i am here, how do i add it as uv layer2 to the material of the selected mesh?
a step by step video tutorial would be a great addition to the tutorial section :D
Honestly I have no idea via blender as I have never used it. Startools has a guide on how to do it in 3DS max 2011 which is what you should be using if you're going to be modding for Starcraft 2.
Also if you want it to essentially be the same model with different variations look at the Dark Templar model. It has different variations, first you'll need the base model so Marine.m3, that same model renamed Marine_00.m3, then your different variations of that model Marine_01, 02 and so on.
I'm running into some issues with the WoD Ogre model so it's going to take longer. The old WMV can't read some of the armor meshes and instead jumbles them into a mess of polygons. The new WMV can however.To counter this I'm going to be exporting what I can with the Old WMV and then exporting the bind pose to an .obj with all the meshes on in the new WMV. I'll need to reskin a few of them because the weights are different but it shouldn't take terribly long. I should be able to do this with the character models as well for their bugged hairstyles.
Update: Just need to get the mail and cloth armor meshes to work properly for animations and should be good to go.
If you are using my script to import m3 models, than you need to know that I never tested this on model from WoW
Secondly, the textures need to be in a specific location as stated in one of my tutorials, because I don't like moving arount the textures after I exported the stuff from HotS or SC2
There are nice import scripts for max that nicly support the m2 model format opted by World of Warcraft.
T.
It sounds like he's trying one of the few models that doesn't work with the m3 import. I had this issue with models like gates and doors. I think the cow model also had this issue. In which case he should try the m2 import method. Also keep in mind that the m2 import does not work with some of the WoD models as the skins are set up slightly different and it can't recognize them.
Yeah I was thinking the same, will do. Another question that came to my mind after looking at your tree models, do you create the alpha by hand? I do since I haven't figured out any other way, so I have to select the layer and draw using pen tool :/ I also use color select but it's still very tedious and the result isn't that great. I figure there's a way to "unlock" the alpha so to speak, but I have no idea how. Hope that made sense.
Most of the WoW textures already come with an alpha channel that may be used for different purposes. For the most part the ones that require a mask always have them. I rarely if ever have had to create an alpha just to mask over say the leaves of trees, because the alpha is already there for me. What are you using to extract the textures and convert them? If you're extracting them as .blp and then using a .blp converter then it may not be saving your alpha channel.
I use WoW Model Viewer which will extract them into .tga files for me. I find the model I want and then extract as either an .m3 or .obj.
On models where I have to use team colors and a mask I use two textures. The first is the diffuse with an alpha that is for the team color and the second is the alpha mask texture which uses the alpha channel to mask areas I want hidden. I attached two textures to show you what I mean.
I also have a guide on how I add team colors where I do go in with a pen and select the areas I want for the alpha channel. Keep in mind that this isn't going to be perfect every time and that you should adjust the methods to fit the look you're going for.
Wooo! I got it to work, thanks a ton! Now I can finally create a pretty much ideal terrain :D Gonna have to tweak around a bit more with the settings in photoshop but it's already looking good!
One other thing that I did was make it 1024x1024 by copy and pasting it over and over. This will prevent it from being gigantic in game.
But how do you use the specular map? When I save as .dds I can only use one layer, so I have one diffuse map and one normal map. In the Data editor I use the diffuse and normal for the texture, but there's no option for the specular map. How do I get the engine to include the spec map?
The spec map is the alpha channel in the diffuse texture.
I had that issue too at first, I'm trying to remember what I did to fix it. It's been awhile since I've done terrain textures...I think I did these back in like November. IIRC in photoshop I made the spec darker and I think I set the normal map scale to either 4 or 6. So it has a normal and spec it's just that they are not easy to see. One thing I haven't been able to fix is that my garrison tiles turn more grey and lose some color because of the normal map, I'm not sure what causes it and it's so minor that I just don't want to spend time on it atm.
Way too early screen shot of the center of the map with mountains that make up the border between the edge of the map and the mines and ogre town. Added in the WoD wolf and talbuk models. I will probably work on the plains or the ogre town next.
