@Monkalizer: Go There are two ways of scaling a model in Blender which the exporter understands:
You can scale the mesh in edit mode
You can assign the mesh to a bone and use then this bone to scale the mesh. it's the best way of doing it, since the bone is animatable. How you can assign a mesh to a bone I show in the new third video of this tutorial. Of course you would ideally not assign the complete mesh to a single bone, but to a complete skeleton. The process of creating a skelton for a mesh is called "rigging" (if you want to google for it). Expecially for human models there are some (half) automated ways of creating skeltons for it. You may want to checkout this video: http://www.sintel.org/news/rigify-auto-rigging-system/
Ah, I was scaling in Object Mode. I realize what rigging and animating is :P I was just trying to get the model into SC2 so I could trouble shoot one of the textures, as it was giving me difficulties before when I was using 3D studio max. Now I can use Blender <3 I'll rig it and then see if I can do it better this time :D Thanks for your help
http://i.imgur.com/jX66a.jpg
As you can see the imported model there is very large (almost a quarter of the x axis of the map!) and rotated incorrectly. I tried rotating it forward and scaling it down in Blender and reexporting and importing but the model is still the same. The texture is also not applied even though I'm pretty sure the texture paths are correct. Am I missing something?
What I would do is select the colour of the background using a colour picker, then select just that colour and then apply the colour to alpha.
Actually, normally I just use colour to alpha on the whole image as I use a black background for all my icons, and I don't ever use my icons on anything but a black background in SC2, which means they look nice in game. However, if you're planning on using them for hero icons then you'll want to take a bit more care with them. You can see how I do it in my video here: although that's a bit crummy and I made it in a big hurry it shows how it's done.
I'd rather use Blender than that awful program 3D studio max, if it weren't so painful to use because the interface and where materials and everything is hard to find unlike blender, not to say the amount of time it takes to start every time when you start 3D Studio Max.. overall everything is painfil there.
Once you have the unit skinned it is pretty easy to swap textures using the Texture Select By Id event.
Shameless plug much? He didn't need to know that at all. You seem to have a penchant for pasting that Texture Select By Id thing all over the place, in places where it is unnecessary to know.
But yeah basically use an image editor of your choice, and make sure that the lines will match up. Might take a little testing until you see how they fit together.
The model was exported from max using Nintoxicated's script; it's possible that was the cause of the error. I'll have a play around with it in a couple of days when I have more time.
C:\Program Files\Blender Foundation\Blender>blender.exe
found bundled python: C:\Program Files\Blender Foundation\Blender\2.62\python
Load D:\StarCraft II Assets\Models\Exclamations and question marks\question.m3
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s
cripts\init.py", line 860, in execute
m3import.importFile(self.properties.filepath)
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s
cripts\m3import.py", line 990, in importFile
importer.importFile(filename)
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s
cripts\m3import.py", line 403, in importFile
self.model = m3.loadModel(filename)
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s
cripts\m3.py", line 10600, in loadModel
sections = loadSections(filename)
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s
cripts\m3.py", line 10577, in loadSections
section.determineContentField()
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s
cripts\m3.py", line 45, in determineContentField
self.content = self.contentClass.createInstances(rawBytes=self.rawBytes, cou
nt=indexEntry.repetitions)
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s
cripts\m3.py", line 5969, in createInstances
list.append(SEQSV1(rawBytes=rawBytes[startOffset:stopOffset]));
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s
cripts\m3.py", line 5921, in init
raise Exception("SEQSV1.unknown1 has value %s instead of the expected value
int(-1)" % self.unknown1)
Exception: SEQSV1.unknown1 has value 1 instead of the expected value int(-1)
"Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\modules\addon_utils.py", line 259, in enable
mod = import(module_name)
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\blendM3export\init.py", line 42, in (module)
from . import m3import
File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\blendM3export\m3import.py", line 33, in (module)
from . import m3
ImportError: cannot import name m3
"
In case you still need it.
I'm new to git, using the GUI I rescanned but it didn't seem to pick up any changes or anything; how do I update the plugin?
Guys, you have a nice discussion about compartability of science and religion. I had fun reading it.
And I think R. and S. are totally not related to each other.
Religion is a set of myths that ppl believe and it helps them to not be afraid of the death, and it also sometimes helps 'em to be nice to each other.
Science just explains and describes laws of the universe.
So, there is no connections. Religion has no instruments to explain anything. It only has a constant set of myths.
Some scientists were considered as christians, and it's easy to explain: it was a tradition, because chrisitans used to burn scientists, so it was easier to tell everybody that u're a christian, to avoid suspicion. It was like in USSR scientists and writers and other intelligent people had to be members of communist party, otherwise they wouldn't be able to publish their papers and books, they could also be fired ot put to a jail.
And I think, that even when science finally explain everything, there still will be some kind of religion with good myths that people believe and have fun of it and doesn't care about real laws of the universe. After all, science is a thing for like 10-20% of population. Other people just believe to what religion say, to what television say, to what politics and corporations say. They don't like to think, they like to believe.
There is also a part of discussion about has religion stopped science. Well, I know alot of examples of how religion fanatics were hostile to brave good thinkers. I also know examples of how christians blindly killed some scientists. But also I know that middle age merchants were cooperated with christians, whose temples were a good kind of castles where merchants were safe on their long trips from country to country, and those merchants provided alot of science exchange between europe, middle east and china. So, christians played its little role in renaissance emergance.
