I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
It was quite a bit of work but PurifierMP, Purifier_Repairbay_01 and 02 should be now importable.
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Karax_servitor_probe_b.m3 could be a tricky one. It is an import issue as when you display the textures in Blender as wrong as they get exported. Are there other models with a similar issues?
What is the exact name of the models? What dependencies did you enable to export them?
I enabled the both campaign and story mode dependencies but coudn't find the mira station nor the gorgon.
I use the archive browser (cutscene editor -> console -> enter "browse") to get the models exported.
Which path did you put in Blender under "Image Path" (last field on your screenshot) ?
Can you also post a screenshot of your import manager with the textures imported?
The paths there must match. The only differnce I think is that the Import manager dispalys "/" as "\".
For example I suggest you put "Assets/Textures/HvyGoliath_Diffuse.dds" in the Image Path in Blender and then import the texture in the Starcraft 2 Editor as "Assets\Textures\HvyGoliath_Diffuse.dds".
textures aren't stored in m3 files. Instead you specify image paths under which Starcraft 2 will then search the texture. e.g. if you specifiy the image path hello.tga then you need to import a texture under the path hello.tga in your map. It's important that you import the texture, before you load the model. Otherwise the editor gives the model a default texture. Only restarting the editor helps then.
You may also want to have a look at this m3addon FAQ.
I fixed the issue with the import of ConsoleTerran_00.m3. The issue with ConsoleTerran_02 is actually an import issue as you can see the same issue in Blender. It might be based on a common scale import issue which can't be fixed easily.
The materials you can configure via "M3 Material *" panels specify only how the material will look in Starcraft 2. Those m3 materials have nothing to do with Blender materials, which define how stuff looks in Blender. When you import a model, or when you click the button "Generate Blender Materials" in the M3 Import panel then the addon will try to create Blender materials based on the configured M3 materials.
M3 files don't contain any textures, but reference them by name. So when you click the button for generating blender materials it will search relative to the configured root directory ( In m3 import pane) for the textures. You can see at the console the exact path where it is looking at. You can open the console via the windows menu in Blender (but be aware, closing it closes blender).
You may also want to have a look at my m3addon FAQ.
If you want to render things, you may also want to google for "Blender Cycles Tutorial", Cycles is the new render engine in Blender, which uses new types of Blender materials.
There is a "M3 Attachment Points" panel in the Scene tab of the Properties Editor. It includes a + button for adding new attachment points.
I think there is a naming convetion or requitement in SC2. I think "Weapon Right" would be the correct name for your attachment point.
I tried to reproduce the bug, but it worked for me. I tried the following:
I exported the SpacePrisoner_00.m3
I imported it via my m3addon
I exported it via my m3addon
I imported the reexported model in the Starcraft 2 Editor under the import path Model.m3
I Changed in the Models tab of the Data Module the model path of the Zealot to Model.m3
I placed some zealots on the map
I started the map
Walking and standing worked, when I attacked modified Zealots with modified Zealots there were some warnings about a missing shield attachment point. But otherwise it worked :)
What you describe sounds like you configured a texture in the alpha mask. The alpha mask is for making thinks transparent. In your case you should leave the image path in the alpha mask layers empty. The diffuse layer alone will give you the wanted team color if you set it to RGBA.
To exclude that it is an issue with your texture you could reference an existing starcraft 2 texture in your model. e.g. the one from the marine for a test.
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@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)
@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.
@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.
@TheSC2Maniac: Go
This part of my reply was directed to you:
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Sorry...
@SoulFilcher: Go
It was quite a bit of work but PurifierMP, Purifier_Repairbay_01 and 02 should be now importable.
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Karax_servitor_probe_b.m3 could be a tricky one. It is an import issue as when you display the textures in Blender as wrong as they get exported. Are there other models with a similar issues?
@TheSC2Maniac: Go
Basic LotV model import support has been added to the m3addon.
@dalolorn: Go
What is the exact name of the models? What dependencies did you enable to export them? I enabled the both campaign and story mode dependencies but coudn't find the mira station nor the gorgon.
I use the archive browser (cutscene editor -> console -> enter "browse") to get the models exported.
@SoulFilcher: Go
Hi SoulFilcher. The issues should be fixed now: Please try again.
@WingedArchon: Go
Have a look at my Blender Tutorial and Hotkey Collection. I think the second sentence in it answers your queston.
@WingedArchon: Go
Which path did you put in Blender under "Image Path" (last field on your screenshot) ? Can you also post a screenshot of your import manager with the textures imported?
The paths there must match. The only differnce I think is that the Import manager dispalys "/" as "\".
For example I suggest you put "Assets/Textures/HvyGoliath_Diffuse.dds" in the Image Path in Blender and then import the texture in the Starcraft 2 Editor as "Assets\Textures\HvyGoliath_Diffuse.dds".
@WingedArchon: Go
Hi,
textures aren't stored in m3 files. Instead you specify image paths under which Starcraft 2 will then search the texture. e.g. if you specifiy the image path hello.tga then you need to import a texture under the path hello.tga in your map. It's important that you import the texture, before you load the model. Otherwise the editor gives the model a default texture. Only restarting the editor helps then.
You may also want to have a look at this m3addon FAQ.
@SomeoneTookMyNameTT: Go
I fixed the issue with the import of ConsoleTerran_00.m3. The issue with ConsoleTerran_02 is actually an import issue as you can see the same issue in Blender. It might be based on a common scale import issue which can't be fixed easily.
@penticrack: Go
The materials you can configure via "M3 Material *" panels specify only how the material will look in Starcraft 2. Those m3 materials have nothing to do with Blender materials, which define how stuff looks in Blender. When you import a model, or when you click the button "Generate Blender Materials" in the M3 Import panel then the addon will try to create Blender materials based on the configured M3 materials.
M3 files don't contain any textures, but reference them by name. So when you click the button for generating blender materials it will search relative to the configured root directory ( In m3 import pane) for the textures. You can see at the console the exact path where it is looking at. You can open the console via the windows menu in Blender (but be aware, closing it closes blender).
You may also want to have a look at my m3addon FAQ.
If you want to render things, you may also want to google for "Blender Cycles Tutorial", Cycles is the new render engine in Blender, which uses new types of Blender materials.
@KKlear: Go
There is a "M3 Attachment Points" panel in the Scene tab of the Properties Editor. It includes a + button for adding new attachment points. I think there is a naming convetion or requitement in SC2. I think "Weapon Right" would be the correct name for your attachment point.
I tried to reproduce the bug, but it worked for me. I tried the following:
@sunyatasattva: Go
What you describe sounds like you configured a texture in the alpha mask. The alpha mask is for making thinks transparent. In your case you should leave the image path in the alpha mask layers empty. The diffuse layer alone will give you the wanted team color if you set it to RGBA.
To exclude that it is an issue with your texture you could reference an existing starcraft 2 texture in your model. e.g. the one from the marine for a test.