@println: Go Thank you for fixing those. I haven't found other models with the same issue as Karak_Servitor, the common issue is that they simply fail to import, no error messages given, and it affects some older models.
Models I tried to import: Gateway.m3; EnergyLarva.m3; Fatty.m3; Probe.m3.
I still can't import PurifierMP.m3
Apparently it can no longer import several models from WoL or HotS.
@println: Go A few more models I tried to import but couldn't: Xelnaga_Pyramid_Temple and its variations.
I got something weird after exporting MedivacEx1.m3, I have no idea where that came from (see attached pic).
Particles in general are affected when importing/exporting models. Death animations receive extra gore because blood and flesh particles simply don't stop spawning and things like that.
Why are you using such an old version of blender? 2.63 is almost 4 years old.. and apparently not compatible with m3addon.
Just get the most recent version and it will work.
@println , I have used this add-on a ton and just wanted to say thank you for making it. It is pretty amazing.
Anyway, on to my issue. Not sure if it is a Blender problem or something with the import tool. When i attempt to paint the texture (in uv mode or paint the mesh) it doesn't seem to be working properly. It will sometimes paint it, and it will always disappear on the model afterward. Here is a video:
I'm loving this addon, it's pretty straightforward to use and seems to get most jobs done (displacement fields are still an inconvenience on some models though)
However, I'm having a big problem with the model BattleCruiserEx2.m3. The model in the editor is comprised of 8 turrets, each capable of individually pointing and shooting at their own targets (they're like turrets but without the need for turretZ attachment points). After some tinkering I figured out that they were using the CActorLookAt to rotate them around to fire at targets.
When I import this model into blender (2.76) with your plugin (latest version), export it, and put it back in the editor for use, the turrets around the battlecruiser are rigid. They no longer rotate or move when attacking targets (or when doing anything, for that matter). I've attempted to solve the issue myself, exporting it by enabling/disabling various options, checking to make sure the model imported correctly, setting different weights for bones, and moving the bones around. Nothing works. I get no error messages either.
Even when I take the base model from the editor and make no modifications to it, the moment I use your addon to import/export the model back into SC2, it loses its ability to rotate those bones.
Is this normal?
EDIT - After dabbling with the Star Tools for 3DSmax, I've come to the conclusion that this plugin doesn't import turret behaviors for models yet. I look forward to the day this feature is implemented :)
Hello printIn, this is my first time in commenting you. When I installed the latest version of your m3addon, which allows me to import some LotV models, I have some troubles importing the Wings of Liberty version of the Terran Engineering Bay model since it gives the warning: name 'fullBoneName' is not defined. Also, I have some problems too regarding by importing the Tal'darim Colossus and Purifier Colossus models because it shows an error which is this statement: Field MODL.unknown MaybeRef5 can be marked as a reference pointing to IJKT. If you can find some solutions on how to fix this issue, I wanted to know if you can.
Is there any possiblity of posting a small tutorial on making a model transparent?
I can't seem to get the texture to show through how I want it. I am simply trying to make a black sphere in the game that is slightly transparent - however it ends up pure black once imported into the game.
Have you considered using actor events in the Editor itself to accomplish this?
Once you have your actor set up with the said model, you can add a new event in the Events tab of the actor. Set the event to Actor Creation and the action to Set Opacity. From there, you can set the opacity from 0.0 to 1.0 over a set blend time, 0.0 being completely invisible and 1.0 being completely opaque. Be sure to input a name under the Label field, otherwise the opacity change will not be applied.
I actually found out (note for everyone) that the Brightness value for the M3 addon affects the transparency of the material. So if you wish to animate the different layers to fade out, you would essentially set it to 0. Anything above 1 will just enhance the colors of that material on the model.
It has been a huge while maybe, but I'm coming back with an ancient old question (at least for me)
Since the tutorials oon this site have mainly al vanished I'm forever at a loss.
I really, really, REALLY need a tutorial or something to figure out the hell I can actually make animations on meshes or just any type of random movement as I please.
I've looked very long and hard at a Pylon Placement model the figure out out that damn laserline walks downwards on the model but I don't understand a single thing of it. Its not even particle related, its something between mesh/material and texture, and from my understanding it "moves the UV map in Y direction" to make it look like the laserline is moving... but I can't find a single decent way how that is done with our specific .m3 models??!!??!??!?
Is anybody around still who knows this?
I'll appreciate basically any help, but please dont come with an answer such as "it done in the dope-sheet (or what have you) about 500% more details are really needed here.
Blender interpolates the transformations between keyframes. You can set keyframes for lots of stuff, like the bone position/size/rotation and the particle or texture properties, etc. The shortcut to insert a keyframe is "I"
@println: Go
Oh, ok then. Didn't expect a duo reply :) Hope Blizz makes it soon.
@println: Go Thank you for fixing those. I haven't found other models with the same issue as Karak_Servitor, the common issue is that they simply fail to import, no error messages given, and it affects some older models.
Models I tried to import: Gateway.m3; EnergyLarva.m3; Fatty.m3; Probe.m3.
I still can't import PurifierMP.m3
Apparently it can no longer import several models from WoL or HotS.
@SoulFilcher: Go
Oopps, I guess a assumtion of me about the FLAG structure to just assume the values 0 and 1 was wrong. That broke a lot of imports. I fixed it now.
@println: Go A few more models I tried to import but couldn't: Xelnaga_Pyramid_Temple and its variations.
I got something weird after exporting MedivacEx1.m3, I have no idea where that came from (see attached pic).
Particles in general are affected when importing/exporting models. Death animations receive extra gore because blood and flesh particles simply don't stop spawning and things like that.
