fixed the eye, it's now diffusely team colored. XD
for the belly emmissive<sub> im not sure it actually feels good in game or not, it's kind too catchy, maybe I will lower the belly emissive brightness a bit, but I still want to try add a furnace underneath it to see how it burns :P
</sub>
Is there any way to force editor to reload models I imported and refresh them to see their newer visual effect? for now I have to close and reopen the entire editor to test newly created models.. that's pretty much a pain in the ass....
It will be releasing it with my fortress roach model together in near future<sub> you think it's a good idea to ask BLZ for permission? i have no idea if this modified BLZ model has something to do with the EULA or other rules...</sub>
Working on my second modified BLZ mode(actually third), this one had a very different partial geometry that requires me to create all 4 types of textures for it.
The roach's spine is the part I created, the normal textures on the body is the BLZ oringinal texture.
(you gotta love roaches before swarm host took it over)
I just noticed that PrimalZergRoach.m3's Dance animation and Flail animation isn't been imported to blender? and when I export the model, some animation like walk left start has some bone in awkward rotation, not sure if I did something wrong in blender or it's just like that in the original m3 file...
-
wrote those in a hurry at morning...
I found also a folder says RoachSwarmAnims, where in the folder there is an m3a file, i don't know if that is a file that contains all roaches' special animations... as what i wrote up there, about the animation acting weird, it's the original model's fault, the original PrimalZergRoach.m3 is acting weird, i just didn't notice the weirdness at the begining.. but some of the animations like, Dance and Flail, i think they may or may not be a part of that m3a file i mentioned above, but the birth animation is also missing.
Reporting another bug i had with PrimalZergRoach.m3 that when I exported the mesh as M3 and loaded it into SC2 cutscene Editor, the normal map isn't working.
I checked the model data, in the material part, the field that holds the normal map become Height
Diffuse = PrimalZergRoach_Diff.dds
Specular =PrimalZergRoach_Spec.dds
Emissive =PrimalZergRoach_Spec.dds
Height = PrimalZergRoach_Norm.dds
the original model here is "Normal = PrimalZergRoach_Norm.dds" but after I edited the model in blender and exported it, this field just become Height insdead of Normal, I think this is why the normal map isn't working.
I did not touch any of the material settings.
Ohhh, almost forget<sub> the Specular map's alpha channel as Team Color isn't working as well, but I'm not sure why on this one.</sub>
For the baneling's model glitch after importing, I have a fix here:
go to Pose mode,
find the bone connected to the part which is glitching, and select it
then go to properties panel, go to BONE tab which should be between Object Data and Bone Constraints tab,
Change the rotation setting in that BONE tab for the glitched bone to W: 1.0000 X 0.0000 Y -0.0000 Z 0.0000 (Y could just be 0 but it says -0.0000 on my blend)
you will see the glitch going out of your screen. now import it to the editor, there is just a health baneling we have been seeing for a long time.
Here is my blend file, and I didn't expect it to be such big.. 4.47MB
you know what.. i find the animation Size of the bone of the front 2 bubble like thing ( right side one is the glitched thing) is been set to 1.0 which is suppose to be 0.6, you might want to fix that before you do the export, even though it's quite not noticable
0
fixed the eye, it's now diffusely team colored. XD
for the belly emmissive<sub> im not sure it actually feels good in game or not, it's kind too catchy, maybe I will lower the belly emissive brightness a bit, but I still want to try add a furnace underneath it to see how it burns :P
</sub>
@phanalax128: Go
Thanks :P
I used Blender to texture paint a height map, and then baked it on to the normal map, though that took quite a while for me to learn.
0
@DEFILERRULEZ: Go
he shoots Volcanic Spores, which i call it like that. when i release it you guys do whatever you want to it. ;D
@SoulFilcher: Go
oh yea. the eyes now looks very evilly scary. should fix that.
@willuwontu: Go
good idea. i'll try it.
0
@DrSuperEvil: Go
why?
0
Is there any way to force editor to reload models I imported and refresh them to see their newer visual effect? for now I have to close and reopen the entire editor to test newly created models.. that's pretty much a pain in the ass....
0
@SoulFilcher: Go yea I used a HOTS model as my base model and edited it, maybe WOL can't take that. I'll make a note when releasing, thanks!
@willuwontu: Go alright, that's some nice policy blizzard established, thanks!
0
@willuwontu: Go
It will be releasing it with my fortress roach model together in near future<sub> you think it's a good idea to ask BLZ for permission? i have no idea if this modified BLZ model has something to do with the EULA or other rules...</sub>
0
@DrSuperEvil: Go
0
Working on my second modified BLZ mode(actually third), this one had a very different partial geometry that requires me to create all 4 types of textures for it.
The roach's spine is the part I created, the normal textures on the body is the BLZ oringinal texture.
(you gotta love roaches before swarm host took it over)
Probably finish it today.
0
@SoulFilcher: Go
yea i just figured that out.. i was using a wrong bone name..
thanks btw.
0
Had anyone successfully created a new attachment point in anyway yet? I seems can't get the new attachment point to work..
In the cutscene editor, my attachment point was followed with [Unknown] Bone =
(Invalid!)
0
I just noticed that PrimalZergRoach.m3's Dance animation and Flail animation isn't been imported to blender? and when I export the model, some animation like walk left start has some bone in awkward rotation, not sure if I did something wrong in blender or it's just like that in the original m3 file...
-wrote those in a hurry at morning...
I found also a folder says RoachSwarmAnims, where in the folder there is an m3a file, i don't know if that is a file that contains all roaches' special animations... as what i wrote up there, about the animation acting weird, it's the original model's fault, the original PrimalZergRoach.m3 is acting weird, i just didn't notice the weirdness at the begining.. but some of the animations like, Dance and Flail, i think they may or may not be a part of that m3a file i mentioned above, but the birth animation is also missing.
I have to say it is a great addon.
0
@println: Go
It's probably the export error, I'll go try if it fixed.
It is fixed by the new update.
0
Reporting another bug i had with PrimalZergRoach.m3 that when I exported the mesh as M3 and loaded it into SC2 cutscene Editor, the normal map isn't working.
I checked the model data, in the material part, the field that holds the normal map become Height
Diffuse = PrimalZergRoach_Diff.dds
Specular =PrimalZergRoach_Spec.dds
Emissive =PrimalZergRoach_Spec.dds
Height = PrimalZergRoach_Norm.dds
the original model here is "Normal = PrimalZergRoach_Norm.dds" but after I edited the model in blender and exported it, this field just become Height insdead of Normal, I think this is why the normal map isn't working.
I did not touch any of the material settings.
Ohhh, almost forget<sub> the Specular map's alpha channel as Team Color isn't working as well, but I'm not sure why on this one.</sub>
0
For the baneling's model glitch after importing, I have a fix here:
go to Pose mode,
find the bone connected to the part which is glitching, and select it
then go to properties panel, go to BONE tab which should be between Object Data and Bone Constraints tab,
Change the rotation setting in that BONE tab for the glitched bone to W: 1.0000 X 0.0000 Y -0.0000 Z 0.0000 (Y could just be 0 but it says -0.0000 on my blend)
you will see the glitch going out of your screen. now import it to the editor, there is just a health baneling we have been seeing for a long time.
Here is my blend file, and I didn't expect it to be such big.. 4.47MB
you know what.. i find the animation Size of the bone of the front 2 bubble like thing ( right side one is the glitched thing) is been set to 1.0 which is suppose to be 0.6, you might want to fix that before you do the export, even though it's quite not noticable
0
@println: Go
Thanks! Let us perfectize this plugin!!