The menu "File/Add File" can also be used to add m3a files when you select the correct file filter in the file selection dialog. Note that you need to add a m3 model first before adding a m3a animation to it.
Oh damn. Why can i export anything. Tried several models, just to see if i can export the model. But none work. It just giving me errors. "Multiple Mesh Objects cant be exported?" and it keeps referencing the addon.
Some dont even import, thought most do. But why cant i repack them?
Is it the addon? Or is 2.63 just buggy.?
Edit: OK, i think i see the problem. It seems the script cant export multiple mesh models. But then, how did you export that marine in the tutorial? Oh i see, you deleted the shield mesh. So is that it, you cant export more than one mesh.
Yes, currently only models with one mesh, or no mesh can be exported. In the tutorial I actually export a m3a file without any mesh. You can add the animation file (m3a) to a marine with shield. So you can animate models with multiple meshes by creating m3a files.
I plan to add support for exporting multiple meshes soon. If a model doesn't import please tell me the exact model that doesn't load so that I can fix it.
How exactly do you import/implement the m3a extension with SC2? As far as am aware the editor supports no such function. Neither does such an extension exist in the the MPQ?
Most units import properly. A lot of Buildings don't, though, usually with the " There are several unreferenced sections " errors, under the python console.
I think i saw your fix, to be modifying the structures.xml with the unknown structures. But honestly i cant replicate that.
Models, that as of now i cant import, are Nexus.m3, NexusDark.m3, Barracks M3, Hatchery.m3 and Gateway.m3 Gave up after that, but i'll try more as i experiment with the Software.
When trying to export a model, i got this error. "reference object has no attribute" How do i go about fixing similar red flags.
To Preview m3a files: The menu "File/Add File" can also be used to add m3a files when you select the correct file filter in the file selection dialog. Note that you need to add a m3 model first before adding a m3a animation to it.
To use them in game import them first via import manager and save the map to execute the import. Afterwards you can simply add the animation in the model tab of the data editor. The field you are looking for is called "Animations (Required)". See the screenshot I attached to my first post in this thread:
I fixed the import of the Nexus model. The gatway model imports for me already... When I have some more free time to spare I will look at the other models. At which model do you get the error "reference object has no attribute"?
I have a question regarding a few SC2 models in general, maybe you know the cause of this problems. In SC2, there exist models, like the Gun from the Marine_03 model, that are only visible from a very limited amout of angles. If you look at them from behind as an example, they will vanish. Do you know whats the cause of this?
Marine_03 has a gun? I can't see any in the previewer.
Btw. if you want to get informed about the newest m3addon additions you can either subscribe the atom feed at:
https://github.com/flo/m3addon
Or when you have an github account you can click a "watch" on the m3addon project page. One advantage of "watching" a project is that you get better summaries in the personal atom feed which is available trough the github.com main page. Also with a github account you can create issues in the issue tracker of the m3addon project. When you fill in an issue there, I get an email.
Yes, it has a gun, its located under the actual model.
So, the SM_MarineRifle model also cant be exported because of "2 Unknown Sections". Is that fixable? Seeing how the gun on the Marine_03 model is unusable because of the bug I stated last post, I would like to see if I can use this model instead.
I fixed the loading of the SM_MarineRifle model. Crainy are you potentially interested in learning how to fix such errors yourself?
@SimplyCool988: Go
I implemented the export of multiple meshes. You can find the funcionality in a special development branch called "multi-mesh-export". It exposes some other bugs which are hard to understand for the user. That's why I want to keep it in a seperate branch till these other issues have been fixed.
Absolutely! I was actually just about to ask myself.
Another question regarding animations that cycle: I made a running animation for the Zeratul SM model, and it looks cool in the previewer, however, Ingame, it always gets stuck for about half a second on the starting frame of the animation, making it look very stuttery. At first I thought it was because the start and end frame of the animation are the same, so I put the start frame about 3 frames forward, which made it look better in the previewer, however, Ingame, instead of smoothly transitioning, it just jumps to the third frame of the animation as soon as the animation replays, sticks around at the third frame for about half a second and then continues, which makes it look even worse. Any tips?
I added a section to the readme which explains how to deal with errors. I am not sure if they are understandable, so if you have trouble feel free to ask. Maybe we can even have a chat session when you get an error message again.
About the animation cycle: You say first something that it looks cool in the previewer. Then later you say that your change made it look better in ther previewer???
How did you add the animation to the map? Maybe you have to specify your custom walk duration somewhere. As a start you might want to try to play the animation while the unit stands triggered by an external event like a trigger with an event "2s game time elapsed"
Wow, That was quick. But how do i use that branch? I had all these possibilities in-front of my eyes. But i cant enable it properly. Out of the box, it yields the same result( Error Message"Multiple Mesh object cant export yet") How do i override export.py with xmlToM3.py lines. I'm afraid as it is, I'm stuck.
