only walk, attack, death, stand animations are exported now. export all animations make the file size too large. there will have a ui option for selecting animations later.
model bound and sphere can be changed in export options after r352. check the newest version and post your screenshot and version information wll be useful for debuging.
what's your windows version? run launcher.exe will write wow directory informations into registery. wow model viewer only reads the registery.
HKEY_LOCAL_MACHINE\SOFTWARE Blizzard Entertainment World of Warcraft for windows xp
HKEY_LOCAL_MACHINE\SOFTWARE Wow6432Node Blizzard Entertainment World of Warcraft for windows 7
Hello, first of all - this is really great and much faster than the previous methods credits to both you and Nintoxicated. Second, I don't know if you'd prefer problems to be directly submitted here or not, but when the model has several textures available (by the drop down menu in WMV) it will export the texture as "Changeabletexture"X""X being the order of the drop down menu, in a value. Problem is, this have a tendency to overwrite itself, meaning if you are planning to export several models with changeable textures it will overwrite the previous, this means the previous model will not have the correct texture assigned to itself. Sorry for probably being unclear, but just thought it could be helpful to be aware of the problem :)
I'm running Windows Vista 64-bit. Will this most recent build of WMV work for me? I downloaded it, and tried to follow the instructions to export from WMV and import into the SC2 Editor, but it is not working properly. It seems as though the files are being imported, but the model does not show up in the data editor for me. I was just trying to import the babylich model to test with.
what's your windows version? run launcher.exe will write wow directory informations into registery. wow model viewer only reads the registery. HKEY_LOCAL_MACHINE\SOFTWARE
World of Warcraft for windows xp HKEY_LOCAL_MACHINE\SOFTWARE
World of Warcraft for windows 7
This is wonderful progress! I still think it would be cool if you could rename the animations you have chosen on the export. Otherwise if I say export a dragon with the flying animations I still have to bring it back into 3ds max to rename all of the animations to "stand", "walk", ect. otherwise sc2 won't recognize them.
Also, would it be possible to have the exporter able to select a Normal and Emissive map as well? As I would like to create and apply those to the models which would again require 3ds max to achieve otherwise. (To clarify, you could simply tick two options in the m3 dialogue, and the exporter will simply assign those textures to the material, so the model will look for, in this instance, RedCrystalDragon3_Emissive or somesuch, with the user can then make outside of WMV and import with everything else.)
Keep up the good work, looking forward to future updates.
I can't seem to get the textures to work in the editor but I'm sure it's something stupid I'm overlooking... (/e Nevermind, got them to work... I think (Nevermind, I somehow managed to not copy the mutalisk even though I copied the mutalisk))
And yes I'm on windows 7 64-bit and it works fine.
And yes I'm on windows 7 64-bit and it works fine.
Since it does work on 64-bit, can anyone give me an idea of what I'm doing wrong? Is it possible I'm not exporting everything? I'm just going to the model I want to export, then clicking on export textures. In the window that pops up, I click on "export all to TNG". Then I click on export model - m3. I then open up SC2 editor and go to the importer, and import the tga files(2 of them for arthas). I close out and reopen the editor, then import the m3 file(1 file). So I have 2 tga files and 1 m3 file, all in the root. The previewer shows the model of Arthas just fine, but I can not find the model anywhere in the data editor. What am I missing? Thanks in advance for the help.
your making this WAY more complicated, your doing two steps, theres only one.
Select the model
Export as m3 (model AND textures are then exported)
Load editor, import all textures. SAVE AND QUIT
load editor again, import model, and all is good =)
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I'm afraid I'm not a programmer so I can't directly help you, or I would. :(
Anyways, for the animation menu for renaming, what I'd envision is to basically take what you've already got, where it's listing the animations you want. Then you can have a second column beside it where you can set the name they'll be renamed to when exported. Sc2, like wc3, only "recognizes" certain animation names. So in the event of exporting with AttackUnarmed, they do not play in sc2.
So the menu as you have it currently lets you check boxes next to the anims to have them exported. The addition could have a second column directly beside that, which lets you set the name that animation will have when it's converted. You'd just type it in.
- AttackUnarmed - Attack
- Hover - Stand
- Fly - Walk
- SpecialUnarmed - Spell
I hope I'm clear enough. I can make a really basic mockup in paint if you want. :)
The Actor will be pointing to a model entry in "Models" in the data editor, not directly to an actual model. There's a value there, within an entry in that tab, that you want to change to point to your new m3.
Here's what mine looks like...
So the exact process I went to make a new Zealot that uses the Rockflayer graphic is to duplicate the Zealot with all necessary entries, including his normal and death models, and then go through the entries to that new Zealot Copy and then change his m3 reference to the rockflayer one.
could someone tell me what exactly to do after you have exported the models? i don't see the model in the starcraft 2 editor after i imported the textures first and then the model, it is just empty.
a step by step guide or a video would be nice :D