Did you have a look at my new video tutorial (see first post of this thread)? For the start it should be enough if you simply set the image path for the diffuse layer like chaos2night suggested.
Is the reexported model also wrongly deformed? If yes then a unvisualized scale setting is the cause. This unvisualized scale setting can be found in the bone properties tab when you have selected a bone.
@println: Go Yes, it seems to be a problem with the bones, but where exactly should I look for this unvizualized scale setting? I haven't found anything named scale setting.
In the "bone properties tab". It's only visible when you have selected a bone. The value is called "unapplied scale" and can be found at the bottom of the attached screenshot. I don't know yet how exactly this scale deforms the mesh. That's the main reason why I the addon doesn't appy it yet. If you can describe me how to apply this scale setting manually I think I should be able to have it automatically apply it on importing.
Is there a way to make the color of a model depend on the team color
example the default for player 1 is red and for player 2 it's blue
So my question is is there a way to add this to the model using this plugin
or is there another way to change the texture color during game ex via triggers
@chaos2night: Go The game models that use team colors use the 'alpha as team colors' for the diffuse texture layer (in material layers). But it also requires a custom texture if yours doesn't have an alpha channel.
Thx for that now I'll just finish my mesh and I'll try it out, didn't really see that check box :P
And is that the only way you can change the color of the model or is there some other way cuz
I'm working on some weapons that I would change the color on depending on the Weapon lvl and some
other stats like attachments and so. Else I'll have to use team color.
EDIT Never mind on this color thing I'm not really finished yet so I'll just wait till I'm done and see what I'll do
@chaos2night: Go With this method you can only use team color. If you're going for more complex changes I suggest swapping textures in game using actor events.
@RanchBurner: Go Right-click the bones and select "Edit Mode" then you can select a single bone by right-clicking it.
For those who don't have clicked "watch" at the m3addon page: It's now possible to create m3 forces with Blender that influence m3 particle systems.
For example you can make the particles rotate around a unit, or make a point attract particles. Particle systems and forces have "channels". If a particle system and a force share a channel then the force influences the particle system.
Well as I said in my last post (EDIT) I really haven't thought how I would do it but when you say Actor event
That is probably how i would do it. THX very much!
Another question to (someone who knows) is there a way to use multiple textures on my model without ripping it apart to different meshes
Just want to know f it is possible cause I'm soon done with my weapon and just want to know the options I have here with multiply textures
Just an answer if it is possible or not would be appreciated
What's the problem with having one m3 file that contains multiple meshes? You can separate a mesh anytime in Blender with hotkey 'P' in Edit Mode.
While one mesh can have exactly one material it's still possible to assign a mesh a composite material. This way you can have a model which has multiple textures layed over each other. I would guess however, that using too complex composite materials is bad for performance. Blizzard uses composite materials mainly for the high resolution models of the campaign cutscenes. So my recommendation is to have one model m3 file that contains multiple meshes.
Hey PrintIn I just tried to open XelnagaTempleDirt.m3 in blender and got some errors messages saying some vertexes can't be handled yet, or something like it.
Hi again I was able to solve a problem with blender not with your plugin though
As some may know I'm working on my own plugin and suddenly when I was going to export my Weapon model blender just crashed.
I was able to find the source of the crash but for me it made no sense at all cause all it did was to change one integer with some specified values that had worked on several meshes before (sometimes it is a mesh with 3 meshes and sometimes it can go up to 6 meshes without crashing)
Anyway I triad allot and just could not find the reason WHY ON EARTH it would crash right here.
I was stupid to remove my entire script from my computer... and about 5 min ago I thought about maybe it is blender that causes this. I run x64 blender
and on my laptop I also run x64 but I had my old script left on it so I decided to download x86 blender and try it out... and it worked now 100% I'm sure
Just happy to share this if It may occur for you guys try the other blender version
EDIT: Also merging the meshes to one will make the script work
@RanchBurner: Go
Did you have a look at my new video tutorial (see first post of this thread)? For the start it should be enough if you simply set the image path for the diffuse layer like chaos2night suggested.
@SoulFilcher: Go
Is the reexported model also wrongly deformed? If yes then a unvisualized scale setting is the cause. This unvisualized scale setting can be found in the bone properties tab when you have selected a bone.
@println: Go Yes, it seems to be a problem with the bones, but where exactly should I look for this unvizualized scale setting? I haven't found anything named scale setting.
@SoulFilcher: Go
In the "bone properties tab". It's only visible when you have selected a bone. The value is called "unapplied scale" and can be found at the bottom of the attached screenshot. I don't know yet how exactly this scale deforms the mesh. That's the main reason why I the addon doesn't appy it yet. If you can describe me how to apply this scale setting manually I think I should be able to have it automatically apply it on importing.
Is there a way to make the color of a model depend on the team color
example the default for player 1 is red and for player 2 it's blue
So my question is is there a way to add this to the model using this plugin
or is there another way to change the texture color during game ex via triggers
@chaos2night: Go The game models that use team colors use the 'alpha as team colors' for the diffuse texture layer (in material layers). But it also requires a custom texture if yours doesn't have an alpha channel.
