Hi, I just downloaded Sc2 Art Tools yesterday, and now I wanted to export my model with it instead of with the old .m3 exporter. But, I keep getting an error message:
Failed to open savefile on disk.
CModelFileIO::Save failed
Are you using max 2011? Art Tools only compartible with that version.
Also, they aren't compartible with the m3 exporter, so you better turn it off if you have them installed on the same max copy.
Try to temporarily move your m3 exporter scripts out of max plugins folder.
Not sure it's the source of the issue as the error message looks new for me.
Removed the scripts (which I put in), still the same error messgae. Do I need to export it to a specific location?
EDIT: It seems to be my models fault somehow. The Waterbat model was exported without errors. Still, I don't have any idea what could be wrong with it. It's a Cube (and yes, it is converted to editable mesh) with a Standart SC2 texture on it, with a single diffuse map (<-had problem with that too, but putting the texture in program files(x86)/Starcraft II/maps/assets/textures solved it) What could be wrong with my cube?
On the export panel, somwhere in the middle. It make the model seek for the textures inside the inner Editor path Assets/Textures. WIthout that checkbox it's trying to read textures from disc.
Still getting errors, but at least on only 4. When I started yesterday, there were seven, solved textures, 6, and I don't know what I did, but the M3 data conversion works too, so the new error message:
No, it's not the real model, it's only a little testing area of mine.
EDIT: The problem has been solved (although I don't fully understand it). Thanks for the help! I really appreciate it.
For the sake of future viewers:
<s>Exporter unable to find texture: move your textures to program files(x86)/Starcraft II/maps/Assets/Textures
Exporter model error (which I had in the 2nd round): Export model to the same place where the texures are
</s>
This is my solution, I don't know why this works, and exporting them to a random location doesn't, but it works, so I for one am very happy.
@Zolden: Go
For the sake of future viewers: Exporter unable to find texture: move your textures to program files(x86)/Starcraft II/maps/Assets/Textures Exporter model error (which I had in the 2nd round): Export model to the same place where the texures are
This is my solution, I don't know why this works, and exporting them to a random location doesn't, but it works, so I for one am very happy.
Neither model location nor texture location shouldn't matter at all.
I suspect you had a material in your project that references to non-existing texture. Maybe you haven't resetted max scene after opening some examples.
Also, I hope you understood, that if you don't check "use mopac path" on export, your textures won't show on bnet.
Hi, I just downloaded Sc2 Art Tools yesterday, and now I wanted to export my model with it instead of with the old .m3 exporter. But, I keep getting an error message: Failed to open savefile on disk. CModelFileIO::Save failed
Please help.
Are you using max 2011? Art Tools only compartible with that version.
Also, they aren't compartible with the m3 exporter, so you better turn it off if you have them installed on the same max copy.
@Zolden: Go
Yes. I have 2011 installed, but I took the exporter script out already. I have the importer script in, could that be a problem?
Try to temporarily move your m3 exporter scripts out of max plugins folder.
Not sure it's the source of the issue as the error message looks new for me.
@Zolden: Go
Removed the scripts (which I put in), still the same error messgae. Do I need to export it to a specific location?
EDIT: It seems to be my models fault somehow. The Waterbat model was exported without errors. Still, I don't have any idea what could be wrong with it. It's a Cube (and yes, it is converted to editable mesh) with a Standart SC2 texture on it, with a single diffuse map (<-had problem with that too, but putting the texture in program files(x86)/Starcraft II/maps/assets/textures solved it) What could be wrong with my cube?
How do you export? As "Export" or "Commit to mod"?
If "Export", do you use that "use mopac path" checkbox?
Maybe make some screenshots of what you do and where the error appears.
@Zolden: Go
I export using the "Export" option. And no, where is that checkbox located?
On the export panel, somwhere in the middle. It make the model seek for the textures inside the inner Editor path Assets/Textures. WIthout that checkbox it's trying to read textures from disc.
Still getting errors, but at least on only 4. When I started yesterday, there were seven, solved textures, 6, and I don't know what I did, but the M3 data conversion works too, so the new error message:
http://postimg.org/image/4anw4u7id/
No, it's not the real model, it's only a little testing area of mine.
EDIT: The problem has been solved (although I don't fully understand it). Thanks for the help! I really appreciate it.
For the sake of future viewers:
<s>Exporter unable to find texture: move your textures to program files(x86)/Starcraft II/maps/Assets/Textures Exporter model error (which I had in the 2nd round): Export model to the same place where the texures are </s>
This is my solution, I don't know why this works, and exporting them to a random location doesn't, but it works, so I for one am very happy.EDIT: My "solution" seems to be false.
Neither model location nor texture location shouldn't matter at all.
I suspect you had a material in your project that references to non-existing texture. Maybe you haven't resetted max scene after opening some examples.
Also, I hope you understood, that if you don't check "use mopac path" on export, your textures won't show on bnet.
@Zolden: Go
No, I didn't change anything with the model, only the export location.
I didn't know that, but thanks. Would have gotten me a good headache to figure out why the textures werent showing if export worked without it :)