If I'm hearing you correctly you'd like a Dragoon with Talon retexture?
Well most of the textures have their basics from the Tal'Darim unit textures. But it doesn't guarantee for them to work all the time. I'd be happy to take a look texture-to-model if you wish. for me its ok.
I just performed a testrun to import a Swarm Host and it works for me, so the issue must be with the setup.
Seeing from your screenshots I do see some differences. Not sure it that maters much. I'm not really familiar with 'parallels' and I don't know anything with regard to these programs in combi with mac.
From where I stand... you don't seem to be doing anything wrong as far a I can tell.
Coming shortly: The Talon Faction Mod (Extension mod)!
For some info and several screenshots please visit here: Talon Faction Mod
Warning. don't expect this mod to be a hyper-professional, balanced masterpiece. I nearly wanted to create a way to show the Talon assets including some of the ideas I had for them. Most changes are of model-nature and for some of the unique units they also come with their own roles/weapons and stuff. But ability-wise nothing significant is done.
Also I built a makeshift functionality into the mod allowing socalled faction play, providing a unique take on the overal Talon tech-tree and use the unique units.
Yeah thats the one :) which reminds me, this morning before work I got to take a look at the icons. Nice work. Next update release of the extension mod will have them enabled aswell as most unit icons.
Yeah I feel ya. When stuff like that doesn't work properly its a real pain in the ass.
Have you installed the plugin and activated its content that allows blender to use .m3 files?
When opening blender to whatever your starting file is check the following:
- In the properties panel, choose the 3rd icon from the left called Scene. if you close all tabs you should see about 20 tabs all starting with the keyword "M3". (starting under custom properties)
- when using the browser menu go into File --> Import/Export, it should read "Starcraft 2 model (.m3)" at the bottom.
When this is NOT the case, you must first install the plugin from PrintIn to actually work with the Starcraft 2 models.
Download and install the folder in the proper map of your blender installation, instuctions should be also at the link above.
Last step from there is: activate the plugin in blender.
Open blender, go to: File --> User preferences --> Addons, search on import/export and locate "import-export: importer and exporter for Blizzard's Starcraft 2 model files (.m3)" and check the box next to it.
I hope this helps for getting you started in the amazing world of modeling :)
I also find myself with a question, one that has bothered me for some time now.
I'd had hoped in creating a clean page setup and nice image folder that has some... sorting to it.
Right now I just have the ability to upload and all the content is messy and mixed. I'd like some organization tools like creating a simple structure to reorder images.
Hey man, I've already adressed your questions via PM, currently setting everything up again, hope to have more info for you soon :) as for your first remark, all done through a learning curve that dates back to around 2013 somewhere. But I'm glad you like it :)
Please also stay tuned for the incoming mod. I hope to do a public release somewhere close from now. Most of the mod appears working. maybe you'd like to do a testrun through Bnet?
As some of you have observed I've been away for a while. The reason is that I've suffered technological issues (fancy for computer broke down). In the mean time I've gotten myself a new heavy-duty machine and in several off-days have been gathering and continue working some of the last Talon assets aswell as compiling a mod. More info on that follows.
Later today when I'm back home I plan to upload some assets and start work on somehow enabling you to enjoy the mod. I'll also answer some questions and posts I've seen around.
Yeah i know. If I recall correctly, in WoL-era they were actor actions with a model swap action and a unit validator. They were configured in the Stargate actor that at warp in finish, the model would swap from the blue warping model to the normal unit model. But this now seems to be different in that it works with signals and I don't know what. It also refers to other actors which do something with the warp in model, but the link to the "reswap" back to normal unit model is unclear to me.
What I crrently have done is: upgrade 'name-upgrade' add, modelswap 'model'
And secondly; unit birth, validate unit 'validator', modelswap 'model'.
And this setup work for all other models, but for the Phoenix for instance, the model doesn't swap and remains the original model it is set to in the "art model" expression of the actor.
And when I go look in the event section for the stargate it only seems to say it must create the warping model when a Phoenix is being produced, but the swap from warp-to-normal isn't configured there (at least for as far as I can tell).
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*Bump
Still having issues with this.
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Hi everyone,
I'm pleased to announce that a great bunch of Portraits for the various Talon units is completed.
Please find some images below.
Set 1
Set 2
Set 3
Set 4
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I do have Discord yes, Although not been there for a few months.
If you're there look me up and we'll discuss what needs done.