@SoulFilcher: Go
Thx for that now I'll just finish my mesh and I'll try it out, didn't really see that check box :P
And is that the only way you can change the color of the model or is there some other way cuz
I'm working on some weapons that I would change the color on depending on the Weapon lvl and some
other stats like attachments and so. Else I'll have to use team color.
EDIT Never mind on this color thing I'm not really finished yet so I'll just wait till I'm done and see what I'll do
@chaos2night: Go With this method you can only use team color. If you're going for more complex changes I suggest swapping textures in game using actor events.
@RanchBurner: Go Right-click the bones and select "Edit Mode" then you can select a single bone by right-clicking it.
For those who don't have clicked "watch" at the m3addon page: It's now possible to create m3 forces with Blender that influence m3 particle systems. For example you can make the particles rotate around a unit, or make a point attract particles. Particle systems and forces have "channels". If a particle system and a force share a channel then the force influences the particle system.
@RanchBurner: Go
What do you think about my video tutorials? Would it be of great help to you if I convert the remaining text of this tutorial to an video as well?
@println: Go
Nah, just gotta watch 'em again. Not in the biggest hurry either.
@SoulFilcher: Go
Well as I said in my last post (EDIT) I really haven't thought how I would do it but when you say Actor event
That is probably how i would do it. THX very much!
Another question to (someone who knows) is there a way to use multiple textures on my model without ripping it apart to different meshes
Just want to know f it is possible cause I'm soon done with my weapon and just want to know the options I have here with multiply textures
Just an answer if it is possible or not would be appreciated
@chaos2night: Go
What's the problem with having one m3 file that contains multiple meshes? You can separate a mesh anytime in Blender with hotkey 'P' in Edit Mode.
While one mesh can have exactly one material it's still possible to assign a mesh a composite material. This way you can have a model which has multiple textures layed over each other. I would guess however, that using too complex composite materials is bad for performance. Blizzard uses composite materials mainly for the high resolution models of the campaign cutscenes. So my recommendation is to have one model m3 file that contains multiple meshes.
@println: Go
I don't find anything wrong with multiple meshes just wanted to know if I could have multiple textures
Hey guys I think I just figured out and solved one of my two errors. Thanks to "printIn" and "SoulFilcher". :)
@RanchBurner: Go That's good.
Hey PrintIn I just tried to open XelnagaTempleDirt.m3 in blender and got some errors messages saying some vertexes can't be handled yet, or something like it.
@SoulFilcher: Go
Fixed in the newest version.
Uh-oh... Guys I've encountered a new error: Here it is:
Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\init.py", line 1856, in execute m3export.export(scene, self.properties.filepath) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3export.py", line 1476, in export exporter.export(scene, filename) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3export.py", line 61, in export m3.saveAndInvalidateModel(model, m3FileName) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 15800, in saveAndInvalidateModel sections = modelToSections(model) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 15777, in modelToSections section.determineFieldRawBytes() File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 59, in determineFieldRawBytes minRawBytes = self.contentClass.rawBytesForOneOrMore(oneOrMore=self.content)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 8055, in rawBytesForOneOrMore rawBytes[offset:nextOffset] = object.toBytes() File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 8043, in toBytes return REGNV3.structFormat.pack(self.unknown0, self.unknown1, self.firstVert exIndex, self.numberOfVertices, self.firstFaceVertexIndexIndex, self.numberOfFac eVertexIndices, self.numberOfBones, self.firstBoneLookupIndex, self.numberOfBone LookupIndices, self.unknown2, self.unknown3, self.unknown4, self.rootBoneIndex) struct.error: ushort format requires 0 <= number <= USHRT_MAX
The newest version is unable to open some models I could open before, one case is NukePack.m3
@SoulFilcher: Go
Fixed
@RanchBurner: Go
RanchBurner can you describe me how to reproduce the exception you got? Does you model have a lot of bones?
Hi again I was able to solve a problem with blender not with your plugin though
As some may know I'm working on my own plugin and suddenly when I was going to export my Weapon model blender just crashed.
I was able to find the source of the crash but for me it made no sense at all cause all it did was to change one integer with some specified values that had worked on several meshes before (sometimes it is a mesh with 3 meshes and sometimes it can go up to 6 meshes without crashing)
Anyway I triad allot and just could not find the reason WHY ON EARTH it would crash right here. I was stupid to remove my entire script from my computer... and about 5 min ago I thought about maybe it is blender that causes this. I run x64 blender
and on my laptop I also run x64 but I had my old script left on it so I decided to download x86 blender and try it out... and it worked now 100% I'm sure
Just happy to share this if It may occur for you guys try the other blender version
EDIT: Also merging the meshes to one will make the script work
@chaos2night: Go
There's an idea. How to merge meshes? Learning on the go...