I purposely placed the thread within this forum. Here is my issue: Yesterday I loaded a model through the importer in the Cutscene Editor (which I use to create a cinematic). Everything was working great and, in fact, I continued with the keyframing.
Today I load the map and the cutscene itself and the model appears white - it does not load the textures, although I did not change their path, I did not re-import the model and I did not change any parameter.
Hints:
• I changed the source folder's path and added it to another folder, but, since everything's imported in the map, I don't see why such a change would affect it.
• I import everything under the path Materials\ and everything is working fine, so no, if you ask me, I do not use the Assets\Textures path.
• I do not use mopaq paths, since everything is working fine without them (every other custom model in the cutscene editor is still visible anyway).
My primary assumption is the change of folders' path, which is pretty weird, if that's the case. I reloaded the textures and the model from the new path, reloaded the cutscene after that, but the model remains white.
What is this abrupt change? Has anyone else experienced this in the past?
You've already mentioned things that I should mention in the first place, but there are some that I mentioned, such as mopaq. Everything has worked so far without mopaq textures, but I also tried mopaq once I experienced this issue - still didn't fix it.
I always get warning when I import a model with the classic "does not reference a file in archive and cannot be loaded" (maybe yes, that's because I don't use mopaq paths).
Every other model is visible, except this model and another particle effect I've created (custom textured). The thing is, it worked before and suddenly one day it just stopped loading the textures.
As for RGBA, I also tried to use RGB, but the diffuse layer already has transparency, because it's the model of a dragon and it uses transparency on its wings. So, what do I do in this case?
If your model looks like the attached screen shot the textures can not be loaded. Usually for me this has been the result of moving texture files on my hard drive, when not using mopaq paths. Another possibility is invalid file format. I recommend placing the textures in the assets/textures path within the map file, and using mopaq paths. That should also clear up the error message.
If I remember correctly you will need to exit the map editor and reload in order for the changes to take effect.
If you want to make a transparent texture on the material I believe you will need to change the material paramaters from diffuse to alpha, then set up an alpha mask. The alpha on the diffuse texture is used for adding team colors to the model
This is exactly how I see it and I did everything already of what you've mentioned. I did use mopaq, I did add the textures in that path, I re-saved, exited the editor, imported the model, re-saved, exited and reopened. Still the same issue. This has led me to the assumption that I need to remake everything I've done so far, which I don't fancy at all as an idea. You want to know the weird part? None of the rest of the models uses mopaq textures and, although I have moved their source folders as well, they appear normally! I rarely say something got bugged (because it denotes ignorance and it's the best excuse for unsolvable cases), but seriously, I follow the standard procedure, something's really wrong here.
For transparency, I use a dragon model and its wings have the transparency, as I said. So, in this case, I tried everything, I tried to toy with alpha threshold, I tried to use only RGB for diffuse and use another channel for only A, I tried RGBA for diffuse and toyed with values, I get the red effect on the transparency part - very annoying. I am not sure what you mean by changing from diffuse to alpha - where is that option? And how do I "set up an alpha mask"? Isn't this something that, since the diffuse already has, the game should be able to recognize on its own?
I didn't have 3ds max open so I misused some terms there. What I meant was change the material parameter from specular to mask, set the diffuse texture to rgb, then set the alpha mask to the same texture with a instead of rgba. That should allow the transparency. If you want to zip your mopaq model and textures and attach to a message. I can take a look at them, maybe I can save some trouble if I can actually work with the files.
The red you are seeing with rgba is actually the team color I mentioned
Oh awesome, for some reason I was always getting Alpha Mask grey'd out and this time I did not bother to look for it!
I used Mask, did the A channel of Alpha Mask and in order to see the effect take place, I had to also enable "Use Vertex Alpha", which worked for the wings. The downside now is that I can see some parts through its body. So, if I untick it, I won't be able to see the wings. :s
Edit: Okay, I unticked that and used Alpha Threshold and it worked. However, there is still some contour left and I keep increasing the value, doesn't seem to minimize it's thickness. Image attached below.
Edit2: Threshold value of 150 seems to have solved it! I was too hesitant to overuse values, but now there's no line visible. You're so helpful, thank you so much <3
Update and forgive my double-post, it will not attract attention otherwise.
I decided to remake the cinematic. The dragon, although visible through 3ds Max in the Cutscene Editor previewer, still does not show its textures. I have also imported a few rocks - don't show up either (although I've tested everything before exporting to .m3). Every model uses Mopaq and textures are imported under the path: "Assets\Textures" and models under: "Assets\Units". The mountains I was using for the scene and a unit model (custom as well) are, again, showing up normally (they were never affected, even if I was not using mopaq in the first cinematic attempt). It's like every new model doesn't show up anymore when imported in the map.
I am thinking of re-installing SC2, in case it has somehow hard-saved paths somewhere, otherwise there is no reasonable explanation of why this occurs. It's frustrating and demotivating. Any opinions?
Edit: Any chance that .tga's are responsible for this? The models that work have .dds.
Edit2: Solved. My stupidity is beyond any horizon you can think of. Because of tga's being preview-able, I thought you could just as well apply them as textures on models. I converted them in .dds and everything works now. I am sorry I wasted your time (frankly, I wasted a lot of mine too).
Thanks so much for the help, @mseverns, I learned a lot from you. ;)
Glad you got it figured out! I was in the same boat as you just a couple of weeks ago and several members of the community helped me, just passing it along where I can.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey all,
I purposely placed the thread within this forum. Here is my issue: Yesterday I loaded a model through the importer in the Cutscene Editor (which I use to create a cinematic). Everything was working great and, in fact, I continued with the keyframing. Today I load the map and the cutscene itself and the model appears white - it does not load the textures, although I did not change their path, I did not re-import the model and I did not change any parameter.
