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    posted a message on M3 Exporter

    @Zolden: Go

    Glad you can use it :)

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @Zolden: Go

    Yes, the effect of preserver is not yet supported but it will be supported in next version. The same effect is used on Archon.

    In fact, it's one of the biggest changes in the layer system.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @Zolden: Go

    But what about the preserver? I don't know what it is :) As for the tail I think you should ask guys who know the data options better. I think that the velocity of a model is an available parameter. You could couple the tail model with the tail's scale or length (whatever would cause to stretch it).

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @Statharas: Go

    I don't have this error but if you are reporting one it's always a good practice to describe a situation in which it has occurred :) What did you export? Did you do it yourself or is it existing StarCraft II asset being exported? To make the blades more solid you can change the map ZealotBladeGlow.dds to be less opaque. The same goes with FireAnim_X4LightBlue.dds, edit the alpha channel. See how the materials for the Zealot are constructed.

    @Zolden: Go

    1. Preserver's? :)

    2. Yeah, it's possible but would you like it to happen? I mean, maybe it would be better if you'd do it by hand? That kind of automation can produce a lot of unwanted results. There's just so much things that can be animated.

    Ok what parameters would you like to support this? Bones?

    3. Try the latest version. A huge chunk of the forcefield effect is achieved with displacement materials which are supported in the latest version :) I think that if you just open up the model everything will be revealed. What about the scene from StarCraft II campaign cinematic? With Raynor in Joey's pub? There was a glass. Did you check that out? Mothership missiles? Mothership doesn't shoot missiles but I'd go with particles with that one. The faster the object would go the more space would end up being between the emitted particles. But emitted quite often, big rate.

    Thanks for the feedback, keep it coming gents :)

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    I have a question to all you 3dsmax scripts users. In the next release there will be volume material added as well as big improvement to the layer system which will contribute in many areas. I think it is really important part of the whole creation process whether you just mod the models or create everything from scratch. Animation flags may be also added. Right now there is a lot of information lost during the import process and I think that we, max users, think a bit differently of the layers, not the way we should.

    I'll have youtube video explaining what and why when I release it.

    After that I want to heavily focus on particles and after that on ribbon effect. Lights support may also come in the process somewhere.

    I know that the ribbon is something that you really want but is there something you want to change/add/have in the script? Maybe there's something annoying or you think that may work better? If you could just point out your request, that would be great. I'd have a nice handy dandy list.

    Also, I really, strongly recommend anyone using println's python scripts or at least get familiar with m3ToXml and XMLtoM3 since they really save a lot of time if you want to change just a value.

    Thanks in advance <3

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    The plugin imports and exports particles just as a string of data with no visual feedback in 3dsmax. It's just like with air, you can describe air as a mixture of oxygen and hydrogen and carbon and other elements but you can't see it ;) It's just there!

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @sc2newuser: Go

    Man, I already told you. You won't see the particles in 3dsmax. For now it's just not possible.

    Posted in: Third Party Tools
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    posted a message on Weekly Terraining Exercise #81: Diablo III
    Quote from SheogorathSC: Go

    Shablam!

    OMG that looks awesome! Hats down good Sir :)

    Posted in: Terrain
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    posted a message on M3 Exporter
    Quote from Leruster: Go

    @sc2newuser: Go

    You won't see the particle animations in 3dsmax. You need to set it up in max and see how it looks in the StarCraft editor.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @sc2newuser: Go

    You won't see the particle animations in 3dsmax. You need to set it up in max and see how it looks in the StarCraft editor.

    @FockeWulf: Go

    Oh and I wanted to ask also: isn't there a way to keep the original colors on the wireframe pictures? Not to have them colored greenish?

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @FockeWulf: Go

    I'm really sorry to say that but it's very unlikely that I would do the camera import from the .mdx format. If you need it only for the portrait then I think that it is not that big of a deal. After all, you can set the perspective view and create a camera of of it (Create -> Camera -> From View). That's like 10s of work, literally.

    Just a hint, maybe you could render out normal maps for the models? I mean in most cases those textures have deeper areas blacked out, that might work :)

    I strongly believe that Blizzard will eventually release the tools ;)

    But I wish you best guys! Really :)

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    Press "H" (list of all models, space warps and other nodes in the scene) and search for Star2Par* models. These are particle emiters. There, on top, you can see which material is attached to it.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    Quote from Forge_User_55616657: Go

    @Leruster: Go

    @Leruster: Go

    Does not succeed unfortunately. I anything you changed always just as bad.

    Ok I'll look into it

    EDIT: Ok now I see the problem :) Unfortunately I can't correct it now. The problem is that the script is setting the DOF (Depth of Field) value to be 1. Apparently it's way to much for this scene :) I'll add either a feature or a way to set it the way you want.

    Another interesting thing is that the flare and the background don't animate, the atmosphere ends with solid line (propably the tint parameter missing which is not supported by importer/exported yet) and the planet uses composite material which is also unsupported :/

    So today I can add one feature, for the DoF value.

    What do you want to achieve with this model? Maybe you could try println's python script and just edit the values that you want to change. It's really handy tool and I'd recommend it to everyone who wants to just change some things in the model file.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    Quote from sc2newuser: Go

    @Leruster:

    import 2.0 didn't use smoke.dds import appears a messagebox because lack material it used

    You need to have all the necessary maps in a folder which max uses to take textures from. So for banshee it will be: Banshee_Diffuse.dds Banshee_Emissive.dds Banshee_Normal.dds Decal_Terran_0001_01.dds Glow_Orange1.dds Smoke2.dds

    The script imports them correctly, just checked it out. The material which uses smoke is also present, it's used by the particle emitter and there is the reference for it.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @sc2newuser: Go

    Do you have StarCraft textures unpacked? No hate here but I really have a hard time understanding what you post :/

    Posted in: Third Party Tools
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