Check that your Textures are in the right place.
If you exported the models yourself check Export Model -> Export Options...
Then click the M3 Tab and make sure that the TexturePath matches what you have in the editor
I think by default the textures go in Assets/Textures
But if the path is different then the textures wont attach themselves to the model.
Very well, I checked the export options and realised it had no entry, so i put in the entry that you suggested, and when i exported it, i noticed it was different, without a texture path, the two texture files join the model file, like so (see first attachment), but when i used the path, it was nowhere to be found, now before you start saying "it's found in the path you specified, idiot". I'm not entirely sure where said path is. So, currently, i have this (see second attachment). Which is merely the model, whilst with the other i have this (yes, it's a different model i know, but its the same idea) , You can see that the texture files are clearly there, but the model is untextured (this includes when it is used as a unit).
So, to recap, we have attachment 1, which shows that the texture goes to some mystery path that could be anywhere
Attachment two - showing that it is just the model, and not the model combined.
Attachment three - which shows that the models exported without a texture path are placed in the same file as the actual model, and that the two, despite being both imported, don't seem to want to work with each other.
I'm reading this through and to me it seems like an unreadable mess of nonsense, but i'll see if any of you can read it, make sense of it, and tell me what daft mistake i might be makin (sorry if these weren't quite the visual evidence you were looking for, just tell me if you need an image of anything related)
Another common issue is you must import the textures first then save the map
make sure the textures are in correct path in the import editor
If your saying the first image the textures attach then perhaps the textures belong in the root directory of your import editor
Just make sure when you import the files to right click and hit move and type in the correct path
which might be:
/Assets/Textures
or
/Textures
or
/
your issue might be you have them in ExportedModels/TestMage
If its not your model and its not specified where the textures should go in the import hierarchy
you can apply the texture using TextureSelectById you can just use the search function above to find out more information
If your still unable to figure it out mind posting the models and ill fiddle around to help
I'm afraid that's not the case, when i move the textures and try to save it simply tells me "Core:a required object could not be found", feel free to try and get the models working, but if you do figure out whats wrong, please tell me, because i'm probably going to be doing a lot of this in the future.
Attachments 1,2 and 3 are the files for the human (without an export path, meaning all the files are there), whilst attachments 4 to 7 are for the test mage, also with no export path)
Sorry about the messy way the files are uploaded, but i'm not sure of any other effective way to do it, so, body.tga to humanmale.m3 are the human files, whilst body.tga to hair 00_07.tga are the mage.
well seems to work fine like i said they needed to be in the root folder issue right now is you can not have duplicate textures.
The only way to fix it is to export the models with a different texturepath for example you could put
/HumanMale when exporting from the WoW Model Viewer
then in the import editor make sure you move the files to their right path
Also all i did was import the textures first then the model
wont work if the model is already imported you will have to remove it and re import it
I don't quite understand you, which of the root paths you suggested is it? Do i enter the root path when i'm in the export options tab? But then i'm left with a model, whilst the textures dissapear somewhere, so that doesn't work, and its back to square one. So all you simply did was import them? But what root path did you use? Explain it to me like i'm a three year old.
Which way do i read the second one? Left column top to bottom or left to right? Also, why do you have duplicates of the files? There is a saved pair and a non saved pair. No luck. I'll tell you how i did it.
I set the texture path to /HumanMale and exported, so i had a file with the HumanMale folder and the HumanMale.M3. I imported the textures into the editor, they were under Human Male. I moved them to Human Male in path. First time i tried this, i forgot to move them and got nothing, second time i moved the two texture files, But because the model file wasn't imported, there was no core path. So it didn't save and nothing happened.
I know whatever the problem is it's probably a stupid oversight of mine. I don't quite understand where the other body, hair and humanmale.m3 come from on your guide, "importing WoW models for dummies" Not to mention, my file structure is different, the two texture files go under human male, but the model is imported into exported models/test (which is where it is is saved, and where the textures were originally saved.), Do you import the models and the textures at the same time, or textures first, save, then model, like i have been doing? Finally, do i move the model to HumanMale? Or do i keep him where he is?
You can ignore the
Body.tga
Hair03_01.tga
and
humanmale.m3 in the root directory
All you must do is ensure the directories match your texturepath
It does not matter were the .m3 file is located
It will search for the /HumanMale folder
just ensure that the folders in the import editor match those on your computer
Also make sure you spell them the same
/Humanmale is different then /HumanMale or /Human Male or /humanmale
and i always import textures first then save
Then import the .m3 file
Start from top left read 2 pictures and then read down
I dont understand this "But because the model file wasn't imported, there was no core path."
What the core path not being found simply means, when i move my textures to HumanMale (strange, because surely they are imported from this folder) and i attempt to save, the editor gives me a warning message:
Unable to import file (Core: a required object could not be found): /HumanMale\Body.tga
I believe this is probably the last obstacle, your hard and tolerent work might almost be over,
Lookin for a copy of the Human male and female models, with textures, and a ridiculous amount of armors and weapons, figure rather than importing way too many different models I'd try to save some space by just using those two, then equipping them with armors and weps as needed. Would also make a great mod file for all those rpg makers out there.
Rollback Post to RevisionRollBack
Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
Lookin for a copy of the Human male and female models, with textures, and a ridiculous amount of armors and weapons, figure rather than importing way too many different models I'd try to save some space by just using those two, then equipping them with armors and weps as needed. Would also make a great mod file for all those rpg makers out there.
