Sorry if this is the wrong forum, I'm not certain. I keep running into this same problem when recoloring some protoss units/doodads. I'll change every last texture displayed in the materials list, but there will still be a piece of the model still uncolored. I won't be able to find the textures anywhere. Here is an example:
This is the starship wing doodad. As you can see, I changed every detail I could find under materials. Why is there a blue glow/aura around the center? What is it? I have this same problem with a number of others. Specifically, the starship floor terrain objects, and flora terrain objects. Even the archon gives me problems. I change every single .dds for the archon, and there is a faint but noticeable blue glow around the archon from the original color scheme.
What am I missing? I would like to know as this problem keeps reoccurring... cleary I'm missing something. My method is cutscene editor -> model data -> materials, and exporting any textures listed. (only emissive and diffusal for the "body" texture.
They're not textures, but rather lights defined in the model asset, one would assume.
Changing them would require either an edit to the model asset in an *.m3-supporting modeling app, or hex editor to modify the file structs defining the light.
Same thing as other lights that are parts of models, like the campaign search light models (raynor, tychus etc) or the marauder attack animation that has a spot light linked directly to a specific spot in the animation.
Can't be altered/removed inside the editor as far as I know, it's a part of the models.
For this kind of thing you'd need to use the community's .m3 import and export scripts for 3ds max. The plug-ins can be found pretty easily on this site. You can get 3ds max (2011 is what I recommend in case you want to use star tools at some point and it still works with the community stuff) for free if you're a "student." If you're not a "student" there is a blender add-on which works, and blender is totally free I just don't know what you can do with blender. Else you can always post the model around and ask someone else with the skills to edit the models for you as this wouldn't be something overly difficult to do.
I'd also suggest posting the models and textures at some point in the assets section.
I have almost 0 experience with modeling.. still I was able to remove Raynor's spotlight with the Blender tools. So it's possible. However I couldn't figure out how to see the spotlight.. much like it's not visible when previewing the unit.. so how I did it was I believe I found a "bone" that was sort of floating in front of his chest and I deleted it, saved and imported, and voila. Not sure if that's the right way but it seemed to work.
Well, I installed 3ds max '11, installed the plugin and the scripts, and when I try to import using the script, it says it failed due to no "get" function for undefined. Anybody know what this error means?
Sorry if this is the wrong forum, I'm not certain. I keep running into this same problem when recoloring some protoss units/doodads. I'll change every last texture displayed in the materials list, but there will still be a piece of the model still uncolored. I won't be able to find the textures anywhere. Here is an example:
This is the starship wing doodad. As you can see, I changed every detail I could find under materials. Why is there a blue glow/aura around the center? What is it? I have this same problem with a number of others. Specifically, the starship floor terrain objects, and flora terrain objects. Even the archon gives me problems. I change every single .dds for the archon, and there is a faint but noticeable blue glow around the archon from the original color scheme. What am I missing? I would like to know as this problem keeps reoccurring... cleary I'm missing something. My method is cutscene editor -> model data -> materials, and exporting any textures listed. (only emissive and diffusal for the "body" texture.
They're not textures, but rather lights defined in the model asset, one would assume.
Changing them would require either an edit to the model asset in an *.m3-supporting modeling app, or hex editor to modify the file structs defining the light.
Same thing as other lights that are parts of models, like the campaign search light models (raynor, tychus etc) or the marauder attack animation that has a spot light linked directly to a specific spot in the animation.
Can't be altered/removed inside the editor as far as I know, it's a part of the models.
Ahh, I see... thanks. :) Any particular software either of you would recommend?
I don't really know anything about the subject, but would that art tools thing be what I want?
@coolioofthecool: Go
For this kind of thing you'd need to use the community's .m3 import and export scripts for 3ds max. The plug-ins can be found pretty easily on this site. You can get 3ds max (2011 is what I recommend in case you want to use star tools at some point and it still works with the community stuff) for free if you're a "student." If you're not a "student" there is a blender add-on which works, and blender is totally free I just don't know what you can do with blender. Else you can always post the model around and ask someone else with the skills to edit the models for you as this wouldn't be something overly difficult to do.
I'd also suggest posting the models and textures at some point in the assets section.
@JacktheArcher: Go
I have almost 0 experience with modeling.. still I was able to remove Raynor's spotlight with the Blender tools. So it's possible. However I couldn't figure out how to see the spotlight.. much like it's not visible when previewing the unit.. so how I did it was I believe I found a "bone" that was sort of floating in front of his chest and I deleted it, saved and imported, and voila. Not sure if that's the right way but it seemed to work.
Well, I installed 3ds max '11, installed the plugin and the scripts, and when I try to import using the script, it says it failed due to no "get" function for undefined. Anybody know what this error means?