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    posted a message on Model glowing violet
    Quote from IskatuMesk: Go

    I haven't seen that error before. What are your source files for the textures? Are they tgas or something else?

    They're .dds files. I'll try using tgas though, see if that makes a difference.

    Edit: No luck. Here is what I have tried.

    1 - Exporting directly into map components folder (won't let me save afterwards, unable to move existing archive)

    2 - Exporting into a separate folder, first as "Make DDS", then as "Mopaq File paths", then importing textures nad model through import editor. (Didn't work)

    3 - Exporting into a separate folder, first as "Make DDS", then importing textures and model through import editor, then exporting as "Mopaq File paths", then re-importing model again. (Didn't work)

    4 - Changing textures to .tga format, and trying #2 #3 again. (Didn't work)

    5 - Attempting to export without mopaq or make dds ticked. (Didn't work)

    6 - Doing #5, except by changing textures to .tga format first. (Didn't work)

    7 - Saved as a regular map file, then attempted #2 #3 and #5 (Didn't work)

    8 - Exported with "Cached DDS files" only ticked, then attempted #2 #3 and #5 (Didn't work)

    9 - Exported with the drop down menu rather than the export floater (Didn't work)

    10 - Restarted 3DS max and done all of these things again 3 times (Didn't work)

    11 - Made 10 separate maps and attempted to import them into each one of them doing everything I said above (Didn't work)

    I just don't get it. I've imported models into my map using the exact same workflow like 5 times now, and there's something about this model that won't read the texture files. I'm stumped.

    Posted in: Artist Tavern
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    posted a message on Model glowing violet
    Quote from IskatuMesk: Go

    Export the model once using "export" with "make dds" and then once using "use mopaq paths". Don't use commit.

    The first export is to dump your textures, in our experience commit tends to not export them all, the second export (with use mopaq paths) is to get an m3 that doesn't look for the files using your 3ds max paths, because it will do that with "make dds".

    Also, iirc using "mopaq paths" on preview results in things breaking for the exact same reason that make dds doesn't work for actual exports, ergo it's looking for textures that won't normally exist.

    that made it work properly in the previewer (previewing using make dds rather than use mopaq), but it gives me errors when i attempt to export it "Texture conversion failed" with make dds.

    it actually exports using mopaq file paths, but it doesn't find the textures apparently because it's not using them at all.

    ok. so i got it to export once with all the textures in the right spots, I had to export it directly into my map folders when using "make dds". but I haven't been able to replicate it since

    Edit: awesome. now all the test maps that I have for this are being rendered unsaveable, because "archive cannot be moved"

    i'm done for the day, maybe i'll check on this later.

    Posted in: Artist Tavern
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    posted a message on Model glowing violet
    Quote from PharaonicAssault: Go

    @unclesatan: Go

    Hm, recheck the resolution of your bitmaps then. Seriously, this is my last guess. Unless you want me to test it on my own.

    1024x1024 on all

    Posted in: Artist Tavern
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    posted a message on Model glowing violet
    Quote from PharaonicAssault: Go

    @unclesatan: Go

    Okay this is what I am saying. Don't preview it AFTER you've exported it. This is the main cause of this issue. Restart Max and preview it, then export it. If you do it in a different order, it causes the textures to be invisible.

    And import manager has an asterisk on top = not saved map and the textures are not imported - this is not tested appropriately. Anyway, I still insist on what I said earlier.

    I did all of that in that order (again, because that's the order I typically go in), and I got the same results. I imported the textures and the same results happened.

    I'm also curious that I didn't need to import textures for my other models that I made from scratch, I only needed to export the .m3 with mopaq file paths.

    Posted in: Artist Tavern
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    posted a message on Model glowing violet
    Quote from PharaonicAssault: Go

    @unclesatan: Go

    After restarting Max, did you export anything? Frankly I cannot see another issue (even though you are more experienced in this than I am). The last thing I can think of is to preview the model by the drop-down menu and not through the Export Floater.

    I've exported the model each time I restarted max and also attempted to preview it each time. I tried previewing it from the drop down menu with the same results just now. Thanks for your help, I'm just stumped right now.

    edit: here's what it looks like inside the import menu http://i.imgur.com/JFeQK5s.png?1

    http://i.imgur.com/yGquYA7.png?1 here's what it should look like

    it won't let me take screenshots of it ingame, but it looks the same.