@SoulFilcher: Go
I tried all 3 variants of Xelnaga_Pyramid_Temple and all could be properly imported and exported.
The strange small sphere is a mesh with a displacement manterial (name "Distortion1").
I assume it's visibility is normally animated and the visibility isn't importable/exportable yet.
@println: Go
Will this work on Blender 2.76B?
I tired following your instruction but for some reason I cant seem to find m3 when I typed it in the search bar.
@JayceeCordova: Go
Hi,
does the following path work for Blender 2.76b?
C:\Documents and Settings\$USERNAME\AppData\Roaming\Blender Foundation\Blender\2.76\scripts\addons\
(I use linux, so the path is different for me, but for me under linux Blender 2.76b works fine with the addon)
Hey man, doing gods work here.
I get an error every time i try to export. Even if i import a base model and immediately try to export, same error.
I have zero modeling skills and couldn't find anything similar on search. What do you make of it?
Why are you using such an old version of blender? 2.63 is almost 4 years old.. and apparently not compatible with m3addon.
Just get the most recent version and it will work.
Yep that did it. Feel like a retard now.
I figured it was like some other third party plugins that stick to one version. Guess not.
@println , I have used this add-on a ton and just wanted to say thank you for making it. It is pretty amazing.
Anyway, on to my issue. Not sure if it is a Blender problem or something with the import tool. When i attempt to paint the texture (in uv mode or paint the mesh) it doesn't seem to be working properly. It will sometimes paint it, and it will always disappear on the model afterward. Here is a video:
Am i missing something small/dumb?
Hello,
I'm loving this addon, it's pretty straightforward to use and seems to get most jobs done (displacement fields are still an inconvenience on some models though)
However, I'm having a big problem with the model BattleCruiserEx2.m3. The model in the editor is comprised of 8 turrets, each capable of individually pointing and shooting at their own targets (they're like turrets but without the need for turretZ attachment points). After some tinkering I figured out that they were using the CActorLookAt to rotate them around to fire at targets.
When I import this model into blender (2.76) with your plugin (latest version), export it, and put it back in the editor for use, the turrets around the battlecruiser are rigid. They no longer rotate or move when attacking targets (or when doing anything, for that matter). I've attempted to solve the issue myself, exporting it by enabling/disabling various options, checking to make sure the model imported correctly, setting different weights for bones, and moving the bones around. Nothing works. I get no error messages either.
Even when I take the base model from the editor and make no modifications to it, the moment I use your addon to import/export the model back into SC2, it loses its ability to rotate those bones.
Is this normal?
EDIT - After dabbling with the Star Tools for 3DSmax, I've come to the conclusion that this plugin doesn't import turret behaviors for models yet. I look forward to the day this feature is implemented :)
@printIn:
Hello printIn, this is my first time in commenting you. When I installed the latest version of your m3addon, which allows me to import some LotV models, I have some troubles importing the Wings of Liberty version of the Terran Engineering Bay model since it gives the warning: name 'fullBoneName' is not defined. Also, I have some problems too regarding by importing the Tal'darim Colossus and Purifier Colossus models because it shows an error which is this statement: Field MODL.unknown MaybeRef5 can be marked as a reference pointing to IJKT. If you can find some solutions on how to fix this issue, I wanted to know if you can.
Visit my projects in this links: Hammer's Assets, Protoss Factions Units ,Terran Organization Units
Is there any possiblity of posting a small tutorial on making a model transparent?
I can't seem to get the texture to show through how I want it. I am simply trying to make a black sphere in the game that is slightly transparent - however it ends up pure black once imported into the game.
First of all I would like to remark how excellent of a tutorial this is. It has proven to be extremely useful to me in the past week.
@shinzaraku: Go
Have you considered using actor events in the Editor itself to accomplish this?
Once you have your actor set up with the said model, you can add a new event in the Events tab of the actor. Set the event to Actor Creation and the action to Set Opacity. From there, you can set the opacity from 0.0 to 1.0 over a set blend time, 0.0 being completely invisible and 1.0 being completely opaque. Be sure to input a name under the Label field, otherwise the opacity change will not be applied.
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Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
@aZergBaneling: Go
Thanks for the tip aZerg!
I actually found out (note for everyone) that the Brightness value for the M3 addon affects the transparency of the material. So if you wish to animate the different layers to fade out, you would essentially set it to 0. Anything above 1 will just enhance the colors of that material on the model.
@shinzaraku: Go
You can use the base model Invisible. in the database of models.
Does anyone know how to get ribbons and their end points working?
It has been a huge while maybe, but I'm coming back with an ancient old question (at least for me)
Since the tutorials oon this site have mainly al vanished I'm forever at a loss.
I really, really, REALLY need a tutorial or something to figure out the hell I can actually make animations on meshes or just any type of random movement as I please.
I've looked very long and hard at a Pylon Placement model the figure out out that damn laserline walks downwards on the model but I don't understand a single thing of it. Its not even particle related, its something between mesh/material and texture, and from my understanding it "moves the UV map in Y direction" to make it look like the laserline is moving... but I can't find a single decent way how that is done with our specific .m3 models??!!??!??!?
Is anybody around still who knows this?
I'll appreciate basically any help, but please dont come with an answer such as "it done in the dope-sheet (or what have you) about 500% more details are really needed here.
Custom Campaign Initiative
Blender interpolates the transformations between keyframes. You can set keyframes for lots of stuff, like the bone position/size/rotation and the particle or texture properties, etc. The shortcut to insert a keyframe is "I"
BTW, Here you have the tutorials:
http://web.archive.org/web/20130621151638/http://www.sc2mapster.com/forums/resources/tutorials/35492-blender-how-to-create-an-animated-coin-model-for-starcraft/#posts
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!