In the "Map Layers" Section of the "Starcraft 2" material, when you choose a map slot (example: "Diffuse Map") check to make sure you are using "Starcraft 2 Bitmap" as the map type. If you are still having issue please post a screenshot of your material's settings
That's what the material dialog looks like. Raynor's helmet was visible in the viewport until I switched the 3DSMax bitmaps to Custom Bitmaps in the material. Regardless of the bitmap setting, the maps were always inside "Starcraft II Layers".
The M3-Export -> Scene Check still reports both meshes as having no textures. I forgot to select it for the screenshot, but "MarineRaynor_1" is the name of the helmet mesh, the it's what Scene Check reports as missing a Starcraft II map.
-When given the option between "3DS Max Bitmap" and "Custom Bitmap" choose "3DS Max bitmap", that just means its going to bring up the file browser with image formats that are compatible with 3DS Max.
-Verify that you are using a .DDS extension type image.
There is the possibility that it is the plugin itself, try importing and exporting a model without any alterations and see if the same issues pop up.
If that is the case try this older version (attached)
Thanks for all the help mate. It seems to work with the old plugins and the typo-fix. I can't figure out the path to use in the editor though. I've tried moving the imported file to root, and using it with or without the extension. I always get NULL MODEL. Do you know how to summon this model from ye outer spheres to ye olde Actor?
My model has valid "Starcraft II Material"s on it, but the scene checker says the two meshes do not. And when I export it, it is all black.
Has anyone else seen the tools fail to detect Starcraft II Materials? I don't have ArtTools installed.
@Saburouta: Go
hello,
In the "Map Layers" Section of the "Starcraft 2" material, when you choose a map slot (example: "Diffuse Map") check to make sure you are using "Starcraft 2 Bitmap" as the map type. If you are still having issue please post a screenshot of your material's settings
Formally Kinkycactus
That's what the material dialog looks like. Raynor's helmet was visible in the viewport until I switched the 3DSMax bitmaps to Custom Bitmaps in the material. Regardless of the bitmap setting, the maps were always inside "Starcraft II Layers".
The M3-Export -> Scene Check still reports both meshes as having no textures. I forgot to select it for the screenshot, but "MarineRaynor_1" is the name of the helmet mesh, the it's what Scene Check reports as missing a Starcraft II map.
@Saburouta: Go
-When given the option between "3DS Max Bitmap" and "Custom Bitmap" choose "3DS Max bitmap", that just means its going to bring up the file browser with image formats that are compatible with 3DS Max.
-Verify that you are using a .DDS extension type image.
There is the possibility that it is the plugin itself, try importing and exporting a model without any alterations and see if the same issues pop up.
If that is the case try this older version (attached)
Formally Kinkycactus
That version has some king of bug/typo. The export plugin will not load at all. See here:
EDIT: Also, does anyone know how to activate 3dsMax2010? It never even gives me the option, even when online!
@Saburouta: Go
oops, ya there's a slight typo in there. remove the "or" from line 3471 and it should function correctly.
As far as activation, if you goto the Help dropdown menu then click "About 3DS Max" it should bring up an info box with a button for registration.
Formally Kinkycactus
@ZombieZasz: Go
Thanks for all the help mate. It seems to work with the old plugins and the typo-fix. I can't figure out the path to use in the editor though. I've tried moving the imported file to root, and using it with or without the extension. I always get NULL MODEL. Do you know how to summon this model from ye outer spheres to ye olde Actor?
@Saburouta: Go
No prob, glad it worked.
Looks like your trying to add the model directly to the Actor node, the "CAtorModel_Model" should be referring to a Model Node not a model itself.
(*Recommend turning off View Raw Data for this*)
Go to the Models Tab, Duplicating the Raynor Marine node and double click the Art:Model input to bring up the browser to choose your model.
Now you can return to your Actor and use this entry in the Art:Model slot.
Formally Kinkycactus