After many attempts of trying to do model editing for the first time, I'm stuck on the texture aspect. I'm trying to get the standard SC2 ShapeCube.m3 model cut in half, from a top corner to it's opposite corner. I've figured out how to remove the edges and get the size I want, but when I export it from 3DSMax and import it into SC2, it loses it's texture (despite me extracting the textures to the maps folder of 3DS). If anyone can do this simple edit for me, I would be greatly appreciated.
That's exactly what i wanted, unfortunately, it's exactly what I created, and seems to have the same problem. Perhaps I am importing it incorrectly. When imported back into sc2, the texture is a dark gray/black that takes on no tinting or player colors. The original has a bright white texture using xelnagaglass.dds. I imported the m3 into the same folder ShapeCube was originally in.
Attached is a screenshot showing the dark texture, and the original bright texture of the original ShapeCube.m3
the bunker i had cut does this to, try placing it on the map, it should show up correctly the cut bunker looks dark on previewer, but when its placed its great.
In editor placement and in-game, the models still have the darkened texture. On both my original cut and Leruster's. I wonder if it's something that doesnt get properly extracted from the original model?
I've also changed the ShapeCube data model to the new edited m3 to ensure there arent any specifics in the data editor that cause the texture change, the results are the same.
If you simply need a team colored one, try this. I retextured Leruster's model. You need to import the texture first, then save and close the editor, then import the model. The texture must be in the root (not in assets/textures).
Zolden, that worked very well, in fact your texture takes on tinting better than the defaults. When sitting next to the normal ShapeCube.m3, I much prefer your version. Could you tell me what steps you took in doing that? I would like to do the same process to about 12 more models for my project.
Also, I didn't notice before but the model was cut in the right way, but its difficult to tell the rotation of a cube. I need it rotated 90 degrees along the Z axis, so when looking at it from a top-down perspective, it looks like a right triangle.
I simply applied that texture as a diffuse map for the model's material. The texture has black alpha. So, when we enable "render alpha as team color" for the diffuse map, the whole model become team colored. When you import a model to 3ds, it loads the material, so you don't need to create it, just fill the maps. Also, I have increased the specularity value for the material, so probably it has highlighted faces when they reflect the light. Also, I changed material types to opaque, add, add.
It's easy to realize model's orientation: its face is -y global direction.
A thousand thanks for the detailed walkthrough. I'll be spending some time on this tonight to recreate the process. You and Leruster both shall be credited for your aid.
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After many attempts of trying to do model editing for the first time, I'm stuck on the texture aspect. I'm trying to get the standard SC2 ShapeCube.m3 model cut in half, from a top corner to it's opposite corner. I've figured out how to remove the edges and get the size I want, but when I export it from 3DSMax and import it into SC2, it loses it's texture (despite me extracting the textures to the maps folder of 3DS). If anyone can do this simple edit for me, I would be greatly appreciated.
Can you attach the m3 file? I know it's a request but if you know why it's going wrong then maybe you won't have to request for the edit next time :)
EDIT:
I don't know if it's what you wanted ;)
That's exactly what i wanted, unfortunately, it's exactly what I created, and seems to have the same problem. Perhaps I am importing it incorrectly. When imported back into sc2, the texture is a dark gray/black that takes on no tinting or player colors. The original has a bright white texture using xelnagaglass.dds. I imported the m3 into the same folder ShapeCube was originally in.
Attached is a screenshot showing the dark texture, and the original bright texture of the original ShapeCube.m3
@Zanam00: Go
the bunker i had cut does this to, try placing it on the map, it should show up correctly the cut bunker looks dark on previewer, but when its placed its great.
@Taintedwisp: Go
In editor placement and in-game, the models still have the darkened texture. On both my original cut and Leruster's. I wonder if it's something that doesnt get properly extracted from the original model?
I've also changed the ShapeCube data model to the new edited m3 to ensure there arent any specifics in the data editor that cause the texture change, the results are the same.
@Zanam00: Go
If you simply need a team colored one, try this. I retextured Leruster's model. You need to import the texture first, then save and close the editor, then import the model. The texture must be in the root (not in assets/textures).
Zolden, that worked very well, in fact your texture takes on tinting better than the defaults. When sitting next to the normal ShapeCube.m3, I much prefer your version. Could you tell me what steps you took in doing that? I would like to do the same process to about 12 more models for my project.
Also, I didn't notice before but the model was cut in the right way, but its difficult to tell the rotation of a cube. I need it rotated 90 degrees along the Z axis, so when looking at it from a top-down perspective, it looks like a right triangle.
Thanks for the help :D
@Zanam00: Go
I simply applied that texture as a diffuse map for the model's material. The texture has black alpha. So, when we enable "render alpha as team color" for the diffuse map, the whole model become team colored. When you import a model to 3ds, it loads the material, so you don't need to create it, just fill the maps. Also, I have increased the specularity value for the material, so probably it has highlighted faces when they reflect the light. Also, I changed material types to opaque, add, add.
It's easy to realize model's orientation: its face is -y global direction.
Treasure that Zolden :D
@Zolden: Go
A thousand thanks for the detailed walkthrough. I'll be spending some time on this tonight to recreate the process. You and Leruster both shall be credited for your aid.