As far as I know exporting a .m3 model using Leruster's exporter from SC2Assets into 3ds Max for editing requires extracting textures too, but these textures are already in Assets. It's silly to have to waste valuable map space to have to import the same textures on edited models. Is there a way, without going into texture declarations in Data or Art Tools, to set up a model to be exported to use their existing textures in SC2Assets?
I know this can be done with texture declarations, but in high volumes of models I'd like to know if there's a more expedient solution.
You still have to export the textures, and pick them when you (re)create a material in art tools. The model should, at least, know their names, you know. But if you check use mopac path checkbox on export floater, it will use the textures that are already in game.
Even more, if you won't check that box, the model will use your local files instead of map's assets, so it will look untextured on bnet.
Art Tools is officiall instrument, supports all features of sc2 graphical engine. While m3 exporter has restrictions, can't control some parameters of models, and has some export issues. It's good for import, but preparing the model for export, editing it, adding new things is better in art tools.
For details about converting models to art tools check this.
After some hours of tweaking with Max, I got Art Tools to work. The use mopac path is doing what you said it would, and your guide was very helpful. Thanks a lot.
Gents.
As far as I know exporting a .m3 model using Leruster's exporter from SC2Assets into 3ds Max for editing requires extracting textures too, but these textures are already in Assets. It's silly to have to waste valuable map space to have to import the same textures on edited models. Is there a way, without going into texture declarations in Data or Art Tools, to set up a model to be exported to use their existing textures in SC2Assets?
I know this can be done with texture declarations, but in high volumes of models I'd like to know if there's a more expedient solution.
Thanks for reading.
You still have to export the textures, and pick them when you (re)create a material in art tools. The model should, at least, know their names, you know. But if you check use mopac path checkbox on export floater, it will use the textures that are already in game.
Even more, if you won't check that box, the model will use your local files instead of map's assets, so it will look untextured on bnet.
What about using only Leruster's .m3 importer/exporter?
Has everyone here practically switched over to Art Tools? The only reason why I haven't is because my 2011 version of Max is corrupted.
Art Tools is officiall instrument, supports all features of sc2 graphical engine. While m3 exporter has restrictions, can't control some parameters of models, and has some export issues. It's good for import, but preparing the model for export, editing it, adding new things is better in art tools.
For details about converting models to art tools check this.
After some hours of tweaking with Max, I got Art Tools to work. The use mopac path is doing what you said it would, and your guide was very helpful. Thanks a lot.