My map broke and I lost my traceline and terrain. I have the traceline memorized, but still so much work. I think this zombie importing five times to test out stuff really screwed it up. Oh well.
When I do try to Mark Seam it will make everything but what I have selected as the seam.
Update
I have made the seams and unwrapped the sections. It is exactly the same as the image above with the color coding.
So far I have noticed that using the colored image above that the red area are the hand images, the pink is the sole of the foot (duh), the blue is the shoe, the cyan is the shins of the legs, and the yellow is the head. Now I am adjusting the mesh in the UV mapping to match the texture.
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.
When I do change Viewport Shading to Texture the figure just turns orange. I do not see any of the texture. Also, I have made the directory Assets/Textures/zombie... etc. I will continue exploring Blender a bit. Seriously, thanks for all your help.
Updates
This might help with what I am having issues with. When I unwrap the m3 model I get a different mesh. Direct link.
I am attempting at changing the texture layout rather than changing the mesh layout. So far I have no idea
what goes where.
What I did below is edit the texture to have bright colors with each section being a separate color to display what goes where. So far the sections look really screwed up and messy. Direct link
I think I am giving up on this. It is almost like the mesh is completely incorrect.
Basically you have just to do the following steps:
Import the model into Blender
Make sure the correct material is selected in the "M3 Materials" tab. You can find out which material a mesh has by right clicking first the mesh and then selecting the materials tab in the Properties Editor. The materials tab contains a "M3 Material Settings" tab which shows the name of the material the mesh uses.
Once the correct material is selected, go to the M3 Material Layers tab and select the Diffuse layer. Change the image path to your liking. The path needs to be the same like the one which can be found at the right side of the Archive Browser(SC2 Editor->Window->Console->enter "browse"). It can also be the path of an imported texture
You can also adjust other layers. To add the classic emissive texture you need to select the "Self Illumination" layer in the M3 Material Layers tab and set the image path to whatever you want. (Actually I am not sure myself what all the layers do exactly, if anyone wants to experiment and write an article about it would be cool :D )
Export the model. Either via menu or via the "M3 Quick Export" panel
Import the textures at the correct paths, save and check via the File->Add menu of the Cutscene Editor if the model is correct. Once you are statisfied just use the normal way of importing a model.
It's important to note, that if the Starcraft 2 Editor fails to lookup a texture for a model, that it will use a placeholder texture. That is why you should import the texture first, save, and then import the model. The saving is necessary to make the import effective. The only known way to stop the editor from using a placeholder texture is to restart it.
I have done that.
When I open the M3 Material tab it has only Material #1. Am I suppose to add or change something?
Under the M3 Material Layers do I put in the entire C:\Program Files (x86)\StarCraft II...etc or do I just put in the Assets/Textures/zombie_diffuse_01.dds?
I have made the Self Illumination field under M3 Material Layers as the emissive texture.
The rest of the steps are simple and I know textures before .m3 file. Also, my figure looks like the mesh is placed incorrectly on 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 them once for a particle system I made.
My issue is not that, but it is that my mesh does not match up with my textures.
Direct Link to Image
Basically you have just to do the following steps:
Import the model into Blender
Make sure the correct material is selected in the "M3 Materials" tab. You can find out which material a mesh has by right clicking first the mesh and then selecting the materials tab in the Properties Editor. The materials tab contains a "M3 Material Settings" tab which shows the name of the material the mesh uses.
Once the correct material is selected, go to the M3 Material Layers tab and select the Diffuse layer. Change the image path to your liking. The path needs to be the same like the one which can be found at the right side of the Archive Browser(SC2 Editor->Window->Console->enter "browse"). It can also be the path of an imported texture
You can also adjust other layers. To add the classic emissive texture you need to select the "Self Illumination" layer in the M3 Material Layers tab and set the image path to whatever you want. (Actually I am not sure myself what all the layers do exactly, if anyone wants to experiment and write an article about it would be cool :D )
Export the model. Either via menu or via the "M3 Quick Export" panel
Import the textures at the correct paths, save and check via the File->Add menu of the Cutscene Editor if the model is correct. Once you are statisfied just use the normal way of importing a model.