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In reply to Veratai:
I'd be happy to take a look texture-to-model if you wish. for me its ok.
0
I'm currently running version 2.78b
Which is not the latest at the moment, but its working OK for me.
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haha yeah say that again. Thanks man!
Time and energy all depends. I do have some more time on my hands now though, Energy seems a tad bit influenced by the outside weather :)
but I'm all ears for ideas! Nothing wrong with cooking up new stuf.
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I just performed a testrun to import a Swarm Host and it works for me, so the issue must be with the setup.
Seeing from your screenshots I do see some differences. Not sure it that maters much. I'm not really familiar with 'parallels' and I don't know anything with regard to these programs in combi with mac.
From where I stand... you don't seem to be doing anything wrong as far a I can tell.
0
Coming shortly: The Talon Faction Mod (Extension mod)!
For some info and several screenshots please visit here: Talon Faction Mod
Warning. don't expect this mod to be a hyper-professional, balanced masterpiece. I nearly wanted to create a way to show the Talon assets including some of the ideas I had for them. Most changes are of model-nature and for some of the unique units they also come with their own roles/weapons and stuff. But ability-wise nothing significant is done.
Also I built a makeshift functionality into the mod allowing socalled faction play, providing a unique take on the overal Talon tech-tree and use the unique units.
0
I can't help but think something similar.
It seems more.... empty somehow.
0.962745098039216
In reply to DaveSpectre122:
Yeah thats the one :) which reminds me, this morning before work I got to take a look at the icons. Nice work. Next update release of the extension mod will have them enabled aswell as most unit icons.
Yeah I feel ya. When stuff like that doesn't work properly its a real pain in the ass.
0
Have you installed the plugin and activated its content that allows blender to use .m3 files?
When opening blender to whatever your starting file is check the following:
- In the properties panel, choose the 3rd icon from the left called Scene. if you close all tabs you should see about 20 tabs all starting with the keyword "M3". (starting under custom properties)
- when using the browser menu go into File --> Import/Export, it should read "Starcraft 2 model (.m3)" at the bottom.
When this is NOT the case, you must first install the plugin from PrintIn to actually work with the Starcraft 2 models.
you can download it here: https://github.com/stante/blendm3
Download and install the folder in the proper map of your blender installation, instuctions should be also at the link above.
Last step from there is: activate the plugin in blender.
Open blender, go to: File --> User preferences --> Addons, search on import/export and locate "import-export: importer and exporter for Blizzard's Starcraft 2 model files (.m3)" and check the box next to it.
I hope this helps for getting you started in the amazing world of modeling :)
0
I also find myself with a question, one that has bothered me for some time now.
I'd had hoped in creating a clean page setup and nice image folder that has some... sorting to it.
Right now I just have the ability to upload and all the content is messy and mixed. I'd like some organization tools like creating a simple structure to reorder images.
Is this anything that will yet be done?
0
As promised, the Vindicator..... and something else :)
Talon Vindicator
Talon Obelisk
In reply to DaveSpectre122:
as for your first remark, all done through a learning curve that dates back to around 2013 somewhere. But I'm glad you like it :)
0.962671905697446
Hello guys, Here I am back with a minor update.
As some of you have observed I've been away for a while. The reason is that I've suffered technological issues (fancy for computer broke down). In the mean time I've gotten myself a new heavy-duty machine and in several off-days have been gathering and continue working some of the last Talon assets aswell as compiling a mod. More info on that follows.
Later today when I'm back home I plan to upload some assets and start work on somehow enabling you to enjoy the mod. I'll also answer some questions and posts I've seen around.
Yours sincerely,
WingedArchon
0
Yeah i know. If I recall correctly, in WoL-era they were actor actions with a model swap action and a unit validator. They were configured in the Stargate actor that at warp in finish, the model would swap from the blue warping model to the normal unit model. But this now seems to be different in that it works with signals and I don't know what. It also refers to other actors which do something with the warp in model, but the link to the "reswap" back to normal unit model is unclear to me.
What I crrently have done is: upgrade 'name-upgrade' add, modelswap 'model'
And secondly; unit birth, validate unit 'validator', modelswap 'model'.
And this setup work for all other models, but for the Phoenix for instance, the model doesn't swap and remains the original model it is set to in the "art model" expression of the actor.
And when I go look in the event section for the stargate it only seems to say it must create the warping model when a Phoenix is being produced, but the swap from warp-to-normal isn't configured there (at least for as far as I can tell).