To me it looks like you try to install only "m3.py" which is just one of the files of the m3addon. Place the complete m3addon folder at the position where you currently have placed the m3.py file and then it should work. To get all files at once use the "Download Zip" button at https://github.com/flo/m3addon
The heros model format is just a silightly newer m3 file format. I haven't added heros support to the m3addon yet as it is unclear if Blizzard wants heros models to be used in Starcraft 2 maps at this point of time.
What is the exact name of the models? What dependencies did you enable to export them?
I enabled the both campaign and story mode dependencies but coudn't find the mira station nor the gorgon.
I use the archive browser (cutscene editor -> console -> enter "browse") to get the models exported.
Which path did you put in Blender under "Image Path" (last field on your screenshot) ?
Can you also post a screenshot of your import manager with the textures imported?
The paths there must match. The only differnce I think is that the Import manager dispalys "/" as "\".
For example I suggest you put "Assets/Textures/HvyGoliath_Diffuse.dds" in the Image Path in Blender and then import the texture in the Starcraft 2 Editor as "Assets\Textures\HvyGoliath_Diffuse.dds".
textures aren't stored in m3 files. Instead you specify image paths under which Starcraft 2 will then search the texture. e.g. if you specifiy the image path hello.tga then you need to import a texture under the path hello.tga in your map. It's important that you import the texture, before you load the model. Otherwise the editor gives the model a default texture. Only restarting the editor helps then.
You may also want to have a look at this m3addon FAQ.
Some death models work some (human based) death models don't because the addon doesn't import physical joints yet. It's not so that deth models have generally broken particle systems, but the particle system import/export isn't 100% yet so I guess there can be an error.
Also I hope that you already know the technique "Select texture by Id" (just search for it) as it works for most cases. It can save map size if you are just retexturing existing models.
The model was made with the inoffical 3ds max plugin and seems to use an exotic modelling technique. Making that exotic corner cases work in Blender is timeconsuming and not really woth it.
However you can use the python scripts that come with the m3addon to archive your goal. You just have to do the following:
Uninstall Python 2 if you have it installed
Install Python 3.x
Go with the explorer to the location of the m3addon
drag and drop the the m3 file on the m3ToXml.py file
A file will be genreated called <old model name>.xml
Open that file in a proper text editor like Notepad Plus Plus
Search for the texture paths and replace them with whatever you want
Rename the xml file to for example myNewName.m3.xml (otherwise you will lose original at next step)
drag and drop the xml file on the xmlToM3.py script
I fixed the issue with the import of ConsoleTerran_00.m3. The issue with ConsoleTerran_02 is actually an import issue as you can see the same issue in Blender. It might be based on a common scale import issue which can't be fixed easily.
Can't reproduce your problem. The initial particles are screwed up due to the transformation that is not importable to Blender. The rings look fine however.
About the mesh streching: I checked the Zealot Warp In model. The stretched textuers come from an exotic propably 3ds max specific way of bone transformation(A bind maxtrix which does more than a rotaiton, scale and translation). It would be possible to work around it in Blender but that would require a change that would propably break existing blend files with imported models. So I am not sure if it is worth it.
About the "textures going crazy": Can you be more specific: What model is affected? Which part is wrong? How does it look and what should it look like?
About the position of imported models: Imported models get placed at the position of your 3d cursor in blender. With [shift] + [s] you can open a menu to set the "cursor to center".
What is he exact name of the marine model you used? I suggest you try to import that model again and export it without changes. That way we can determine if there is a material setting the m3addon isn't importing or exporting correctly.
I tried a sm marine model and it looked fine "reexported" (import & exported unchaned with the m3addon). I attached a screenshot how it looks.
If the model is broken after a reexport, please make a screenshot of your graphic settings in the editor or try out multiple.
Also good to know is that you can preview different parts of the material in the cutscene editor separatly. For example you can choose to view a diffuse only version of the model to verify if it's a problem with the diffuse texutre(propably not the case).
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@Supernova134: Go
To me it looks like you try to install only "m3.py" which is just one of the files of the m3addon. Place the complete m3addon folder at the position where you currently have placed the m3.py file and then it should work. To get all files at once use the "Download Zip" button at https://github.com/flo/m3addon
The heros model format is just a silightly newer m3 file format. I haven't added heros support to the m3addon yet as it is unclear if Blizzard wants heros models to be used in Starcraft 2 maps at this point of time.