    Posted in: Artist Tavern
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    posted a message on Model glowing violet
    Quote from PharaonicAssault: Go

    Did you truly import them? All I can see there is the previewer, thus, it's not an exportation issue any longer, is it (?)

    This occurs to me when I export something from 3ds Max (with StarTools) and then attempt to preview another model, without closing the program first. Try restarting Max and venture the preview again. The other occurrence is in case I didn't tick the Use Mopaq setting in Export Floater, but you said you did. Maybe the naming convention interferes?

    I've restarted the cutscene editor in between each preview, and restarted max at least 5 times. Even redid all the textures on the model each time I restarted max. Also, importing them into maps provides the same result.

    I've named them multiple different things, including the convention for naming that they use in SC2 (nameofobj_diff.dds nameofobj_norm.dds, etc.) which is the current naming convention I'm using now.

    Posted in: Artist Tavern
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    posted a message on Model glowing violet
    Quote from SoulFilcher: Go

    @unclesatan: Go Have you double checked the texture paths and file names you used for the model? It usually happens when textures aren't in the correct folder or have the wrong file name.

    I've named textures in the past whatever I liked, and exported with mopaq paths and never had issues. I did change the texture names to the same naming format that I used previously, and it gives me the exact same preview in the cutscene editor.

    Edit: In the export floater, when you click preview is it broken or something? I don't want to go through importing models and textures into a test map and opening Starcraft 2 to see if the model actually works. I'll do it if I have to but I've never had issues with previewing models like that before.

    Posted in: Artist Tavern
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    posted a message on Model glowing violet

    No matter what options I change, no matter how many times I unwrap the model, no matter how many different .dds export options I use, it all comes out the same when I go to preview it in the cutscene editor.

    Using literally the EXACT same workflow I used to get my other models into starcraft, it is suddenly not working.

    What the hell am I doing wrong? This has happened to 2 models now and I'm really getting frustrated because I didn't start changing my workflow until this started happening. I've looked the art tools documentation up and down looking for a reason for this, but I've found nothing. It's not exporting my textures. I applied the sc2 standard material to the object. I can preview the diffuse in 3DS max and it looks just fine. But when I export it to SC2, it glows like this.

    Posted in: Artist Tavern
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    posted a message on [Request] Converting .alo to .m3

    So the model that was converted did not retain it's UV maps, and I'm having the damndest time repacking the UVs so it actually looks proper. I've spent about an hour on it already and I'm having loads of trouble. I'll come back to it tomorrow.

    Posted in: Artist Tavern
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    posted a message on [Request] Converting .alo to .m3

    there's plugins for blender but i'm using 3ds max and the art tools which blizzard released. it has to be a specific version to use the art tools, but there's .m3 exporters for other versions of 3ds max.

    Posted in: Artist Tavern
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    posted a message on [Request] Converting .alo to .m3

    I'll do this tomorrow first thing, I just need to package the textures with the converted model before I turn it into a .m3 file. It's an .obj file right now, so it won't import into starcraft correctly

    Posted in: Artist Tavern
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    posted a message on [Request] Converting .alo to .m3

    Yes that's the issue. Although, I can convert it to .m3, there's also no texture on it. If you can find the texture for it, I will happily put it on your model and give you an .m3 to use, but there's no point using it until you have the texture for it as it will just turn up blank in your map.

    Posted in: Artist Tavern
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    posted a message on How do animations work in sc2
    Quote from JacktheArcher: Go

    @unclesatan: Go

    I mean technically you can export animations as .m3as as well but that's usually just extra work.

    Interesting, I suppose that's used for multiple different models with similar rigs?

    Posted in: Artist Tavern
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    posted a message on How do animations work in sc2
    Quote from penguinwars: Go

    @unclesatan: Go

    So I need to package all the animations together in one 3ds and export to .m3?

    yep. as far as i know. i only have experience with art tools, so if you aren't using art tools i can't say for sure, but that should work.

    Posted in: Artist Tavern
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    posted a message on How do animations work in sc2

    if you have the art tools, then there is an "animations floater" with which you can set up animations for your models after you rig them with bones and a skin.

    animations are packaged together with the .m3, along with bones, skin, rigs, helpers, attachment points.

    you may need to get the .m3 exporter if you don't have the art tools, in which case i'm not sure how animations work for the .m3 exporter. art tools has documentation on it though, if you're interested.

    Posted in: Artist Tavern
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