Hey all, I was wondering if someone could help me with something. I'm trying to modify model animations using Autodesk 3Ds Max, but there seems to be a problem that whenever I export the .m3 file, the team colour effect completely overwhelms the models textures with an enormous glow. Even if I just import an already working model with textures ready, do nothing and export it again, the glow effect still occurs. Can anyone help me with this?
Here's an example from when I tried to give Hunterlings a burrow animation
Are you sure it's the player colors and not just the emissive map going crazy? As in, try making those units belong to another player and see if they glow that player color.
Other than that if it is the player color it might be that the "alpha" channel for it is rendering as emissive, so check the model materials for something regaring that, seriously I have no clue what could be wrong. This is on the m3 plug in's end, though, not 3ds max's fault.
Is this a model you made? (kinda lost so I don't know if it was custom made or blizzard's)
It's definitely a team colour thing, I tried swapping colours and they did.
It's a model originally designed by Blizzard for the 'Left 2 Die' mod, but they never gave it a burrow animation. I was trying to add one because I'm currently working on a mod that swaps the multiplayer models with more impressive models. When it came to swapping the Roach with Hunterling, not having a burrow animation was going to be an issue, so I tried to add it when I ran in to this problem.
Something is wrong with the HDR specularity, what is it set at for your model?
You should upload the map so we can look at it. Really not enough info to find the problem. But, its probably a spec/emissive problem. A host of things could contribute to it doing that. In game lighting, to actors not properly attuned values, to material issues.
HDR specularity is set to 2.5, but again, even if I export the original model without changing anything, it still causes this effect.
Here's a download to the model and textures. In Autodesk, it looks fine. It's only in the SC2 Editor/gameplay that the team colour effect buggers with it.
Eh? Are you sure? I just looked at them in Photoshop and they seem to be fine. And if anything, the textures that get applied to the wings are the only ones that are actually working. It's the body that's bugging.
Eh? Are you sure? I just looked at them in Photoshop and they seem to be fine. And if anything, the textures that get applied to the wings are the only ones that are actually working. It's the body that's bugging.
If you remove the emissive from the body texture, it will work fine. You're using the Diffuse as the Emissive. Emissive is for like glowy lines and stuff.
Damn, man... Well played. I noticed that and thought it was weird, but didn't want to change it because it was how Blizzard set it themselves and figured it must be like that for a reason, but yeah, that seems to have fixed it. I'll be passing on credit to you once I update the thread in the next day or two, because that was setting me back massively for a number of my models, can't thank you enough.
Hey all, I was wondering if someone could help me with something. I'm trying to modify model animations using Autodesk 3Ds Max, but there seems to be a problem that whenever I export the .m3 file, the team colour effect completely overwhelms the models textures with an enormous glow. Even if I just import an already working model with textures ready, do nothing and export it again, the glow effect still occurs. Can anyone help me with this?
Here's an example from when I tried to give Hunterlings a burrow animation
Hmmm that's weird. I've never seen that happen.
Are you sure it's the player colors and not just the emissive map going crazy? As in, try making those units belong to another player and see if they glow that player color.
Other than that if it is the player color it might be that the "alpha" channel for it is rendering as emissive, so check the model materials for something regaring that, seriously I have no clue what could be wrong. This is on the m3 plug in's end, though, not 3ds max's fault.
Is this a model you made? (kinda lost so I don't know if it was custom made or blizzard's)
Also that totally kills the point of burrowing :P
It's definitely a team colour thing, I tried swapping colours and they did.
It's a model originally designed by Blizzard for the 'Left 2 Die' mod, but they never gave it a burrow animation. I was trying to add one because I'm currently working on a mod that swaps the multiplayer models with more impressive models. When it came to swapping the Roach with Hunterling, not having a burrow animation was going to be an issue, so I tried to add it when I ran in to this problem.
Something is wrong with the HDR specularity, what is it set at for your model?
You should upload the map so we can look at it. Really not enough info to find the problem. But, its probably a spec/emissive problem. A host of things could contribute to it doing that. In game lighting, to actors not properly attuned values, to material issues.
HDR specularity is set to 2.5, but again, even if I export the original model without changing anything, it still causes this effect.
Here's a download to the model and textures. In Autodesk, it looks fine. It's only in the SC2 Editor/gameplay that the team colour effect buggers with it.
Link Removed: http://www.mediafire.com/?q2yxy449n17i4g4
Ok, I got it. It wasn't corrupt my bad.
Basically. The emissive map on the first material makes your model glow alot. And, secondly make sure your textures are in assets/Textures.
Eh? Are you sure? I just looked at them in Photoshop and they seem to be fine. And if anything, the textures that get applied to the wings are the only ones that are actually working. It's the body that's bugging.
If you remove the emissive from the body texture, it will work fine. You're using the Diffuse as the Emissive. Emissive is for like glowy lines and stuff.
Damn, man... Well played. I noticed that and thought it was weird, but didn't want to change it because it was how Blizzard set it themselves and figured it must be like that for a reason, but yeah, that seems to have fixed it. I'll be passing on credit to you once I update the thread in the next day or two, because that was setting me back massively for a number of my models, can't thank you enough.
Thread can be found at http://www.teamliquid.net/forum/viewmessage.php?topic_id=262239