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    posted a message on Custom Portrait doesn't work

    Hi I wanted to make a new model for the roach. I exported the m3 file to my desktop with the textures, removed the roach and imported my new model in 3ds max with animations and textures. What i got now is a new m3 portrait file with an other model than the roach but the same background.

    Then i imported my textures and my portrait model file and it looked fine in the preview. Just as the normal m3 file with an other model.

    I changed the portrait for the roach, put some roaches into the map and watched the result. But the camera doesn't show the face it shows it's feet.

    I tried the same again. Exported the roach portrait file. But this time i didn't change anything in 3ds max and just exported the file again. The same thing happens if i import it and play it. The exported model files from 3ds max don't have got a camera, but the orininals had one. I think they are named Camera Avatar and Camera Portrait.

    The cameras in 3ds max are shown as bones but. Both the originals and the exported have "bone cameras" but for the exported ones the camera isn't shown in the editor.. help pls

    Posted in: Artist Tavern
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    posted a message on m3 sequences help

    @gardenzerg: Go

    k it seems to work now!^^

    Posted in: Third Party Tools
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    posted a message on m3 sequences help

    ok i'll try it now

    Posted in: Third Party Tools
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    posted a message on m3 sequences help

    yes i did that. I added the animations with the m3 sequence editor as it is if you have got a normal sc2 model. There are more animations than in the screenshot. There you can only see the Stand animation from frame 0 to 1000. But how does the editor know from my model which animation he should use to let the model walk or to attack? Do I have to name them specially or what?^^

    Posted in: Third Party Tools
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    posted a message on m3 sequences help

    Hi its me again. I created a custom model now with some textures. It works fine. In 3ds max I even added some animations and named them... e.g "Stand" "Attack". But how do i set that the unit stands with its "Stand" animation or attacks with its "Attack" animation? Do i have to name the animations in 3ds max or give them a special id? Or do i have to set this in the galaxy editor?

    Posted in: Third Party Tools
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    posted a message on editing an existing sc2 model help

    Great thanks to you xcorbo.

    I placed some hellions and tested it.

    Here a screenshot again: : ) It works!

    It shows the new hellions ingame but somehow the editor doesn't show my modified result in the preview^^

    Sorry for that but i didn't understand if there is a directory issue now or not.

    But i'm glad it works^^

    Posted in: Artist Tavern
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    posted a message on editing an existing sc2 model help

    @xcorbo: Go

    I did it as u said. Here a screenshot again:^^

    There isn't any change ; (

    Posted in: Artist Tavern
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    posted a message on editing an existing sc2 model help

    Hi im new here and registred because of this problem I want to retexture a current model, in this case the hellion. I've got 3ds max and its importer/exporter the model and its textures in a folder. Here a screenshot of my folder at the beginning:

    Then i imported the m3 file into 3ds max, painted some funny lines over the diffuse dds-file and imported the diffuse into the hellions starcraft diffuse channel. Picture:

    Afterwards i exported the model into my folder as "hellion_new.m3". Screenshot: : )

    Now i went into the galaxy editor and imported just the textures first...then i saved my document and then imported my model. But my model didn't change. Screenshot:

    I think there is something wrong with the placement of my files and i also know that the textures have to be in Assets/Textures/ but i dont know where i should create this folder, where i should place the textures and where i should place the model... Help pls^^

    Posted in: Artist Tavern
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