Is there a way to change the file the textures are called, and still link up with the model?
for example extracting a custom npc, uses humanfemale.m3 + body.tga + hair01.tga
now thats fine if only importing 1 custom npc into sc2
however the 2nd entirely different custom character imported also uses "body.tga" and even sometimes the same hair path
so is there a way to change the filenames of the textures?
Also...is it possible to make the .tga textures into .dds and still work? to save space...if not...whats the best method to shrink down a 1MB .tga...with some quality loss is ok...
Hey hatsune, thats something youll get an answer to faster over in the artist tavern section of the forums... I know you can change the path via 3dmax.. however im not 100% sure how to do it in WMV (tho there is a field for it) Ill miss around with it and see what I can find, as I have run into that problem myself
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Hey Molsterr, I have a quick question. I've followed your tut to get a crypt fiend into my map, and it works great except for a couple things: I can't figure out how to get the attack and movement animations to work. I used the zealot actor and model data for the new unit, and thus the crypt lord just floats aound instead of walking and does no animation when attacking. I need to know how to edit which animations to be used for walking and attacking. I know that the run and attack animations are in the files; i can see them in the previewer. I just don't know how to specify them in the actor/model data fields. Thanks!
when you exported them, what were they "named" if you name them the same as the zelaot model, you should be good. ill take a look at it myself later and see whats with that model
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Do I have to name them something specific in the export options? I just clicked rename on every one that I wanted to keep, I didn't actually change the names. Is this my problem? Do I have to call them "walk" and "attack" for the editor to recognize them? That would make sense, since the only one that worked was the one labeled "stand."
Edit: I figured it out, the animation names do have to be "walk," "attack," and "stand" to work. I'm also experimenting with "burrow" and "unburrow." :) Thanks for the tutorial!
Do I have to name them something specific in the export options? I just clicked rename on every one that I wanted to keep, I didn't actually change the names. Is this my problem? Do I have to call them "walk" and "attack" for the editor to recognize them? That would make sense, since the only one that worked was the one labeled "stand."
Edit: I figured it out, the animation names do have to be "walk," "attack," and "stand" to work. I'm also experimenting with "burrow" and "unburrow." :) Thanks for the tutorial!
great to hear!
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Hey Molsterr, sorry to bother you again, but I have an issue you might be interested in looking into. Basically, the attack animations for "felgolem.m2" do not play even though they are named "Attack." The stand and walk animations work fine, but attack does not. Is there something I'm doing wrong or is it that model? Thanks for the help!
Edit: There's anther thing you might be able to help me with. On two different computers, my editor has become broken after importing wow models. After trying to import these models, the editor will erase all terrain and doodads from any map I load up. Clearly (since it's happened on two different computers), the models must interfere with the editor in some way. If you could tell me how to fix this (if you know), that would be much appreciated.
Ive never heared of that happening, could you possibly tell me what models you are importing that are maken such a bug in the editor? this is a editor side bug for sure, and if I can replicate the issue, ill throw it over on their bug forums.
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Hey Molsterr, the models that have been causing this were "felgolem.m2" and "cryptfiend.m2." The lichking model, which i exported and imported using your tut, does not seem to cause any problems. However, it seems that certain models mess up the doodad, unit, point, and camera modules. I have tested this on both computers:
Open editor
Create map
Place units, doodads, points, or cameras
Save
Close out editor fully
Reopen Map
All placed objects are gone
What's really weird is that the bug doesn't affect data, regions, import, or pathing. You would think that it would break data and not any of these other things. And the fact that certain parts of the editor are completely unaffected makes it even stranger. I hope we can figure this out, because the bug affects every map i open up.
Hey molster, sorry but I actually had previously deleted the cryptfied model I exported to see if it would fix the editor. However, I have attached the other model: "felgolem.m2" which also caused the bug. (I also attached the texture, didn't know if you needed that as well)
but i have one problem.
i want export some animation from model. but it didn't work well
I used export option that check the box of attack1h. but in sc2 map-tool, animation of attack1h doesn't work because it's name is not "attack" but " "(blank)
eg) I want to apply goblin model. in sc2 map-tool, the model didn't work well. because, there is absence of attack animation.
so I used export option that check the box of attack1h. and export that model. but in sc2 map-tool, animation of attack1h doesn't work because it's name is not "attack" but " "(blank)
How can i get attack animation in the name of "attack"
Does this work with 64 bit systems? I've got windows vista 64 bit. Some models are there, and others are missing. Most are missing, actually. Like I cant get Arthas or any character, but I've been able to find some pots and flowers and whatnot. I just download Wrath of the Lich king free trial- did I do something wrong? Did I need to download the original game first or something?
Well..... Do you own WOW? I just download WotLK free demo and installed it. I click on a model and nothing happens.. Normally. Sometimes I can get a flower pot or torch or something to appear in the window. I really want these models, but I dont see why its not working.
edit- tried the arthas.m2 model, it shows up all white (no textures). The arthaslichking.m2 (and most models) dont show up at all. I click on it, it locks up for a few seconds (slow computer, does that with most 3-d editors) and then nothing is there... Could I have the wrong version or something? Do I need to update to catyclysm? Probably should do that first. Maybe it's still waiting for that to be installed or something.
edit- aha, it was waiting for me to finish patching 2 catyclysm. Most models work now, although now I need to figure out how to attach weapons... ;)
Is there a way to change the file the textures are called, and still link up with the model?
for example extracting a custom npc, uses humanfemale.m3 + body.tga + hair01.tga
now thats fine if only importing 1 custom npc into sc2
however the 2nd entirely different custom character imported also uses "body.tga" and even sometimes the same hair path
so is there a way to change the filenames of the textures?
Also...is it possible to make the .tga textures into .dds and still work? to save space...if not...whats the best method to shrink down a 1MB .tga...with some quality loss is ok...
hi molsterr i have the same problem of hatsune i can import only 1 custom npc, u dont know anyway to rename the tgas for body and hair throught the wmv or mixe then all? i'm not good skilled at using 3dmax or u can maybe try to explain how to do this? because actually this bug is so bad =/
Great post! I have a question concerning World of Warcraft Tileset Textures. Can you make a guide on how to get World of Warcraft Tilesets into Sc2? That would be so amazing!
Well..... Do you own WOW? I just download WotLK free demo and installed it. I click on a model and nothing happens.. Normally. Sometimes I can get a flower pot or torch or something to appear in the window. I really want these models, but I dont see why its not working.
edit- tried the arthas.m2 model, it shows up all white (no textures). The arthaslichking.m2 (and most models) dont show up at all. I click on it, it locks up for a few seconds (slow computer, does that with most 3-d editors) and then nothing is there... Could I have the wrong version or something? Do I need to update to catyclysm? Probably should do that first. Maybe it's still waiting for that to be installed or something.
edit- aha, it was waiting for me to finish patching 2 catyclysm. Most models work now, although now I need to figure out how to attach weapons... ;)
this was a super old post but might as well answer you now. Wow model view wont work until the game is 100% downloaded. as it does not understand how to read the unfinished files.
Great post! I have a question concerning World of Warcraft Tileset Textures. Can you make a guide on how to get World of Warcraft Tilesets into Sc2? That would be so amazing!
If I have some free time I could do something like this, the problem is the resolution on the textures for that... are kinda large.. which brings issues.
Is there a way to change the file the textures are called, and still link up with the model?
for example extracting a custom npc, uses humanfemale.m3 + body.tga + hair01.tga
now thats fine if only importing 1 custom npc into sc2
however the 2nd entirely different custom character imported also uses "body.tga" and even sometimes the same hair path
so is there a way to change the filenames of the textures?
Also...is it possible to make the .tga textures into .dds and still work? to save space...if not...whats the best method to shrink down a 1MB .tga...with some quality loss is ok...
Hey hatsune, thats something youll get an answer to faster over in the artist tavern section of the forums... I know you can change the path via 3dmax.. however im not 100% sure how to do it in WMV (tho there is a field for it) Ill miss around with it and see what I can find, as I have run into that problem myself
Hey Molsterr, I have a quick question. I've followed your tut to get a crypt fiend into my map, and it works great except for a couple things: I can't figure out how to get the attack and movement animations to work. I used the zealot actor and model data for the new unit, and thus the crypt lord just floats aound instead of walking and does no animation when attacking. I need to know how to edit which animations to be used for walking and attacking. I know that the run and attack animations are in the files; i can see them in the previewer. I just don't know how to specify them in the actor/model data fields. Thanks!
when you exported them, what were they "named" if you name them the same as the zelaot model, you should be good. ill take a look at it myself later and see whats with that model
Do I have to name them something specific in the export options? I just clicked rename on every one that I wanted to keep, I didn't actually change the names. Is this my problem? Do I have to call them "walk" and "attack" for the editor to recognize them? That would make sense, since the only one that worked was the one labeled "stand."
Edit: I figured it out, the animation names do have to be "walk," "attack," and "stand" to work. I'm also experimenting with "burrow" and "unburrow." :) Thanks for the tutorial!
great to hear!
Hey Molsterr, sorry to bother you again, but I have an issue you might be interested in looking into. Basically, the attack animations for "felgolem.m2" do not play even though they are named "Attack." The stand and walk animations work fine, but attack does not. Is there something I'm doing wrong or is it that model? Thanks for the help!
Edit: There's anther thing you might be able to help me with. On two different computers, my editor has become broken after importing wow models. After trying to import these models, the editor will erase all terrain and doodads from any map I load up. Clearly (since it's happened on two different computers), the models must interfere with the editor in some way. If you could tell me how to fix this (if you know), that would be much appreciated.
Ive never heared of that happening, could you possibly tell me what models you are importing that are maken such a bug in the editor? this is a editor side bug for sure, and if I can replicate the issue, ill throw it over on their bug forums.
Hey Molsterr, the models that have been causing this were "felgolem.m2" and "cryptfiend.m2." The lichking model, which i exported and imported using your tut, does not seem to cause any problems. However, it seems that certain models mess up the doodad, unit, point, and camera modules. I have tested this on both computers:
Open editor Create map Place units, doodads, points, or cameras Save Close out editor fully Reopen Map All placed objects are gone
What's really weird is that the bug doesn't affect data, regions, import, or pathing. You would think that it would break data and not any of these other things. And the fact that certain parts of the editor are completely unaffected makes it even stranger. I hope we can figure this out, because the bug affects every map i open up.
Very interesting, ill give this a test tomorrow (or as its 3am, later today lol)
Thanks for your time! It'll be nice to finally have the editor back, lol.
Sorry about the long delay. Its finals weeks, and projects left and right.
Anyway. I imported cryptfiend ad it did not crash/glitch for me... Could you upload the .m2 and texture your using?
Hey molster, sorry but I actually had previously deleted the cryptfied model I exported to see if it would fix the editor. However, I have attached the other model: "felgolem.m2" which also caused the bug. (I also attached the texture, didn't know if you needed that as well)
thankyou for your tutorial
but i have one problem. i want export some animation from model. but it didn't work well I used export option that check the box of attack1h. but in sc2 map-tool, animation of attack1h doesn't work because it's name is not "attack" but " "(blank)
eg) I want to apply goblin model. in sc2 map-tool, the model didn't work well. because, there is absence of attack animation. so I used export option that check the box of attack1h. and export that model. but in sc2 map-tool, animation of attack1h doesn't work because it's name is not "attack" but " "(blank)
How can i get attack animation in the name of "attack"
Does this work with 64 bit systems? I've got windows vista 64 bit. Some models are there, and others are missing. Most are missing, actually. Like I cant get Arthas or any character, but I've been able to find some pots and flowers and whatnot. I just download Wrath of the Lich king free trial- did I do something wrong? Did I need to download the original game first or something?
Works for me, I run Windows 7 64-Bit
Your on about not being able to find the models in the WoW-Viewer?
@GreyNightmare: Go
Well..... Do you own WOW? I just download WotLK free demo and installed it. I click on a model and nothing happens.. Normally. Sometimes I can get a flower pot or torch or something to appear in the window. I really want these models, but I dont see why its not working.
edit- tried the arthas.m2 model, it shows up all white (no textures). The arthaslichking.m2 (and most models) dont show up at all. I click on it, it locks up for a few seconds (slow computer, does that with most 3-d editors) and then nothing is there... Could I have the wrong version or something? Do I need to update to catyclysm? Probably should do that first. Maybe it's still waiting for that to be installed or something.
edit- aha, it was waiting for me to finish patching 2 catyclysm. Most models work now, although now I need to figure out how to attach weapons... ;)
hi molsterr i have the same problem of hatsune i can import only 1 custom npc, u dont know anyway to rename the tgas for body and hair throught the wmv or mixe then all? i'm not good skilled at using 3dmax or u can maybe try to explain how to do this? because actually this bug is so bad =/
Great post! I have a question concerning World of Warcraft Tileset Textures. Can you make a guide on how to get World of Warcraft Tilesets into Sc2? That would be so amazing!
this was a super old post but might as well answer you now. Wow model view wont work until the game is 100% downloaded. as it does not understand how to read the unfinished files.
If I have some free time I could do something like this, the problem is the resolution on the textures for that... are kinda large.. which brings issues.