There seem to be many so many 'choices', with different plugins, things that work for certain versions and things that don't.
I don't know where to start :(
I had a look at PrintIn's Blender tutorial, and it seemed a little overwhelming, and there were ALOT of people asking questions and talking about errors coming up.
I can have a 'better look' for 3DS Max 2011, if that will be the best option. (I don't really want to have to change programs that's all).
All these viewpoints and feedback is great, but has left me a little confused.
If my primary objective is to make modifications to existing units, do I need to use 2011 to get the job done?
It sounds like 2011 is primarily needed for animations and exporting to .m3?
If the original file is already in .m3, does that mean I don't need to worry about exporting\converting it?
Is everyone here using 2011?
at what point will I get stuck (or have a really hard time) if I don't use 2011?
Thanks again for your continued answers :) (however different they may be from eachother :P )
I've read a few places now that you have to be using 3DS Max 2011.
This is becoming very hard to get hold of. I have easy access to versions 2012 through to 2015, but NOT 2011....
Can I use a more recent version, or do I really need to get hold of a 4 year old version of the software to do some modelling?
There's a few abilities you could compare it to that do this.
I had a quick look at Psi Storm.
There are a few flags in the various tabs called "approach". These may help?
There's also one under Stats called "Allow movement". Maybe this is related?
Just wanted to confirm it does work.
The only problem I ran into is that it requires me to authenticate to battle.net before I can 'use' the editor, which is troublesome as I'm behind a proxy server that doesn't let through traffic on that port.
I was able to organise a 'work-around', but others may run into similar problems in a corporate environment.
Just to clarify:
I just copied my entire StarCraft II folder onto an external drive, then ran the "StarCraft II Editor.exe" from the root directory.
I just wanted to add a quick note here based on this:
<<quote 2318217>>
I Want To Test an Extension Mod But It Has No Map
Go to File > Preferences > Test Document and change settings there. Now you can test your extension mod on a map without having to save and publish it every time. <</quote>>
IF you set a Test Document to your extension mod, MAKE SURE that map DOES NOT already have the mod set as a dependency. If it does it will try to apply things twice, and lots of weird shit happens! :)
Nevermind.
Seems I had an edited version of the creep tumor where I had changed something earlier in an attempt to fix this, but for some reason only the Swarm Queen was using the 'new' version.
So I've got 2 queens. Both using the SAME ability. (I triple checked. From "Queen - Build")
The melee queens creep tumors now act as I want. However the Campaign (Swarm Queen's), spawn a weird smaller version of the creep tumor, that doesn't change once the charge has been used.
0
Thanks guys.
What about this? http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
There seem to be many so many 'choices', with different plugins, things that work for certain versions and things that don't.
I don't know where to start :(
I had a look at PrintIn's Blender tutorial, and it seemed a little overwhelming, and there were ALOT of people asking questions and talking about errors coming up.
I can have a 'better look' for 3DS Max 2011, if that will be the best option. (I don't really want to have to change programs that's all).
0
Thanks for all of your replies again.
I'm sorry if some of these questions sound stupid, I literally have NO idea about modelling. I've NEVER used any modelling software before.
If Art Tools only works with 3DS 2011 how do I use Blender to do the SC2 stuff?
So I'm hearing this m3plugin being talked about? So what is its purpose exactly?
Are there any Blender tutorials out there for SC2?
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Hey guys,
All these viewpoints and feedback is great, but has left me a little confused.
If my primary objective is to make modifications to existing units, do I need to use 2011 to get the job done?
It sounds like 2011 is primarily needed for animations and exporting to .m3?
If the original file is already in .m3, does that mean I don't need to worry about exporting\converting it?
Is everyone here using 2011?
at what point will I get stuck (or have a really hard time) if I don't use 2011?
Thanks again for your continued answers :) (however different they may be from eachother :P )
0
Thanks for those replies guys. What if I only intend to make modifications or new variations of existing units? Will I still need to use reactor?
0
Can you make one that automatically harvests minerals within a set distance of itself? ;)
0
I've read a few places now that you have to be using 3DS Max 2011. This is becoming very hard to get hold of. I have easy access to versions 2012 through to 2015, but NOT 2011....
Can I use a more recent version, or do I really need to get hold of a 4 year old version of the software to do some modelling?
0
A bit of a necro, but I'm also watching these and using these to learn the basics, so thanks :)
0
Had a feeling that is what you would had to do.
Was interested if perhaps you had found an easier work-around :)
Sounds like a lot of work.
0
There's a few abilities you could compare it to that do this.
I had a quick look at Psi Storm.
There are a few flags in the various tabs called "approach". These may help?
There's also one under Stats called "Allow movement". Maybe this is related?
I'm just guessing here, as I don't actually know.
Edit: Beaten! :)
Never heard of Transient before, so I looked it up here:
http://www.sc2mapster.com/wiki/galaxy/data/abilities/effect/target/
Edit 2: This may also be useful. (or not) :)
http://www.sc2mapster.com/forums/development/data/20294-problem-with-transient-abilities/
0
Can't open the map up right now, but could you give a brief description of what you actually did to solve it?
0
Just wanted to confirm it does work. The only problem I ran into is that it requires me to authenticate to battle.net before I can 'use' the editor, which is troublesome as I'm behind a proxy server that doesn't let through traffic on that port.
I was able to organise a 'work-around', but others may run into similar problems in a corporate environment.
Just to clarify: I just copied my entire StarCraft II folder onto an external drive, then ran the "StarCraft II Editor.exe" from the root directory.
0
I just wanted to add a quick note here based on this:
<<quote 2318217>>
I Want To Test an Extension Mod But It Has No MapGo to File > Preferences > Test Document and change settings there. Now you can test your extension mod on a map without having to save and publish it every time. <</quote>>
IF you set a Test Document to your extension mod, MAKE SURE that map DOES NOT already have the mod set as a dependency. If it does it will try to apply things twice, and lots of weird shit happens! :)
0
I don't really know anything about this at the moment, but I remember reading this thread.
http://www.sc2mapster.com/forums/development/artist-tavern/39949-how-to-prevent-imported-models-not-being-selectable/#p6
0
Nevermind.
Seems I had an edited version of the creep tumor where I had changed something earlier in an attempt to fix this, but for some reason only the Swarm Queen was using the 'new' version.
Reset the ability and now its working fine. :)
0
So it seems I had to remove Event 100
However, now I'm even more confused.
So I've got 2 queens. Both using the SAME ability. (I triple checked. From "Queen - Build")
The melee queens creep tumors now act as I want. However the Campaign (Swarm Queen's), spawn a weird smaller version of the creep tumor, that doesn't change once the charge has been used.