It's important to note, that if the Starcraft 2 Editor fails to lookup a texture for a model, that it will use a placeholder texture. That is why you should import the texture first, save, and then import the model. The saving is necessary to make the import effective. The only known way to stop the editor from using a placeholder texture is to restart it.
I have just done that and it gives me the placeholder model (the checkered dome) and the emissive layer makes the entire unit glow and not just the eyes.
Update
This is what I get now in the editor.
Update #2
I think I am doing something wrong or not enough in Blender.
Unless the model has the layer to begin with you cannot retexture it.
That is what I said above about the emissive texture. I am curious on how to make an emissive layer. I have Blender setup like the screenshot in the first post.
Have you tried doing the retexturing without the emissive texture to see if it would work? Also, is it possible that you could post the map? It would make it much easier to figure out the problem.
Here is the link to my map that I have uploaded. The unit is called 28 - Zombie (Male).
1. You put main in the target slot for the actor event. Don't. That box is used to send the actor events to another actor in the same actor event. Leave it blank so that the Texture Select By Id will target the actor it's placed in.
2. You've made the slot for everything in both the Texture Declaration and the actual textures main. Since they are all the same, the editor is probably mixing everything up. I would suggest changing the slots to be main.diffuse, main.emissive, main.specular and main.normal, putting main.diffuse in the slot for the diffuse part of the texture declaration and the diffuse texture and linking the other texture accordingly.
Let me give this a shot and I will get back to you.
Update
This did not work. From what I have been told is the Civilian.m3 file does not have an emissive layer.
If so I'd go an make a model for each one then use a morph ability to change between them.
Not really sure what you want to do with them though.
I want to give the Civilian model the textures from the Dead Vandal doodad then add an emissive texture to it to give the Civilian unit glowing cyan, yellow or red eyes.
That was the tutorial that I followed and yes I have the Texture Declarations. The only thing I did not do was the texture1 because that was for adding the Zealot dreadlocks. What my issue is the Civilian model does not have all four layers and the layer missing is the emissive one.
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Final Update
My map broke and I lost my traceline and terrain. I have the traceline memorized, but still so much work. I think this zombie importing five times to test out stuff really screwed it up. Oh well.
0
@println: Go
When I do try to Mark Seam it will make everything but what I have selected as the seam.
Update
0
When I do change Viewport Shading to Texture the figure just turns orange. I do not see any of the texture. Also, I have made the directory Assets/Textures/zombie... etc. I will continue exploring Blender a bit. Seriously, thanks for all your help.
Updates
0
The rest of the steps are simple and I know textures before .m3 file. Also, my figure looks like the mesh is placed incorrectly on the texture.
0
My issue is not that, but it is that my mesh does not match up with my textures. Direct Link to Image
0
I have just done that and it gives me the placeholder model (the checkered dome) and the emissive layer makes the entire unit glow and not just the eyes.
Update
This is what I get now in the editor.
Update #2
I think I am doing something wrong or not enough in Blender.
0
That is what I said above about the emissive texture. I am curious on how to make an emissive layer. I have Blender setup like the screenshot in the first post.
0
Here is the link to my map that I have uploaded. The unit is called 28 - Zombie (Male).
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@Spoolofwhool: Go
Let me finish doing this pathing and I will upload the map.
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Let me give this a shot and I will get back to you.
Update
This did not work. From what I have been told is the Civilian.m3 file does not have an emissive layer.
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/bump
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I want to give the Civilian model the textures from the Dead Vandal doodad then add an emissive texture to it to give the Civilian unit glowing cyan, yellow or red eyes.
0
That was the tutorial that I followed and yes I have the Texture Declarations. The only thing I did not do was the texture1 because that was for adding the Zealot dreadlocks. What my issue is the Civilian model does not have all four layers and the layer missing is the emissive one.
0
It has come to my attention that the Civilian model does not have an emissive layer. I will need to make a new model through Blender.
If anyone knows how to attach or create a Civilian emissive layer please reply!