How do i enable that extra structure?
You said gateway works for you? To me its giving the familiar error "Exception SEQSV1.unknown5 has value 13 instead of expected value int (0)" I believe , this needed changing the expected value in structures? For all models?
Am i suppose to add a line to Structures.xml.? Do i need to go thought CommandConsole? Make an Override? Honestly, my thinking cap aint turned on today.
I fixed the import of the Nexus model. The gatway model imports for me already... When I have some more free time to spare I will look at the other models. At which model do you get the error "reference object has no attribute"?
Not really at Model Importing. When trying to export model with custom./altered mesh...
It adds a context menu to the explorer which allows you to "clone" (=download) a git repository. To download the m3addon you would specify the URL
git://github.com/flo/m3addon.git
Then you would use the explorer context menu entry "show log" to open the "change log". Then you would right click on the line that is labeled with "multi-mesh-export" and choose "Reset master branch to this". In the dialog you would set the option "hard reset" and confirm. That will reset all files to the given state.
It's also very easy to upgrade with TortoiseGit. You just use the context menu entry "fetch" to download the latest changes. Afterwards you just need to reset your master branch again to the version you want.
If you wanted to, you could fix the error yourself by editing the structure.xml file. You find more details in the readme (can be found on bottom of https://github.com/flo/m3addon). (Don't use the git hard reset then(it would reset to a given state discarding your changes)! Instead you would make a commit and use the context menu entry "pull".)
It's just strange that you have a different gateway model then me.
Neet program. One problem, though. Repository doesnt pull. As in i try to clone, but the progress bar aint moving. Cant download the git. How long is this suppose to take. I imagine a minute or so. Not half an hour. Why does it refuse to download.
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Didnt know you could use .m3s files in the previewer. How you do that?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Crainy: Go
The import of the SM_Marine03 model should work now with the newest version of my addon. Note that the newest version works only with Blender 2.63!
@DrSuperEvil: Go
The menu "File/Add File" can also be used to add m3a files when you select the correct file filter in the file selection dialog. Note that you need to add a m3 model first before adding a m3a animation to it.
Awesome, thanks!
Is there a way to update Blender to 2.63 without loosing all my settings?
@Crainy: Go
I am not sure if this is the recommended way, but you could do it like that:
You could simply copy your 2.62 blender configuration directory and rename it to 2.63
You find it on windows XP under:
And under Windows 7 under:
Great, will try it out. Thanks.
Oh damn. Why can i export anything. Tried several models, just to see if i can export the model. But none work. It just giving me errors. "Multiple Mesh Objects cant be exported?" and it keeps referencing the addon.
Some dont even import, thought most do. But why cant i repack them?
Is it the addon? Or is 2.63 just buggy.?
Edit: OK, i think i see the problem. It seems the script cant export multiple mesh models. But then, how did you export that marine in the tutorial? Oh i see, you deleted the shield mesh. So is that it, you cant export more than one mesh.
@SimplyCool988: Go
Yes, currently only models with one mesh, or no mesh can be exported. In the tutorial I actually export a m3a file without any mesh. You can add the animation file (m3a) to a marine with shield. So you can animate models with multiple meshes by creating m3a files.
I plan to add support for exporting multiple meshes soon. If a model doesn't import please tell me the exact model that doesn't load so that I can fix it.
How exactly do you import/implement the m3a extension with SC2? As far as am aware the editor supports no such function. Neither does such an extension exist in the the MPQ?
Most units import properly. A lot of Buildings don't, though, usually with the " There are several unreferenced sections " errors, under the python console. I think i saw your fix, to be modifying the structures.xml with the unknown structures. But honestly i cant replicate that.
Models, that as of now i cant import, are Nexus.m3, NexusDark.m3, Barracks M3, Hatchery.m3 and Gateway.m3 Gave up after that, but i'll try more as i experiment with the Software.
When trying to export a model, i got this error. "reference object has no attribute" How do i go about fixing similar red flags.
@SimplyCool988: Go
To Preview m3a files: The menu "File/Add File" can also be used to add m3a files when you select the correct file filter in the file selection dialog. Note that you need to add a m3 model first before adding a m3a animation to it.
To use them in game import them first via import manager and save the map to execute the import. Afterwards you can simply add the animation in the model tab of the data editor. The field you are looking for is called "Animations (Required)". See the screenshot I attached to my first post in this thread:
http://www.sc2mapster.com/media/attachments/27/16/DataEditorAddM3AToModel.png
I fixed the import of the Nexus model. The gatway model imports for me already... When I have some more free time to spare I will look at the other models. At which model do you get the error "reference object has no attribute"?
