that importer/exporter supports and it's the planet that's rotating, not the camera moving around.
P.S. Your post is #666, just saying ;)
Please look at the attached file.
And - USER INTERFACE FUNCTIONS - text part the script is needed for his end to insert
Camera:
My problem the camera, original Arvenus Skybox always background in the editor.
Exported Arvenus Skybox always foreground in the editor.
I cannot change the direction of the camera always into an identical direction sees in the editor.
Please look at the attached file. And - USER INTERFACE FUNCTIONS - text part the script is needed for his end to insert
Camera: My problem the camera, original Arvenus Skybox always background in the editor. Exported Arvenus Skybox always foreground in the editor. I cannot change the direction of the camera always into an identical direction sees in the editor.
S* * * thanks for pointing that out. I don't know how that part got errased :/ I'll upload the corrected version.
And I'll look into your problem today.
The Engineering bay's Flying stand animation is not looped by default so it would play once and then stop. I was told the only way to fix it was to take it into 3Ds max and change the it so it loops. Now when i re-import the model it's just a black shadow.
The Engineering bay's Flying stand animation is not looped by default so it would play once and then stop. I was told the only way to fix it was to take it into 3Ds max and change the it so it loops. Now when i re-import the model it's just a black shadow.
Ok so if you want to do that you just have to import the model to the 3dsmax with all the maps. The importer prompts you propably that it cannot find any textures (and lists them). Just copy those textures from Assets/Textures to you 3Dsmax MAPS folder and import the model after that.
I, for my use, just unpacked all the textures to one folder and pointed that folder to be the default 3dsmax MAPS folder. But that's just my personal preference :)
Change the animation property and you are ready to go :)
If I were you I'd at least try to go with Println's script. That may be hard at the beginning but once you get the hang of it it may be worth it :)
From what he told me it just decomposes the .m3 files into .xml and composes back the .xml file into .m3. What you'd have to do is just edit one value and pack it back to .m3 :) That's kind of safer approach to what you want since you just need to edit one value. The 3dsmax importer/exporter looses a lot of data in the process :/
Thanks so much! where can i find Println's script? I searched but im not sure which one it is. Also how do i unpack the game textures? (sorry i am a bit of a noob when it comes to this stuff)
Thanks so much! where can i find Println's script? I searched but im not sure which one it is. Also how do i unpack the game textures? (sorry i am a bit of a noob when it comes to this stuff)
Just download this http://www.zezula.net/en/mpq/download.html and unpack the entire textures folder if you go with the 3dsmax route. Try this first if you are familiar just a bit with max (I assume you are since you're able to import and export the model ;) ).
Remember, just point out the proper folder ( to set it in max just go to Customise -> Customise User Paths -> External Files tab -> and the first one should be the MAPS, if not then search for it and modify it) and try to avoid the warning of missing maps. When exporting leave the default path of maps in the exporter to Assets/Textures and it'll be just fine :)
It's still not using the textures, iI did the whole customize user paths thing. It says it can't find them, i looked in the textures folder and i don't see them either, the tool must not be extracting them.
just wanted to mention, i've attached a screenshot with a couple of "unknown" particle variables that i've identified.
Speed 1 - Vertical Velocity/Gravity. a negative value makes particles fall. while a positive value will make them curve upwards and climb
Speed 2 - seems to be deceleration? basically how fast your particles lose speed
i'm still having a ton of trouble doing particles but knowing about these two is going to let me accomplish what i want so im happy atleast.
but right now i can't get particles to work very well by just planting a particle emitter and setting some basic values. i can only do basic. static particles this way. no matter what i change i can't get them to move through initial speed var :(
i've resorted to just ripping a working particle emitter from another model and just copy pasting it and editing it to suit my needs.
Speed 1 - Vertical Velocity/Gravity. a negative value makes particles fall. while a positive value will make them curve upwards and climb
Speed 2 - seems to be deceleration? basically how fast your particles lose speed
Fantastic! :) I'll include this right away.
The first might be treated as force so Vertical Force for the name; the second speed is some sort of Drag from what you've described so we'll stay with that name.
Thanks man! :) Appreciated!
You said you're ripping already working particles but that isn't what we want don't we? :)
Just a thought: it doesn't seem that it's emission values. It's more of a behavior/force. "Speed unknown" might be some velocity because of the 4th value or a force with it's value and point in which it's working.
not really. i've simply been changing values in hopes of finding this. i knew there had to be some sort of gravity/vertical force value in there somewhere...
is what i've come up with so far. im pretty noob at this stuff but no-one else is gonna do it ! haha.
Fantastic man!
Yeah, gravity is quite important factor :D Let me know if you find anything else, I'll incorporate it :)
I asked about the particle knowledge because if you develop particle system in max you could easily export it to Galaxy. Now you have to change around the values and more or less guess what the effect is going to be.
I was thinking about some sort of Particle Flow to m3 translator. You know, to set the particle system in PFlow and export it's values so that it may look pretty much the same in the editor.
i've been watching this thread for a long time :P
any work would be very much appreciated.
@Varine: Go
Yeah, I see the point of doing another thread but then again it's just an extension of a tool written by NiNtoxicated, it's nothing totally different. A better solution would be to add me to the http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ section so I can do updates.
I think it's worth it; Blizzard's tools are not released yet and there's Displace material on the way. I'm going to update it at least once in the near future.
@maverck: Go
Can you say precise what kind of work would be very much appreciated? ;)
It's a perfectly fine and respectable project for someone who is intending on using SCII as a base for development. Which I am not intending on doing. For a while I was working on it anyway, but like I said, I'm developing a game network that would be in competition with Battle.net, so there isn't a lot of purpose in it for me.
m3_import_v0.32.ms correction in the attached file. I tested the AvernusSkybox.m3 unfortunately Camera not good.