Please don't equate the Catholic church with Christianity.
Actually, modding and mapping in StarCraft BroodWar have kept it alive about as much as melee has, particularly in non-korean countries. If you go on the USeast server most of the games hosted are custom maps (west is mostly melee). And people still mod SCBW even now, although less than before. Mapping's still going too.
I don't seem to be able to enable the addon in blender's user preferences. I click the checkbox but it won't enable.
Using the latest official release of Blender 2.62
She's a Christian, if she's a real Christian she won't change her mind on that. And if you're not a Christian and she is and you end up going as far as marriage, it'll make things really tough in your marriage.
0
Ah, I was scaling in Object Mode. I realize what rigging and animating is :P I was just trying to get the model into SC2 so I could trouble shoot one of the textures, as it was giving me difficulties before when I was using 3D studio max. Now I can use Blender <3 I'll rig it and then see if I can do it better this time :D Thanks for your help
0
Hi printIn,
http://i.imgur.com/jX66a.jpg As you can see the imported model there is very large (almost a quarter of the x axis of the map!) and rotated incorrectly. I tried rotating it forward and scaling it down in Blender and reexporting and importing but the model is still the same. The texture is also not applied even though I'm pretty sure the texture paths are correct. Am I missing something?
0
What I would do is select the colour of the background using a colour picker, then select just that colour and then apply the colour to alpha.
Actually, normally I just use colour to alpha on the whole image as I use a black background for all my icons, and I don't ever use my icons on anything but a black background in SC2, which means they look nice in game. However, if you're planning on using them for hero icons then you'll want to take a bit more care with them. You can see how I do it in my video here: although that's a bit crummy and I made it in a big hurry it shows how it's done.
0
I'd rather use Blender than that awful program 3D studio max, if it weren't so painful to use because the interface and where materials and everything is hard to find unlike blender, not to say the amount of time it takes to start every time when you start 3D Studio Max.. overall everything is painfil there.
And PritIn, you're awesome :D
0
Shameless plug much? He didn't need to know that at all. You seem to have a penchant for pasting that Texture Select By Id thing all over the place, in places where it is unnecessary to know.
0
http://www.galaxywiki.net/Dialog_Background may help; I also started on a custom dialog border here which may be of use; not sure if I finished it though: http://www.udmod.com/downloads.php?do=download&fileid=21
But yeah basically use an image editor of your choice, and make sure that the lines will match up. Might take a little testing until you see how they fit together.
0
Sorry I haven't posted anything, my life got wacky recently. I should be back in a couple weeks or sooner hopefully.
0
The model was exported from max using Nintoxicated's script; it's possible that was the cause of the error. I'll have a play around with it in a couple of days when I have more time.
0
C:\Program Files\Blender Foundation\Blender>blender.exe found bundled python: C:\Program Files\Blender Foundation\Blender\2.62\python
Load D:\StarCraft II Assets\Models\Exclamations and question marks\question.m3 Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s cripts\init.py", line 860, in execute m3import.importFile(self.properties.filepath) File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s cripts\m3import.py", line 990, in importFile importer.importFile(filename) File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s cripts\m3import.py", line 403, in importFile self.model = m3.loadModel(filename) File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s cripts\m3.py", line 10600, in loadModel sections = loadSections(filename) File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s cripts\m3.py", line 10577, in loadSections section.determineContentField() File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s cripts\m3.py", line 45, in determineContentField self.content = self.contentClass.createInstances(rawBytes=self.rawBytes, cou nt=indexEntry.repetitions) File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s cripts\m3.py", line 5969, in createInstances list.append(SEQSV1(rawBytes=rawBytes[startOffset:stopOffset])); File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\Blendm3s cripts\m3.py", line 5921, in init raise Exception("SEQSV1.unknown1 has value %s instead of the expected value int(-1)" % self.unknown1) Exception: SEQSV1.unknown1 has value 1 instead of the expected value int(-1)
location:<unknown location>:-1
location:<unknown location>:-1
That's the error I recieved on trying to import http://www.udmod.com/downloads.php?do=download&fileid=28 the question mark there. It's a pretty simple mesh so I was surprised it didn't work.
0
"Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\modules\addon_utils.py", line 259, in enable mod = import(module_name) File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\blendM3export\init.py", line 42, in (module) from . import m3import File "C:\Program Files\Blender Foundation\Blender\2.62\scripts\addons\blendM3export\m3import.py", line 33, in (module) from . import m3 ImportError: cannot import name m3 " In case you still need it.
I'm new to git, using the GUI I rescanned but it didn't seem to pick up any changes or anything; how do I update the plugin?
0
Please don't equate the Catholic church with Christianity.
0
@DogmaiSEA: Go
Actually, modding and mapping in StarCraft BroodWar have kept it alive about as much as melee has, particularly in non-korean countries. If you go on the USeast server most of the games hosted are custom maps (west is mostly melee). And people still mod SCBW even now, although less than before. Mapping's still going too.
0
I don't seem to be able to enable the addon in blender's user preferences. I click the checkbox but it won't enable. Using the latest official release of Blender 2.62
0
I'll do whatever I can to help, although I'm a programming noob and probably won't be of much help :(
EDIT These may be useful: http://code.google.com/p/blendm3/ http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/M3_Import
0
She's a Christian, if she's a real Christian she won't change her mind on that. And if you're not a Christian and she is and you end up going as far as marriage, it'll make things really tough in your marriage.