thank you
1.ths setting is right? left picture is setting
2.the banshee has no material in this state,and Play animation has no smoke , but i see zealot.m3 has material in
this state ,what wrong?
while import banshee.m3 it appears a messagebox because lack material it used
directory 3ds Max 2010\maps lack smoke.dds that used in attack sequence but it import successful
banshee.m3 text data
0 material Standard_5 flags: 0x04 blendmode: 0x00
Assets/Textures/Banshee_Diffuse.dds 0xec
Assets/Textures/Decal_Terran_0001_01.dds 0xe0
Assets/Textures/Banshee_Emissive.dds 0xec
Assets/Textures/Banshee_Emissive.dds 0xec
0x00
0x00
0x00
0x00
0x00
Assets/Textures/Banshee_Normal.dds 0xec
0xec
0xec
0xec
1 material wewew flags: 0x74 blendmode: 0x02
Assets/Textures/Glow_Orange1.dds 0xec
0xec
0xec
0xec
0xec
0x00
0x00
0x00
0x00
0xec
0x00
0x00
0x00
2 material Material #26 flags: 0x74 blendmode: 0x01 Assets/Textures/Smoke2.dds 0xec this used by particle but no animate data line band it
0x00
0xec
0xec
0x00
0xec
0xec
Assets/Textures/Smoke2.dds 0xec
0x00
0xec
0x00
0x00
0x00
version 2.0
i know about deceal and teamcolour yet,and glstand animation.
there has some trouble:
banshee.m3 animination sequences attack still has not use particle material smoke.m3
,what happen ,particle error i found no aniid ,particle id in stc ?
You are doing pretty well in use, I found some minor problems: == sc2 version present a model file banshee.m3, of which there are three materials, the first is used to model the latter two should be used for animationor particles, the problem is that m3 of your plug-in loaded when not used, the latter two materials, specifically, the second material has a file smoke.dds used to show the animation sequence attack engine issuedsmoke, your plug-in loading model did not use this file, I do not know where the problem, and I want to know how to teamcolor in case of default in opengl rendering, blizzard use glow.dds, and you are using teamcolor the flag in opengl is operating, == in order to figure out your 3dmax Decal in the plug-in, I spent two weeks just to confirm that opengl is what action, I also found sc2 map editor, animation sequences and plug-in solution and not the same species in banshee.m3 9 stcactual animation of the sequence, the editor in less than 7, it seems that a combination of which, I hope you have the time to answer my questions, I wish you a happy life
0
who can tell me ,after imort banshee.m3 ,What can I do to make show banshee smoke particl right. import can do it automatic?
0
@Leruster: Go
how to setup? can you tell me i found an error the particle has no material ,how to band it ?
0
@Leruster: Go
thank you 1.ths setting is right? left picture is setting 2.the banshee has no material in this state,and Play animation has no smoke , but i see zealot.m3 has material in this state ,what wrong?
0
help how to select model's smoke particle and check if it has a link to the smoke2.dds material?
0
@Zolden: Go
thank you , i try
0
@Zolden: Go
how to do? I never used 3dmax
0
@Leruster: Go
import 2.0 does not use smoke2.dds file is not because the file is missing and it does not use glow.dds,it use teamcolour flag
0
@Leruster:
import 2.0 didn't use smoke.dds import appears a messagebox because lack material it used
0
<<reply 706397="">>
while import banshee.m3 it appears a messagebox because lack material it used
directory 3ds Max 2010\maps lack smoke.dds that used in attack sequence but it import successful
banshee.m3 text data
0 material Standard_5 flags: 0x04 blendmode: 0x00
Assets/Textures/Banshee_Diffuse.dds 0xec
Assets/Textures/Decal_Terran_0001_01.dds 0xe0
Assets/Textures/Banshee_Emissive.dds 0xec
Assets/Textures/Banshee_Emissive.dds 0xec
0x00
0x00
0x00
0x00
0x00
Assets/Textures/Banshee_Normal.dds 0xec
0xec
0xec
0xec
1 material wewew flags: 0x74 blendmode: 0x02
Assets/Textures/Glow_Orange1.dds 0xec
0xec
0xec
0xec
0xec
0x00
0x00
0x00
0x00
0xec
0x00
0x00
0x00
2 material Material #26 flags: 0x74 blendmode: 0x01
Assets/Textures/Smoke2.dds 0xec this used by particle but no animate data line band it
0x00
0xec
0xec
0x00
0xec
0xec
Assets/Textures/Smoke2.dds 0xec
0x00
0xec
0x00
0x00
0x00
0
@Leruster: Go
version 2.0 i know about deceal and teamcolour yet,and glstand animation. there has some trouble: banshee.m3 animination sequences attack still has not use particle material smoke.m3 ,what happen ,particle error i found no aniid ,particle id in stc ?
0
@Leruster: Go
You are doing pretty well in use, I found some minor problems: == sc2 version present a model file banshee.m3, of which there are three materials, the first is used to model the latter two should be used for animationor particles, the problem is that m3 of your plug-in loaded when not used, the latter two materials, specifically, the second material has a file smoke.dds used to show the animation sequence attack engine issuedsmoke, your plug-in loading model did not use this file, I do not know where the problem, and I want to know how to teamcolor in case of default in opengl rendering, blizzard use glow.dds, and you are using teamcolor the flag in opengl is operating, == in order to figure out your 3dmax Decal in the plug-in, I spent two weeks just to confirm that opengl is what action, I also found sc2 map editor, animation sequences and plug-in solution and not the same species in banshee.m3 9 stcactual animation of the sequence, the editor in less than 7, it seems that a combination of which, I hope you have the time to answer my questions, I wish you a happy life
0
diablo 3 is coming sc2 model hasn't complete