When I export, I get a 55kb file, and in SC2 it looks like (picture 1) , and doesnt work when I try to select it for Marine model (the marine stays there even when the car model is selected for the marine, also saving and reloading SC2 gives editor errors)
I though maybe the bones were not added correctly so I tried attaching all the parts into one single object, with only 1 bone and materials matched by ID
However this makes the exported file size 3kb and does not work at all
I got a model to export, but only some of the objects that comprise the model show up in SC2 editor, and when i changed the marine to this model, and viewed ingame, the marine model still looked like a marine (the marine did not change so the imported model is not functional)
then i saved map and when i opened it back up in the SC2 editor i got some errors from the editor:
[1/24/2013 9:19:56 AM] Error: Error (XML: not well-formed (invalid token)) occurred while loading Models from game data file 'GameData/ModelData.xml'
i have 3ds max 2012, and the first time my SC2 materials loaded, but the sc2 objects in the create/helper did not
I dont have my laptop with 3ds max with me so i cant check exactly, but I recall that I put all the scripts in the \Scripts\Startup\, and then i found 2 plugin folders, so i put the sc2_objects.ms into both of the folders
I downloaded a car model for 3ds max, and am trying to get it to work for SC2
i converted all the bitmap to SC2 Material/SC2 layers, but there are some parts of the car that are not from files but instead just colors of phong shaders in 3dsmax itself
how do i get these into Sc2 when there is no file for them?
i have 3ds max 2012
Also, there were some bitmaps with files that looked fine when rendered in 3ds max even after converting them to sc2 bitmap and sc2 layers, but when I open up the .m3 in SC2 editor, these parts of the car don't appear at all..........how do i fix that?
are you sure you put it in the right plug in folder?
i have 3ds max 2012 also, and the first time it didnt load the sc2 objects, but then i went and put the script in both plugin folders just in case, and when i restarted 3ds max, the sc2 objects were able to be used
Looks like you forgot to convert the model to editable mesh. ALso, after
you did "add bones" check that your mesh has skin modifier, and other
objects have bone links.
The model is in editable mesh, and has skin modifier
I just tried it on a "geosphere" with 1 bone, 1 fuzzy test, 1 tight test
not sure if the fuzzy test and tight test need bones, so i tried again adding a bone to fuzzy test and tight test each
The m3 file that is exported can be selected in SC2 but is still just a empty model and is just a empty space when viewed in SC2 editor (this geosphere is exported as a 3kb file, the car i was trying earlier is only a 7kb file)
I attached pics of the skin/and list of items in the scene, what am i doing wrong?
Thanks for your help and effort Leruster and Zolden!
Btw Student.autodesk.free doesnt allow me to download 3ds max 2011 because I have 2012 lol...or else i would switch to 2011 and try that...
ok i added a fuzzy test and a tight test, (by going into create panel>helpers>starcraft objects (must have the plugin loaded)>add fuzzy test, add tight test>
then went into the export m3>select all objects and fuzzy/tight tests>add bones>select all>add bones
then export model
but theres still something wrong
it allows me to export the m3, but the m3 file is only 7kb, and when i import it in SC2, and select and look at the m3, there is no model to see at all, completely empty space
Im working on a Third person shooter map, and so the camera is behind the hero, and far clip and graphical settings greatly effects the frames per second and playability
I have lowered Far Clip and Shadow Clip alot, but its still not quite good enough FPS (while on ultra graphics setting)
then I tried changing my graphics settings to high or medium, and it was a BIG difference
instead of 14 FPS (skipping frames) i was getting like 40-60 FPS (very playable)
Now is there a way to force players of my map to lower their graphics settings? (i have seen some other maps use a message to tell the player to lower their graphic settings on the loading screen but i would like to avoid that)
Or somehow force all the terrain, units, doodads, water, etc, in my map to only display "medium" type graphics all the time? (i dont care if it doesnt look "ultra", i rather have good FPS)
0
When I export, I get a 55kb file, and in SC2 it looks like (picture 1) , and doesnt work when I try to select it for Marine model (the marine stays there even when the car model is selected for the marine, also saving and reloading SC2 gives editor errors)
I though maybe the bones were not added correctly so I tried attaching all the parts into one single object, with only 1 bone and materials matched by ID
However this makes the exported file size 3kb and does not work at all
Any ideas on what I'm doing wrong?
0
I got a model to export, but only some of the objects that comprise the model show up in SC2 editor, and when i changed the marine to this model, and viewed ingame, the marine model still looked like a marine (the marine did not change so the imported model is not functional)
then i saved map and when i opened it back up in the SC2 editor i got some errors from the editor:
[1/24/2013 9:19:56 AM] Error: Error (XML: not well-formed (invalid token)) occurred while loading Models from game data file 'GameData/ModelData.xml'
[1/24/2013 9:21:57 AM] Warning: XML: GameData\ModelData.xml(13,82) : XML: not well-formed (invalid token): Source: C:/Users/Leon/Documents/StarCraft II/Create model TEST.SC2Map Entry: Marine Scope: CModel
[1/24/2013 9:21:57 AM] Warning: XML: GameData\ModelData.xml(1,1) : m_scopeTable.Count() == 0 Source: C:/Users/Leon/Documents/StarCraft II/Create model TEST.SC2Map Entry: Marine Scope: CModel
[1/24/2013 9:21:57 AM] Warning: XML: GameData\ModelData.xml(1,1) : m_userData.Count() == 0 Source: C:/Users/Leon/Documents/StarCraft II/Create model TEST.SC2Map Entry: Marine Scope: CModel
[1/24/2013 9:21:57 AM] Warning: XML: GameData\ModelData.xml(1,1) : m_entry == NULL Source: C:/Users/Leon/Documents/StarCraft II/Create model TEST.SC2Map Entry: Marine Scope: CModel
Anyone know why only some parts of the model were imported, and what is wrong with it that makes it not work?
