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    posted a message on What size DDS loading screens are good?

    If you're using .dds for a loading screen, make sure you turn mip-mapping off in the settings, or else it will end up compressed and blurry. Mip-mapping is a technique that samples lower resolution textures for quicker loading times in game, a feature you don't want for a full screen splash image. It may also be the source of your problem of being unable to save in any resolution outside of powers of 4, because mip-mapping is dependant on square textures.

    Posted in: Artist Tavern
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    posted a message on What is needed to create a SC2 unit model?

    Using the trial version of Max works if you're simply using it to run scripts and import/export.

    If you're really wondering how so many people are using 3DS Max, you should realize modding is an activity that doesn't always abide the law.

    Posted in: Artist Tavern
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    posted a message on M3 Exporter

    @Roguedragonx

    Your mesh needs to be an Editable Mesh for it to be recognized by the exporter. Also, make sure you don't have any of your mesh hidden.

    Starcraft 2 model files are located in Mods/Liberty.SC2Mod/base.SC2Assets. You will need to extract them by using a MPQ editor.

    Posted in: Third Party Tools
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    posted a message on Maya Importer/Exporter

    Get plugins for max and maya to import/export FBX file format. It saves animation information and I've used it to import units from War3/SC2 with animations straight into max, as well as animations out of maya back into max/SC2.

    I haven't tested how IK works, so it might be best to bake your animations before importing them into SC2.

    Posted in: Third Party Tools
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    posted a message on Can anyone explain exactly how to export a model using the tool?

    Try loading the map again.

    The text on all your textures is green, so the textures aren't saved into the map. Generally you want to import textures in the map first, save, then import models. If you import it all at the same time, sometimes it errors out.

    Posted in: Artist Tavern
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    posted a message on Can anyone explain exactly how to export a model using the tool?

    Your issue is likely with where your textures are being located.

    When you export a unit with the .M3 exporter, you will see a part where it says Internal Texture Path, it should be Assets/Textures. You need to make sure your textures are imported into the editor under Assets/Textures/, case sensitive.

    Posted in: Artist Tavern
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    posted a message on [Voting] 3D Models

    I haven't heard anything since either. I'm just messing with a regular copy for now.

    Posted in: Artist Tavern
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    posted a message on My map has been stolen!

    @Mozared

    Locking or not, you can still report a plaguerized map to Blizzard and have them deal with it. That's why Bnet 2.0 has all maps hosted by Blizzard in the first place, so they have full control over situations like this. Requiring to lock a map is not a necessity for this kind of situation unless Blizzard themselves say it's a necessity. Its simply a precaution, like locking your car. If your car gets stolen because you didn't lock your car it doesn't mean the cops will do nothing to help you get it back.

    Posted in: General Chat
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    posted a message on M3 Exporter

    Doubling vertex count on edges where it matters doesn't hurt processing power. Model files are tiny, and polycount rarely gets in the way of processing power. It's the combination of shaders, animations, effects and post processing that taxes your graphics card and ram. The only way this would affect your model is if you intend to use something that's greater than 15k polies. Otherwise, if we're talking about SC2 res models, it shouldn't be a problem.

    I haven't used Art Tools in over 6 years, and I never had to cut faces on my units. I heard this method from others. Again, I haven't tested this method mostly because I've had no reason to. I don't have time to test that kind of stuff right now with the project I'm working on.

    Art Tools came out AFTER Frozen Throne came out. I was there making models for Warcraft 3 the day it came out, and it was by using DEX and other community-made tools that I was able to test my assets in game. The Art Tools were more inclusive of certain features like adding effects and animations, but DEX was still very much used. If and when Blizzard comes out with their SC2 Art Tools, the .M3 exporter will still be a heavily-used asset in custom model making.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    I've seen others have the same problem and tried fixing em. Smoothing Groups are definately a pain in the ass right now.

    An untested solution I've thought about is doing what Blizzard does for smoothing groups - separate the geometry at the edge that you want hard.

    So for your box, separate each box face, but keep it as one mesh. That's how War3 does it, it might do the trick for SC2.

    Otherwise, I have no problems with my meshes, although I don't work with a lot of things that have boxy faces. The exporter doesn't like hard edges, so I usually avoid them best I can.

    Posted in: Third Party Tools
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    posted a message on Starship Troopers Arachnid Model

    Are you using the latest exporter? The distortion might be happening because you have 0's in your bone weights. The latest exporter should work around it, so try that. I was having the same kind of issues before.

    Posted in: Artist Tavern
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    posted a message on [Voting] Model Plugins for Blender

    The art tools didn't come until after Frozen Throne was released. It was released very late compared to community-made exporters like DEX, which was readily available before then.

    Right now we have a working exporter, and I somehow doubt Blizzard will release art tools until a ways into the release of the game. It won't be as readily available as the Editor is.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    Textures are linked through the .m3, so it doesn't seem possible. There may be a way to do some tricky work arounds with the Galaxy Editor, but the best way is to probably export another .m3.

    Posted in: Third Party Tools
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    posted a message on [Model Showcase] Warcraft 3 Heros Revamped

    I know Decals can be used, but this Blademaster is proud of member of the Burning Blade clan ;) The blademaster isn't 100% complete, but I felt it was at a good enough state to toss in game. Most of the changes would be texture tweaks anyhow. Team Colors will come when I have the map set up for multiple players.

    Upcoming features will include Portraits (Static 2D portrait to save on space) and Icons (Wireframes). My goal is to create a complete unit package that makes efficient use of filesize. The 10mb limit on maps is going to be a major concern for custom units being used in content-heavy maps.

    @Ardnived

    Check the Tools forum and get NiNtoxicated01's recently released MDX import/export script. It works near flawlessly with the .M3 import/exporter. Just import into Max and export. The most you'd have to do is hook up the material (custom SC2 material, SC2 Bitmap, convert BLP into TGA or DDS) and that should be it.

    Posted in: Artist Tavern
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    posted a message on M3 Exporter

    The sphere issue happens when the editor is not finding the model, or hooking up the textures improperly. You need to make sure your textures are in the right folder, and that when you export you have "Use Internal Path" unchecked on the M3 Exporter script.

    Finally, there is a bug with the Galaxy Editor and it is advised to import your textures and save your map BEFORE importing your model. If not, your model may come up as a sphere.

    Posted in: Third Party Tools
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