In reply to Talv_:
Ah, that works! Thank you.
I'm trying to export my custom model to an arbitrary mod file.
I've tried both ways (Export Floater & Art Tool's Commit button) and either won't work. The whole max 2016 program shuts down in the middle of the process. I never had this problem with Max 2011 & Art Tools.
Any help would be appreciated. Thank you.
It is not Blender that sucks. Blender is great actually.
It is the fact that the legit Art Tool only functions with a program that is now nearly 10 years old that sucks.
After I updated my graphic card driver(Nvidia), every time I open up the model viewer(no matter what model or unit it belongs to) the whole program crashes immediately with Unexpected Fatal Error message.
Is anyone having the same problem?
Ok, I found out something more specific.
Changes in Tone Mapping section in Lighting window are not applied to in-game portraits.
I don't know why, but it is just what it is, based on my attempts.
Any method to actually make them changed?
I made a custom portrait model, and I would like to put a custom light on it so that it looks more awesome.
The lighting sets that already exist in the editor work just well; I switched lightings in Art: Lighting section of the portrait model and they appear with the model with no problem. However, after I modified their specifications(Ambient color, Diffuse color, etc) via the Lighting window and launched the game, the portrait appears with the map's default lighting, as if it does not recognize the modified light applied specifically to it. I created a new light set copied from existing ones, but it doesn't work either.
How can I modify existing lights and properly apply them to portrait models?
I successfully exported a custom portrait .m3 file to the editor, but realized that the only way to see if the camera is properly set is to mount the mod, activate the game, and then click a unit with the portrait assigned. It's kinda painstaking to me, are there any convenient & instant ways to check how the portrait is viewed in game, without creating a new mod/map or launching the game?
I rigged the model with biped and it animates just fine in max. But when I try to export and preview it using art tools, the model stays static in the cutscene editor. What's strange is the biped skeleton actually animates in preview with the mesh being static, as if it's never rigged. (I recognized this after I colored the skeleton with random texture to observe them after exporting)
does animation only work with bones and corresponding IK solvers after I export the model?
I don't quite understand your explanation. Did you mean 'a model' as a unit's death model? My unit's death model(which contains blood splat) successfully freezes after its death motion, while the blood splat underneath it gradually fades out nonetheless.
Or if you meant a model of blood splat, could you explain how to properly create one?
Thanks all for various infos and comments. If you aren't bothered, I would like to ask one more question.
So I altered the unit death actor in a way discussed above so that unit corpses stay after the death animation, but the problem is that the blood splat on floor slowly disappears in few seconds after the death animation is over. I want the blood splat remains permanently along with the corpse. It seems I should create a new actor for blood splat but I'm not sure how to set it up.
I posted a thread on this before, but no luck.
Oh, so you mean that I can't just reuse bunch of stuffs already built in the m3 files I've imported from the editor, right? Could you then introduce any good tutorial about portrait modelling, if you know one?
Also, is a MPQ editor necessary for extracting DDS files to the path you specified? What I would do is simply extracting DDS files from the editor and use them on 3DS, but apparently it's not working properly...
I uploaded the pictures as attachments. The first one is when I export preview the immortal portrait model, and the second one pops up when I try to do the same thing on the dragoon portrait model.
I already tried stopping death animation at early stage, but the blood still disappears. I tried it with multiple death models(some blizzard made and some custom) and result is the same for all.
For creating new blood splat actor, could you elaborate it? Should I modify "(Basic) Event: Events +"?
I altered the Unitdeathmodel actor so that unit's corpse does not decay, but the blood on floor gradually fades away in few seconds, leaving only the unit's death model which looks awkward.
My guess is that it has nothing to do with the particle emitter in model but with the editor, probably triggering, but not sure.
How to let the blood stain not disappear?