Basically i followed the tutorial and everything looks good in 3ds max, but when i export it and then import my model into sc2 the attached items, weapons shoulders and what not are not there, its just the original model i exported with the wow model viewer. Here is a screen shot as you can see by the animation everythign is attached to the model.
I mean ive even done it where i just import the main model, import one wavefront object like a shoulder pad, and then select and link it to the attachment point and thats it i export the model. Not sure what im doing in this simplistic three step proccess wrong. Any ideas? Thanks.
(Click to enlarge)
EDIT: Below is the 3ds max scene i created that you see in the picture. Its here to take a look at if you want.
EDIT: Also ive opened one of hte models the guy who made this guide made, a footman much like mine. In that model the shoulder pads for example where attached, but there where no green attachment points on the shoulders. And using the select and link and unlink buttons did nothing i couldnt really even move it off the model. On my model i have the green attachement points and unlinking them works. Does the file path of the wavefront objects matter?
Ive also succesfully exported his model into SC2 so its not a software problem, im doing something wrong or my version of 3ds max (2011) does this kind of attachment slightly differntly than what was outlined in the guide.
I opened your .max file and didn't immediately find anything wrong. Since I don't have the textures you used for your model I attached my own. I exported it from 3DS and imported it into SC2 and everything was there as it should be. So I'm not exactly sure what to say. It could be the way you applied the textures to the model and the wavefront objects. It could also be the way you imported them into SC2. If it's neither of those then it could be the .m3 export script.
I attached the SC2 map and .max file that I based off of your .max file.
I believe i found the problem. When you sent me your model back, i did not have your textures you used so the model had no texutres when loading up into 3ds max. So i had to apply my textures to the model manually, once i did that i exported it and it worked. Now i basically create the model in 3ds max as the guide says, then i delete the associated texture .tga files from my computer (otherwise the max save keeps finding them even if i move them out of directory), then i get new ones and rename and reapply them manually to my model. So ya its a texture problem.
Although im not sure why this would happen in the first place, i just import the wavefront objects normally like i belive im supposed to, why would the textures be corrupted when they are imported with the wafefront even when the wavefront looks perfectly fine.
I guess a question i have though, is the central problem is that a texture that is being used on a wavefront is not a starcraft 2 layer per say. Its just a regular 3ds bitmap or somethign, ive tried changing the bitmap to a starcraft 2 layer to make it the same as the ones for the body model but it doesnet seem to work. So i have to use spare undefined starcraft 2 layers (red sphere in picture) that come in with the model but are not used and apply those layers to the model. Is there any way to take a default "grey" texture sphere and make it a working "red" starcraft 2 layer sphere as i worry i may not have enough spares to load all of a models textures? Its also ironic that this method, which is the only working method i know of to get the attachments to work, generates numerous errors in 3ds max.
Mine can rarely find the .tga files originally associated with the model. When it does I just override the .tga with a .dds version with team colors.
The grey spheres start as the Standard 3DS texture. Once you switch it to a SC2 texture as shown in the guide it should turn into a white sphere. I'm not sure why some other ones start red but it's just the team color preview. All of the spheres should work as long as you change them to SC2 Bitmaps.
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Im following this tutorial: http://www.sc2mapster.com/forums/resources/tutorials/31795-tutorial-wow-models-into-sc2-with-team-colors/
Basically i followed the tutorial and everything looks good in 3ds max, but when i export it and then import my model into sc2 the attached items, weapons shoulders and what not are not there, its just the original model i exported with the wow model viewer. Here is a screen shot as you can see by the animation everythign is attached to the model.
I mean ive even done it where i just import the main model, import one wavefront object like a shoulder pad, and then select and link it to the attachment point and thats it i export the model. Not sure what im doing in this simplistic three step proccess wrong. Any ideas? Thanks.
(Click to enlarge)
EDIT: Below is the 3ds max scene i created that you see in the picture. Its here to take a look at if you want.
EDIT: Also ive opened one of hte models the guy who made this guide made, a footman much like mine. In that model the shoulder pads for example where attached, but there where no green attachment points on the shoulders. And using the select and link and unlink buttons did nothing i couldnt really even move it off the model. On my model i have the green attachement points and unlinking them works. Does the file path of the wavefront objects matter?
Ive also succesfully exported his model into SC2 so its not a software problem, im doing something wrong or my version of 3ds max (2011) does this kind of attachment slightly differntly than what was outlined in the guide.
@lemmy734: Go
I opened your .max file and didn't immediately find anything wrong. Since I don't have the textures you used for your model I attached my own. I exported it from 3DS and imported it into SC2 and everything was there as it should be. So I'm not exactly sure what to say. It could be the way you applied the textures to the model and the wavefront objects. It could also be the way you imported them into SC2. If it's neither of those then it could be the .m3 export script.
I attached the SC2 map and .max file that I based off of your .max file.
@Daara87: Go
I believe i found the problem. When you sent me your model back, i did not have your textures you used so the model had no texutres when loading up into 3ds max. So i had to apply my textures to the model manually, once i did that i exported it and it worked. Now i basically create the model in 3ds max as the guide says, then i delete the associated texture .tga files from my computer (otherwise the max save keeps finding them even if i move them out of directory), then i get new ones and rename and reapply them manually to my model. So ya its a texture problem.
Although im not sure why this would happen in the first place, i just import the wavefront objects normally like i belive im supposed to, why would the textures be corrupted when they are imported with the wafefront even when the wavefront looks perfectly fine.
I guess a question i have though, is the central problem is that a texture that is being used on a wavefront is not a starcraft 2 layer per say. Its just a regular 3ds bitmap or somethign, ive tried changing the bitmap to a starcraft 2 layer to make it the same as the ones for the body model but it doesnet seem to work. So i have to use spare undefined starcraft 2 layers (red sphere in picture) that come in with the model but are not used and apply those layers to the model. Is there any way to take a default "grey" texture sphere and make it a working "red" starcraft 2 layer sphere as i worry i may not have enough spares to load all of a models textures? Its also ironic that this method, which is the only working method i know of to get the attachments to work, generates numerous errors in 3ds max.
Thanks for your help i very much appreciate it.
@lemmy734: Go
Mine can rarely find the .tga files originally associated with the model. When it does I just override the .tga with a .dds version with team colors.
The grey spheres start as the Standard 3DS texture. Once you switch it to a SC2 texture as shown in the guide it should turn into a white sphere. I'm not sure why some other ones start red but it's just the team color preview. All of the spheres should work as long as you change them to SC2 Bitmaps.