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    posted a message on Modeler help required, fixing existing Aplha asset./...

    Not sure exactly, what you mean there? I have restored, most protoss units and building to the same design schemes, that were in early alpha. All races seems to have a far stronger coloring than final design. But thats not by choice, mostly, it just turned out that way.

    The only thing i'm having trouble doing, is making the Pylon' Crystal - player color emissive. The model just breaks, ones you try reimporting it. Got most other P buildings and units done. Still need to do HT and the final 4 (from tech-tree)P buildings. Protoss is in a good place, Zerg needs lots of work and Terran - got most units done, but very few buildings.

    You can try doing the Pylon crystal, if you want cause Blender seems to be stuck. At least for now.

    Posted in: Requests
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    posted a message on Modeler help required, fixing existing Aplha asset./...
    Quote from GhostNova91: Go

    DONE!

    Still has to be approved but it's done. Hope you like it.

    Just tested it. Damn its 1:1 . And with the default texture, it fits so well to all the Alpha Terran Design. A year ago there were so many things, i thought i could never be restored. And this was one of them.

    Now, almost everything is, as it was. Thanks to alot of bits and clues Blizzard left. And of course thank you, as well. This is why the PC platform has always been so great. The community contributes as much as the developers.

    As far as the nexus. Haven't had to much time to work on that this week. Finals and all that. But ill try this week and, if still okay, ill PM you if i Fail. Anyway, much obliged again.

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

    @GhostNova91: Go

    Take it easy. I'm not in a hurry anyway. Your awesome to be doing this in the first place.

    Hmm. Dont know much about Max, but from trying animation in Blender, seems you should be able to add + another animation and just reverse the frames of the morph.m3. But i'm having such a hard time exporting stuff with blender. Btw, i've been meaning to ask, why when moving the tank gives out such heavy black smoke? Is that by design?

    Also, if some day, you could help me finish up that nexus I'm having trouble with animating it and, for some reason, i cant select it. Might need a selective mesh. ( I managed to get it team-color emissive, though it doesn't show in that pic). Ahh nevermind, skip it, dont want to be a bother, ill figure it out myself one of these days.

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

    Well, it all looked feasible on paper, but ultimately i still cant get passed step one, namely - exporting. And we're talking "clean export", before any changes are made to mesh,materials, animations, particles. Just "In and Out" Its probably, that the library is incomplete?

    Regardless,.. some multi-meshes do indeed work. Still, like the Extractor.m3(single-mesh) before the update, both the Hatchery.m3 and Pylon.m3 just don't work once imported into sc2. The former two disappear, while the later, causes the application to crash, witch still has me scratching my head.

    How in Heaven's name does a model, even a broken one, crash an entire application. Heck, you could remove every single MPQ from the game files. And the game still runs, albeit with no assets, just placeholders. Maybe its memory related. Certain applications are capped and need to be allow to use more the 2 GB.

    Well zealot works, textures borken, but it works. Lets see, what else. . . . . . . . . . . .

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

    Changed the git url and Privileges/Account to avoid couple of Errors. From then on it was as described.

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

    Tadaaaaa. Praise the Lord. IT WORKS.! Exported the Zealot! Nice and Clean. No Caffeine! Thanks alot for your help.!

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

    c) There's just no download. No progress, turtle just keeps hoppin. Endlessly. Figure that shouldn't happen. I dont know maybe i need to check smt in the clone window. Just doesnt work. I guess, icant establish a connection to the site, file, repository, whatever.

    Say b) never happened. I was never prompted to download a library.

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

    Neet program. One problem, though. Repository doesnt pull. As in i try to clone, but the progress bar aint moving. Cant download the git. How long is this suppose to take. I imagine a minute or so. Not half an hour. Why does it refuse to download.

    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

    I fixed the import of the Nexus model. The gatway model imports for me already... When I have some more free time to spare I will look at the other models. At which model do you get the error "reference object has no attribute"?

    Not really at Model Importing. When trying to export model with custom./altered mesh...

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

    Wow, That was quick. But how do i use that branch? I had all these possibilities in-front of my eyes. But i cant enable it properly. Out of the box, it yields the same result( Error Message"Multiple Mesh object cant export yet") How do i override export.py with xmlToM3.py lines. I'm afraid as it is, I'm stuck.

    How do i enable that extra structure?

    You said gateway works for you? To me its giving the familiar error "Exception SEQSV1.unknown5 has value 13 instead of expected value int (0)" I believe , this needed changing the expected value in structures? For all models?

    Am i suppose to add a line to Structures.xml.? Do i need to go thought CommandConsole? Make an Override? Honestly, my thinking cap aint turned on today.

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

    How exactly do you import/implement the m3a extension with SC2? As far as am aware the editor supports no such function. Neither does such an extension exist in the the MPQ?

    Most units import properly. A lot of Buildings don't, though, usually with the " There are several unreferenced sections " errors, under the python console. I think i saw your fix, to be modifying the structures.xml with the unknown structures. But honestly i cant replicate that.

    Models, that as of now i cant import, are Nexus.m3, NexusDark.m3, Barracks M3, Hatchery.m3 and Gateway.m3 Gave up after that, but i'll try more as i experiment with the Software.

    When trying to export a model, i got this error. "reference object has no attribute" How do i go about fixing similar red flags.

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

    Oh damn. Why can i export anything. Tried several models, just to see if i can export the model. But none work. It just giving me errors. "Multiple Mesh Objects cant be exported?" and it keeps referencing the addon.

    Some dont even import, thought most do. But why cant i repack them?

    Is it the addon? Or is 2.63 just buggy.?

    Edit: OK, i think i see the problem. It seems the script cant export multiple mesh models. But then, how did you export that marine in the tutorial? Oh i see, you deleted the shield mesh. So is that it, you cant export more than one mesh.

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

    The site already has as nullifier model and the original nullifier textures exist in the Assets MPQ. I AM curious to see what you've come up with, though.

    Im very thankful for all effort on your part. And ill be sure to credit you, when i finish.

    Now, that just leaves the nexus model. And i think i'll try that myself tonight.

    Edit: Wonderful Progress. Those are some lovely models. Myself, i manage to fix the old Nexus Model. Its no longer transparent. Has a diffusive, emissive and specular working texture, working shadowing and team color. All it needs now is a proper texture and an animation.

    Anyway. "Tanks" again for those wonderful models!

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

    Not to pester, but are there any progress updates? Just in cace, you've given up please release any work done. No sense me starting forms scratch.

    Just asking to make sure, you haven't shelved it.

    Posted in: Requests
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    posted a message on sc bw and sc2 alpha+ beta models in the editor!

    I'm currently restoring most of the models and textures form the Alpha Production Stage. I also asked for some help from a few modelers from this site.

    Posted in: Data
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