Ok, I have another issue and this time I have no clue what I'm doing really. I'm trying to create a model w/ several variations, each one having slightly different geometry but similar animations. I tried to create an attachment helper from the sc2 objects and then attach that to the geometry I want to use as an attachment. I'm not exactly sure how I should be doing this, much less setting it up in the galaxy editor to support those variations. Any ideas on this one? Worst case scenario I create 10 different models, but I figured that this would probably end up requiring the user to use up a ton of unnecessary memory when running my map. So I'd like to avoid that route if at all possible.
Gathering scene objects...
Getting mesh...
Getting bones...
Gathering used materials...
Getting materials...
Unknown property: "materialType" in 09 - Default:Standard**
Export Failed
Any ideas how to resolve this? I changed the 09 - Material to a starcraft 2 material and even copied over an existing/working material into that slot and I still get the error and am unable to export my model w/ it's new animations. Thanks for any help in advance!
I'm trying to make some modifications to a model which has a light and a particle system attached to it. Do these get exported from the Galaxy Editor's Preview Module? If so, do they get imported into max w/ this script? Whenever I export one of the previously imported models and import it back into the editor, I find that the model is missing the previously attached light and particle system. Some help would be greatly appreciated. Thanks!
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Think we will be seeing the particle system update sometime this weekend by any chance? I'm itching to update one of my models w/ some cool effects :)
Ok, I have another issue and this time I have no clue what I'm doing really. I'm trying to create a model w/ several variations, each one having slightly different geometry but similar animations. I tried to create an attachment helper from the sc2 objects and then attach that to the geometry I want to use as an attachment. I'm not exactly sure how I should be doing this, much less setting it up in the galaxy editor to support those variations. Any ideas on this one? Worst case scenario I create 10 different models, but I figured that this would probably end up requiring the user to use up a ton of unnecessary memory when running my map. So I'd like to avoid that route if at all possible.
@theaggie: Go
Nevermind, I figured out my issue. I had an editable mesh which I ended up detaching every object from. I found it in the layout view.
I have a model which I'm trying to export and I keep getting the following error:
Error occurred in diffuseMap.set(); filename: C:\Program Files\Autodesk\3ds Max 2010\PlugIns\sc2_objects.ms; position: 4285; line: 135Frame:val: undefinedMAXScript Scripted Plugin Handler Exception:
Unknown property: "mapList" in undefined <<Export Starting
Gathering scene objects... Getting mesh... Getting bones... Gathering used materials... Getting materials...
Unknown property: "materialType" in 09 - Default:Standard**Export Failed
Any ideas how to resolve this? I changed the 09 - Material to a starcraft 2 material and even copied over an existing/working material into that slot and I still get the error and am unable to export my model w/ it's new animations. Thanks for any help in advance!
I'm trying to make some modifications to a model which has a light and a particle system attached to it. Do these get exported from the Galaxy Editor's Preview Module? If so, do they get imported into max w/ this script? Whenever I export one of the previously imported models and import it back into the editor, I find that the model is missing the previously attached light and particle system. Some help would be greatly appreciated. Thanks!