See, it worked before though. Literally nothing has changed with my 3DsMax install, and since previous .max files exported with art tools still works, it must still work now. I'm just missing a step.
Edit: The missing step was remaking the materials in "SC2 Standard Material" format to export with Art Tools. I was using the "Starcraft II Material" from Leruster's m3 plugin, which is incompatible with art tools export. Everything works properly now.
Gents, I'm having trouble doing basic importing and exporting with SC2 assets using 3DsMax. After about half a year away from any work with 3DsMax, I must have forgotten some crucial step in making it work, since my Art Tools and 3DsMax installations are both still in place from my previous work.
All I want to do right now for practice is to import any unit model, let's say Thor, with Leruster's import tool, maybe do some minor changes like make the arm guns slightly larger, and export with Art Tools, with the output .m3 file using textures from SC2 assets.
This is the procedure I'm currently following, after rereading several guides.
- Extract Thor.m3 file and textures from Base.SC2Assets, and place the textures in 3dsmax/maps folder.
- Import Thor.m3 into max at 30FPS.
- Save as .max, load into Art Tools
- Make arms longer with bone adjustments
- Rescale World Units 100x
- Add in animations at corresponding times. Just Stand and Walk by default for now.
- *Possibly create new materials with exported textures and apply correctly to the mesh. I distinctly remember this wasn't necessary with the models I created half a year ago.
- Export with Art Tools with use mopaq paths enabled.
The result is a 12kb file that when imported into the editor shows no model, but the attachment points and animation data seem to be there. The problem also isn't with the Art Tools exporter, since I can open a .max file from my previous work, export, and produce an .m3 file that works correctly with the editor.
I must be missing a very crucial step up there somewhere. Thanks for reading, and your help.
I'm somewhat surprised at these numbers. The total votes cast is just under 4k, so the total number of players voted is probably around 1k, since some may have voted for less than 5, or didn't know they could vote for more than 1. I think we could have had a greater turn out if this was advertised better in-game, for arcade players. A good number of players I spoke to while playing arcade games were not aware there was a contest going on. However, 1k for the one week period is may be fair.
Ultimately this contest, the 81 submitted maps, and subsequent projects too ambitious for the reserved contest period, were all done to strengthen the Arcade. I know there were a few prominent map makers with very innovative maps whose work missed the spotlight because the contest favored easy to pick up games. Thus I hope Blizzard plans to organize opportunities for dialogue between map makers, not just those in the final 5, and the Blizzard development team on how to improve the Arcade.
Good luck to all participants. Everyone worked hard on their entries and thus made the Arcade better for the players. That's what it's all about.
I'm curious as to why Blizzard did not make an in-game button, announcement, or an indication of any sort to the contest. Since most SC2 players do not visit B.net, Blizzard is losing a lot of exposure to this contest by not having an in-game advertisement.
I'm sure Blizzard isn't going to disqualify a map for having an update a few hours after the submission deadline, especially not now after the entry roster's released. They have nothing to gain from doing so, while on the other hand if they did, they would potentially have problems with dissatisfied players who are fans of that game. Why cause trouble for yourself over nothing?
I haven't found anything related to this in actor events, but if you will found somehow which animation indentifier is used for playing stand left / stand right anims you can put this in event animbracketstart or animplay and then send message to attached actor when this event triggers.
I've tried looking. It's a very specific thing if you don't know where to look. UnitMovementUpdate is the only event that's tied to movement, and terms are all but foreign to me.
Good news is I worked around it using behaviors. My map uses the mouse moved event and moves a marker unit to mouse location. The main unit then detects whether the marker is to the left or right, applies appropriate behaviors to itself, and turns toward the marker.
Of course most maps don't use mouse markers and mouse moved trigger events, so I don't know if this problem is really solved or not. It's unlikely many developers will run into this again.
This is probably as specific a thing I will ever ask for. When a unit turns while standing still if the animation exists for the unit's main model, it will play the "Stand Left" or "Stand Right" animation. For example, a marine's legs shuffle to the left and right when fidgeting or shooting a moving target.
I need an attached actor model to play an animation when the host unit turns while standing still. I'm aware that actor events sent to subsequent scope actors on a unit is used for animations on attached actors, but what event is used for "turning while standing still"?
Has any recent patches changed the max doodad, unit, or actor limits? From past threads I recall the max actor limit being 16k, with 10k max doodads. It's unlikely this has changed but what are some workarounds developers have done for their projects?
For mine, the 'create actor at point' method isn't viable.
I conducted a few tests with Load Unit Model flag and triggers in a map on B.net. As far as I can tell there was no difference in terms of loading time. I would still very much appreciate input regarding initializing doodads.
It has crossed my mind, and I believe people who've ran into this problem before have been suggested the same. However the quantity and placement precision of these doodads in question make it very impractical, in addition to script space required to mark the points and max unit limit conflicts.
I could very well just use less doodads if I can't figure this out. For units though, does the "Load unit model" trigger combination use less resources at map initialization?
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I do not approve of this message. I'd like to think I'm a little more subtle than that.
Mods, feel free to verify.
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I can confirm that after the NA 2.1.7 patch today, some maps still cannot be downloaded.
