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    posted a message on Updated MDX Importer for 3ds Max
    Well, there is one feature, which is actually missing: Export more than one editable mesh. Personally, for me the feature is not that important, but if you have 2 meshes with 2x Skin Modifier(2 different skeletons too), things will become worse :( . Especially if you think of some models which have a morph model. That would make your export scripts perfect. By the way, it seems there are issues to import animations which change their Z-axis position. But regardingless of this, your export scripts are all awesome and include a lot of work, we all appreciate that :).
    Posted in: Third Party Tools
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    posted a message on Updated MDX Importer for 3ds Max
    Very nice. I'm really thankful for this. Imagine now how easy it will be to import Warcraft3 into SC2! Awesome!
    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    Quote from Samoner: Quote from Cyb3rD3lux3: Go You go to the Import Manager(F9) Then you select your textures, right-click, Move Files > then you type Assets\Textures\ That is your native path for your textures, because you have set the path in the m3 exporter (you can change it of course) Hmm okay but I used ingame textures for my model, so I thought that I dont have to import the textures because they are already ingame.
    Then you have to export your model with the location of your ingame textures. Attention: You can use only one path, so be careful But I think it's not that easy.. I think there is no automatic reference like in Wc3?!(I can be wrong..) >When are you going to support animations, out of curiosity? Would like to know, too. Would be also nice to know whether there is an alpha channel support(reference to my old post).
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    posted a message on M3 Exporter
    Quote from Samoner: I had the same promble that I used harddrive path, but when I don't use the path my model don't have a texture in the editor? Whats my mistake???
    You go to the Import Manager(F9) Then you select your textures, right-click, Move Files --> then you type Assets\Textures\ That is your native path for your textures, because you have set the path in the m3 exporter(you can change it of course)
    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    I'm afraid to ask, but well.., let's imagine: I've got a model in a shape of a box. Now I've made for that model a .DDS texture with an alpha channel, so I don't want to let see in SC2 the black area of the alpha channel. In wc3 it was enough to make a texture with an alpha channel and it was enough to import it to Wc3 and it worked. But it seems it's not that easy with SC2. What do I have to do, that my model will accept in the sc2 editor the texture with the alpha channel? Because at the moment I can see my hidden alpha channel stuff...
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    posted a message on M3 Exporter
    @Skizot: (OMG!)Thanks a lot! We've forgot to uncheck.. I wonder why there is a feature for harddrive path o_0 Edit: Thanks to NiNtoxicated01, too. Cool, gonna test it.
    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    Quote from Skizot: @Cyb3rD3lux3: Go what was your problem?
    But if I send the map to a friend, the friend will not see the textures ingame and in the Galaxy Editor. He can only see the imported texturefiles in the ImportManager with the right preview but the rest will not work. In contradiction to that all stuff works with my editor and within the ingame test. I know how to move files and make paths, that's not the problem. I don't know whether you guys have tried that.
    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    @JackRCDF It could be possible, that this exporter works with Gmax. Gmax was a free tool and nearly the same like 3Ds. It was possible to use the MDX exporter with Gmax in Warcraft3 times. Btw. can someone help me with my problem :(?
    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    I save always my stuff and my paths work correctly. What about a little test? You make a map with a small custom model and then we will see whether I can see your model correctly. You can attach your map here.
    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    Quote from Triceron: @Cyb3rD3lux3: Go When you export your model with the exporter, the script has a part where it asks you 'use material path'. If you leave this checked, it will point the .M3 to the texture location where you have it set in your .MAX file. You want to uncheck that so it goes to Assets\Textures; so that the .M3 will look for texture files in that directory (Blizzard's default directory for textures). Once you've exported an .m3, take it and your textures and import them into your map. Put your texture files into an Assets\Textures folder in the Import Editor. Save the map. The model should be sourcing your textures from within the map now.
    Thanks for your help, but that is not my problem. You don't understand... I do it like you say, you can even see ingame pictures from my model on the previous page. But if I send the map to a friend, the friend will not see the textures ingame and in the Galaxy Editor. He can only see the imported texturefiles in the ImportManager with the right preview but the rest will not work. In contradiction to that all stuff works with my editor and within the ingame test. I know how to move files and make paths, that's not the problem.
    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    I've got a weird issue. If I load my map into the editor or play it, then I'll see my placed new models. But if a friend loads my map into his editor or plays the map, he will see only blue shader like models. I just wonder what's wrong?!
    Posted in: Third Party Tools
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    posted a message on M3 Exporter
    >Where your material ID 1 texture is Oh boy, finally found that. It is very important to change it there and not in the maps brackets. You saved my day(s?) :) Edit: Holy crap! It works :) No diffuse, only emissive.

    wc3tosc2

    wc3tosc23

    Diffuse + Emissive :)
    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @crazyfingers619: Looks kewl even without details.

    Great way to debug your shaders is to cycle shader types in the previewer (S and Shift + S). You can see what you're looking at below, be it emisive or whatever.

    That helped me a lot, but now I wonder how I can apply different shaders in 3Ds or in the editor? That is all what I want to know, would help me a lot...

    For example I would like to have Emissive only -------

    I've read your posts again and I want to know how you did that:

    Specularity issues were fixed by using the Starcraft 2 shader. The SC2 shader seemed to fix the diffuse lighting fall off as well, so it looks like other units.

    How do you do that ?!

    Maybe I explain again what I want to do: I've got a model and I want that the model will be exported with 100% Self-Illuminace and it must be like in 3Ds with the same lightning(100% Self-Illu = No lightning ;) ). Hope you can explain how you did that.

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

    I've got a weird problem. My model is always brighter(totally!) in the editor than in the 3Ds preview. Does Self-Illuminace work right? I tried different settings :/ Well, I'll try more settings in that time.

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

    Thanks, I hope we will see that update soon :) Keep up your work, hope that I will have in the near future the same interest & time to write some model stuff scripts like you :x Well then, I hope to see your updated exporter, it's atm. totally awesome, waiting on StarTools sucks :D

    Posted in: Third Party Tools
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