Hints: • I changed the source folder's path and added it to another folder, but, since everything's imported in the map, I don't see why such a change would affect it. • I import everything under the path Materials\ and everything is working fine, so no, if you ask me, I do not use the Assets\Textures path. • I do not use mopaq paths, since everything is working fine without them (every other custom model in the cutscene editor is still visible anyway).
My primary assumption is the change of folders' path, which is pretty weird, if that's the case. I reloaded the textures and the model from the new path, reloaded the cutscene after that, but the model remains white.
What is this abrupt change? Has anyone else experienced this in the past?
Are you getting any warnings when you import the model?
Also have you tried using mopaq paths? If you don't use them the game will look for the texture in the source folder instead of game files.
The only other thing I can think of that may cause that issue is if the team color is white and you are using rgba instead of rgb for the diffuse map
@mseverns: Go
Hey there, thanks a lot for replying!
You've already mentioned things that I should mention in the first place, but there are some that I mentioned, such as mopaq. Everything has worked so far without mopaq textures, but I also tried mopaq once I experienced this issue - still didn't fix it.
I always get warning when I import a model with the classic "does not reference a file in archive and cannot be loaded" (maybe yes, that's because I don't use mopaq paths). Every other model is visible, except this model and another particle effect I've created (custom textured). The thing is, it worked before and suddenly one day it just stopped loading the textures.
As for RGBA, I also tried to use RGB, but the diffuse layer already has transparency, because it's the model of a dragon and it uses transparency on its wings. So, what do I do in this case?
Thanks :)
If your model looks like the attached screen shot the textures can not be loaded. Usually for me this has been the result of moving texture files on my hard drive, when not using mopaq paths. Another possibility is invalid file format. I recommend placing the textures in the assets/textures path within the map file, and using mopaq paths. That should also clear up the error message.
If I remember correctly you will need to exit the map editor and reload in order for the changes to take effect.
If you want to make a transparent texture on the material I believe you will need to change the material paramaters from diffuse to alpha, then set up an alpha mask. The alpha on the diffuse texture is used for adding team colors to the model
@mseverns: Go
This is exactly how I see it and I did everything already of what you've mentioned. I did use mopaq, I did add the textures in that path, I re-saved, exited the editor, imported the model, re-saved, exited and reopened. Still the same issue. This has led me to the assumption that I need to remake everything I've done so far, which I don't fancy at all as an idea. You want to know the weird part? None of the rest of the models uses mopaq textures and, although I have moved their source folders as well, they appear normally! I rarely say something got bugged (because it denotes ignorance and it's the best excuse for unsolvable cases), but seriously, I follow the standard procedure, something's really wrong here.
For transparency, I use a dragon model and its wings have the transparency, as I said. So, in this case, I tried everything, I tried to toy with alpha threshold, I tried to use only RGB for diffuse and use another channel for only A, I tried RGBA for diffuse and toyed with values, I get the red effect on the transparency part - very annoying. I am not sure what you mean by changing from diffuse to alpha - where is that option? And how do I "set up an alpha mask"? Isn't this something that, since the diffuse already has, the game should be able to recognize on its own?
Again, thanks :)
I didn't have 3ds max open so I misused some terms there. What I meant was change the material parameter from specular to mask, set the diffuse texture to rgb, then set the alpha mask to the same texture with a instead of rgba. That should allow the transparency. If you want to zip your mopaq model and textures and attach to a message. I can take a look at them, maybe I can save some trouble if I can actually work with the files.
The red you are seeing with rgba is actually the team color I mentioned
@mseverns: Go
Oh awesome, for some reason I was always getting Alpha Mask grey'd out and this time I did not bother to look for it! I used Mask, did the A channel of Alpha Mask and in order to see the effect take place, I had to also enable "Use Vertex Alpha", which worked for the wings. The downside now is that I can see some parts through its body. So, if I untick it, I won't be able to see the wings. :s
Edit: Okay, I unticked that and used Alpha Threshold and it worked. However, there is still some contour left and I keep increasing the value, doesn't seem to minimize it's thickness. Image attached below.
Edit2: Threshold value of 150 seems to have solved it! I was too hesitant to overuse values, but now there's no line visible. You're so helpful, thank you so much <3
Update and forgive my double-post, it will not attract attention otherwise.
I decided to remake the cinematic. The dragon, although visible through 3ds Max in the Cutscene Editor previewer, still does not show its textures. I have also imported a few rocks - don't show up either (although I've tested everything before exporting to .m3). Every model uses Mopaq and textures are imported under the path: "Assets\Textures" and models under: "Assets\Units". The mountains I was using for the scene and a unit model (custom as well) are, again, showing up normally (they were never affected, even if I was not using mopaq in the first cinematic attempt). It's like every new model doesn't show up anymore when imported in the map.
I am thinking of re-installing SC2, in case it has somehow hard-saved paths somewhere, otherwise there is no reasonable explanation of why this occurs. It's frustrating and demotivating. Any opinions?
Edit: Any chance that .tga's are responsible for this? The models that work have .dds.
Edit2: Solved. My stupidity is beyond any horizon you can think of. Because of tga's being preview-able, I thought you could just as well apply them as textures on models. I converted them in .dds and everything works now. I am sorry I wasted your time (frankly, I wasted a lot of mine too).
Thanks so much for the help, @mseverns, I learned a lot from you. ;)
@PharaonicAssault: Go
Glad you got it figured out! I was in the same boat as you just a couple of weeks ago and several members of the community helped me, just passing it along where I can.