You can swap a model texture with a plain text editor directly. The only limitation is that the new texture path has to have the exact same lenght than the old one.
Now, if you have to change some mapping or some material configuration, then you should follow Alley's tutorial. It's a nice starting point.
I've made a fix for the visual bugs bassed on your bug report. I believe that it should work with your high res models too. Give it a try and tell me how it goes.
I've isolated the bug and found a way to fix it, but given my limited knowledge of python, I can't modify the script, and for now I can only hardcode the corrections.
I'm using println's m3toxml.py and xmltom3.py scripts included in the addon to edit manually the bugged xmls of the models.
The sections <unknowna44bf452>, <brightMult> and <brightness> should have the text "<nullValue>1.0</nullValue>" instead of "<nullValue>0.0</nullValue>"
After correcting all the lines where this happens, the models don't cause the bug anymore.
If someone can find println, or knows how to edit his scripts, this could be easily fixed directly in the addon. Meanwhile, I'm analyzing the option of making a batch file to carry my solution automaticaly (I still have to learn and plan how to do it), since I have around 60 models published to fix myself...
UPDATE: I've finally made a batch with the fix. Can you test it on your bugged models?
Just if you haven't noticed... Crainy has found a bug with the models created by this plugin after the new Blizzard patch.
According to his words it sounds like the new .m3 files have changed the format of the texture declarations.
Is it there anything that can be done?
UPDATE: I've found the bug, and I've created a script to fix the corrupted models for now.
The sections <unknowna44bf452>, <brightMult> and <brightness> should have the text "<nullValue>1.0</nullValue>" instead of "<nullValue>0.0</nullValue>"
After correcting all the lines where this happens, the models don't cause the bug anymore.
New pitfall: Some function parameters (like the alliance settings) get translated to the user's locale causing compiling errors.
Solution: Comment the functions trowing errors, save and close the map, change the locale to english, reopen the map, uncomment the commented functions and save again.
You have to click over the icon that looks like a screw next to the map name in its arcade page and select "Copy Link". It'll add its link to your clipboard.
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Necrobumping for blender users.
The second video saved me a lot of time when editing models. I didn't know that I could reload a model in the cutsene editor with 3 clicks...
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The new string has to have the exact same amount of characters than the old one
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You can swap a model texture with a plain text editor directly. The only limitation is that the new texture path has to have the exact same lenght than the old one.
Now, if you have to change some mapping or some material configuration, then you should follow Alley's tutorial. It's a nice starting point.
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@Telenil: Go
You caught me working on one. Here's the link.
It's just a basic alteration of the regular Archon
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Here
I can't edit the portrait, but I've switched the texture with an empty one.
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@Crainy: Go
I've made a fix for the visual bugs bassed on your bug report. I believe that it should work with your high res models too. Give it a try and tell me how it goes.
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Allright.
I've isolated the bug and found a way to fix it, but given my limited knowledge of python, I can't modify the script, and for now I can only hardcode the corrections.
I'm using println's m3toxml.py and xmltom3.py scripts included in the addon to edit manually the bugged xmls of the models.
The sections <unknowna44bf452>, <brightMult> and <brightness> should have the text "<nullValue>1.0</nullValue>" instead of "<nullValue>0.0</nullValue>"
After correcting all the lines where this happens, the models don't cause the bug anymore.
If someone can find println, or knows how to edit his scripts, this could be easily fixed directly in the addon. Meanwhile, I'm analyzing the option of making a batch file to carry my solution automaticaly (I still have to learn and plan how to do it), since I have around 60 models published to fix myself...
UPDATE: I've finally made a batch with the fix. Can you test it on your bugged models?
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Have you seen my post in this thread?
That's the only way I can think of doing it.
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@DeltaCadimus: Go
This is my favorite short story so far. I love how it describes the struggle between the 2 main factions.
SPOILER:
BTW, they've killed a character in "flashpoint" too.
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Hey there!
Just if you haven't noticed... Crainy has found a bug with the models created by this plugin after the new Blizzard patch.
According to his words it sounds like the new .m3 files have changed the format of the texture declarations.
Is it there anything that can be done?
UPDATE: I've found the bug, and I've created a script to fix the corrupted models for now.
The sections <unknowna44bf452>, <brightMult> and <brightness> should have the text "<nullValue>1.0</nullValue>" instead of "<nullValue>0.0</nullValue>"
After correcting all the lines where this happens, the models don't cause the bug anymore.
0
New pitfall: Some function parameters (like the alliance settings) get translated to the user's locale causing compiling errors.
Solution: Comment the functions trowing errors, save and close the map, change the locale to english, reopen the map, uncomment the commented functions and save again.
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You have to click over the icon that looks like a screw next to the map name in its arcade page and select "Copy Link". It'll add its link to your clipboard.
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@FunkyUserName: Go
Here's a infestation model with the decal removed. I've made it some months ago.
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@FunkyUserName: Go
1.) Switch to pose mode.
2.) Create a new attachment point.
3.) Select the bone that was created.
4.) Place the bone where it needs to be.
5.) Switch to edit mode.
6.) Go to the bone tab (in the right menu there is an icon that looks like a bone).
7.) Select the corresponding parent.
8.) Now the bone will move if its parent moves.
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You can try removing the sc2editor registry data in windows.
Run the .reg file attached. It will erase the editor folder from the registry (you will have to login and configure it again after restarting).