I tried multiple times earlier to get a statement via email but I wasn't able to reach anyone at Blizzard. However a few month ago I thanked a Blizzard employee for answering a question about how normal maps work in Starcraft 2. In that chat I mentioned that it also helped me with my m3addon and seemed happy with that. This is of course no offical statement from Blizzard. I would be very happy to get some offical feedback from Blizzard whenether they are fine with my m3addon or not.
So please go ahead and ask that question Blizzard directly e.g. via forum. If enough ask maybe we get some offical feedback one day.
Btw. I added a new m3addon feature today: You can export now only the current animation. That way you can save a lot of export time when you just want to preview the animation in Starcraft 2.
@JacktheArcher: Go
Can't reproduce. I tried exporting the PurifierMatrix with the Stand animation only and the model showed up properly in the cutscene editor. The usage of the "Use new experimental format" option made now visible difference. Maybe you tried to import it to a map without the correct textures? Or the amount of exported animations make a difference.
@SimplyCool988: Go
It seems the particles are causing the broken import. As a work around you could try to remove all particles. Now the question is only which particle system is breaking the export. With the new export only the current animation option it (in the M3 Quick Export panel) you could find out the problematic particle system and tell me.
I've been having some issues when importing the different Marine portraits. Some of them get bugged, with the body armor along with the flares being moved out of position. It doesnt happen with all variations, but some like Dominion Marine 4, 6 and a few others.
EDIT: Another bug with a portrait, ArcturusPortrait loses his eyes when exported.
@println: Go Hi, thank you for fixing Arcturus, he is crucial for the campaign I'm planning. The marine is needed for a modification, not exactly to be used in a project right now, so no hurry at all, but I'd like to work on it in the future. That's why I tried to use similar portraits, the ones with the closed visor and to head inside, and those are the ones that get bugged.
:), glad you like it. In the newest version it is now also possible to edit the m3 material of the currently selected mesh in the materials tab. Editing materials of existing models should be much easier that way.
Hey! I created a model in Blender (took about 30 hours) but I'm still kinda new to the program.
I applied the texture to the model by unwraping the model and moving around various parts in the UV/Image Editor screen, and the model looks fine when I switch the view port to "Texture", however in Render it's completely white (from the lights) and after being imported to Sc2 Editor it's completely black.
When I export the model with your exporter, no texture goes with it. Just the model.
How do I apply what I've done in the UV/Image Editor screen to the texture on the model?
See question "Where can I change a model's texture path? " in my FAQ
Blender renders it white because you only have created a UV mapping and not a Blender material. Via the panel "M3 import" it is possible to generate Blender materials from the M3 materials(if the paths are setup correctly). Alternativly you can create Blender materials manually, but please note that Blender materials do not get exported. If your goal is to create a nice render, I suggest you search for "blender cycles materials tutorial". Cycles is the code name for the new Render Engine of Blender.
@yamirei: Go
Thanks for your bug report, I fixed it.
I am trying to do a very simple task, just changing an attachment point name. When I export the model back, however, it does not work correctly in Starcraft anymore: it gives me trouble with selecting it. I can still select it if I try hard, but, for example, I cannot box to select multiple models, or double click for the same effect.
As a matter of fact, I just tried merely importing the model and exporting it back without any changes, and it gives me the same problem (also, the file size is around 25% larger).
Is this a bug? Is there anything I can do to avoid this selection problem?
Are you using an old m3addon Version. What you describe comes Form missing fuzzy and tight hittests and the m3addon can import and Export those for a long time.
If you usw the newest m3addon Version: Which model are you trying to import/Export?
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It seems you can't properly export the mothership core aka the matrixpurifier. Always shows up as that unkown ball thinger.
@println: Go
Hi Print, i ve got a issue, how this addon is considered by Blizzard? it s tolerating to make model with?
@Dhoude: Go
I tried multiple times earlier to get a statement via email but I wasn't able to reach anyone at Blizzard. However a few month ago I thanked a Blizzard employee for answering a question about how normal maps work in Starcraft 2. In that chat I mentioned that it also helped me with my m3addon and seemed happy with that. This is of course no offical statement from Blizzard. I would be very happy to get some offical feedback from Blizzard whenether they are fine with my m3addon or not.
So please go ahead and ask that question Blizzard directly e.g. via forum. If enough ask maybe we get some offical feedback one day.
Btw. I added a new m3addon feature today: You can export now only the current animation. That way you can save a lot of export time when you just want to preview the animation in Starcraft 2.