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See, it worked before though. Literally nothing has changed with my 3DsMax install, and since previous .max files exported with art tools still works, it must still work now. I'm just missing a step.
Edit: The missing step was remaking the materials in "SC2 Standard Material" format to export with Art Tools. I was using the "Starcraft II Material" from Leruster's m3 plugin, which is incompatible with art tools export. Everything works properly now.
0
Gents, I'm having trouble doing basic importing and exporting with SC2 assets using 3DsMax. After about half a year away from any work with 3DsMax, I must have forgotten some crucial step in making it work, since my Art Tools and 3DsMax installations are both still in place from my previous work.
All I want to do right now for practice is to import any unit model, let's say Thor, with Leruster's import tool, maybe do some minor changes like make the arm guns slightly larger, and export with Art Tools, with the output .m3 file using textures from SC2 assets.
This is the procedure I'm currently following, after rereading several guides.
- Extract Thor.m3 file and textures from Base.SC2Assets, and place the textures in 3dsmax/maps folder.
- Import Thor.m3 into max at 30FPS.
- Save as .max, load into Art Tools
- Make arms longer with bone adjustments
- Rescale World Units 100x
- Add in animations at corresponding times. Just Stand and Walk by default for now.
- *Possibly create new materials with exported textures and apply correctly to the mesh. I distinctly remember this wasn't necessary with the models I created half a year ago.
- Export with Art Tools with use mopaq paths enabled.
The result is a 12kb file that when imported into the editor shows no model, but the attachment points and animation data seem to be there. The problem also isn't with the Art Tools exporter, since I can open a .max file from my previous work, export, and produce an .m3 file that works correctly with the editor.
I must be missing a very crucial step up there somewhere. Thanks for reading, and your help.
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Final 5 maps announced, with the number of votes for each map. It was fairly close for all entries.
http://us.battle.net/arcade/en/blog/14917280/rock-the-cabinet-final-five-7-22-2014
I'm somewhat surprised at these numbers. The total votes cast is just under 4k, so the total number of players voted is probably around 1k, since some may have voted for less than 5, or didn't know they could vote for more than 1. I think we could have had a greater turn out if this was advertised better in-game, for arcade players. A good number of players I spoke to while playing arcade games were not aware there was a contest going on. However, 1k for the one week period is may be fair.
Ultimately this contest, the 81 submitted maps, and subsequent projects too ambitious for the reserved contest period, were all done to strengthen the Arcade. I know there were a few prominent map makers with very innovative maps whose work missed the spotlight because the contest favored easy to pick up games. Thus I hope Blizzard plans to organize opportunities for dialogue between map makers, not just those in the final 5, and the Blizzard development team on how to improve the Arcade.
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What about the one that isn't a mini-game? Does it also suck?
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Good luck to all participants. Everyone worked hard on their entries and thus made the Arcade better for the players. That's what it's all about.
I'm curious as to why Blizzard did not make an in-game button, announcement, or an indication of any sort to the contest. Since most SC2 players do not visit B.net, Blizzard is losing a lot of exposure to this contest by not having an in-game advertisement.
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The arcade is okay.
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I don't think Star Battle was there before.
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I'm sure Blizzard isn't going to disqualify a map for having an update a few hours after the submission deadline, especially not now after the entry roster's released. They have nothing to gain from doing so, while on the other hand if they did, they would potentially have problems with dissatisfied players who are fans of that game. Why cause trouble for yourself over nothing?
0
I've tried looking. It's a very specific thing if you don't know where to look. UnitMovementUpdate is the only event that's tied to movement, and terms are all but foreign to me.
Good news is I worked around it using behaviors. My map uses the mouse moved event and moves a marker unit to mouse location. The main unit then detects whether the marker is to the left or right, applies appropriate behaviors to itself, and turns toward the marker.
Of course most maps don't use mouse markers and mouse moved trigger events, so I don't know if this problem is really solved or not. It's unlikely many developers will run into this again.
0
Gents.
This is probably as specific a thing I will ever ask for. When a unit turns while standing still if the animation exists for the unit's main model, it will play the "Stand Left" or "Stand Right" animation. For example, a marine's legs shuffle to the left and right when fidgeting or shooting a moving target.
I need an attached actor model to play an animation when the host unit turns while standing still. I'm aware that actor events sent to subsequent scope actors on a unit is used for animations on attached actors, but what event is used for "turning while standing still"?
A very specific thing. Thanks in advance.
0
Has any recent patches changed the max doodad, unit, or actor limits? From past threads I recall the max actor limit being 16k, with 10k max doodads. It's unlikely this has changed but what are some workarounds developers have done for their projects?
For mine, the 'create actor at point' method isn't viable.
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Bump.
I conducted a few tests with Load Unit Model flag and triggers in a map on B.net. As far as I can tell there was no difference in terms of loading time. I would still very much appreciate input regarding initializing doodads.
0
It has crossed my mind, and I believe people who've ran into this problem before have been suggested the same. However the quantity and placement precision of these doodads in question make it very impractical, in addition to script space required to mark the points and max unit limit conflicts.
I could very well just use less doodads if I can't figure this out. For units though, does the "Load unit model" trigger combination use less resources at map initialization?