@JackRCDF
It could be possible, that this exporter works with Gmax. Gmax was a free tool and nearly the same like 3Ds. It was possible to use the MDX exporter with Gmax in Warcraft3 times.
Btw. can someone help me with my problem :(?
Quote from Skizot:
@Cyb3rD3lux3: Go
what was your problem?
But if I send the map to a friend, the friend will not see the textures ingame and in the Galaxy Editor. He can only see the imported texturefiles in the ImportManager with the right preview but the rest will not work. In contradiction to that all stuff works with my editor and within the ingame test.
I know how to move files and make paths, that's not the problem.
I don't know whether you guys have tried that.
i PERSONALLY uncheck the "use material" box and use Assets/Textures/ for my textures. it SOUND like you exported with the matierla defined on and it's reading the image from you harddriver rather than your map.
so it LOOKS like it works for you, but they don't see it.
Update is going up. http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ when it's approved. I'm bundling the import and export scripts together with the object definition script so I can keep the object definitions in sync with the scripts. I've cleaned up the exporter alot and fixed alot of bugs that were causing people to crash. There were some compatibility issues with older versions of max which should now be fixed. I tried to get all the bugs cleaned up but as always some will probably slip through. The feedback is really valuable so keep it coming.
The importer now uses the custom objects (materials, maps, etc) too so it should be easier to import a model, modify it and then export it back out. I'm pretty much done with the material/maps side of things, so if there's anything you think should be added let me know. Otherwise I'm going to leave it and move on to bones and animation.
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. The 'Use material path' checkbox forces the exporter to use the hard drive paths used in max for your maps. That means it'll pick up your map on the hard drive and show the model with the texture in the editor and in game, but if you try to distribute the model other people won't have a map in that location so they'll get a null texture.
@Skizot:
(OMG!)Thanks a lot! We've forgot to uncheck.. I wonder why there is a feature for harddrive path o_0
Edit:
Thanks to NiNtoxicated01, too.
Cool, gonna test it.
I'm afraid to ask, but well.., let's imagine:
I've got a model in a shape of a box.
Now I've made for that model a .DDS texture with an alpha channel, so I don't want to let see in SC2 the black area of the alpha channel.
In wc3 it was enough to make a texture with an alpha channel and it was enough to import it to Wc3 and it worked.
But it seems it's not that easy with SC2. What do I have to do, that my model will accept in the sc2 editor the texture with the alpha channel?
Because at the moment I can see my hidden alpha channel stuff...
Quote from Samoner:
I had the same promble that I used harddrive path, but when I don't use the path my model don't have a texture in the editor? Whats my mistake???
You go to the Import Manager(F9)
Then you select your textures, right-click, Move Files --> then you type Assets\Textures\
That is your native path for your textures, because you have set the path in the m3 exporter(you can change it of course)
You go to the Import Manager(F9)
Then you select your textures, right-click, Move Files > then you type Assets\Textures\
That is your native path for your textures, because you have set the path in the m3 exporter (you can change it of course)
Hmm okay but I used ingame textures for my model, so I thought that I dont have to import the textures because they are already ingame.
Quote from Samoner:
Quote from Cyb3rD3lux3: Go
You go to the Import Manager(F9) Then you select your textures, right-click, Move Files > then you type Assets\Textures\ That is your native path for your textures, because you have set the path in the m3 exporter (you can change it of course)
Hmm okay but I used ingame textures for my model, so I thought that I dont have to import the textures because they are already ingame.
Then you have to export your model with the location of your ingame textures. Attention: You can use only one path, so be careful
But I think it's not that easy.. I think there is no automatic reference like in Wc3?!(I can be wrong..)
>When are you going to support animations, out of curiosity?
Would like to know, too.
Would be also nice to know whether there is an alpha channel support(reference to my old post).
Curious about animation support as well, when the non-blizz mdx exporter was released for wc3, it used a skin modifier to give vertices weight. Where as blizz used the method of breaking the model up into parts and then linking those to bones directly skipping the whole bother with the skin modifier.
Personally I preferred the latter choice for low poly models. Any idea on what you are planning on doing?
Do you mean using the alpha channel for opacity? There's an alpha mask map you can use, as seen in the Dark Templar's cape to define the edges. At the moment, the script doesn't activate it properly, but I've narrowed it down and it'll be implented in the next update so sit tight.
Referencing ingame textures should be fine. Keep your internal path as assets/textures/ and use the same filename for your maps as is used in the game archives. There should be no problem doing that at all.
As for animation support, I'm not sure when that'll be. M3's use a skinning system I'm not used to, the same one MD5's pretty much use. I'll be looking into it and seeing what I can do with it. Bones will be the next feature to be implemented, followed by animations, so stay tuned and I'll try and keep you guys updated on the progress.
I'm not sure about the warcraft3 tools Blizzard used, I could never get them working on my versions of 3ds max. I would like to see how they work so I could get some ideas. At the moment, the simplest way to code it is to go through the skin modifier so I'm going to do it through that. For the creation of animations, you'll be using the current animation UI but it'll be expanded so you can edit animation properties and add/delete animations. So you'll be defining the start frame and end frame of a particular animation, and any keyframes the bones run through during those periods defines that animation.
As for animation support, I'm not sure when that'll be. M3's use a skinning system I'm not used to, the same one MD5's pretty much use. I'll be looking into it and seeing what I can do with it. Bones will be the next feature to be implemented, followed by animations, so stay tuned and I'll try and keep you guys updated on the progress.
Do you mean using the alpha channel for opacity? There's an alpha mask map you can use, as seen in the Dark Templar's cape to define the edges. At the moment, the script doesn't activate it properly, but I've narrowed it down and it'll be implented in the next update so sit tight.
