TempestEx1.m3 also throws an error if that helps track things down for importing some HotS models (error attached)
Also, has anyone gotten the normal texture layer to show up in sc2 on a new model? I can take my normal texture layer and use it replace the one on a blizz model, export that, and it shows up correctly in the editor (using the cutscene editor with Render->Shader Mode->Normal Map Only). But if I use that same normal texture layer or even any of the blizz normal textures on a model I made, I can't get it to show. Diffuse, Specular, and Emissive work fine. I must be missing a flag somewhere, but it doesn't seem to be an option in the texture properties or any of the texture layers.
I've attached a map with a cutscene where the carrier model has a new normal texture layer I made, and the set of planes includes one with a normal texture layer from blizz, and another with the same normal texture layer as the carrier, and neither seems to show up on that one.
Sorry if it's something obvious that I'm missing -.-
That also let me quickly figure out the minimum to get transparency going:
In the material properties layer, switch the blend mode to "alpha blend"
In the "Evio Mask" material layer (that's what it's called as of feb 10th commit), check the box by "color" and then change the alpha value on that color (the alpha value does affect how transparent the material is, but from my testing the RGB values don't seem to do anything in this case)
First of all, I want to say that this works so ridiculously well! I've been able to import the portrait models with full animations, rig new objects to the existing bones and then export them and all works perfect in the map editor :D
I'm a little lost on how to control alpha. Can someone tell me how you can make the coin in this tutorial have like 50% alpha when viewed in the map editor?
Edit - I found a model with some dense texturing to get transparency on it - TerrainObjectValhallaGlassFloor.m3
I tried to reproduce the texture on my own and couldn't get it, so I tried to change aspects of the texture on this one to see if I could find the simplest requirements for transparency - even if don't make any changes and just try to export it directly after importing the m3 file, I get the attached error. Probably some edge case thing with these weird complex textures
TempestEx1.m3 also throws an error if that helps track things down for importing some HotS models (error attached)
Also, has anyone gotten the normal texture layer to show up in sc2 on a new model? I can take my normal texture layer and use it replace the one on a blizz model, export that, and it shows up correctly in the editor (using the cutscene editor with Render->Shader Mode->Normal Map Only). But if I use that same normal texture layer or even any of the blizz normal textures on a model I made, I can't get it to show. Diffuse, Specular, and Emissive work fine. I must be missing a flag somewhere, but it doesn't seem to be an option in the texture properties or any of the texture layers.
I've attached a map with a cutscene where the carrier model has a new normal texture layer I made, and the set of planes includes one with a normal texture layer from blizz, and another with the same normal texture layer as the carrier, and neither seems to show up on that one.
Sorry if it's something obvious that I'm missing -.-
@println: Go
Yeah that fixed the exporting problem, thanks! :D
That also let me quickly figure out the minimum to get transparency going:
That's it!
First of all, I want to say that this works so ridiculously well! I've been able to import the portrait models with full animations, rig new objects to the existing bones and then export them and all works perfect in the map editor :D
I'm a little lost on how to control alpha. Can someone tell me how you can make the coin in this tutorial have like 50% alpha when viewed in the map editor?
Edit - I found a model with some dense texturing to get transparency on it - TerrainObjectValhallaGlassFloor.m3
I tried to reproduce the texture on my own and couldn't get it, so I tried to change aspects of the texture on this one to see if I could find the simplest requirements for transparency - even if don't make any changes and just try to export it directly after importing the m3 file, I get the attached error. Probably some edge case thing with these weird complex textures