I can't for the life of me get the M3 exporter to work.
If I just make a plain box and make it an editable mesh, the M3 exporter will tell me that the export was successful, but when I import the M3 model into the editor, I will see nothing. The exported file appears to be only 4KB, so the M3 exporter is doing nothing but writing a blank 3D model file.
On the other hand, I am having some luck with Blizzard's official SC2 Art tools. Using their art tools, I can export my building 3D models just fine. The problem with Blizzard's tools, is that I can't configure the texture paths in any way at all. So my 3D models from SC2 Art Tools will never work since they'll only be models without any textures. (There seems to be no way of checking the DDS texture path by examining the M3 models.)
The models I want imported are extremely simple, I need to use them as buildings. So a simple script or tool that can convert my OBJ models into Starcraft's M3 format is the only thing I really want. I'm using the recommended version of 3DS Max 2011, and I can't find any online resources anywhere to get extra help.
Is there a walkthrough anywhere for making a box with a material and importing it into SC2?
So I think I found out why Blizzard's official SC2 Art Tools were not properly exporting M3 models. The problem happens when I import whatever model into SC2 Map Editor, the model seems to appear just fine, however, no textures work at all.
So after hours of banging my head, I found out why Blizzard's exporter fails, when opening the raw M3 model using Notepad, I discovered that the model exported by SC2 Art Tools is actually telling the SC2 editor to find my textures here:
Z:\NETWORK\some_texture01.dds
Z:\NETWORK\some_texture02.dds
rather than here:
assets\some_texture01.dds
assets\some_texture02.dds
EDIT: Looks like I was right. After clicking "Move Files" in my Starcraft II import manager, I moved my custom M2 textures to the directory: "Z:\Network" and after doing so, it finally worked!
I can't for the life of me get the M3 exporter to work.
If I just make a plain box and make it an editable mesh, the M3 exporter will tell me that the export was successful, but when I import the M3 model into the editor, I will see nothing. The exported file appears to be only 4KB, so the M3 exporter is doing nothing but writing a blank 3D model file.
On the other hand, I am having some luck with Blizzard's official SC2 Art tools. Using their art tools, I can export my building 3D models just fine. The problem with Blizzard's tools, is that I can't configure the texture paths in any way at all. So my 3D models from SC2 Art Tools will never work since they'll only be models without any textures. (There seems to be no way of checking the DDS texture path by examining the M3 models.)
The models I want imported are extremely simple, I need to use them as buildings. So a simple script or tool that can convert my OBJ models into Starcraft's M3 format is the only thing I really want. I'm using the recommended version of 3DS Max 2011, and I can't find any online resources anywhere to get extra help.
Is there a walkthrough anywhere for making a box with a material and importing it into SC2?
So I think I found out why Blizzard's official SC2 Art Tools were not properly exporting M3 models. The problem happens when I import whatever model into SC2 Map Editor, the model seems to appear just fine, however, no textures work at all.
So after hours of banging my head, I found out why Blizzard's exporter fails, when opening the raw M3 model using Notepad, I discovered that the model exported by SC2 Art Tools is actually telling the SC2 editor to find my textures here:
Z:\NETWORK\some_texture01.dds
Z:\NETWORK\some_texture02.dds
rather than here:
assets\some_texture01.dds
assets\some_texture02.dds
EDIT: Looks like I was right. After clicking "Move Files" in my Starcraft II import manager, I moved my custom M2 textures to the directory: "Z:\Network" and after doing so, it finally worked!