@JacktheArcher: Go Can't reproduce. I tried exporting the PurifierMatrix with the Stand animation only and the model showed up properly in the cutscene editor. The usage of the "Use new experimental format" option made now visible difference. Maybe you tried to import it to a map without the correct textures? Or the amount of exported animations make a difference.
@SimplyCool988: Go It seems the particles are causing the broken import. As a work around you could try to remove all particles. Now the question is only which particle system is breaking the export. With the new export only the current animation option it (in the M3 Quick Export panel) you could find out the problematic particle system and tell me.
@println: Go
Where should i post in blizzart forum, in art tools part? can i linked your post?
@Dhoude: Go
I am no expert whith the Blizzard Forums, the Art Tools Forum doesn't sound too far off. You can link my post if you want to.
I've been having some issues when importing the different Marine portraits. Some of them get bugged, with the body armor along with the flares being moved out of position. It doesnt happen with all variations, but some like Dominion Marine 4, 6 and a few others.
EDIT: Another bug with a portrait, ArcturusPortrait loses his eyes when exported.
@SoulFilcher: Go
I fixed the ArcturusPortrait bug, the issue was that composite sections didn't get imported anymore.
About the marine protraits: Do you need them for a project or did you just report the bug because you found it?
@println: Go Hi, thank you for fixing Arcturus, he is crucial for the campaign I'm planning. The marine is needed for a modification, not exactly to be used in a project right now, so no hurry at all, but I'd like to work on it in the future. That's why I tried to use similar portraits, the ones with the closed visor and to head inside, and those are the ones that get bugged.
I fixed a ton of small issues when importing multiple models. I think that it should now work properly. Have fun mixing models :).
@println: Go Ohhhhh thankyouthankyouthankyouthankyou THANK YOU!!! ;-)
@SoulFilcher: Go
:), glad you like it. In the newest version it is now also possible to edit the m3 material of the currently selected mesh in the materials tab. Editing materials of existing models should be much easier that way.
Prepairing Blender does not work for me, it shows me the add on in the list but i cant tick it in. http://snag.gy/Glnuf.jpg I use the 2.66 64 bit version for windows form this site. http://download.blender.org/release/Blender2.66/
Pls help me to get this working.
@fate1990: Go
The m3addon is no longer compatible with Blender 2.66. I suggest you use Blender 2.69. You can get it from http://www.blender.org/download/
Hey! I created a model in Blender (took about 30 hours) but I'm still kinda new to the program.
I applied the texture to the model by unwraping the model and moving around various parts in the UV/Image Editor screen, and the model looks fine when I switch the view port to "Texture", however in Render it's completely white (from the lights) and after being imported to Sc2 Editor it's completely black.
When I export the model with your exporter, no texture goes with it. Just the model.
How do I apply what I've done in the UV/Image Editor screen to the texture on the model?
What am I doing wrong? :S
You have to set the material layers in the right panel, where all the .m3 options are.
You also have to import the texture in the map, the texture and the model are different things.
I would show you, but I don't have blender in this pc.
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hello, have problem not export SpawningPool.m3
this is error http://i.imgur.com/QrFFFzX.png
sry for bad english
@Rispetto: Go
See question "Where can I change a model's texture path? " in my FAQ
Blender renders it white because you only have created a UV mapping and not a Blender material. Via the panel "M3 import" it is possible to generate Blender materials from the M3 materials(if the paths are setup correctly). Alternativly you can create Blender materials manually, but please note that Blender materials do not get exported. If your goal is to create a nice render, I suggest you search for "blender cycles materials tutorial". Cycles is the code name for the new Render Engine of Blender.
@yamirei: Go Thanks for your bug report, I fixed it.
I am experiencing troubles exporting.
I am trying to do a very simple task, just changing an attachment point name. When I export the model back, however, it does not work correctly in Starcraft anymore: it gives me trouble with selecting it. I can still select it if I try hard, but, for example, I cannot box to select multiple models, or double click for the same effect.
As a matter of fact, I just tried merely importing the model and exporting it back without any changes, and it gives me the same problem (also, the file size is around 25% larger).
Is this a bug? Is there anything I can do to avoid this selection problem?
@sunyatasattva: Go
Are you using an old m3addon Version. What you describe comes Form missing fuzzy and tight hittests and the m3addon can import and Export those for a long time.
If you usw the newest m3addon Version: Which model are you trying to import/Export?