0
@beng128: Go
i have 3ds max 2012, and the first time my SC2 materials loaded, but the sc2 objects in the create/helper did not
I dont have my laptop with 3ds max with me so i cant check exactly, but I recall that I put all the scripts in the \Scripts\Startup\, and then i found 2 plugin folders, so i put the sc2_objects.ms into both of the folders
then that worked for me
0
I downloaded a car model for 3ds max, and am trying to get it to work for SC2
i converted all the bitmap to SC2 Material/SC2 layers, but there are some parts of the car that are not from files but instead just colors of phong shaders in 3dsmax itself
how do i get these into Sc2 when there is no file for them?
i have 3ds max 2012
Also, there were some bitmaps with files that looked fine when rendered in 3ds max even after converting them to sc2 bitmap and sc2 layers, but when I open up the .m3 in SC2 editor, these parts of the car don't appear at all..........how do i fix that?
0
@beng128: Go
are you sure you put it in the right plug in folder?
i have 3ds max 2012 also, and the first time it didnt load the sc2 objects, but then i went and put the script in both plugin folders just in case, and when i restarted 3ds max, the sc2 objects were able to be used
0
@willuwontu: Go
Thanks!
going try it out right now! :)
0
The model is in editable mesh, and has skin modifier
I just tried it on a "geosphere" with 1 bone, 1 fuzzy test, 1 tight test
not sure if the fuzzy test and tight test need bones, so i tried again adding a bone to fuzzy test and tight test each
The m3 file that is exported can be selected in SC2 but is still just a empty model and is just a empty space when viewed in SC2 editor (this geosphere is exported as a 3kb file, the car i was trying earlier is only a 7kb file)
I attached pics of the skin/and list of items in the scene, what am i doing wrong?
Thanks for your help and effort Leruster and Zolden!
Btw Student.autodesk.free doesnt allow me to download 3ds max 2011 because I have 2012 lol...or else i would switch to 2011 and try that...
0
ok i added a fuzzy test and a tight test, (by going into create panel>helpers>starcraft objects (must have the plugin loaded)>add fuzzy test, add tight test>
then went into the export m3>select all objects and fuzzy/tight tests>add bones>select all>add bones
then export model
but theres still something wrong
it allows me to export the m3, but the m3 file is only 7kb, and when i import it in SC2, and select and look at the m3, there is no model to see at all, completely empty space
0
@maverck: Go
I have the same error unknown property: "init" in undefined,
i have 3ds max 2012
i did the sc2 materials, use the add bone to add bones to all the object, and hit export
what is a tight test and how to add it? and do i have to add it too each bone? (there are like 5 objects and bones)
thanks in advance
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yea to clarify what i want is the player with most kills on the top slot, player with the 2nd amount of kills in the 2nd slot etc,
What is bubble sort? what are the actions i should use to actually sort the amount of kills?
0
I have a leaderboard that is made of dialogs (with images as portraits, etc)
How do you sort a dialog leaderboard by kills though?
Thanks in advance
0
hi, im late to the thread, but was wondering if there is a way to stop the car from spinning when you dont issue commands?
is there any updated system for movement physics in any new thread?
0
bump...
so does anyone know how to remove the N1, N2, N3, etc from the inventory hotkeys?
if you delete the text N1, N2, in the text module, there is still a empty grey box that shows up in game on your item slots
My map from 2010, did not have this N1, N2, and grey box thingy
Only after patching to 2012 current edition, does this N1, N2, inventory slot hotkey show up
So...is there someway to remove these hotkeys from showing up?
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Yea i would like to know how to turn the N1, N2, N3 , (the item slot hotkeys) etc off
on a map from a 2 years ago, the N1, N2, were not there
but now updated to the most recent SC2 patch, the N1, N2, N3, slot hotkeys show up...how to turn these off/hide them?
0
Im working on a Third person shooter map, and so the camera is behind the hero, and far clip and graphical settings greatly effects the frames per second and playability
I have lowered Far Clip and Shadow Clip alot, but its still not quite good enough FPS (while on ultra graphics setting)
then I tried changing my graphics settings to high or medium, and it was a BIG difference
instead of 14 FPS (skipping frames) i was getting like 40-60 FPS (very playable)
Now is there a way to force players of my map to lower their graphics settings? (i have seen some other maps use a message to tell the player to lower their graphic settings on the loading screen but i would like to avoid that)
Or somehow force all the terrain, units, doodads, water, etc, in my map to only display "medium" type graphics all the time? (i dont care if it doesnt look "ultra", i rather have good FPS)
Thanks in advance!