Hey guys, i just started importing models from WoW but found a problem. I have few character textures and all of them named Body. If i change file name of texture model cant find it. And when im trying to place model and textures from different characters in separeted folders models are untextured too. Any solutions?
First check to make sure that you imported the textures to the right path that was set when exporting from WoW
Then save your map close the editor and start it again.
If they are in the right path the easiest fix is 3ds Max
Note: Models must first be removed if added previously before you import the textures again
Are those textures look different? Some models may use the same texture. And u only need one instance of it imported to the editor. I've imported tonns of models from wow and never had this issue.
But If they have same name, but look different, try to use different skin. In wowmodelwiever u can select different skins.
Also, you can rename a texture, then import the model to 3ds max, and set your new texture as a map in material, then export the model.
Thanks, i will try texture id tutorial. Just found it. Also i want to ask, if i will use 3dsmax m3 plugin, attachment points will be healed or not after reimporting from 3dmax? cuz now i cant use site offsets on wow models properly(without dummy attachments wich are annoying). Have anyone tried it?
Also i want to ask, if i will use 3dsmax m3 plugin, attachment points will be healed or not after reimporting from 3dmax? cuz now i cant use site offsets on wow models properly(without dummy attachments wich are annoying). Have anyone tried it?
You can add, move, remove or change names of attachment points in 3ds max.
You didnt get the point man. Have you tried use attachment methods like local offset actor with wow models? it doesn't work properly, the attached models doesnt update while host playing Stand animation. It works only if you attaching directly to the attachment point of a model, without any tweaks.
so what i was asking is: If i will import model from Viewer to Max and then from max to SC2 whould it fix this issue or not.
Oh, right, I know this problem. Local offsets actually work fine for me, but when they are combined with rotations, they doesn't. I tried this with WoW models too, but I thought this is a common editor's bug. Have you tried this with original sc2 models?
I haven't tried to check if this bug occurs when we attach to 3ds max exported models. Maybe it will heal the situation. You should try it.
But 3ds max definitely allows to avoid this problem. Because you can create your own additional attachment point with any desired offset and rotation, and then attach to this new point straightly without local offset actors.
Hey guys, i just started importing models from WoW but found a problem. I have few character textures and all of them named Body. If i change file name of texture model cant find it. And when im trying to place model and textures from different characters in separeted folders models are untextured too. Any solutions?
First check to make sure that you imported the textures to the right path that was set when exporting from WoW Then save your map close the editor and start it again. If they are in the right path the easiest fix is 3ds Max
Note: Models must first be removed if added previously before you import the textures again
Are those textures look different? Some models may use the same texture. And u only need one instance of it imported to the editor. I've imported tonns of models from wow and never had this issue.
But If they have same name, but look different, try to use different skin. In wowmodelwiever u can select different skins.
Also, you can rename a texture, then import the model to 3ds max, and set your new texture as a map in material, then export the model.
Use texture select by ID to change the texture.
Use search function to find a tutorial on how to use that.
I'm using that in my map. If you can't figure it out, I can make you some screenshots to show how it needs to be set up.
Thanks, i will try texture id tutorial. Just found it. Also i want to ask, if i will use 3dsmax m3 plugin, attachment points will be healed or not after reimporting from 3dmax? cuz now i cant use site offsets on wow models properly(without dummy attachments wich are annoying). Have anyone tried it?
You can add, move, remove or change names of attachment points in 3ds max.
You didnt get the point man. Have you tried use attachment methods like local offset actor with wow models? it doesn't work properly, the attached models doesnt update while host playing Stand animation. It works only if you attaching directly to the attachment point of a model, without any tweaks.
so what i was asking is: If i will import model from Viewer to Max and then from max to SC2 whould it fix this issue or not.
Oh, right, I know this problem. Local offsets actually work fine for me, but when they are combined with rotations, they doesn't. I tried this with WoW models too, but I thought this is a common editor's bug. Have you tried this with original sc2 models?
I haven't tried to check if this bug occurs when we attach to 3ds max exported models. Maybe it will heal the situation. You should try it.
But 3ds max definitely allows to avoid this problem. Because you can create your own additional attachment point with any desired offset and rotation, and then attach to this new point straightly without local offset actors.
One workround is to use a hidden marine model as a connector.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg