You can swap a model texture with a plain text editor directly. The only limitation is that the new texture path has to have the exact same lenght than the old one.
Now, if you have to change some mapping or some material configuration, then you should follow Alley's tutorial. It's a nice starting point.
Some tipps about things I noticed in the tutorial:
The addon also works with the current Blender version 2.76b. Did I mention somewhere wrongly that it only works with 2.69?
In the sc2 editor you can open the file browser faster by going to "Windows -> Console" and then by typing "browse".
Blender can also import the textures if they are in either relative positioned to the model or if you have specified the path where to export textures from. (If you use cycles as Blender render engine then at import cycle blender materials will be generated. Viewing textures requires some settings however, if you are interested I can give you more info.)
Theoretically Blender has also a in program paint tool that allows even direct painting on the 3d model but I haven't tried it much yet.
The m3 export panel in Blender provides a quick way to (re)exporting a model. Via the SC2 Cutscene editor module can automatically reload a model when it changed on disk after you give the windows focus again. Just import the model in the cutscene editor via File-> Add Model and enable the auto reloading in the File menu of the cutscene editor. This allows a very quick edit / see result cycle.
The m3addon includes scripts that can be used to convert m3 models into editable xml files and back to m3 again. This makes it possible to adjust texture paths without the keep length limitation. The advantage of this over an m3 import and export is that all information that can not be imported/exported yet will be preserved.
I added merged and added some changes to make LotV and thus propably also Heros models might be importable without the conversion step.
Thanks go also to blink who provides some of the changes that made it possible to import some LotV/Heros models.
If anyone is interested in learning how the m3addon can be adjusted for making new models importable feel free to contact me via PM. Usually nothing more than editing xml and running a few pythong scripts is needed.
If I understood correctly, you updated your m3addon so it can work with LotV and Heroes models? If i'ts so, I love you mate. I used to use the .py for converting .m3 to .xml and viceversa so frequently.
@println: Go
This tutorial did not do it for the web.
I put it here, in case anyone can be interest you.
PS: One thing I do not understand, because we have to send a PM for you to explain how to do this, I think we all try to share here.
I do not know if I understand you have bad or wrong. but it would be a bit ugly not share knowledge with other users.
There are many that been long looking for an update hots and LotV
println already has made a couple of tutorials for his tool, and it's completely documented in github. He was offering to give further and personalized help for anyone interested.
Blaming him for not sharing even knowing that he has programmed, documented and maintained for free one of the most (if not the most) useful and complex modeling tools for sc2 during the last 3 years is unfortunate.
I already became clear while you're not a nice person.
But talk to him and I apologized for not understanding well that meant.
Nor does I mean it in an offensive mode from the start, but I see that you would likes to party.
I make this tutorial for a user this website, but I think it may be necessary para Many beginners.
Tools Needed
Blender 2.69
heroes-to-sc2-m3-converter
NVIDIA DDS plug-in
m3addon
Sorry for the duplicate post = P
Thanks for doing this friend! :) This is helping out a lot!
This is great, and I'm sure it will help many people!
You can swap a model texture with a plain text editor directly. The only limitation is that the new texture path has to have the exact same lenght than the old one.
Now, if you have to change some mapping or some material configuration, then you should follow Alley's tutorial. It's a nice starting point.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
@Cacho56: Go
One thing I learned today.
@Cacho56: Go
I get failure to do so. =(
The new string has to have the exact same amount of characters than the old one
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
@alleyviper85: Go Thanks for the tutorial!
Some tipps about things I noticed in the tutorial:
The m3addon includes scripts that can be used to convert m3 models into editable xml files and back to m3 again. This makes it possible to adjust texture paths without the keep length limitation. The advantage of this over an m3 import and export is that all information that can not be imported/exported yet will be preserved.
I added merged and added some changes to make LotV and thus propably also Heros models might be importable without the conversion step.
Thanks go also to blink who provides some of the changes that made it possible to import some LotV/Heros models.
If anyone is interested in learning how the m3addon can be adjusted for making new models importable feel free to contact me via PM. Usually nothing more than editing xml and running a few pythong scripts is needed.
I updated my previous comment, in case someone is just reading emails about new posts.
@println: Go
If I understood correctly, you updated your m3addon so it can work with LotV and Heroes models? If i'ts so, I love you mate. I used to use the .py for converting .m3 to .xml and viceversa so frequently.
@println: Go This tutorial did not do it for the web. I put it here, in case anyone can be interest you.
PS: One thing I do not understand, because we have to send a PM for you to explain how to do this, I think we all try to share here. I do not know if I understand you have bad or wrong. but it would be a bit ugly not share knowledge with other users.
There are many that been long looking for an update hots and LotV
@alleyviper85: Go
println already has made a couple of tutorials for his tool, and it's completely documented in github. He was offering to give further and personalized help for anyone interested.
Blaming him for not sharing even knowing that he has programmed, documented and maintained for free one of the most (if not the most) useful and complex modeling tools for sc2 during the last 3 years is unfortunate.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
@Cacho56: Go
I already became clear while you're not a nice person. But talk to him and I apologized for not understanding well that meant. Nor does I mean it in an offensive mode from the start, but I see that you would likes to party.
Next time, be informed before Accuse.