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@TheSC2Maniac: Go
I fixed the import of the two models you mentioned.
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@dalolorn: Go
What is the exact name of the models? What dependencies did you enable to export them? I enabled the both campaign and story mode dependencies but coudn't find the mira station nor the gorgon.
I use the archive browser (cutscene editor -> console -> enter "browse") to get the models exported.
0
@SoulFilcher: Go
Hi SoulFilcher. The issues should be fixed now: Please try again.
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@WingedArchon: Go
Have a look at my Blender Tutorial and Hotkey Collection. I think the second sentence in it answers your queston.
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@WingedArchon: Go
Which path did you put in Blender under "Image Path" (last field on your screenshot) ? Can you also post a screenshot of your import manager with the textures imported?
The paths there must match. The only differnce I think is that the Import manager dispalys "/" as "\".
For example I suggest you put "Assets/Textures/HvyGoliath_Diffuse.dds" in the Image Path in Blender and then import the texture in the Starcraft 2 Editor as "Assets\Textures\HvyGoliath_Diffuse.dds".
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@WingedArchon: Go
Hi,
textures aren't stored in m3 files. Instead you specify image paths under which Starcraft 2 will then search the texture. e.g. if you specifiy the image path hello.tga then you need to import a texture under the path hello.tga in your map. It's important that you import the texture, before you load the model. Otherwise the editor gives the model a default texture. Only restarting the editor helps then.
You may also want to have a look at this m3addon FAQ.
0
@TheSC2Maniac: Go
Some death models work some (human based) death models don't because the addon doesn't import physical joints yet. It's not so that deth models have generally broken particle systems, but the particle system import/export isn't 100% yet so I guess there can be an error.
Also I hope that you already know the technique "Select texture by Id" (just search for it) as it works for most cases. It can save map size if you are just retexturing existing models.
0
@TheSC2Maniac: Go
The model was made with the inoffical 3ds max plugin and seems to use an exotic modelling technique. Making that exotic corner cases work in Blender is timeconsuming and not really woth it.
However you can use the python scripts that come with the m3addon to archive your goal. You just have to do the following:
0
@SomeoneTookMyNameTT: Go
I fixed the issue with the import of ConsoleTerran_00.m3. The issue with ConsoleTerran_02 is actually an import issue as you can see the same issue in Blender. It might be based on a common scale import issue which can't be fixed easily.
0
@ThePhail: Go
yep, I broke the addon yesterday. It's fixed now.
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@ThePhail: Go
Hi,
I made a m3addon for Blender. I suggest you start with my Coin Tutorial as it explains how to setup Blender to work with my m3addon.
Afterwards you might want to have a look at this m3addon FAQ.
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@SoulFilcher: Go
Can't reproduce your problem. The initial particles are screwed up due to the transformation that is not importable to Blender. The rings look fine however.
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@SoulFilcher: Go
About the mesh streching: I checked the Zealot Warp In model. The stretched textuers come from an exotic propably 3ds max specific way of bone transformation(A bind maxtrix which does more than a rotaiton, scale and translation). It would be possible to work around it in Blender but that would require a change that would propably break existing blend files with imported models. So I am not sure if it is worth it.
About the "textures going crazy": Can you be more specific: What model is affected? Which part is wrong? How does it look and what should it look like?
About the position of imported models: Imported models get placed at the position of your 3d cursor in blender. With [shift] + [s] you can open a menu to set the "cursor to center".
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@Acroyer: Go
What is he exact name of the marine model you used? I suggest you try to import that model again and export it without changes. That way we can determine if there is a material setting the m3addon isn't importing or exporting correctly.
I tried a sm marine model and it looked fine "reexported" (import & exported unchaned with the m3addon). I attached a screenshot how it looks.
If the model is broken after a reexport, please make a screenshot of your graphic settings in the editor or try out multiple.
Also good to know is that you can preview different parts of the material in the cutscene editor separatly. For example you can choose to view a diffuse only version of the model to verify if it's a problem with the diffuse texutre(propably not the case).