Hey man,
first off all, good job man, i do so suck at programming, tried maxscript myself and will in future again, but its causing headaches to me :P
I was asked to do some grass patterns, as the requester doesnt like the foliage function...
So i made him send me over all the appropriate textures (all in .dds format, directly exported from the game)
If i apply the sc2 material and then a sc2 bitmap in each slot some wierd things happen:
1. Then normal map doesnt have any effect.
2. The opacity isnt working (thats why i quoted you, did i get the right or wrong, i understood that only the Dark Templer (and maybe a few wothers) use an alpha mask and THIS is not yet supported...
But you could understand it as that opacity isnt supported at all at the moment, because then i cant make proper grass (well, i could make an alpha mask and so on, but thats not the straightforward workflow i am searching for...
I feel like a real noob here, but I have the export script installed and pretty sure it's running, but I'm not sure how to actually begin the export process.. I don't see ".M3" listed as a filetype under "export" - I'm a total max noob but followed everything so far, merging to one editible mesh, using only one sc2 material...
I just can't find the export option for M3 o_o
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@Cyb3rD3lux3: Go
what was your problem?
@Cyb3rD3lux3: Go
double / triple check your pathing.
i PERSONALLY uncheck the "use material" box and use Assets/Textures/ for my textures. it SOUND like you exported with the matierla defined on and it's reading the image from you harddriver rather than your map. so it LOOKS like it works for you, but they don't see it.
Update is going up. http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ when it's approved. I'm bundling the import and export scripts together with the object definition script so I can keep the object definitions in sync with the scripts. I've cleaned up the exporter alot and fixed alot of bugs that were causing people to crash. There were some compatibility issues with older versions of max which should now be fixed. I tried to get all the bugs cleaned up but as always some will probably slip through. The feedback is really valuable so keep it coming.
The importer now uses the custom objects (materials, maps, etc) too so it should be easier to import a model, modify it and then export it back out. I'm pretty much done with the material/maps side of things, so if there's anything you think should be added let me know. Otherwise I'm going to leave it and move on to bones and animation.
@Cyb3rD3lux3: Go
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. The 'Use material path' checkbox forces the exporter to use the hard drive paths used in max for your maps. That means it'll pick up your map on the hard drive and show the model with the texture in the editor and in game, but if you try to distribute the model other people won't have a map in that location so they'll get a null texture.
Awesome job NINtoxicated, I was having weird crashes with .08. Seems to be fixed now in .09
I had the same promble that I used harddrive path, but when I don't use the path my model don't have a texture in the editor? Whats my mistake???
When are you going to support animations, out of curiosity?
Hmm okay but I used ingame textures for my model, so I thought that I dont have to import the textures because they are already ingame.
Curious about animation support as well, when the non-blizz mdx exporter was released for wc3, it used a skin modifier to give vertices weight. Where as blizz used the method of breaking the model up into parts and then linking those to bones directly skipping the whole bother with the skin modifier.
Personally I preferred the latter choice for low poly models. Any idea on what you are planning on doing?
@Cyb3rD3lux3: Go
Do you mean using the alpha channel for opacity? There's an alpha mask map you can use, as seen in the Dark Templar's cape to define the edges. At the moment, the script doesn't activate it properly, but I've narrowed it down and it'll be implented in the next update so sit tight.
@Samoner: Go
Referencing ingame textures should be fine. Keep your internal path as assets/textures/ and use the same filename for your maps as is used in the game archives. There should be no problem doing that at all.
As for animation support, I'm not sure when that'll be. M3's use a skinning system I'm not used to, the same one MD5's pretty much use. I'll be looking into it and seeing what I can do with it. Bones will be the next feature to be implemented, followed by animations, so stay tuned and I'll try and keep you guys updated on the progress.
@ltitans: Go
I'm not sure about the warcraft3 tools Blizzard used, I could never get them working on my versions of 3ds max. I would like to see how they work so I could get some ideas. At the moment, the simplest way to code it is to go through the skin modifier so I'm going to do it through that. For the creation of animations, you'll be using the current animation UI but it'll be expanded so you can edit animation properties and add/delete animations. So you'll be defining the start frame and end frame of a particular animation, and any keyframes the bones run through during those periods defines that animation.
@NiNtoxicated01: Go
if you ever need a test monkey... i'm here for you :) i can do 90% of the stuff requested and at a pretty good speed :)
and i'd personally like to request particle emitters :P
Oh yay! I hope you manage to figure it out!
It was designed for 3ds max 4.0 if that explains it.
Hey man,
first off all, good job man, i do so suck at programming, tried maxscript myself and will in future again, but its causing headaches to me :P
I was asked to do some grass patterns, as the requester doesnt like the foliage function... So i made him send me over all the appropriate textures (all in .dds format, directly exported from the game)
If i apply the sc2 material and then a sc2 bitmap in each slot some wierd things happen:
1. Then normal map doesnt have any effect. 2. The opacity isnt working (thats why i quoted you, did i get the right or wrong, i understood that only the Dark Templer (and maybe a few wothers) use an alpha mask and THIS is not yet supported... But you could understand it as that opacity isnt supported at all at the moment, because then i cant make proper grass (well, i could make an alpha mask and so on, but thats not the straightforward workflow i am searching for...
Thx in advance!
hmz... forgot to attach the pic linked properly, i'm sry, editing is wierd in this forum :P http://starcraft-mapping.de/forum/download/file.php?id=181&mode=view
I feel like a real noob here, but I have the export script installed and pretty sure it's running, but I'm not sure how to actually begin the export process.. I don't see ".M3" listed as a filetype under "export" - I'm a total max noob but followed everything so far, merging to one editible mesh, using only one sc2 material...
I just can't find the export option for M3 o_o