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what video?
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Honestly I have no idea via blender as I have never used it. Startools has a guide on how to do it in 3DS max 2011 which is what you should be using if you're going to be modding for Starcraft 2.
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@FunkyUserName: Go
Did you map the decal on the 2nd uv layer? If you didn't it will never show because it's likely the model doesn't have a 2nd uv map.
You'll need to select the mesh which contains the area you want it on. Then you unwrap the UV's and move the texture to where you want it to appear.
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Uses a composite material with the line one animated over the other one. Probably not too difficult.
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Like Amaroq64 said, I'm also pretty sure that footprints are static and can't be rotated on the fly.
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@TheSC2Maniac: Go
Also if you want it to essentially be the same model with different variations look at the Dark Templar model. It has different variations, first you'll need the base model so Marine.m3, that same model renamed Marine_00.m3, then your different variations of that model Marine_01, 02 and so on.
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@Daara87: Go
I'm running into some issues with the WoD Ogre model so it's going to take longer. The old WMV can't read some of the armor meshes and instead jumbles them into a mess of polygons. The new WMV can however.To counter this I'm going to be exporting what I can with the Old WMV and then exporting the bind pose to an .obj with all the meshes on in the new WMV. I'll need to reskin a few of them because the weights are different but it shouldn't take terribly long. I should be able to do this with the character models as well for their bugged hairstyles.
Update: Just need to get the mail and cloth armor meshes to work properly for animations and should be good to go.
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It sounds like he's trying one of the few models that doesn't work with the m3 import. I had this issue with models like gates and doors. I think the cow model also had this issue. In which case he should try the m2 import method. Also keep in mind that the m2 import does not work with some of the WoD models as the skins are set up slightly different and it can't recognize them.
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Thanks T.
It can be really tedious at times but the end result is definitely worth the effort.
Only need to bring in a few more ogre doodads and then the ogre model itself. Added a bit to the town.
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No problem, I am glad I was of some assistance to you.
Did a little bit of work on the plains and along the river. Added in the Clefthoof, Kaliri, and Toad models.
Also started working on the Ogre town. Still got quite a few models to bring in but I think this is the layout I'm going with.
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Most of the WoW textures already come with an alpha channel that may be used for different purposes. For the most part the ones that require a mask always have them. I rarely if ever have had to create an alpha just to mask over say the leaves of trees, because the alpha is already there for me. What are you using to extract the textures and convert them? If you're extracting them as .blp and then using a .blp converter then it may not be saving your alpha channel.
I use WoW Model Viewer which will extract them into .tga files for me. I find the model I want and then extract as either an .m3 or .obj.
On models where I have to use team colors and a mask I use two textures. The first is the diffuse with an alpha that is for the team color and the second is the alpha mask texture which uses the alpha channel to mask areas I want hidden. I attached two textures to show you what I mean.
I also have a guide on how I add team colors where I do go in with a pen and select the areas I want for the alpha channel. Keep in mind that this isn't going to be perfect every time and that you should adjust the methods to fit the look you're going for.
http://www.sc2mapster.com/forums/resources/tutorials/69058-textures-creating-team-color-textures/
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One other thing that I did was make it 1024x1024 by copy and pasting it over and over. This will prevent it from being gigantic in game.
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The spec map is the alpha channel in the diffuse texture.
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I had that issue too at first, I'm trying to remember what I did to fix it. It's been awhile since I've done terrain textures...I think I did these back in like November. IIRC in photoshop I made the spec darker and I think I set the normal map scale to either 4 or 6. So it has a normal and spec it's just that they are not easy to see. One thing I haven't been able to fix is that my garrison tiles turn more grey and lose some color because of the normal map, I'm not sure what causes it and it's so minor that I just don't want to spend time on it atm.
Here's my Garrison Tile .psd file.
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Way too early screen shot of the center of the map with mountains that make up the border between the edge of the map and the mines and ogre town. Added in the WoD wolf and talbuk models. I will probably work on the plains or the ogre town next.
Here's what else I have planned to add in.