It's been a couple days, and I have had a tiny amount of success, I created my model, and it shows up in starcraft 2, but I don't know how to get the texture to link properly in blender.
Okay, so I tried what you said, exporting a basic common sc2 model, and importing to blender, making slight sculpt modifications, and exporting out. Had no problems with that really except for limited editing, like I couldn't figure out how to edit any of the animation, or get different sculpting tools.
The model showed up in the sc2 galaxy editor, and the zergling claws were larger, as I edited them to be so.
How can I figure out how to create a model from scratch that will be compatible to be viewed inside sc2?
A couple things I noticed within blender while editing, the zergling model uses several meshes, and armatures, and somehow a texture library (same Assets/Texture file path as in the galaxy editor) embedded into the model, but the texture is not visible on the grey model.
I did all that, and im not getting a duplicated addon name error anymore, but I'm still getting an error for exporting projects using a "mesh" type object.
Other projects I export, especially using the nurbs type objects, I don't get any errors, but still these do not show up visually in the galaxy editor model previewer.
There's 4 files in the zip called "_init_.py" blender is telling me to delete the duplicates to fix the issue, but they are all different file sizes, and I don't know how this will affect the functionality of the addon.
EDIT: they aren't the same size by they are in separate folders within the main folder isolated with different files of different sizes.
Apparently there are 2 addons with the same name conflicting with each other, not sure how to fix this since I've uninstalled blender and deleted the remaining directory before reinstalling, in attempts to fix the issue.
So before, I said I didn't have any export errors, which was true, and I was able to import the custom (from scratch, and very simple model) into sc2 edit, but the file was very small (1.07kb) and didn't show up the model when I went to view it within the editor.
Now, for some reason now I am indeed getting an error with subsequent exports from blender, again just exporting very basic models as a test, eg, the default cube and other basic objects. Here is an example of one of the errors:
It's been a couple days, and I have had a tiny amount of success, I created my model, and it shows up in starcraft 2, but I don't know how to get the texture to link properly in blender.
Okay, so I tried what you said, exporting a basic common sc2 model, and importing to blender, making slight sculpt modifications, and exporting out. Had no problems with that really except for limited editing, like I couldn't figure out how to edit any of the animation, or get different sculpting tools.
The model showed up in the sc2 galaxy editor, and the zergling claws were larger, as I edited them to be so.
How can I figure out how to create a model from scratch that will be compatible to be viewed inside sc2?
A couple things I noticed within blender while editing, the zergling model uses several meshes, and armatures, and somehow a texture library (same Assets/Texture file path as in the galaxy editor) embedded into the model, but the texture is not visible on the grey model.
it's very frustrating, some things are just not meant to be I guess.
I did all that, and im not getting a duplicated addon name error anymore, but I'm still getting an error for exporting projects using a "mesh" type object.
Other projects I export, especially using the nurbs type objects, I don't get any errors, but still these do not show up visually in the galaxy editor model previewer.
There's 4 files in the zip called "_init_.py" blender is telling me to delete the duplicates to fix the issue, but they are all different file sizes, and I don't know how this will affect the functionality of the addon.
EDIT: they aren't the same size by they are in separate folders within the main folder isolated with different files of different sizes.
Apparently there are 2 addons with the same name conflicting with each other, not sure how to fix this since I've uninstalled blender and deleted the remaining directory before reinstalling, in attempts to fix the issue.
So before, I said I didn't have any export errors, which was true, and I was able to import the custom (from scratch, and very simple model) into sc2 edit, but the file was very small (1.07kb) and didn't show up the model when I went to view it within the editor.
Now, for some reason now I am indeed getting an error with subsequent exports from blender, again just exporting very basic models as a test, eg, the default cube and other basic objects. Here is an example of one of the errors:
Thank you, actually I found the Talv m3 addon an hour and a half ago, my model is not showing up in the editor :(
I didn't get any export permission errors though.
It's cool you got results, I'll have to check them out sometime.
Still no .m3 converter for Blender or any other freeware?