I am aware of the fact that the importer DOES NOT fully support HoTS beta models. If you try to import them and get an error importing them, I can't give you any solution right now.
Thanks for the update. I haven't tried opening the models with the exporter, but I've been hearing that they're using a new version of the .m3. Do we know what differences it entails?
Not yet but for now it's very fresh and IMHO kind of irrelevant since not all of us got the beta key (including me ;) ) and I think there will be time to figure this out. For now the M3 scripts and their developement are still targeted for the WoL models.
I am able to import the models with "Import Materials" and "Animate Objects" turned off.
You can install the Beta with this file - Link Removed: http://www.mediafire.com/?mlss48xpiqawyo7, this will give you all the new HoTS assets.
Remember to not try to sign in if you don't have a Beta key. It will mess up your account and waste a lot of time.
Hey guys if you want to use the meshes just import the file with materials and below unchecked and then make a material similar (Swarm Host with a Hydra, Warhound with a Goliath, etc) material and change the texture paths to use the HOTS units textures. At least this way you can use the meshes.
You can use 3D Ripper DX to get the meshes (no animation, no bones) and textures. The meshes won't be exact, but close enough. You also have to remove the terrain meshes and find out which textures belong to which meshes.
The import script typically warns you if you don't have a map for the model in the 3DS/maps directory - but this warning does not happen for particle emitters missing maps.
so i finally found some free time to do some trial-and-erroring of version compatibility.
the root of the problem is the plugin sc2objects.ms
the version of this file up to 1.7b works perfectly.
the version released after quite some delay in 1.8 encounters the following issue (which has been reported before):
"Exception: Syntax error: at on, expected <rollout clause>
In line: on c <<".
which resolves to "on clpCol1Start changed val do (colour1start = SetP4Col val)", which is a new piece of code not present in the previous version.
as a reminder of what changed that patch:
"Version History:
0.06 - March 5th 2011
Added sc2pemitter particle emitter support
Added sc2attachment volume support
Added sc2boundsphere custom bound sphere support
Added sc2bitmap animation support
Improved sc2attachment wireframe display
Improved sc2bitmap support
Miscellaneous code fixes and improvements"
this occurs identically on all version of sc2objects.ms right up until 2.1.
on 2.1 (the most recent version) the error remains, but a new error occurs beforehand:
"Exception: Syntax error: at on, expected <rollout clause>
In line: on p <<".
this resolves to "on pcklayerColour changed NewColour do".
this new piece of code occurs before the previous bugged code has been reached.
the error in the plugin prevents all scripts from 1.8 onwards from functioning, because they all require updates present in their accompanying sc2objects file. so that is the error.
yes. works fine with perfect models atleast; meaning its possible to import an official model extracted directly from a sc2 MPQ, and then export it again and use the exported model in sc2 - minus features which 1.7b doesnt support.
i have not tested it with models which have been altered in any significant way.
i *did* try importing an ancient of war from WofW but the skinned textures didnt come out, even in Max. however i think that may be because there is simply alot of extra stuff one needs to do to make WofW models work correctly, particularly textures. the Ancient of War's animations themselves were fine, and worked in sc2. i will follow certain guides to see if i can resolve that problem through normal means, when i have the time :)
well i resolved my problem with textures.. the materials editor button was secretly hidden off-screen. the 3d studio max series has a terrible terrible lack of intuivity with its interface and mechanics.
how did you alter the animation so that it refused to export? i can test with my now-fully-functioning ancient of war.
btw leruster now has a working copy of max 9 so, there may be a fully functioning 2.1 for it soon :)
@Leruster: Go
Have you had any luck deciphering why our geometry isn't exporting yet?
IMPORTANT NOTE
I am aware of the fact that the importer DOES NOT fully support HoTS beta models. If you try to import them and get an error importing them, I can't give you any solution right now.
Thanks for the update. I haven't tried opening the models with the exporter, but I've been hearing that they're using a new version of the .m3. Do we know what differences it entails?
@Triceron: Go
Not yet but for now it's very fresh and IMHO kind of irrelevant since not all of us got the beta key (including me ;) ) and I think there will be time to figure this out. For now the M3 scripts and their developement are still targeted for the WoL models.
Re: HoTS beta models
I am able to import the models with "Import Materials" and "Animate Objects" turned off. You can install the Beta with this file - Link Removed: http://www.mediafire.com/?mlss48xpiqawyo7 , this will give you all the new HoTS assets.
