Hi guys, i tried loading the storymode nova model (intending to add animations to it) into 3dsmax, but there seems to be a problem loading the material, as the model becomes pitch black as it is loaded into 3dsmax. I can add materials to it to not make it pitch black (but that isnt what i want, i want the original textures directly from SC2). So far, this problem persists in 3Ds Max 2010 and 2012, it wont even load in 3dsmax 2009.
Is anyone else facing this problem?
Sounds like the normals are facing the wrong way, try flip the normals. I think in max you right click as choose normal flip mode or something like that, then click the faces that need flipping.
Best way would be to modify the actual unit's model. Take, say, the marine. Now, I'm terrible at data editing so this may require 3d studio max to get done properly, but could you not have the marine model applied as the shield effect, and then have the marine shield texture changed to the protoss shield texture, and finally scaling up the marine shield slightly? This would make a blue transparent marine around the marine, as it were. I'm not sure whether this would animate properly or not.
I have Photoshop CS5, but my computer is not compatible with the .dds plugin so I cant edit the textures. Thanks for taking the time to do this, though! Much appreciated.
And how does a erh, simple acolyte like myself install these gifts?
http://www.galaxywiki.net/Custom_Unit_Textures read the bit about importing them, as well as the video about texture select by id. Mapster's tutorial on texture select by id is probably easier to follow though.
No converters for the .meg model format appear to exist; the only way to convert them would be to get a converter coded, convert them to a proprietary format such as .dae, .3ds, etc. and from there import into 3DS Max. Then export to StarCraft II's model format, .m3.
Wouldent it be possible to just Some how send the information from the bacnks to a website? A website that is always running, and due to the fact that SC2 is constantly on the net, so whenever you need it, you just need to create some form of script that reads the bank off of a website?... It must be able to be done, just might be a bit tough to create :P
From my tests it seems .m3a files use specific bones so that giving and infested civilian the female civilian animation file results in wrong animations.
I'd expect blizzard to use standard rigs for, say, bipedal units, which means you should be able to use animations from the terran female and use them for the terran male and have them work. That would explain the m3a's, EXCEPT m3a's apparently include bones.
Does the terran female civilian have bones or bone-vertice information? And how does the animation data in the m3a compare to the animation data in the terran male civilian m3?
Can I please have someone take the "icon-mineral.dds" image in the editor, and make one with a green plus sign, and one with a red minus sign? I would do it myself, but I don't have the resources to do it. And I'd prefer the sign in each to be in the bottom left or right corner (matching). Also, please provide them in the .dds format.
I'll try give it a go this week if I have time and remember to.
Out of interest, why do you not possess the resources to edit the icon?
I can't help but think that they'll only have max 14 players, maybe less. It'll be an MMO by name only unless they use something like what this topic is about, and even then are restricted by map size.
Does map switching work offline?
"Q. How many people can play this game?
A. We're still working on the player maximum per instance, we originally planned for ten, but this may be reduced to five to prevent server and FPS lag. Battle.net will allow unlimited matches to play at the same time. " o so it's not an actual MMO, my bad.
Hey, I can still make the first actual MMO for SC2 then can't I!
Also my question still stands, does map switching work offline? Like, campaign style finishonemapandstarttenext switching?
I'll try throw up a step by step tutorial, and maybe a video tutorial as well, sometime this week explaining the entire modeling, importing, exporting, and texturing process using max. You may find some of the information about art on galaxywiki.net useful too.
Yeah...speaking of map changing... How is the starcraft universe project going to handle that? It looked awesome, but... I wonder what he's going to do about that.
I can't help but think that they'll only have max 14 players, maybe less. It'll be an MMO by name only unless they use something like what this topic is about, and even then are restricted by map size.
I thought of this months ago, back in beta when I was brainstorming how one could run an MMO using only SC2. No map changing with bnet spoiled my ideas, but I had a few other ideas, like a login system for the program so that you could have the same info on several computers, and multiple accounts.
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http://www.hiveworkshop.com/forums/sc2-resources-675/female-zealot-198041/ statharas from hive and udmod made it.
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Sounds like the normals are facing the wrong way, try flip the normals. I think in max you right click as choose normal flip mode or something like that, then click the faces that need flipping.
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Best way would be to modify the actual unit's model. Take, say, the marine. Now, I'm terrible at data editing so this may require 3d studio max to get done properly, but could you not have the marine model applied as the shield effect, and then have the marine shield texture changed to the protoss shield texture, and finally scaling up the marine shield slightly? This would make a blue transparent marine around the marine, as it were. I'm not sure whether this would animate properly or not.
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Use GIMP then ;o
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Void is a retcon. Real sc fans don't acknowledge the existence of void ;0
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http://www.galaxywiki.net/Custom_Unit_Textures read the bit about importing them, as well as the video about texture select by id. Mapster's tutorial on texture select by id is probably easier to follow though.
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"- Unlike other RPGs, the White Mage (healer) is REQUIRED for you to get significantly far into this map."
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No converters for the .meg model format appear to exist; the only way to convert them would be to get a converter coded, convert them to a proprietary format such as .dae, .3ds, etc. and from there import into 3DS Max. Then export to StarCraft II's model format, .m3.
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That's...what this topic is about.
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I'd expect blizzard to use standard rigs for, say, bipedal units, which means you should be able to use animations from the terran female and use them for the terran male and have them work. That would explain the m3a's, EXCEPT m3a's apparently include bones.
Does the terran female civilian have bones or bone-vertice information? And how does the animation data in the m3a compare to the animation data in the terran male civilian m3?
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I'll try give it a go this week if I have time and remember to.
Out of interest, why do you not possess the resources to edit the icon?
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"Q. How many people can play this game? A. We're still working on the player maximum per instance, we originally planned for ten, but this may be reduced to five to prevent server and FPS lag. Battle.net will allow unlimited matches to play at the same time. " o so it's not an actual MMO, my bad.
Hey, I can still make the first actual MMO for SC2 then can't I!
Also my question still stands, does map switching work offline? Like, campaign style finishonemapandstarttenext switching?
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I'll try throw up a step by step tutorial, and maybe a video tutorial as well, sometime this week explaining the entire modeling, importing, exporting, and texturing process using max. You may find some of the information about art on galaxywiki.net useful too.
0
I can't help but think that they'll only have max 14 players, maybe less. It'll be an MMO by name only unless they use something like what this topic is about, and even then are restricted by map size.
Does map switching work offline?
0
I thought of this months ago, back in beta when I was brainstorming how one could run an MMO using only SC2. No map changing with bnet spoiled my ideas, but I had a few other ideas, like a login system for the program so that you could have the same info on several computers, and multiple accounts.