Alright thanks. Now back to my first "error", do I have to set up the added M3 material a particular way? Blend mode? Layer Blend type? Emis. Blend type? Special type? A bunch of check boxes too.
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\init.py", line 1830, in execute
m3export.export(scene, self.properties.filepath)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 1432, in export
exporter.export(scene, filename)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 60, in export
model = self.createModel(m3FileName)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 68, in createModel
self.initMesh(model)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 472, in initMesh
rootBone = model.bones[rootBoneIndex]
TypeError: list indices must be integers, not NoneType
Not very familiar with the Materials part but I've added and named the M3 Material (anything) and now how to set it up? It's a whole properties list after all.
Otherwise I guess I have to play with Blender a bit more. I was previously using Gmax, unaware for a while that it's been discontinued.
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\init.py", line 1830, in execute
m3export.export(scene, self.properties.filepath)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 1432, in export
exporter.export(scene, filename)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 60, in export
model = self.createModel(m3FileName)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 68, in createModel
self.initMesh(model)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad
don-c788730\m3export.py", line 490, in initMesh
raise Exception("The mesh %s uses '%s' as material, but no m3 material with
that name exist!" % (mesh.name, mesh.m3_material_name))
Exception: The mesh Mesh.096 uses '' as material, but no m3 material with that n
ame exist!
Say we had some Undead space units. Remember how they always had to haunt a gold mine before harvesting? Wouldn't it be similar with harvesting vespene gas? I'm just being hypothetical but it would be interesting.
You have a good point Zolden. We should try to be adaptable with these SC2 shapes. Otherwise, anyone on here could make their own standalone arrow model.
0
@println: Go
Yep. Way over 10,000 vertices. Some over 30,000! o_o
0
Any way to copy animation sequences for imported custom units? For those who don't know how to animate?
0
@chaos2night: Go
There's an idea. How to merge meshes? Learning on the go...
0
Uh-oh... Guys I've encountered a new error: Here it is:
Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\init.py", line 1856, in execute m3export.export(scene, self.properties.filepath) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3export.py", line 1476, in export exporter.export(scene, filename) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3export.py", line 61, in export m3.saveAndInvalidateModel(model, m3FileName) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 15800, in saveAndInvalidateModel sections = modelToSections(model) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 15777, in modelToSections section.determineFieldRawBytes() File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 59, in determineFieldRawBytes minRawBytes = self.contentClass.rawBytesForOneOrMore(oneOrMore=self.content)
File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 8055, in rawBytesForOneOrMore rawBytes[offset:nextOffset] = object.toBytes() File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-8129608\m3.py", line 8043, in toBytes return REGNV3.structFormat.pack(self.unknown0, self.unknown1, self.firstVert exIndex, self.numberOfVertices, self.firstFaceVertexIndexIndex, self.numberOfFac eVertexIndices, self.numberOfBones, self.firstBoneLookupIndex, self.numberOfBone LookupIndices, self.unknown2, self.unknown3, self.unknown4, self.rootBoneIndex) struct.error: ushort format requires 0 <= number <= USHRT_MAX
0
Hey guys I think I just figured out and solved one of my two errors. Thanks to "printIn" and "SoulFilcher". :)
0
@println: Go
Nah, just gotta watch 'em again. Not in the biggest hurry either.
0
@chaos2night: Go
Alright thanks. Now back to my first "error", do I have to set up the added M3 material a particular way? Blend mode? Layer Blend type? Emis. Blend type? Special type? A bunch of check boxes too.
0
Trying with a different model...
Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\init.py", line 1830, in execute m3export.export(scene, self.properties.filepath) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 1432, in export exporter.export(scene, filename) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 60, in export model = self.createModel(m3FileName) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 68, in createModel self.initMesh(model) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 472, in initMesh rootBone = model.bones[rootBoneIndex] TypeError: list indices must be integers, not NoneType
0
@chaos2night: Go
Not very familiar with the Materials part but I've added and named the M3 Material (anything) and now how to set it up? It's a whole properties list after all.
Otherwise I guess I have to play with Blender a bit more. I was previously using Gmax, unaware for a while that it's been discontinued.
0
@chaos2night: Go
Alright thanks much. Didn't even know about a "mark and copy" function in a window like that.
@println: Go
Here it is...
Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\init.py", line 1830, in execute m3export.export(scene, self.properties.filepath) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 1432, in export exporter.export(scene, filename) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 60, in export model = self.createModel(m3FileName) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 68, in createModel self.initMesh(model) File "C:\Program Files\Blender Foundation\Blender\2.63\scripts\addons\flo-m3ad don-c788730\m3export.py", line 490, in initMesh raise Exception("The mesh %s uses '%s' as material, but no m3 material with that name exist!" % (mesh.name, mesh.m3_material_name)) Exception: The mesh Mesh.096 uses '' as material, but no m3 material with that n ame exist!
0
@println: Go
That Black DOS-Like window? I must've deactivated it by mistake. How to display it again? Sorry, still new at Blender. :P
0
Hey I'm encountering this error: "list indices must be integers not nonetype". Using Blender 2.63.
0
Say we had some Undead space units. Remember how they always had to haunt a gold mine before harvesting? Wouldn't it be similar with harvesting vespene gas? I'm just being hypothetical but it would be interesting.
0
I should also mention that there already is a snowspeeder model on here by "tFighterPilot".
0
You have a good point Zolden. We should try to be adaptable with these SC2 shapes. Otherwise, anyone on here could make their own standalone arrow model.