I'm trying to add teamcolors to a campaign unit that uses the model "Assets\Units\Terran\DominionTrainFreightCar\DominionTrainFreightCar.m3" but even when I import it into max and then export it back into sc2, the textures are completely broken even when I don't make any changes. I'm using the M3 tools provided by NiNtoxicated01 and Leruster, because the Blizzard ones require Max 2011, which I can't get for free.
Whenever I put the model into starcraft, this is what happens:
As you can probably tell, SOME of the textures work and I've taken extra care to make sure that it's in the right place and the textures are in the right place as well. But for some reason one of the textures turns up entirely gray. I've tried a lot of things, such as (in max) assigning a material that works to the area that's broken, but then that just broke BOTH areas, and it was more of a mess. I'm really not sure what to try at this point, and I'd appreciate any help.
Don't pirate it, that is illegal, try to find a trial somewhere, then get the oldest MAX version you can find from the Autodesk Student Program, and use that key to activate it. I believe it is MAX 2012, it should have the same student key as 2011.
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Hey guys! Thanks for all your help, I managed to get it working with your advice, so now I have a trial/student copy of 2011. However, when I use the Art Tools + TM's M3 importer, it doesn't import any textures at all! Just blank. What am I doing wrong?
I'm importing a Starcraft 2 model, and while I know that it needs to be Assets\Textures, I don't know where to put the Assets\Textures folder. I've tried just about everywhere and it worked once or twice what I can only conclude randomly (???) and only for the diffuse textures, even though all of the required textures are in the folder.
I've tried putting it in the install directory for 3ds max, the maps folder in the 3ds max install directory, the folder containing 'materiallibraries' and stuff like that, and even in AppData and 'Common Files' in Program Files (x86) with no consistent success. I also looked over your tutorials but I didn't see anything specifically mentioning where to put it.
Thanks,
Zetal
Edit: I just now tried putting it in the folder containing the m3 model, which I had tried before, and it worked again, but only for some of the materials. It said 'successful import' for all of the textures, but only some are actually working?
Edit2: Got the teamcolor working on the diffuse textures, but there's still the issue of it not recognizing all of the other textures, like the normal, specular, and emissive maps?
This post is for TaylorMouse about his Import Script. I'm having material errors when importin some LotV or Heroes of the Storm model (such us the Disruptor of Mecha Tassadar) which involves not finding textures (attached screen). My question is: Is there any way to tell your script to look for textures on other paths?
D:\My Folder\Extracted\Assets\Textures\ .... -> all the textures extracted from all of the CASC directories
D:\My Folder\Extracted\Assets\Heroes\Hero_Falstad\hero_falstad.m3
so if you import the m3 file it should pick up the textures automatically.
what the script does is, it strips the path from the m3 file for the word Assets and adds the path from the m3 file
so example, in the falstad m3 file, you will find
Textures\falstad_diff.dds
Textures\falstad_norm.dds
Textures\falstad_spec.dds
so it concatinates D:\My Folder\Extracted\Assets\ + Textures\falstad_diff.dds -> to find the diffuse map
and so on
If you don't have this structure or files, you probably missed something to export
Although, I do explain everything in my tutorial though :/
Hey guys,
I'm trying to add teamcolors to a campaign unit that uses the model "Assets\Units\Terran\DominionTrainFreightCar\DominionTrainFreightCar.m3" but even when I import it into max and then export it back into sc2, the textures are completely broken even when I don't make any changes. I'm using the M3 tools provided by NiNtoxicated01 and Leruster, because the Blizzard ones require Max 2011, which I can't get for free.
Whenever I put the model into starcraft, this is what happens:
As you can probably tell, SOME of the textures work and I've taken extra care to make sure that it's in the right place and the textures are in the right place as well. But for some reason one of the textures turns up entirely gray. I've tried a lot of things, such as (in max) assigning a material that works to the area that's broken, but then that just broke BOTH areas, and it was more of a mess. I'm really not sure what to try at this point, and I'd appreciate any help.
Thanks, Zetal
That NiN's m3 plugin has many bugs, and it's recommended to get max 2011 some way, to use TaylorMouse's importer and Art Tools to export.
Someone may give you an advice about your issue, but you will have more with that plugin. Getting max 11 will fix all your issues at once.
Do you have any advice on how to get Max 2011? I can't afford it, and it isn't available as a student download anymore.
Don't pirate it, that is illegal, try to find a trial somewhere, then get the oldest MAX version you can find from the Autodesk Student Program, and use that key to activate it. I believe it is MAX 2012, it should have the same student key as 2011.
@moderators: if this is an inappropriate post, please delete
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Hey guys! Thanks for all your help, I managed to get it working with your advice, so now I have a trial/student copy of 2011. However, when I use the Art Tools + TM's M3 importer, it doesn't import any textures at all! Just blank. What am I doing wrong?
Thanks!
So did you export everything the way I explained in the tutorial, basicly it needs the same structure as in the CASC files.
ex.
D:\Blabla\...\Assets\Textures\.. D:\Blabla\...\Assets\Heroes\..
then the script knows where to look.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I'm importing a Starcraft 2 model, and while I know that it needs to be Assets\Textures, I don't know where to put the Assets\Textures folder. I've tried just about everywhere and it worked once or twice what I can only conclude randomly (???) and only for the diffuse textures, even though all of the required textures are in the folder.
I've tried putting it in the install directory for 3ds max, the maps folder in the 3ds max install directory, the folder containing 'materiallibraries' and stuff like that, and even in AppData and 'Common Files' in Program Files (x86) with no consistent success. I also looked over your tutorials but I didn't see anything specifically mentioning where to put it.
Thanks, Zetal
Edit: I just now tried putting it in the folder containing the m3 model, which I had tried before, and it worked again, but only for some of the materials. It said 'successful import' for all of the textures, but only some are actually working?
Edit2: Got the teamcolor working on the diffuse textures, but there's still the issue of it not recognizing all of the other textures, like the normal, specular, and emissive maps?
This post is for TaylorMouse about his Import Script.
I'm having material errors when importin some LotV or Heroes of the Storm model (such us the Disruptor of Mecha Tassadar) which involves not finding textures (attached screen). My question is: Is there any way to tell your script to look for textures on other paths?
@Zetal: Go
So the structure should be for example:
D:\My Folder\Extracted\Assets\Textures\ .... -> all the textures extracted from all of the CASC directories D:\My Folder\Extracted\Assets\Heroes\Hero_Falstad\hero_falstad.m3
so if you import the m3 file it should pick up the textures automatically.
what the script does is, it strips the path from the m3 file for the word Assets and adds the path from the m3 file
so example, in the falstad m3 file, you will find
so it concatinates D:\My Folder\Extracted\Assets\ + Textures\falstad_diff.dds -> to find the diffuse map and so on
If you don't have this structure or files, you probably missed something to export
Although, I do explain everything in my tutorial though :/
anyways, hope this helps
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TheSC2Maniac: Go
Well, I have not yet had the luck of taking a look at LotV, so you will need to wait until I have the files to investigate why it fails
Texture path, not in this script You can always change the script yourself, with the explanation I just did on the auto texture applying
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here