Hello, I was having an issue with one of the engineering bay's animations looping so i took it into 3ds to enable looping, But now all its textures are gone. How do i get them all back?
For anyone who wants to work on m3 exporter/importer script:
I wrote some tools for converting m3 files to xml and xml back to m3 files. You can find them in my m3 addon for Blender:
@Aleksander23: Go
I can't help you with the 3ds max addon, but you could give my m3 addon for Blender a try or try to convert it manually to xml and back to m3 with my python scripts. Latter is more difficulty but will very likly work.
Hey :) I've checked what you attached and there is nothing changed to that version. Maybe you've uploaded wrong file? I'd be glad to look into it. I imported the AvernusSkybox.m3 and from what I see everything with the camera is just fine. Note, that there is composite material used there which is not a type of material that importer/exporter supports and it's the planet that's rotating, not the camera moving around.
P.S. Your post is #666, just saying ;)
Which animation? There are a lot of them which are not looped by default. Describe your problem a bit more precise please :)
Please look at the attached file. And - USER INTERFACE FUNCTIONS - text part the script is needed for his end to insert
Camera: My problem the camera, original Arvenus Skybox always background in the editor. Exported Arvenus Skybox always foreground in the editor. I cannot change the direction of the camera always into an identical direction sees in the editor.
S* * * thanks for pointing that out. I don't know how that part got errased :/ I'll upload the corrected version. And I'll look into your problem today.
@Leruster:
The Engineering bay's Flying stand animation is not looped by default so it would play once and then stop. I was told the only way to fix it was to take it into 3Ds max and change the it so it loops. Now when i re-import the model it's just a black shadow.
Ok so if you want to do that you just have to import the model to the 3dsmax with all the maps. The importer prompts you propably that it cannot find any textures (and lists them). Just copy those textures from Assets/Textures to you 3Dsmax MAPS folder and import the model after that.
I, for my use, just unpacked all the textures to one folder and pointed that folder to be the default 3dsmax MAPS folder. But that's just my personal preference :)
Change the animation property and you are ready to go :)
If I were you I'd at least try to go with Println's script. That may be hard at the beginning but once you get the hang of it it may be worth it :) From what he told me it just decomposes the .m3 files into .xml and composes back the .xml file into .m3. What you'd have to do is just edit one value and pack it back to .m3 :) That's kind of safer approach to what you want since you just need to edit one value. The 3dsmax importer/exporter looses a lot of data in the process :/
@Leruster:
Thanks so much! where can i find Println's script? I searched but im not sure which one it is. Also how do i unpack the game textures? (sorry i am a bit of a noob when it comes to this stuff)
Just download this http://www.zezula.net/en/mpq/download.html and unpack the entire textures folder if you go with the 3dsmax route. Try this first if you are familiar just a bit with max (I assume you are since you're able to import and export the model ;) ).
Remember, just point out the proper folder ( to set it in max just go to Customise -> Customise User Paths -> External Files tab -> and the first one should be the MAPS, if not then search for it and modify it) and try to avoid the warning of missing maps. When exporting leave the default path of maps in the exporter to Assets/Textures and it'll be just fine :)
The thing i downloaded, how do i work it 'cause i'm super confused.
Unpack (you also need the listfiles included in the package) and open StarCraft II\Mods\Core.SC2Mod\base.SC2Assets and here you are :)
Hey! c'mon, move your brain there a bit :) It's really easy once you do it, believe me!
@Leruster:
It's still not using the textures, iI did the whole customize user paths thing. It says it can't find them, i looked in the textures folder and i don't see them either, the tool must not be extracting them.
just wanted to mention, i've attached a screenshot with a couple of "unknown" particle variables that i've identified.
Speed 1 - Vertical Velocity/Gravity. a negative value makes particles fall. while a positive value will make them curve upwards and climb
Speed 2 - seems to be deceleration? basically how fast your particles lose speed
i'm still having a ton of trouble doing particles but knowing about these two is going to let me accomplish what i want so im happy atleast.
but right now i can't get particles to work very well by just planting a particle emitter and setting some basic values. i can only do basic. static particles this way. no matter what i change i can't get them to move through initial speed var :(
i've resorted to just ripping a working particle emitter from another model and just copy pasting it and editing it to suit my needs.
Fantastic! :) I'll include this right away. The first might be treated as force so Vertical Force for the name; the second speed is some sort of Drag from what you've described so we'll stay with that name.
Thanks man! :) Appreciated!
You said you're ripping already working particles but that isn't what we want don't we? :)
Just a thought: it doesn't seem that it's emission values. It's more of a behavior/force. "Speed unknown" might be some velocity because of the 4th value or a force with it's value and point in which it's working.
Do you have any 3dsmax particle knowledge?
not really. i've simply been changing values in hopes of finding this. i knew there had to be some sort of gravity/vertical force value in there somewhere...
is what i've come up with so far. im pretty noob at this stuff but no-one else is gonna do it ! haha.
thanks for your help with the exporter btw.
Fantastic man! Yeah, gravity is quite important factor :D Let me know if you find anything else, I'll incorporate it :)
I asked about the particle knowledge because if you develop particle system in max you could easily export it to Galaxy. Now you have to change around the values and more or less guess what the effect is going to be.
I was thinking about some sort of Particle Flow to m3 translator. You know, to set the particle system in PFlow and export it's values so that it may look pretty much the same in the editor.
What do you think?