Just plane screen recording how to export model from max and import into game.
Model aint mine. Textures also. All made by Samoner.
I am just using his model as example.
Follow the video, and if something is unclear, ask. Coz I was too lazy to write tips in video :D .
At the end, there is some strange lighting or shading error caused by normal map. Hope NiN will fix that.
An explanation of what you're doing would be kinda nice.. I don't know anything about 3d studio max but i'd love to do what you're showing.. just have no clue what it is you're actually doing.
Never mind, I dug into 3d studio max and did some searching around. Think I'm to the point where I understand everything you're doing in the video, gunna go try it out now -.-
Update
Yay got it to work.. Thanks for the vid, it helped me figure it out all the way even though I still am not sure how to make it possible to click on it and move it around like you did or even add a texture to it. If nothing else I'm able to import custom doodads which is sexy!
So let me get the straight I need to replace a model in Starcraft 2 in order for the model to work? Or I can just import it with another name... cause I wanted to try Ticondrius but if I have to replace a model then wow...
I imported him in the Map Editor but the result is that he's all black and some parts brown.... yet I placed the .DSS file (there was only 1 .BLP) in Assets/Textures folder.
Also applied the material to all the selection with the 3 layers.
To Yegmorcar:
No, you dont have to overwrite existing models.
To RegulusV:
Probbly coz your UVW. You know what unwrapping is ? You can send me the model, and then I can show it to you.
Or I can just explain it to you; if that is the case.
You have to add Unwrap UVW modifier to you geometry, there you have to unwrap all faces of your model. This means that your 3d model will be placed on 2d image where you can create texture for it.
On default, UV is just messy.
I was using the stock medivac, which had UVW maps already done. The issue was the script and Max 2010 did not like each other. I loaded up 3dsmax 9 and boom, instant work.
However, my diffuse texture now refuses to show up. Probably because of the file format, but i use the DTX 5 Interpolated Alpha with MIPs generated, and it does nothing. I am at a loss here. Blizzard maps show up correctly on the model, but my custom texture does not. :(
Like I said, I use .dds format with DTX 5 Interpolated Alpha. I don't understand how the Galaxy Editor looks for textures. Does it look in the same path as the location of the texture that 3ds max exported it from? IE 3ds Max 9/Maps/Assets/Textures?
Just plane screen recording how to export model from max and import into game.
Model aint mine. Textures also. All made by Samoner.
I am just using his model as example.
Follow the video, and if something is unclear, ask. Coz I was too lazy to write tips in video :D .
At the end, there is some strange lighting or shading error caused by normal map. Hope NiN will fix that.
720p video on Youtube:
An explanation of what you're doing would be kinda nice.. I don't know anything about 3d studio max but i'd love to do what you're showing.. just have no clue what it is you're actually doing.
@froznic: Go
Never mind, I dug into 3d studio max and did some searching around. Think I'm to the point where I understand everything you're doing in the video, gunna go try it out now -.-
UpdateYay got it to work.. Thanks for the vid, it helped me figure it out all the way even though I still am not sure how to make it possible to click on it and move it around like you did or even add a texture to it. If nothing else I'm able to import custom doodads which is sexy!
This videos is made primary for people who have problems with exporting. I did video with tips, but It got deleted, so starting all over again...
I'll update this tut coz normal map is wrong here.
Gadaffy2 found solution for normal maps.
So let me get the straight I need to replace a model in Starcraft 2 in order for the model to work? Or I can just import it with another name... cause I wanted to try Ticondrius but if I have to replace a model then wow...
I imported him in the Map Editor but the result is that he's all black and some parts brown.... yet I placed the .DSS file (there was only 1 .BLP) in Assets/Textures folder.
Also applied the material to all the selection with the 3 layers.
EDIT: Upon posting the last issue, I made a major breakthrough, and no longer need assistance.
However, do you know what formats the .dds textures are supposed to be saved as?
To Yegmorcar:
No, you dont have to overwrite existing models.
To RegulusV:
Probbly coz your UVW. You know what unwrapping is ? You can send me the model, and then I can show it to you.
Or I can just explain it to you; if that is the case.
You have to add Unwrap UVW modifier to you geometry, there you have to unwrap all faces of your model. This means that your 3d model will be placed on 2d image where you can create texture for it.
On default, UV is just messy.
I was using the stock medivac, which had UVW maps already done. The issue was the script and Max 2010 did not like each other. I loaded up 3dsmax 9 and boom, instant work.
However, my diffuse texture now refuses to show up. Probably because of the file format, but i use the DTX 5 Interpolated Alpha with MIPs generated, and it does nothing. I am at a loss here. Blizzard maps show up correctly on the model, but my custom texture does not. :(
Use .dds for diffuse.
Or your path is wrong. Since after exporting path might be changed.
Like I said, I use .dds format with DTX 5 Interpolated Alpha. I don't understand how the Galaxy Editor looks for textures. Does it look in the same path as the location of the texture that 3ds max exported it from? IE 3ds Max 9/Maps/Assets/Textures?
really dnt want to dload anything... gonna try and find this 3dmax program online....
"You either are doing it, or you are not": Me
Team Genesis: Founder/Leader
Skype: Grasso2012 or Add me in-game 558
Free Model Developing Program: http://www.autodesk.com/education/free-software/maya