If I understand the art tools license correctly, then:
Users are not allowed to upload their models to sc2mapster!
Users are not allowed to make models for other people!
Users are not allowed to show their models!
Users are not allowed to upload maps with their selfmade models to SC2mapster!
The only thing you seem to be allowed to do with your work is to give it to Blizzard... I seriously hope that they release the final art tools under a less restrictive license...
@rtschutter: Go
Modifing the opacitly should be possible one way or another since for example group damage effects fade out over time as far as I remember.
Creating a decal doesn't need much Blender knowledge. I don't know how limited your time really is, but the particle video tutorials are only a few minutes long:
If you tell me the exact name of the model which covers creep and the exact name of the model which does not cover the creep I might be able to add a check box to the m3addon to set that setting for a projection.
Decal models are absolutly tiny, so I don't see why you don't want to make one.
Decal/Projections/Projectors can now be imported and exported with my m3addon.
I haven't figured out yet what the different kind of parameters do. The first 6 are animatable. To make the field have a certain value at a given time do:
select a time in the timeline
enter a number in the animtable field
hover the field with the mouse
press i.
Creating a decal with the m3addon works the same way like creating a particle system. In the following video tutorial I explain how to make a particle system with my m3addon:
Sadly I got 0 feedback on that mini tutorial so I don't feel much motivated to create a seperate a tutorial about how to create decals...
Since I haven't created a material preset for projections/decals I suggest that you have open existing decal models and compare them with yours if something doesn't work.
If someone has some coding knowledge and wants a maya plugin: By reusing the m3 python library from my m3 addon for Blender it schould be relativly easy to create a basic m3 exporter and importer for Maya.
When you import the m3 model in Blender by yourself you will notice that the bones are not at their proper places. You propably have a scale, rotation and or postion on your armature or mesh object which does not get exported yet. To fix it go to object mode and open the properties tool bar by pressing "N". Reset all transform properties in that panel for both mesh and armature. Afterwards correct the poistion of your mesh and bones in edit mode.
The error message comes from special characters in your names (m3 material names, bone names etc.). Make sure that the names are just plain ASCII.
Without having a look at the model I can just guess... Maybe you haven't animated the bone but the mesh object properties? The latter don't get exported. Or maybe you have enabled some bone flags which don't get exported.
I assume zou exported the Assets/Units/Terran/ColonistMale/ColonistMale.m3 model. That model does not show up textured for me in the SC2 Editor since it's texture is missing.
As you have figured out yourself, the mapping of the texture on the mesh is wrong. This mapping from texture to mesh is called UV mapping. It's what you can seee on your screenshot on the left side. So you basically just have to adjust the UV mapping in that editor. If you switch the "Viewport Shading" to "Texture" then you can preview the mapping. The setting can be found right to element where you selected teh "Edit Mode".
I do minimalistic UV mapping in my Coin Tutorial, but you may want to google for "UV tutorial Blender" for more tutorials on the topic.
About 3: It needs to be the location of the image in your map or in Starcraft 2. A file path that points to your local disk like c:\... won't work. Assets/Textures/zombie_diffuse_01.dds is correct if that's the path where you have imported the texture.
Have you tried checking the "Alpha Only" and "Alpha Based Shading" checkboxs of the Self Illumination Material Layer already? I remember that I had to enable one of them for a particle system I made.
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If I understand the art tools license correctly, then:
The only thing you seem to be allowed to do with your work is to give it to Blizzard... I seriously hope that they release the final art tools under a less restrictive license...
0
@SoulFilcher: Go It propably came from a unsual vertex bone weighting assignment (e.g. how much a vertex belongs to a certain bone / vertex group).
@chaos2night: Go The battle cruiser cannon position and scale issue has been fixed
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@rtschutter: Go
Have you tried moving the decal already? Decals usually fade away when you move them to far down or up.
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@rtschutter: Go Modifing the opacitly should be possible one way or another since for example group damage effects fade out over time as far as I remember.
Creating a decal doesn't need much Blender knowledge. I don't know how limited your time really is, but the particle video tutorials are only a few minutes long:
http://www.sc2mapster.com/forums/resources/tutorials/42922-blender-how-to-make-particle-systems/
btw. I am currently in the IRC channel.
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@rtschutter: Go
If you tell me the exact name of the model which covers creep and the exact name of the model which does not cover the creep I might be able to add a check box to the m3addon to set that setting for a projection.
Decal models are absolutly tiny, so I don't see why you don't want to make one.
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@Crainy: Go
It's just epic :D
Well done!
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@rtschutter: Go
Almost every projection has transparent parts. So you could just open any projection model with my m3addon and get started from there.
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Decal/Projections/Projectors can now be imported and exported with my m3addon.
I haven't figured out yet what the different kind of parameters do. The first 6 are animatable. To make the field have a certain value at a given time do:
Creating a decal with the m3addon works the same way like creating a particle system. In the following video tutorial I explain how to make a particle system with my m3addon:
http://www.sc2mapster.com/forums/resources/tutorials/42922-blender-how-to-make-particle-systems/
Sadly I got 0 feedback on that mini tutorial so I don't feel much motivated to create a seperate a tutorial about how to create decals...
Since I haven't created a material preset for projections/decals I suggest that you have open existing decal models and compare them with yours if something doesn't work.
0
If someone has some coding knowledge and wants a maya plugin: By reusing the m3 python library from my m3 addon for Blender it schould be relativly easy to create a basic m3 exporter and importer for Maya.
0
@SoulFilcher: Go Some models in the new (Starcraft 1.5/HotS) format can now be imported. I tried ZerglingEx1.m3 and GhostEx1.m3.
If anyone is interested in helping me out making the m3addon HotS compatible then please contact me via PM. It's not that difficult.
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@Tai0: Go
When you import the m3 model in Blender by yourself you will notice that the bones are not at their proper places. You propably have a scale, rotation and or postion on your armature or mesh object which does not get exported yet. To fix it go to object mode and open the properties tool bar by pressing "N". Reset all transform properties in that panel for both mesh and armature. Afterwards correct the poistion of your mesh and bones in edit mode.
The error message comes from special characters in your names (m3 material names, bone names etc.). Make sure that the names are just plain ASCII.
0
@Tai0: Go
Without having a look at the model I can just guess... Maybe you haven't animated the bone but the mesh object properties? The latter don't get exported. Or maybe you have enabled some bone flags which don't get exported.
0
@admielke: Go
Before using the unwrap function of Blender you need to mark the edges of where the mesh should be cut.
This tutorial seems to be pretty good:
http://cgcookie.com/blender/2011/01/21/intro_uvmapping/
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@admielke: Go
I assume zou exported the Assets/Units/Terran/ColonistMale/ColonistMale.m3 model. That model does not show up textured for me in the SC2 Editor since it's texture is missing.
As you have figured out yourself, the mapping of the texture on the mesh is wrong. This mapping from texture to mesh is called UV mapping. It's what you can seee on your screenshot on the left side. So you basically just have to adjust the UV mapping in that editor. If you switch the "Viewport Shading" to "Texture" then you can preview the mapping. The setting can be found right to element where you selected teh "Edit Mode".
I do minimalistic UV mapping in my Coin Tutorial, but you may want to google for "UV tutorial Blender" for more tutorials on the topic.
About 3: It needs to be the location of the image in your map or in Starcraft 2. A file path that points to your local disk like c:\... won't work. Assets/Textures/zombie_diffuse_01.dds is correct if that's the path where you have imported the texture.
0
Have you tried checking the "Alpha Only" and "Alpha Based Shading" checkboxs of the Self Illumination Material Layer already? I remember that I had to enable one of them for a particle system I made.