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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    CommandCenter.m3 doesnt export properly. Takes half an hour and then imports as a broken(missing) model. I.E. Sphere.

    Ditto on MarauderKillSquad.m3. Error in both models has something to do with animations. Clearing the Animation list allows for proper import. Strange though, since Marauder.m3 imports without a hitch.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    Team Color emissive to layer issue - still not solved. In addition, Oracle Model now exports with a broken textureless sphere. An error that did not exist in the previous version.

    Im eventually going to downgrade to a previous addon version, to see if Alpha Channel as Team Color on these particular models was still an issue. Since, its very situational - some export properly, and some support the manual addition.

    Also - to check, if the immortal imports properly. Last correct version, i recall, was from last October. And, since i only started modding again 2 weeks ago, i couldn't tell you witch version it was, that introduced the issue. I can say, that its not isolated, as other models sometimes import with improper animation and bone placement.

    (Though i no longer need a fix for that, since i managed to fix the skeleton/pose and do, what i needed to, with the model)

    Importing a secondary model, still sometimes results in a missing mesh + attached materials. As well as any particle effects, ribbons, attachment points, etc. In most cases - only armature and occasionally animations.

    Still i definitely applaud, how far the addon has come. As most models, that didn't even import properly back then, now work flawlessly.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender
    Quote from seraphlio: Go

    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 the Specular map's alpha channel as Team Color isn't working as well, but I'm not sure why on this one.

    This happens for some models. Bad export, i guess. The Oracle's Emissive alpha channel for instance, by default as team color, isnt working either. Same with normal. Cant be sure, but i think its the same with the Carrier. Witch is weird, because most models when modified as "add team color" emissive work.

    Edit: Immortal animation doesnt import properly. The bone BONE_Shoulder_L, of the same vertex group, doesn't animate in the correct position. That issue didn't happen in previous versions of the addon.

    Just to specify, it makes the left gun stick through the chest.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    One problem with that method might be keeping certain particle effects, ribbons, attachment point, animation etc. Apart from being cumbersome. But its at least a good serviceable idea.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    Well yeah, i suppose it is. Taking certain elements (Mesh,Particle Effect, Armatures, Animations) from Model A, using them in B. Or using them to enchance a custom model.

    It didnt support them perhaps, but it was possible. And it would be pretty cool, now that the addon properly imports almost every asset of the models. It wouldnt really be needed, if appending and linking worked properly and recognized the all individual elements.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    Not a Bug Report, but i cant seem to import multiple models at once, like you could in the old addon. Second model is always missing objects, meshes, materials, ribbons, particles and attachment point. All it loads is armature and animations.

    Also, models saved as blend files cant be appended with their materials. Materials section is missing when trying to append.

    I tried with older versions of the addon. Still cant append materias or animation, but at least you can load multiple models in the same scene. So its definitely not Blender 2.66

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model

    Volume Materials still dont animate, after export. You might wanna check that out.

    Edit: My Mistake, was using old version of addon.

    Any plans to integrate Leruster's Lighting plugin.

    These models dont export properly. Specifically animations dont work. - MarinePortrait.m3, ColossusPortrait.m3.

    ImmortalPortrait.m3 crashes.

    PS: The Bones on Couple of Portraits dont import right. See top page pictures. Why could that be?

    PSS: Does the Addon Allow the use of other addons along with it?

    Posted in: Tutorials
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    posted a message on Modeler help required, fixing existing Aplha asset./...

    @Overspeedo: Go

    Pretty much anything and everything. From changing the just the skin,(color density and brightness of TeamColor/AlphaChannel DDS), to modifying the entire model, to allow different, or higher, emissives (of Pylons, etc).Its wasn't a simple operation.

    Posted in: Requests
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model
    Quote from println: Go

    @SimplyCool988: Go

    There is a special check box in "Show log" for showing all branches. If you check it you should be able to see all branches and not just the current one once you have fetched the latest changes.

    I added basic camera support too (on branch "untested"). There is still a strange eye glow bug and I still don't know if the volume materials are working.

    Edit: Is it possible to animate the density of the volume material?

    Can you elaborate on a few things.

    1) Camera Support: WORKS! But is there any way, you can manually shift FOW and whatnot, like the default blender camera. If not can you clarify some of these settings. a) FarClip b) NearClip (think i get those two, but just to be safe) c) Clip 2 ? d) Focal Depth e) Fall off start f) Fall of End....

    On the same topic, what mesh , if any, serves the role of the camera in 3d View.

    2) The Addon seems to change the UI a bit. Now materials are both defined from the Scene and Materiel Tabs of the Properties Menu. So to generate/add new( and animate later) Volume Material, i would use witch tab.

    3)The Models SM_FirstOfficer.m3, HornerPortrait.m3 and SM_PressRoomProps.m3 all give me the same error, when importing. (not covered in the Readme)

    AttributeError: 'CMS_V0' has no attribute 'name'

    This part might vary... " value = getattr(self.m30object, fieldname) "

    Is there some fix i can apply by myself to addon(struktures.xml), or can you maybe amend the script, like you did for the SM_MarineMesh, some time back.

