Well, I just tried to look at BroodLord Portrait model and suddenly got this. Problems with volume material I guess?.. I use 3DS Max 2011 64 bit.
And there's a terrible bug... If I click on the button of diffuse map (red on the screenshot) I'll get an application error. And if I click on material button (green frame on the screenshot) there won't be any reaction at all =\
But everything returns to normal state if I remove the file 'sc2_objects.ms' from plugins directory.
That's interesting. I'll have a look into it and let you know. Thanks :)
While we're at it: you don't use the standard material but the starcraft II material and apply starcraft II layers there.
@Leruster: Go
Actually, I wanted to do this and I came across this problem when tried to set SC2 Material instead of Standard. The material button reacted in nothing, then I tried to click somewhere else and stumbled on the error =)
Thanks, I am looking forward to it. With the new script, maybe I will not use "Particle Bake" every time.
I also wonder to know that is it possible to create a m3a file with your plugin? I know the "m3addon for Blender" can do this, but when I tried to create a m3a for a model exported from 3dsmax I failed.
Could you add this function in the future? It seems very important to my project.
Current version does not support m3a nor will the upcoming. Maybe somewhere in the future but for now, there are a lot of other IMHO more important stuff to do.
In my opinion the m3a could be very helpful when several persons work together on one model. When an animation doesn't work so well, it will be easier to remove or fix the single one except recreate the entire file. As a team member, it's really attractive.
But just like your reply, it maybe not the most important thing currently.
Since current version doesn't add this, I will still use traditional file formals to store the bone motion data and mix them in 3dsmax before export.
Example of splats is any splat model. For example, Splat_Pylon.m3. Most of the buildings have splats. Also, aoe cursor models, like when we targeting nukes or psi-storms.
They are 2d models which are getting projected to the terrain surface. They are probably something like decals, but using emissive maps instead of diffuse.
I've tried to import a splat, but it was imported as a bone ;/
Isn't it already supported? I remember that in one version NiN added support for propper cloaking, that may be the same thing... or is it not? Or maybe that's composite material? What .m3 file is using this effect?
As a side note: I strongly recommend you switching the language of an editor as well as 3dsmax's. You need to use terms that are 100% understandable for everyone and since English is the most used language here and everywhere in the industry, I'd switch to that. Just a thing to consider.
When I import the "XXX"WarpIn.m3(such as ZealotWarpIn.m3) to the 3dsmax2011(English) with the latest plugin ,And export it.
(m3>>max>>m3)
Then I find that the of the “Warpin Animation”(Which turn the Zealot become entity from his feet) in the NEW m3 file is Missing.
The same as other ”XXX“WarpIn.m3 file
And I couldn‘t make some ”XXX“Dead.m3. though this process (m3>>max>>m3),
When exprot it again something will become different.
Maybe there is something miss after it’s imported
I'm sorry that my English it‘s not good ...Thanks for your understand in this report >_<
Hello, I keep getting an error when I try to export .m3 models. It says "unknown system exception" whenever export. I'm running 3ds max 2012 x64 on Windows 7. Has anyone encountered this bug?
I'm currently trying to delete some meshes from animated models (TechLab, TechLabDeath, ReactorDeath, TechReactorDeath) and I get this error on exporting:
Unknown property: "name" in [184, 198, 207, 171]
Importing the model ArtifactContainmentField doesn't load the textures;
Well, I just tried to look at BroodLord Portrait model and suddenly got this. Problems with volume material I guess?.. I use 3DS Max 2011 64 bit.
And there's a terrible bug... If I click on the button of diffuse map (red on the screenshot) I'll get an application error. And if I click on material button (green frame on the screenshot) there won't be any reaction at all =\
But everything returns to normal state if I remove the file 'sc2_objects.ms' from plugins directory.
@WebSter5000: Go
That's interesting. I'll have a look into it and let you know. Thanks :) While we're at it: you don't use the standard material but the starcraft II material and apply starcraft II layers there.
@Leruster: Go Actually, I wanted to do this and I came across this problem when tried to set SC2 Material instead of Standard. The material button reacted in nothing, then I tried to click somewhere else and stumbled on the error =)
Hi Leruster, you wouldn't happen to have any suggestions for my problem in my thread over here would you? Thanks http://www.sc2mapster.com/forums/development/artist-tavern/45284-putting-repositioning-decals-on-models/#p1
Ok you guys! So I still work on the next update. I hadn't have much time last month but now it's again full speed ahead.
I just did one little thing which was causing huge particle problems and when it clicked I was like:
Update will be released soon, I just wanted to share it with you since it's 1:24AM and everybody is sleeping ;)
Sweeeeeet
Formally Kinkycactus
@Leruster: Go
Oh, great, I want it so hard!
Thanks, I am looking forward to it. With the new script, maybe I will not use "Particle Bake" every time.
I also wonder to know that is it possible to create a m3a file with your plugin? I know the "m3addon for Blender" can do this, but when I tried to create a m3a for a model exported from 3dsmax I failed.
Could you add this function in the future? It seems very important to my project.
Here is the problem (The last reply) http://www.sc2mapster.com/forums/resources/tutorials/36502-blender-how-to-create-an-animation-m3a-for-an-existing/?page=4#posts
@Leruster: Go
Hey, I have a question: will the new version support splats?
@Delphinium1987: Go
I would also like if this feature could be added.
@Delphinium1987: Go
Current version does not support m3a nor will the upcoming. Maybe somewhere in the future but for now, there are a lot of other IMHO more important stuff to do.
@Zolden: Go
Splats? Example please ;)
@Leruster: Go
Thanks for attention.
In my opinion the m3a could be very helpful when several persons work together on one model. When an animation doesn't work so well, it will be easier to remove or fix the single one except recreate the entire file. As a team member, it's really attractive.
But just like your reply, it maybe not the most important thing currently.
Since current version doesn't add this, I will still use traditional file formals to store the bone motion data and mix them in 3dsmax before export.
@Leruster: Go
Example of splats is any splat model. For example, Splat_Pylon.m3. Most of the buildings have splats. Also, aoe cursor models, like when we targeting nukes or psi-storms.
They are 2d models which are getting projected to the terrain surface. They are probably something like decals, but using emissive maps instead of diffuse.
I've tried to import a splat, but it was imported as a bone ;/
@Zolden: Go
Ha! Didn't know about that :) Ok, you'll have projections (because that's what the structure is called) in the next update.
Will the WarpIn Animation be importable/exportable in the next version?:)
@tommy34012: Go
Isn't it already supported? I remember that in one version NiN added support for propper cloaking, that may be the same thing... or is it not? Or maybe that's composite material? What .m3 file is using this effect?
As a side note: I strongly recommend you switching the language of an editor as well as 3dsmax's. You need to use terms that are 100% understandable for everyone and since English is the most used language here and everywhere in the industry, I'd switch to that. Just a thing to consider.
@Leruster: Go
When I import the "XXX"WarpIn.m3(such as ZealotWarpIn.m3) to the 3dsmax2011(English) with the latest plugin ,And export it. (m3>>max>>m3)
Then I find that the of the “Warpin Animation”(Which turn the Zealot become entity from his feet) in the NEW m3 file is Missing. The same as other ”XXX“WarpIn.m3 file
And I couldn‘t make some ”XXX“Dead.m3. though this process (m3>>max>>m3),
When exprot it again something will become different.
Maybe there is something miss after it’s imported
I'm sorry that my English it‘s not good ...Thanks for your understand in this report >_<
@tommy34012: Go
That's ok, I can understand :) You're doing great!
As my avatar would say :)
Hello, I keep getting an error when I try to export .m3 models. It says "unknown system exception" whenever export. I'm running 3ds max 2012 x64 on Windows 7. Has anyone encountered this bug?
I'm currently trying to delete some meshes from animated models (TechLab, TechLabDeath, ReactorDeath, TechReactorDeath) and I get this error on exporting:
Unknown property: "name" in [184, 198, 207, 171]
Importing the model ArtifactContainmentField doesn't load the textures;
http://i.imgur.com/s2GHm.png
When I then try to delete some objects (http://i.imgur.com/tm2iF.png), export it and re-import it, I get this:
http://i.imgur.com/ulART.png