I have a question regarding a few SC2 models in general, maybe you know the cause of this problems. In SC2, there exist models, like the Gun from the Marine_03 model, that are only visible from a very limited amout of angles. If you look at them from behind as an example, they will vanish. Do you know whats the cause of this?
@Crainy: Go
Marine_03 has a gun? I can't see any in the previewer.
Btw. if you want to get informed about the newest m3addon additions you can either subscribe the atom feed at: https://github.com/flo/m3addon Or when you have an github account you can click a "watch" on the m3addon project page. One advantage of "watching" a project is that you get better summaries in the personal atom feed which is available trough the github.com main page. Also with a github account you can create issues in the issue tracker of the m3addon project. When you fill in an issue there, I get an email.
Yes, it has a gun, its located under the actual model.
So, the SM_MarineRifle model also cant be exported because of "2 Unknown Sections". Is that fixable? Seeing how the gun on the Marine_03 model is unusable because of the bug I stated last post, I would like to see if I can use this model instead.
@Crainy: Go
I fixed the loading of the SM_MarineRifle model. Crainy are you potentially interested in learning how to fix such errors yourself?
@SimplyCool988: Go I implemented the export of multiple meshes. You can find the funcionality in a special development branch called "multi-mesh-export". It exposes some other bugs which are hard to understand for the user. That's why I want to keep it in a seperate branch till these other issues have been fixed.
Absolutely! I was actually just about to ask myself.
Another question regarding animations that cycle: I made a running animation for the Zeratul SM model, and it looks cool in the previewer, however, Ingame, it always gets stuck for about half a second on the starting frame of the animation, making it look very stuttery. At first I thought it was because the start and end frame of the animation are the same, so I put the start frame about 3 frames forward, which made it look better in the previewer, however, Ingame, instead of smoothly transitioning, it just jumps to the third frame of the animation as soon as the animation replays, sticks around at the third frame for about half a second and then continues, which makes it look even worse. Any tips?
@Crainy: Go
I added a section to the readme which explains how to deal with errors. I am not sure if they are understandable, so if you have trouble feel free to ask. Maybe we can even have a chat session when you get an error message again.
About the animation cycle: You say first something that it looks cool in the previewer. Then later you say that your change made it look better in ther previewer???
How did you add the animation to the map? Maybe you have to specify your custom walk duration somewhere. As a start you might want to try to play the animation while the unit stands triggered by an external event like a trigger with an event "2s game time elapsed"
@println: Go
Well, it looked cool in the previewer before, but with that little change, it looked better.
I added the animation as this tutorial suggest it. I will try to find a way to set a duration for the walk cycle.
And thanks for the explanation in the Readme, ill try it out.
Wow, That was quick. But how do i use that branch? I had all these possibilities in-front of my eyes. But i cant enable it properly. Out of the box, it yields the same result( Error Message"Multiple Mesh object cant export yet") How do i override export.py with xmlToM3.py lines. I'm afraid as it is, I'm stuck.
How do i enable that extra structure?
You said gateway works for you? To me its giving the familiar error "Exception SEQSV1.unknown5 has value 13 instead of expected value int (0)" I believe , this needed changing the expected value in structures? For all models?
Am i suppose to add a line to Structures.xml.? Do i need to go thought CommandConsole? Make an Override? Honestly, my thinking cap aint turned on today.
Not really at Model Importing. When trying to export model with custom./altered mesh...
@SimplyCool988: Go
One way to download the branch is via TortoiseGit. You can download it at http://code.google.com/p/tortoisegit/
It adds a context menu to the explorer which allows you to "clone" (=download) a git repository. To download the m3addon you would specify the URL
Then you would use the explorer context menu entry "show log" to open the "change log". Then you would right click on the line that is labeled with "multi-mesh-export" and choose "Reset master branch to this". In the dialog you would set the option "hard reset" and confirm. That will reset all files to the given state.
It's also very easy to upgrade with TortoiseGit. You just use the context menu entry "fetch" to download the latest changes. Afterwards you just need to reset your master branch again to the version you want.
If you wanted to, you could fix the error yourself by editing the structure.xml file. You find more details in the readme (can be found on bottom of https://github.com/flo/m3addon). (Don't use the git hard reset then(it would reset to a given state discarding your changes)! Instead you would make a commit and use the context menu entry "pull".)
It's just strange that you have a different gateway model then me.
Neet program. One problem, though. Repository doesnt pull. As in i try to clone, but the progress bar aint moving. Cant download the git. How long is this suppose to take. I imagine a minute or so. Not half an hour. Why does it refuse to download.