    Posted in: Tutorials
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    posted a message on [Showcase]Ghostnova's models

    Hey take it easy GHOST. Pretty soon, wont be any characters/Models left for me to do. :P Awesome Work - Inspired and Polished. Don't know who Tormidal is, but WOW!

    And "Println" just worked the kicks out of Blender, too. Well, relatively speaking of course. Anyway, just A heads up. :P

    Already have Drogoon, BW Zealot, Arbiter, Arbiter, Artanis and Razchagal and a few others you've already posted(Scrapped those). Just need to finish them up, in the coming week/s.

    riikky: Most of those are alpha assets, so ill try to takle some of them. Fatty too, but i don't know, where imma take a HQ texture from. Or at least something that can be reworked into one, that matches.

    Posted in: Artist Tavern
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model
    Quote from println: Go

    @SimplyCool988: Go

    The branch you want to check out is called "untested". Currently the head of untested is "Make it possible to create volume materials within Blender ". When you haven't changed anything yourself you can simply reset your master branch to "untested". If you made changes to the addon and reset your branch all your changes will be lost.

    Is this suppose to show after "show log"? I cant find either the name or the head of the branch. It just isn't there. Perhaps its not cloning the latest version. IDK.

    Edit: OK so i see the "untested" branch on "https://github.com/flo/m3addon/branches", that's not merged to master. But it seems it didnt pull it, when i cloned the latest version.... Do i have to download it separately, or something?

    Edit II:Ok Yeah. It seems, i had to specify and pull it separately.

    Edit: III YEY. It works. Animations too. Man, your infallible. 30 gun solute.! ! ! ! ! ! ! !

    (Funny how it doesn't import the mesh. 100 % accurate. But hey, that's fixable...

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model
    Quote from println: Go

    @SimplyCool988: Go

    Exchaning the mesh is possible but too much work when doing it with XML since models exported with blender may have a different bone order.

    I created a branch "untested" with experimental volume material support!

    Since my graphic card isn't good enough I can't check if the volume materials are actually working. Could you test that for me? Please also try to animate the volume density and let me know if the animation of it gets exported properly.

    To animate the volume density select a time in the timeline and hover the field and press "i" . You can also right click the field to set a key frame instead of pressing i.

    OK updated the addon, but im lost. Whats the branch's name? I can see you have an update -make possible to create volume materials within Blender.

    Does it need resetting master branch to it, like the last time u added untested materials? If not it now gives me this error, when trying to import - "Model contains unsupported material type 5". BTW that model did not red-flag before.

    I guess it does now, because its trying to recognize those material, but obviously it cant. Suppose atleast this way it tells you, which materials/models it will import properly.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model
    Quote from println: Go

    @SimplyCool988: Go

    With the current version of the addon the import fails properly because of the missing support for volume materials. Additionally the cameras defined in the model can't be imported or exported either.

    Thanks to Leruster the 3ds max plugin has now support for cameras and an partial support for volume materails. So it *might* work with the 3ds max plugin.

    Alternativly you can wait till I add support for volume materials and Cameras to the Blender addon. Or you can add it yourself with my aid. It's not that difficult.

    When you just want to modify an existing model however, you also have the option to use the scripts that come with my m3addon. With m3ToXml.py you can convert a model into an xml file and with the script xmlToM3.py you can convert the modified xml (text file) back into a model without loosing any (relevant) information! I know even some 3ds max users who use just those python scripts because they work with almost every model. And if a model does not work with the scripts you can get it working by just modifing the structure.xml file as it gets explained in the readme.

    I could be wrong but you cant really modify a model's mesh with an xml, No? So that kinda defeats the point?

    What im usually trying to achieve is modify, or replace the mesh.(In the case of Artanis remove the head gear. And i did, and it looks great, just transitions wrong into SC2.)

    OR replace the model's mesh with another, but keep the animation and the skeleton functioning. BTW, do you happen to know of any tutorials for the latter with 2.63 ver? Cant find the replace object function on newer versions.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animation (.m3a) for an existing model

    I really need some advice. Its been a ridiculously useful addon and has come to load almost all game models with corresponding meshes, animations and materials. Yet every time i try and tackle a new set of meshes, i run into some new weird hitch.

    Should i just try and switch to 3DS Max and its corresponding plug-in? I mean i hate to give up Blender. It feels like way more intuitive a tool. But...

    Here i am today, trying to modify ArtanisPortrait.m3. And it imports - no error. And it exports- no error. And i reimport same export - meshes changes - still there. But i import it into the game - the meshes disappear? Now im thinking- Were materials not exported - Nope. So you have this mesh that just doesn't show? How?

    IDK. Is Max more stable? Better at dealing with those M3 models?

    Posted in: Tutorials
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    posted a message on Modeler help required, fixing existing Aplha asset./...

    Yupp and again - Thank you!

    Posted in: Requests
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