If you want to play offline - http://sc2.nibbits.com/forums/29/view/1719/how-to-play-heart-of-the-swarm-with-sc2allin1?&p=1
If you want better AI - http://sc2.nibbits.com/assets/green-tea-ai/
Use at your own risk, it works for me. http://i.imgur.com/MDSgW.jpg
Hey guys if you want to use the meshes just import the file with materials and below unchecked and then make a material similar (Swarm Host with a Hydra, Warhound with a Goliath, etc) material and change the texture paths to use the HOTS units textures. At least this way you can use the meshes.
You can use 3D Ripper DX to get the meshes (no animation, no bones) and textures. The meshes won't be exact, but close enough. You also have to remove the terrain meshes and find out which textures belong to which meshes.
Small bug report for the M3 importer:
The import script typically warns you if you don't have a map for the model in the 3DS/maps directory - but this warning does not happen for particle emitters missing maps.
More in-depth info on the bug: http://www.forum.sc2mapster.com/forums/development/artist-tavern/42886-instructions-for-importing-exporting-particle-emitters/
Thanks for putting so much into these scripts guys - they are AWESOME!!!
@tsfalls929: Go
Oh that's interesting :) Didn't know that, I'll add it to my to-do list. Thank you good Sir!
the root of Max 9's problem
so i finally found some free time to do some trial-and-erroring of version compatibility.
the root of the problem is the plugin sc2objects.ms
the version of this file up to 1.7b works perfectly.
the version released after quite some delay in 1.8 encounters the following issue (which has been reported before):
"Exception: Syntax error: at on, expected <rollout clause>
In line: on c <<".
which resolves to "on clpCol1Start changed val do (colour1start = SetP4Col val)", which is a new piece of code not present in the previous version.
as a reminder of what changed that patch:
"Version History:
0.06 - March 5th 2011
Added sc2pemitter particle emitter support
Added sc2attachment volume support
Added sc2boundsphere custom bound sphere support
Added sc2bitmap animation support
Improved sc2attachment wireframe display
Improved sc2bitmap support
Miscellaneous code fixes and improvements"
this occurs identically on all version of sc2objects.ms right up until 2.1.
on 2.1 (the most recent version) the error remains, but a new error occurs beforehand:
"Exception: Syntax error: at on, expected <rollout clause>
In line: on p <<".
this resolves to "on pcklayerColour changed NewColour do".
this new piece of code occurs before the previous bugged code has been reached.
the error in the plugin prevents all scripts from 1.8 onwards from functioning, because they all require updates present in their accompanying sc2objects file. so that is the error.
@TassadarCW: Go
Were you able to export animations from 3DS Max 9 using 1.7b?
yes. works fine with perfect models atleast; meaning its possible to import an official model extracted directly from a sc2 MPQ, and then export it again and use the exported model in sc2 - minus features which 1.7b doesnt support.
i have not tested it with models which have been altered in any significant way.
i *did* try importing an ancient of war from WofW but the skinned textures didnt come out, even in Max. however i think that may be because there is simply alot of extra stuff one needs to do to make WofW models work correctly, particularly textures. the Ancient of War's animations themselves were fine, and worked in sc2. i will follow certain guides to see if i can resolve that problem through normal means, when i have the time :)
@TassadarCW: Go
Check your forum inbox
i meet a BUG when i try to use the M3 Plugins to import some models from Heart of Swarm Beta
it seems that the Plugins of 2.1 Version couldn't work well on this models.
it can just import the Geomerty of the "New" models ..
@tommy34012: Go
http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?post=884
@TassadarCW: Go
I tried to change the animations of an imported model, but the new animations didn't seem to export.
well i resolved my problem with textures.. the materials editor button was secretly hidden off-screen. the 3d studio max series has a terrible terrible lack of intuivity with its interface and mechanics.
how did you alter the animation so that it refused to export? i can test with my now-fully-functioning ancient of war.
btw leruster now has a working copy of max 9 so, there may be a fully functioning 2.1 for it soon :)
I've been reading up on the Blender tutorial for .m3a creation. Can the current exporter make .m3a's too?
i import the "ImmortalWarpIn.m3" into the 3dsMax.in order to know how its Animation comes.
but i couldn't recover the Real Animation of the model it self.
And at last. i found that there is a Meterial have no object belongs.Something is miss when import this model~
@Triceron: Go
Nope, .m3a is not supported at the moment
@TassadarCW: Go
Did you try to do what I sent you through the PM?