Gadaffy2, can you tell me how do you implement the team color in the textures? !_! I need it to complete my buildings and units T_T
I added the team color as an alpha channel in the diffuse texture.
And then in 3dsmax i set in the diffuse map channel "Use alpha as team color"
i added a screenshot here to show how the diffuse texture was set up in 3ds max.
The black area's are the ones that will be colored to the team color.
You can also gradient it to make it blend smoother.
Fantastic work, I have been sceptical to TPS maps until I saw this, the camera movement is smooth, and the movement seems great.
Looks like you nailed this one :)
hey uhh, i got a super noob question. Just so you know, i'm not a 3D modeler, i just wanted to see what i can do with 3ds max and stuff. My question is, how do i export models? Like i know that u have to use the export maxscript and save it somewhere, but when i do that and import the model into galaxy editor, none of the animations work, like they're just all standing animations. All i did was take out one of the SM models and make some stupid animations with it, but since i dont know anything about 3d modeling, i don't know if there's something u need to do before u export the model or something.
You need to use the M3 sequencer script, and assign the frames of the animations to a animation name.
@NiNtoxicated01: Go
I did not know about the Cutout, i see the setting for it now tho.
On the models I imported, the cutout was already set to the correct value of 200.
But well worth taking note of, ty, good to know for use on my own models.
Well, I need help now with the transparent textures !_! how i need to implement them in 3ds max?
Hi , most world of warcraft textures have built in alpha opacity maps.
Place the texture in the Alpha Mask map slot, using a starcraft 2 bitmap.
Also, make sure that the texture has an alpha channel by clicking the button i have ringed out on screenshot number two.
The white parts are the parts of the texture that will remain visible.
Edit : You get that image dialogue by clicking view image underneath the dialog where you added it.
Glad you got it working, specular maps should work without needing to do as mouch as the normal maps.
I usually save my specular maps in the same way as i did the normal maps.
Just make sure you set the specularity in the 3ds max material, or it wont show at all.
Hi, I have seen several people asking about this on the forums, and I decided I would try to put together a simple step by step tutorial on how to convert a standard purple normal map, wich you are all familiar with, into a sc2 orange normal map.
Some of you have noticed that with a regular normal map, it only displays properly when the model is facing a spesific direction.
Following this tutorial will solve that problem.
Btw, check out http://www.laurenscorijn.com/viewportshader , its a shader that you can use in 3ds max viewport to be able to see in realtime your shaded model as it would look in a game engine, complete with normal maps and specular maps.
Has saved me from alot of exporting and importing.
Awesome work, can't wait to try it out.
Particle emitter support would be awesome, so many uses for it :)
Animation transfer would be great, would bring life to many old models, and give us a huge library of animations, small glitches are easily keyframed.
Has anyone tried out attatchments?
I tried making a shield on a shield bone with a hardpoint and tried importing it into galaxy editor , shield showed up even before the upgrade,
I will study the marine model more closely, even try a export import of it to see if it works in the exporter.
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I added the team color as an alpha channel in the diffuse texture. And then in 3dsmax i set in the diffuse map channel "Use alpha as team color"
i added a screenshot here to show how the diffuse texture was set up in 3ds max. The black area's are the ones that will be colored to the team color. You can also gradient it to make it blend smoother.
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@malu05: Go
Fantastic work, I have been sceptical to TPS maps until I saw this, the camera movement is smooth, and the movement seems great. Looks like you nailed this one :)
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@bologna3421: Go
Yes, after you added the animation, you need to spesify in the M3 sequencer, wich frames that animation should use, like from 200-400.
So the animation stand for example, would use 1-199 , attack would use 200-400 etc.
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You need to use the M3 sequencer script, and assign the frames of the animations to a animation name.
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@tigerija: Go
Looks great<sub> can't wait to see it textured and animated.</sub>
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@NiNtoxicated01: Go I did not know about the Cutout, i see the setting for it now tho. On the models I imported, the cutout was already set to the correct value of 200. But well worth taking note of, ty, good to know for use on my own models.
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Hi , most world of warcraft textures have built in alpha opacity maps. Place the texture in the Alpha Mask map slot, using a starcraft 2 bitmap.
Also, make sure that the texture has an alpha channel by clicking the button i have ringed out on screenshot number two. The white parts are the parts of the texture that will remain visible.
Edit : You get that image dialogue by clicking view image underneath the dialog where you added it.
0
@hipnos14: Go
Glad you got it working, specular maps should work without needing to do as mouch as the normal maps. I usually save my specular maps in the same way as i did the normal maps. Just make sure you set the specularity in the 3ds max material, or it wont show at all.
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@hipnos14: Go
Hi, I saw several people were wondering about this, I created a quick tutorial over here : http://forums.sc2mapster.com/development/tutorials/6030-tutorial-normal-map-conversion-from-purple-to-orange/#p3
It should explain step by step how to convert old normal maps to sc2 normal maps.
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@Gadaffy2: Go
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@Gadaffy2: Go
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Hi, I have seen several people asking about this on the forums, and I decided I would try to put together a simple step by step tutorial on how to convert a standard purple normal map, wich you are all familiar with, into a sc2 orange normal map.
Some of you have noticed that with a regular normal map, it only displays properly when the model is facing a spesific direction. Following this tutorial will solve that problem.
You will need the following : Photoshop Nvidia dds plugin - http://developer.nvidia.com/object/photoshop_dds_plugins.html
Tutorial images starting in next post, reserving this spot for further details.
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@Kyakan: Go
I love this game, would love to see this in sc2.
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Btw, check out http://www.laurenscorijn.com/viewportshader , its a shader that you can use in 3ds max viewport to be able to see in realtime your shaded model as it would look in a game engine, complete with normal maps and specular maps.
Has saved me from alot of exporting and importing.
0
@NiNtoxicated01: Go
Awesome work, can't wait to try it out. Particle emitter support would be awesome, so many uses for it :)
Animation transfer would be great, would bring life to many old models, and give us a huge library of animations, small glitches are easily keyframed.
Has anyone tried out attatchments? I tried making a shield on a shield bone with a hardpoint and tried importing it into galaxy editor , shield showed up even before the upgrade, I will study the marine model more closely, even try a export import of it to see if it works in the exporter.