The model I'm working with, a custom ship model from a very old game, was originally in .nif format. It was imported into my 2010 ver of Max using a niftools plugin. The model retained its texture links, and all objects are editable mesh. I've installed the 3dsmax import/export plugin, and have been following this guide starting from the part concerning Max.
I managed to convert the objects to starcraft II materials, and even though when I do the 'scene check' and it tells me objects are not starcraft II materials, I read in another thread that this doesn't matter. Does it matter?
Now, I believe my primary issue is with adding bones to the objects, and applying the skin modifier. When I try exporting the model once I think I have everything set up, it returns this error.
My understanding of terminology is limited. I've some experience with 3D modeling years ago, though not a whole lot. I'll also note that I spent around 4 hours downloading Blender and exporting this model through that route, only to be blockaded by what i concluded to be issues of compatibility.
I may or may not use this or other models imported this way depending on whether or not I can get permission. I would still very much like to know how to do this correctly. Thanks in advance.
1. Save the model in max format.
2. Install Max2011
3. Go sign up for Art Tools beta, http://us.battle.net/sc2/en/forum/topic/8568376799
4. When they send you the link, install it and read the easy and helpful tutorial they provide
5. Open your model in max2011 and do what is necessary
6 Export -> it looks good and work fine.
Why should you switch from m3 exporter to Art Tools? Because m3 exporter is outdated and I don't see any signs that Leruster is motevated still to keep working on it. It can still be used for import, so you may want to keep max 2010 + exporter. But it only work with WoL format models or the ones generated by WoW model viewer (no hots m3 format support atm).
Meanwhile, println is actually improving his m3 tools for blender to import m3's of any format.
This is actually a tight test error. This is probably a pretty lame way to do it but take a drone and import it with the animation fields UNchecked and bounding sphere unchecked. Then delete all of the drone stuff except the green and blue grid bubbles. On those to can click with bone to attach to and you're good. Again the only thing from the drone model you'll keep is the hittest and fuzzytest.
You know when you know there's a better way to do something but you're too lazy to try anything different? Yeah that's me lol. Well at least I learned something today thanks man! :)
Can I do that with fuzzy tests too? I'm not at a computer right now so I can't check.
I don't want to be rude, Mr. Ghostnova gave you an advice, that's great. But you don't have to import original models to get the tight and fuzzy tests.
Just go to the same menu where all StarCraft II custom nodes are and you will find fuzzy and tight tests.
Efficiency is always better, but where and how do I do that exactly? I have no idea what fuzzy and tight tests are.
I'm trying with a second ship model, and it seems the previous method isn't serving me well. I'm getting all kinds of new problems with "skin vertexes" and "undefined bones", but that's probably just issues with object management.
Additionally, please refer to original StarCraft II models to see how Blizzard's artist were placing the tight and fuzzy tests. It's rather important to get the hang of it :)
Hi Kailniris2. Are you already start to build that spacewarship? If you havn't, maybe a little 3dsmax script can help you. It can create "spaceship deck like" geometries.
The model I'm working with, a custom ship model from a very old game, was originally in .nif format. It was imported into my 2010 ver of Max using a niftools plugin. The model retained its texture links, and all objects are editable mesh. I've installed the 3dsmax import/export plugin, and have been following this guide starting from the part concerning Max.
I managed to convert the objects to starcraft II materials, and even though when I do the 'scene check' and it tells me objects are not starcraft II materials, I read in another thread that this doesn't matter. Does it matter?
Now, I believe my primary issue is with adding bones to the objects, and applying the skin modifier. When I try exporting the model once I think I have everything set up, it returns this error.
http://img5.imageshack.us/img5/55/screenwap.jpg
My understanding of terminology is limited. I've some experience with 3D modeling years ago, though not a whole lot. I'll also note that I spent around 4 hours downloading Blender and exporting this model through that route, only to be blockaded by what i concluded to be issues of compatibility.
I may or may not use this or other models imported this way depending on whether or not I can get permission. I would still very much like to know how to do this correctly. Thanks in advance.
1. Save the model in max format.
2. Install Max2011
3. Go sign up for Art Tools beta, http://us.battle.net/sc2/en/forum/topic/8568376799
4. When they send you the link, install it and read the easy and helpful tutorial they provide
5. Open your model in max2011 and do what is necessary
6 Export -> it looks good and work fine.
Why should you switch from m3 exporter to Art Tools? Because m3 exporter is outdated and I don't see any signs that Leruster is motevated still to keep working on it. It can still be used for import, so you may want to keep max 2010 + exporter. But it only work with WoL format models or the ones generated by WoW model viewer (no hots m3 format support atm).
Meanwhile, println is actually improving his m3 tools for blender to import m3's of any format.
@TheLostAzn: Go
This is actually a tight test error. This is probably a pretty lame way to do it but take a drone and import it with the animation fields UNchecked and bounding sphere unchecked. Then delete all of the drone stuff except the green and blue grid bubbles. On those to can click with bone to attach to and you're good. Again the only thing from the drone model you'll keep is the hittest and fuzzytest.
Hope that helps :)
my dream:
I'll give both your suggestions a try. Thanks for your help.
@Kailniris2: Go That and a whole lot more. Stargate Galaxy Diplo, coming soon.
I'm very curious!
@Zolden: Go
That's a bold statement you have there going ;)
@GhostNova91: Go
Well, just adding tight test from the SC2Objects menu would be faster don't you think Ghost? :D
@Leruster: Go
You know when you know there's a better way to do something but you're too lazy to try anything different? Yeah that's me lol. Well at least I learned something today thanks man! :)
Can I do that with fuzzy tests too? I'm not at a computer right now so I can't check.
The question is: do you have a deeply developed megaupdate in your secret laboratory?
@GhostNova91: Go
Sure you can :) Why would I add this to the scripts if you couldn't create your own? :D I mentioned that in the release notes
@Zolden: Go
No, but I really feel bad that I didn't do anything new for last 2 months with the scripts :/
While I wait to recieve the beta link, I'm giving Mr. GhostNova's suggestion a try.
And it worked, with no problems so far. Thanks a lot guys.
I'd also like to note that this board seems much more active than Data, or Terrains. Is that's a good sign for the development of SC2 maps? Haha.
@TheLostAzn: Go
I don't want to be rude, Mr. Ghostnova gave you an advice, that's great. But you don't have to import original models to get the tight and fuzzy tests.
Just go to the same menu where all StarCraft II custom nodes are and you will find fuzzy and tight tests.
@Leruster: Go
My name is GhostNova and I approve this message :)
@Leruster: Go
Efficiency is always better, but where and how do I do that exactly? I have no idea what fuzzy and tight tests are.
I'm trying with a second ship model, and it seems the previous method isn't serving me well. I'm getting all kinds of new problems with "skin vertexes" and "undefined bones", but that's probably just issues with object management.
@TheLostAzn: Go
Go to CREATE PANEL -> HELPERS -> and check the menu there for StarCraft II Objects.
Also, please read: http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?page=48#p959
Additionally, please refer to original StarCraft II models to see how Blizzard's artist were placing the tight and fuzzy tests. It's rather important to get the hang of it :)
Gotcha. I think I have everything down now. Thanks again for all your help.
@Kailniris2: Go
Hi Kailniris2. Are you already start to build that spacewarship? If you havn't, maybe a little 3dsmax script can help you. It can create "spaceship deck like" geometries.
@Delphinium1987: Go
Do not have time now, unfortunately.