I pm'd you the scene file. The scene is still not exporting properly because there is no textures on the export. And I don't have Blizzard's ArtTools installed.
Thanks in advance.
Can any1 tell me... I sometimes import a model as OBJ with its MTL texture from Milkshape 3D to 3ds max. Once in 3ds max, the imported model with texture appear. When I change the texture in the Material Editor from Standard to Starcraft 2 Material, then some Composite automatically appears under the changed Starcraft 2 Material in a tree view.
I still have to add a Diffuse texture, so I browse the Diffuse this time choosing Starcraft 2 Layer and my DDS file. The result is:
Starcraft 2 material __Composite (Starcraft 2 Layer) - it has 2 layers 1 with my dds, other Layer 2 is empty, delete? __Diffuse (Starcraft 2 Layer)
and when I apply the material to the model, no texture is seen, (I choose 3ds max bitmap when browsing but Custom also didnt work). The texture is lost when I just change from Standard to Starcraft 2 Material, so how to make my Material render after changing or what am I doing wrong?
^ All I had to do was click 'Show Standard Map In Viewport' after applying to selection, and now I see the model textured
Also I want to make the transparent parts of the DDS render as transparent/alpha right now the alpha parts are black, so what should I change?
Ok 2 problems: 1. How do I weight vertices with which Modifier, I get an error when trying to export to M3 with latest plugin?
2. How do I make the texture render alpha channel? The model in the viewport shows the texture parts with black instead of alpha (transparent).
1. You need to weight all of the vertices. Sum of weights should be 1, no less.
2. As far as I remember the scripts' Standard material doesn't show the transparency effects. Try setting the material using default 3dsmax material.
If you want to use the opacity you need to switch SC2Material from Opaque to Alpha blend and set in Alpha layer "use alpha" flag.
in 3dmax ,select ribbon01,after click parent the tranform edit to be change x 0.028 y 0.125 z 1.089,what's this position?
use this position the ribbon has still not on his head,it's on his neck under his head,is this right?
Yes, ribbons and particles take transform information from the parent bone. So you have to set the parent bone as you wish if you want to have the effect in other place or have different orientation.
Currently, when I import a model, it comes in with no bones. Many models seem to be missing textures, and some claim they have them, but when its imported, come in completely black.
I used Ladik's MPQ Editor to export the Base.SC2Assets at StarCraft 2 > Campaigns > Liberty.SC2Campaign. I then set my "User Path > External Files" in 3DS max to direct to the appropriate extracted texture folder.
-Imported 'Medic.' Lacked nearly all textures, came in as a pure red model.
-Imported 'Goliath.' Had some textures, but oddly could play animations. However, every animation was the same: The unit would flash between all black/its half texture state for a few second, then its back left leg would do a flip. I don't even know.
-Imported 'Story Mode Nova.' Claims all textures are present, but imports as a black model.
-Imported 'Marine Mercenary.' Claims it lacks a decal texture, but seems to think it has everything else. While loading, the model has the typical no-texture grey look, and upon finishing, is completely black. Animations seem to work fine, but I still don't find any bones.
It seems fixing the view of the bones and adding in a Skylight fixed the normal unit textures. Although the Medic is still mysteriously missing some textures.
However, the Story Mode Nova still shows up black. I tried re-extracting the textures from Base.SC2Assets at StarCraft 2 > Campaigns > Liberty.SC2Campaign, but this didn't change anything.
Looking at the materials, all labeled 'sc2material' in the Slate Material Editor, they're basically blank. Lights have no effect.
Oh :) In that case right click the viewport shading mode (upper left corner of current viewport) -> lightning and shadows -> illuminate with default lights.
That helps with the textures that work. I assume a lot of the Story Mode models aren't working well, though? Nova remains black, regardless of what I do, and the materials for her are completely blank. I'm going to assume the textures for that model are just bugged some how.
But when trying to import some other SM models (like Raynor Commander) also gives me this error:
-Import failed.
-Unknown property: "count" in undefined.'
I just downloaded the script to import wow models to 3ds but I have no idea how to make it work. When I import a model it comes all red and it looks very weird. My goal is to be able to combine run and attack animation to make the character attack and run at the same time.
First of, please, switch to max2011 as 2013 is not supported by the script.
Set your textures paths in max to get rid of "all red" issue or apply the textures manually.
I don't know if anyone's brought this up but since I've installed the art tools I can no longer import using your importer. I always get a position is undefined error. Quite frustrating since all I ever do is modify SC2 units.
@beng128: Go
try first import a similar model and export. If you succeed, then it's going to go
@beng128: Go
I took a look and actually that's a bug that the scene check tells you that there is no material. It should export pretty nicely though.
Nonetheless, it'd be nice if you attach the scene. I could look at it.
You have Blizzard's ArtTools installed?
I pm'd you the scene file. The scene is still not exporting properly because there is no textures on the export. And I don't have Blizzard's ArtTools installed. Thanks in advance.
well i got another error, this time pointing to line 3380, which syas: akey.stcInd = M3E_findSTCframe akey.frame
help appreciated.
Can any1 tell me... I sometimes import a model as OBJ with its MTL texture from Milkshape 3D to 3ds max. Once in 3ds max, the imported model with texture appear. When I change the texture in the Material Editor from Standard to Starcraft 2 Material, then some Composite automatically appears under the changed Starcraft 2 Material in a tree view.
I still have to add a Diffuse texture, so I browse the Diffuse this time choosing Starcraft 2 Layer and my DDS file. The result is:
Starcraft 2 material
__Composite (Starcraft 2 Layer) - it has 2 layers 1 with my dds, other Layer 2 is empty, delete?
__Diffuse (Starcraft 2 Layer)
and when I apply the material to the model, no texture is seen, (I choose 3ds max bitmap when browsing but Custom also didnt work). The texture is lost when I just change from Standard to Starcraft 2 Material, so how to make my Material render after changing or what am I doing wrong?
^ All I had to do was click 'Show Standard Map In Viewport' after applying to selection, and now I see the model textured
Also I want to make the transparent parts of the DDS render as transparent/alpha right now the alpha parts are black, so what should I change?
Ok 2 problems:
1. How do I weight vertices with which Modifier, I get an error when trying to export to M3 with latest plugin?
2. How do I make the texture render alpha channel? The model in the viewport shows the texture parts with black instead of alpha (transparent).
else throw "Vertex weighted to undefined bone!"
@Eimtr: Go
1. You need to weight all of the vertices. Sum of weights should be 1, no less. 2. As far as I remember the scripts' Standard material doesn't show the transparency effects. Try setting the material using default 3dsmax material. If you want to use the opacity you need to switch SC2Material from Opaque to Alpha blend and set in Alpha layer "use alpha" flag.
Leruster why my ribbon pos is wrong?
@sc2newuser: Go
It's wrong because it's on his shoulder instead of being on his head :)
@Leruster: Go
in 3dmax ,select ribbon01,after click parent the tranform edit to be change x 0.028 y 0.125 z 1.089,what's this position? use this position the ribbon has still not on his head,it's on his neck under his head,is this right?
@sc2newuser: Go
Yes, ribbons and particles take transform information from the parent bone. So you have to set the parent bone as you wish if you want to have the effect in other place or have different orientation.
If you have any questions, please, refer first to this post http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?post=959 I didn't write it for myself you know :)
Currently, when I import a model, it comes in with no bones. Many models seem to be missing textures, and some claim they have them, but when its imported, come in completely black. I used Ladik's MPQ Editor to export the Base.SC2Assets at StarCraft 2 > Campaigns > Liberty.SC2Campaign. I then set my "User Path > External Files" in 3DS max to direct to the appropriate extracted texture folder.
-Imported 'Medic.' Lacked nearly all textures, came in as a pure red model.
-Imported 'Goliath.' Had some textures, but oddly could play animations. However, every animation was the same: The unit would flash between all black/its half texture state for a few second, then its back left leg would do a flip. I don't even know.
-Imported 'Story Mode Nova.' Claims all textures are present, but imports as a black model.
-Imported 'Marine Mercenary.' Claims it lacks a decal texture, but seems to think it has everything else. While loading, the model has the typical no-texture grey look, and upon finishing, is completely black. Animations seem to work fine, but I still don't find any bones.
I am so, so incredibly confused. Please help.
@Kalthramis: Go
If the models are moving then the bones are there. They are just hidden.
In the layer manager click the lighbulb icon to reveal hidden layer, in this case "2. Bones".
As for the textures, I really can't help you since this is something you should handle. Make sure you've unpacked all the textures :/
It seems fixing the view of the bones and adding in a Skylight fixed the normal unit textures. Although the Medic is still mysteriously missing some textures.
However, the Story Mode Nova still shows up black. I tried re-extracting the textures from Base.SC2Assets at StarCraft 2 > Campaigns > Liberty.SC2Campaign, but this didn't change anything. Looking at the materials, all labeled 'sc2material' in the Slate Material Editor, they're basically blank. Lights have no effect.
@Kalthramis: Go
Oh :) In that case right click the viewport shading mode (upper left corner of current viewport) -> lightning and shadows -> illuminate with default lights.
That should get rid of the "blackness" :)
That helps with the textures that work. I assume a lot of the Story Mode models aren't working well, though? Nova remains black, regardless of what I do, and the materials for her are completely blank. I'm going to assume the textures for that model are just bugged some how.
But when trying to import some other SM models (like Raynor Commander) also gives me this error: -Import failed. -Unknown property: "count" in undefined.'
@Kalthramis: Go
To which line of code is the error referring?
I just downloaded the script to import wow models to 3ds but I have no idea how to make it work. When I import a model it comes all red and it looks very weird. My goal is to be able to combine run and attack animation to make the character attack and run at the same time.
@LordOfQc: Go
First of, please, switch to max2011 as 2013 is not supported by the script.
Set your textures paths in max to get rid of "all red" issue or apply the textures manually.
I don't know if anyone's brought this up but since I've installed the art tools I can no longer import using your importer. I always get a position is undefined error. Quite frustrating since all I ever do is modify SC2 units.
@JacktheArcher: Go
I mentioned this before, either you use one or another. M3 Scritps and ArtTools have conflicting classes.
I might provide you with some sort of workaround.