Hello, i'm having a problem with this great plugin. Whenever I export a file as .m3 3ds Max 2010 64 bits tells me everything is ok, but when i import it in the galaxy editor i see nothing. I have followed several tutorials on how to do this but can't figure out what is wrong. Any tips or recomendations?
Attach the scene please, I thought that error was gone :/
Just for the record: that folder program files/autodesk/3dsmax2011 is your working version right?
I just install it a few days so it should be relatively clean. One thing is I also get 3Ds max9 AND 2013 (because the script don't support 2013 .........)
But my 3Ds Max 9 is install in D drive
Ungroup the staff, attach the staff parts so that they could be as one model, assign material to it again and skin it to any bone in the wrist and the error is gone :)
I am sorry but I am really novice in term of 3D modeling.
I did use Modify, attach and make them one object but the material panel still treat them as 2. (I choose Match Material ID to Material, condense material and ID when attach). The material still on the object after attach. I proceed to attach the staff to bone where it follow the animation and export.
But when reimport the product (to game or 3Ds Max) the staff is simply not there.
Is this my problem (don't know how to attach)?
update: I found out that I could import the staff as one mesh and material treat them as one. Not sure the difference though@ @
Also does that mean group or similar function will generally prevent the script to output normally?
Next version of the M3 plugins will go this week. They will have importing/exporting features of tight and fuzzy hit tests. If I make it, I'll include ribbons and reworked particles too.**
"The tight geometry is used for drag selection and should enclose an area a bit bigger than the main part of the model. This geometry should be a single object (either a sphere, box, or capsule). Without this geometry you can’t drag select it. '
The fuzzy geometry is used for single selection and targeting and it should be a bit bigger than all parts of the model. This geometry can be one or more objects (spheres, boxes, capsules, or a mix thereof). If this geometry is not specified, the game will fall back to using the tight geometry and if that doesn’t exist it will use pixel perfect tests. I’d recommend making this geometry for any models that you will be creating a lot of since it will make selection and targeting more efficient.
If this worked in previous patches it was either a fluke or perhaps the method this geometry was created (if it does actually exist) wasn’t hooked up correctly. We had to make model loading more secure because bad custom models were causing crashes, so it’s possible that some geometry might be thrown out now if it’s invalid."
In 1.5 you won't be able to select units with box selection if tight is not there. On the other hand current selection method used by the models is inefficient since it's on per-pixel.
makes sense.
im pretty sure it used to use the bounding sphere for drag selection, i guess they changed it and then put it back in (because i can drag select my models now).
it used to be an annoying bug because the m3 plugins used to auto create the bounding sphere and it used to be 5-10x larger than the model. so you couldn't help but select your unit.
Yeah, well I think I'll add some fail-safe tests to the export. So that user will have to take some necessary steps in order to have the model exported properly like adding bounding sphere, sc2material, convert the meshes to edit mesh etc.
That way you won't have to worry about too big bounding sphere :)
@Leruster: Go
Yay it worked, thanks :)
Hello, i'm having a problem with this great plugin. Whenever I export a file as .m3 3ds Max 2010 64 bits tells me everything is ok, but when i import it in the galaxy editor i see nothing. I have followed several tutorials on how to do this but can't figure out what is wrong. Any tips or recomendations?
thank you very much
Apply starcraft II material onto the mesh and turn the mesh into EDITABLE MESH. Try to keep the scale somewhere around a sphere of a radius 5cm.
Hi,
I was edit the model of necromancer of WoW happily, everything work so well until export:
I was following http://www.sc2mapster.com/forums/resources/tutorials/31795-tutorial-wow-models-into-sc2-with-team-colors
I did put a few attachment point, add an weapon to him as well as adding alpha channel to most of his texture. Not sure what I have done wrong : (
@Sirphia: Go
Attach the scene please, I thought that error was gone :/ Just for the record: that folder program files/autodesk/3dsmax2011 is your working version right?
@Leruster: Go
It is! C:\Program Files\Autodesk\3ds Max 2011
I just install it a few days so it should be relatively clean. One thing is I also get 3Ds max9 AND 2013 (because the script don't support 2013 .........) But my 3Ds Max 9 is install in D drive
Not sure does that contribute to the problem:3
Ungroup the staff, attach the staff parts so that they could be as one model, assign material to it again and skin it to any bone in the wrist and the error is gone :)
Pics because it did happen:
I am sorry but I am really novice in term of 3D modeling.
I did use Modify, attach and make them one object but the material panel still treat them as 2. (I choose Match Material ID to Material, condense material and ID when attach). The material still on the object after attach. I proceed to attach the staff to bone where it follow the animation and export.
But when reimport the product (to game or 3Ds Max) the staff is simply not there.
Is this my problem (don't know how to attach)?
update: I found out that I could import the staff as one mesh and material treat them as one. Not sure the difference though@ @
Also does that mean group or similar function will generally prevent the script to output normally?
ha,blade has be show
@Leruster ribbon has complete?
@sc2newuser: Go 60% is done :)
@Sirphia: Go check your forum inbox
I can get my model to export.
But when i import it back or import to starcraft it shows nothing. in 3ds max it shows a tiny tiny circle thing i cant make bigger.
I made a cube then put edit mesh. and then export. what am i doing wrong?
Before you export apply starcraft 2 material onto the model.
Just a friendly note:
Next version of the M3 plugins will go this week. They will have importing/exporting features of tight and fuzzy hit tests. If I make it, I'll include ribbons and reworked particles too.**
thx thx thx
curious as to what hit tests are?
@maverck: Go
Thanks to FockeWulf
"The tight geometry is used for drag selection and should enclose an area a bit bigger than the main part of the model. This geometry should be a single object (either a sphere, box, or capsule). Without this geometry you can’t drag select it.
'
The fuzzy geometry is used for single selection and targeting and it should be a bit bigger than all parts of the model. This geometry can be one or more objects (spheres, boxes, capsules, or a mix thereof). If this geometry is not specified, the game will fall back to using the tight geometry and if that doesn’t exist it will use pixel perfect tests. I’d recommend making this geometry for any models that you will be creating a lot of since it will make selection and targeting more efficient.
If this worked in previous patches it was either a fluke or perhaps the method this geometry was created (if it does actually exist) wasn’t hooked up correctly. We had to make model loading more secure because bad custom models were causing crashes, so it’s possible that some geometry might be thrown out now if it’s invalid."
In 1.5 you won't be able to select units with box selection if tight is not there. On the other hand current selection method used by the models is inefficient since it's on per-pixel.
makes sense.
im pretty sure it used to use the bounding sphere for drag selection, i guess they changed it and then put it back in (because i can drag select my models now).
it used to be an annoying bug because the m3 plugins used to auto create the bounding sphere and it used to be 5-10x larger than the model. so you couldn't help but select your unit.
interesting either way.
Yeah, well I think I'll add some fail-safe tests to the export. So that user will have to take some necessary steps in order to have the model exported properly like adding bounding sphere, sc2material, convert the meshes to edit mesh etc.
That way you won't have to worry about too big bounding sphere :)
i use a hlsl bump shader to render the zealot ,zealot became more ugly,who can tell me what 's wrong?