There is a "M3 Attachment Points" panel in the Scene tab of the Properties Editor. It includes a + button for adding new attachment points.
I think there is a naming convetion or requitement in SC2. I think "Weapon Right" would be the correct name for your attachment point.
I tried to reproduce the bug, but it worked for me. I tried the following:
I exported the SpacePrisoner_00.m3
I imported it via my m3addon
I exported it via my m3addon
I imported the reexported model in the Starcraft 2 Editor under the import path Model.m3
I Changed in the Models tab of the Data Module the model path of the Zealot to Model.m3
I placed some zealots on the map
I started the map
Walking and standing worked, when I attacked modified Zealots with modified Zealots there were some warnings about a missing shield attachment point. But otherwise it worked :)
What you describe sounds like you configured a texture in the alpha mask. The alpha mask is for making thinks transparent. In your case you should leave the image path in the alpha mask layers empty. The diffuse layer alone will give you the wanted team color if you set it to RGBA.
To exclude that it is an issue with your texture you could reference an existing starcraft 2 texture in your model. e.g. the one from the marine for a test.
What you describe sounds correct (if you picked RGBA and not RGB). Did you actually import you texture into SC2 via the importer module of the Starcraft 2 Editor? Also did you restart the editor after reimporting a texture? The SC2 editor had or still has a bug that it does not update textures properly after you reimported them.
Also if you need an example for an material which uses team colors: Import a simple Starcraft 2 model like the marine and have a look how Blizzard did it.
What you describe sounds correct (if you picked RGBA and not RGB). Did you actually import you texture into SC2 via the importer module of the Starcraft 2 Editor? Also did you restart the editor after reimporting a texture? The SC2 editor had or still has a bug that it does not update textures properly after you reimported them.
Also if you need an example for an material which uses team colors: Import a simple Starcraft 2 model like the marine and have a look how Blizzard did it.
I can think of two effects which could make a material look glass like:
Firstly of course you could have a standard material which is mostly transparent and just shows some strains of dirt on the glass.
Secondly you could create a "Displacement Material", it is available in the dialog for adding a material. Displacment materials show a distorted background. e.g. the gateway model uses a displacemnt material for the warp core.
The model contains an invalid tight hit test. Blizzard added a detection for models with invalid hit tests. I adjsuted the m3addon to also detect and ignore invalid hit tests. While it might work now, it is highly recommended to add fuzzy and hight hit tests. It's good for the performance.
Have you tried if the original model has the same issues?
If not, have a look at the console window (Can be opened on Windows via the window menu I think). Maybe there was an issue at import time which aborted the import process. If in doubt make a screenshot of the console window and attach it to your next post.
Are you using an old m3addon Version. What you describe comes Form missing fuzzy and tight hittests and the m3addon can import and Export those for a long time.
If you usw the newest m3addon Version: Which model are you trying to import/Export?
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Hi baaicly you want to make an m3a file which contains your New animation
In this (slightly outdated) tutorial I explain the basics of how to crrate/modify animations of existing models
http://www.sc2mapster.com/forums/resources/tutorials/36502-blender-how-to-create-an-animation-m3a-for-an-existing/
Reversing the keyframes may be doable by scaling the animation curves by -1 in x axis
In the tutorial section you can find some more Blender Tutorials
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@JacktheArcher: Go
I added your question to the FAQ. Where you able to get the transparency working for you?
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@KKlear: Go
There is a "M3 Attachment Points" panel in the Scene tab of the Properties Editor. It includes a + button for adding new attachment points. I think there is a naming convetion or requitement in SC2. I think "Weapon Right" would be the correct name for your attachment point.
I tried to reproduce the bug, but it worked for me. I tried the following:
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@sunyatasattva: Go
What you describe sounds like you configured a texture in the alpha mask. The alpha mask is for making thinks transparent. In your case you should leave the image path in the alpha mask layers empty. The diffuse layer alone will give you the wanted team color if you set it to RGBA.
To exclude that it is an issue with your texture you could reference an existing starcraft 2 texture in your model. e.g. the one from the marine for a test.
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double post due to delay...
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@sunyatasattva: Go
What you describe sounds correct (if you picked RGBA and not RGB). Did you actually import you texture into SC2 via the importer module of the Starcraft 2 Editor? Also did you restart the editor after reimporting a texture? The SC2 editor had or still has a bug that it does not update textures properly after you reimported them.
Also if you need an example for an material which uses team colors: Import a simple Starcraft 2 model like the marine and have a look how Blizzard did it.
0
@sunyatasattva: Go
What you describe sounds correct (if you picked RGBA and not RGB). Did you actually import you texture into SC2 via the importer module of the Starcraft 2 Editor? Also did you restart the editor after reimporting a texture? The SC2 editor had or still has a bug that it does not update textures properly after you reimported them.
Also if you need an example for an material which uses team colors: Import a simple Starcraft 2 model like the marine and have a look how Blizzard did it.
0
I added one more question:
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@JacktheArcher: Go I added your question to my m3addon FAQ (It's at the end currently )
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@JacktheArcher: Go
I can think of two effects which could make a material look glass like:
Firstly of course you could have a standard material which is mostly transparent and just shows some strains of dirt on the glass.
Secondly you could create a "Displacement Material", it is available in the dialog for adding a material. Displacment materials show a distorted background. e.g. the gateway model uses a displacemnt material for the warp core.
0
@sunyatasattva: Go
The model contains an invalid tight hit test. Blizzard added a detection for models with invalid hit tests. I adjsuted the m3addon to also detect and ignore invalid hit tests. While it might work now, it is highly recommended to add fuzzy and hight hit tests. It's good for the performance.
In the last part of my tutorial I explain how to create tight and fuzzy hit tests.
Basicly the tight hit tests defines where a model can be box selected. The fuzzy hit test defines where the unit can be selected by clicking.
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@sunyatasattva: Go
Have you tried if the original model has the same issues?
If not, have a look at the console window (Can be opened on Windows via the window menu I think). Maybe there was an issue at import time which aborted the import process. If in doubt make a screenshot of the console window and attach it to your next post.
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@sunyatasattva: Go
Are you using an old m3addon Version. What you describe comes Form missing fuzzy and tight hittests and the m3addon can import and Export those for a long time.
If you usw the newest m3addon Version: Which model are you trying to import/Export?
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@unclesatan: Go
I added a list of steps of how to create such an effect. It is not exactly the way I did it, but it should give the same results.
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@DeltaCadimus: Go
Well then I can't help you.