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    posted a message on What is the Proper way of exporting and importing a model to Blender?

    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 :)

    Posted in: Artist Tavern
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    posted a message on SC2 Mapster Upgrade Discussion Thread

    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?

    Posted in: General Chat
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    posted a message on [Showcase] WingedArchon Talon Faction

    As promised, the Vindicator..... and something else :)

     

    Talon Vindicator

     

    Talon Obelisk

     

    In reply to DaveSpectre122:

     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?
    Posted in: Artist Tavern
  • 0.962671905697446

    posted a message on [Showcase] WingedArchon Talon Faction

    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

    Posted in: Artist Tavern
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    posted a message on Model Swap for stargate units (void)

    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).

    Posted in: Data
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    posted a message on Model Swap for stargate units (void)

    Hi guys,

     

    I'm currently working on a mod where I'd like to use a built-in faction system.

    as a part of this, several units must receive model swaps based on the choice. I've used the same upgrade tactic as is used for the swap to Tal'Darim units in Legacy.

    I run into a little snag though... The swaps are working fine for Zealots, Archon, Immortals, colossi and Disruptor, however I have some problems with the Stargate units.

    I remeber from way back that this had something to do with the fact that Stargate built units get a "hidden" swap from the warping model.

    I've been trying to piece together how this works but I'm not seeing it.

     

    Can someone provide some help on how to succesfully model swap a stargate unit?

    Thanks

    Posted in: Data
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    posted a message on [Showcase] WingedArchon Talon Faction

    Hello peeps,

    It has been a while since a last update. I however wanted to shortly show off the Talon Vindicator in its current state.

    The first unit model that has completely new animations and effects.

    It not done yet, still quite some work to do, but the general setup is there.

    Posted in: Artist Tavern
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    posted a message on [Showcase] WingedArchon Talon Faction

    NOTE: To make this statement stand out more, text is enlarged.

     

    Thanks to all you guys who've been supporting me in the creation of the Talon!

    And special thanks to Davespectre122 for the work on all icons!

    I also liked making it happen :) once more a lot is learned from this endeavor. Which is what I now want to use on one final (sofar) unit from the old Talon Archives that I want to revamp heavily into the new style. Something of a year ago I created the Vindicator Siege Weapon, that combined with an arc-firing mortar-like weapon really made me enjoy the unit. Now that the Talon can be made into a mod, it can be shown in its full glory. This also begs for me to recreate it.better than it ever was!

    Posted in: Artist Tavern
  • 0.962441314553991

    posted a message on [Showcase] WingedArchon Talon Faction

    Hello Guys,

    Today I'll be finalizing most of the work on the Talon Empire.

    Some last assets are still to come, in order to complete all stuff modelwise.

    After that its time to take some time on buttons, Portraits... somewhere in the future this is also set to arrive, but I've not yet gotten plans nor time to take all this on at once.

     

    However, with above statement said: please hereby find the Special Model pack at promised.

    Featured: New version of the Cyber Hunter, Lancer, Volchron the Hunter, Golem (Alpha version), Vaporizer, Scout, Harbinger Shrine, Vaporizer Emplacement.

    Posted in: Artist Tavern
  • 1.36138572912668

    posted a message on [Showcase] WingedArchon Talon Faction

    a new pack with several Talon alternate unit model is up!

    Via usage of the Collection Page in-game these models can also be swapped if installed.

     

    Talon Unit Pack 2 (MP Alternates)

    There's alternate models for: Zealot (2x), Adept, Stalker, Immortal, Colossus.

    Posted in: Artist Tavern
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    posted a message on SC2 Mapster Upgrade Discussion Thread

    In reply to Pr0nogo:

     No I do understand. But same as for everyone else, I just voiced my opinion. Nothing more, nothing less. as far as goes that it appears 'added' after the site-upgrade, then I do agree its a step in the wrong direction, and appearently also one that has many mapmakers in a bind.
    Posted in: General Chat
  • 1.64289003429981

    posted a message on [Showcase] WingedArchon Talon Faction

    As a sidetrack: a request for an Aiur-version of the Lancer.

    Two versions created: A common grunt bearing the colors of its brigade.

    And a Female Elite, who's appointed to te charge of the next missions.

     

    Posted in: Artist Tavern
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    posted a message on SC2 Mapster Upgrade Discussion Thread

    Maybe its just me, but I don't really get the point with having to zip?

    Its about second nature to me. I'd be far more interested if there's going to be ways to create some added organnising abilties in our projects.

    I'd like to be able to group images per "project" and maybe downloads aswell. up to now it more or less feels like a dumpster and looks messy.

    Also... again, maybe just me... but is the site slow for some reason, slower than other sites or??

    Posted in: General Chat
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    It has been a huge while maybe, but I'm coming back with an ancient old question (at least for me)

    Since the tutorials oon this site have mainly al vanished I'm forever at a loss.

    I really, really, REALLY need a tutorial or something to figure out the hell I can actually make animations on meshes or just any type of random movement as I please.

    I've looked very long and hard at a Pylon Placement model the figure out out that damn laserline walks downwards on the model but I don't understand a single thing of it. Its not even particle related, its something between mesh/material and texture, and from my understanding it "moves the UV map in Y direction" to make it look like the laserline is moving... but I can't find a single decent way how that is done with our specific .m3 models??!!??!??!?

     

    Is anybody around still who knows this?

    I'll appreciate basically any help, but please dont come with an answer such as "it done in the dope-sheet (or what have you) about 500% more details are really needed here.

    Posted in: Tutorials
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    posted a message on Printings m3 importer can't get texture

    What I usually do is: make the respective meshes your work by changing the object mode to edit mode, go ingo the UV editor, and open the texture diffusethat is needed. It will give an idea of the overal look. Warning however, it doesn't show emissives and particle effects like in the sc2 editor.

     

     

    Posted in: Artist Tavern
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