I fully support this idea. It would be even better if those models were supplied naked, so that we could dress them up as we wish.
I use 3 models for each gender of each race. One without armor, one with boots and gloves, and one with a robe/dress on. Tabards, hair, and cloaks can be shown or hidden. It's a pain in the ass to set up but it can be done.
Most of the WoW armor and such should have animations and sizes already in to attach to the unit, you shouldn't need to use multiple models to display it. You can also export hair as it's own model too, to swap all that around (the hair model is removed when helmets are equipped etc) In theory, you should be able to export the WoW stuff, remove the unused attach anims for the other races to lower size, then import those to SC2 for just the human models.
I could be wrong, but I think that's how the armor models work in WoW, I don't think they use separate models per race, but they might.
Either or, should be able to do it without needing three separate base models.
Rollback Post to RevisionRollBack
Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
It would appear that the Ziggurat is a bit tricky
The Body of the Building is a WMO so you will need 3DS Max to import it and export it as an M3 File,
But The Ziggurat Crystal is a Seperate .m2 File that will need to get attached somehow,
and there is a ziggurat Door Model that will need to be Added if you choose the Ziggurat without an Inside
I really wish SC2 Had multi Level pathing so you could go inside buildings
@EchoedRequiem: Go
Also as for Exporting Characters it can be Tricky
the WoW Model Viewer does not allow us to Export just the Hair
(Unless there is a fancy flag to press)
And the WoW Model Viewer seems to have 2 different Models for Robed or Pants
Im not sure how WoW actually does the model Swap
but in this case you would need a model for each like Daara87 has done
The only other way would be to import it using 3DS Max but i have found that importing Characters Into Max can cause undesirable effects
Check that your Textures are in the right place.
If you exported the models yourself check Export Model -> Export Options...
Then click the M3 Tab and make sure that the TexturePath matches what you have in the editor
I think by default the textures go in Assets/Textures
But if the path is different then the textures wont attach themselves to the model.
If this doesn't help a picture might be good
@zaysite: Go
Very well, I checked the export options and realised it had no entry, so i put in the entry that you suggested, and when i exported it, i noticed it was different, without a texture path, the two texture files join the model file, like so (see first attachment), but when i used the path, it was nowhere to be found, now before you start saying "it's found in the path you specified, idiot". I'm not entirely sure where said path is. So, currently, i have this (see second attachment). Which is merely the model, whilst with the other i have this (yes, it's a different model i know, but its the same idea) , You can see that the texture files are clearly there, but the model is untextured (this includes when it is used as a unit). So, to recap, we have attachment 1, which shows that the texture goes to some mystery path that could be anywhere Attachment two - showing that it is just the model, and not the model combined. Attachment three - which shows that the models exported without a texture path are placed in the same file as the actual model, and that the two, despite being both imported, don't seem to want to work with each other.
I'm reading this through and to me it seems like an unreadable mess of nonsense, but i'll see if any of you can read it, make sense of it, and tell me what daft mistake i might be makin (sorry if these weren't quite the visual evidence you were looking for, just tell me if you need an image of anything related)
Another common issue is you must import the textures first then save the map
make sure the textures are in correct path in the import editor
If your saying the first image the textures attach then perhaps the textures belong in the root directory of your import editor
Just make sure when you import the files to right click and hit move and type in the correct path
which might be:
/Assets/Textures
or
/Textures
or
/
your issue might be you have them in ExportedModels/TestMage
If its not your model and its not specified where the textures should go in the import hierarchy
you can apply the texture using TextureSelectById you can just use the search function above to find out more information
If your still unable to figure it out mind posting the models and ill fiddle around to help
@zaysite: Go
I'm afraid that's not the case, when i move the textures and try to save it simply tells me "Core:a required object could not be found", feel free to try and get the models working, but if you do figure out whats wrong, please tell me, because i'm probably going to be doing a lot of this in the future.
Attachments 1,2 and 3 are the files for the human (without an export path, meaning all the files are there), whilst attachments 4 to 7 are for the test mage, also with no export path)
Sorry about the messy way the files are uploaded, but i'm not sure of any other effective way to do it, so, body.tga to humanmale.m3 are the human files, whilst body.tga to hair 00_07.tga are the mage.
well seems to work fine like i said they needed to be in the root folder issue right now is you can not have duplicate textures.
The only way to fix it is to export the models with a different texturepath for example you could put
/HumanMale when exporting from the WoW Model Viewer
then in the import editor make sure you move the files to their right path
Also all i did was import the textures first then the model
wont work if the model is already imported you will have to remove it and re import it
@zaysite: Go
I don't quite understand you, which of the root paths you suggested is it? Do i enter the root path when i'm in the export options tab? But then i'm left with a model, whilst the textures dissapear somewhere, so that doesn't work, and its back to square one. So all you simply did was import them? But what root path did you use? Explain it to me like i'm a three year old.
Here hope these help:
@zaysite: Go
Which way do i read the second one? Left column top to bottom or left to right? Also, why do you have duplicates of the files? There is a saved pair and a non saved pair. No luck. I'll tell you how i did it. I set the texture path to /HumanMale and exported, so i had a file with the HumanMale folder and the HumanMale.M3. I imported the textures into the editor, they were under Human Male. I moved them to Human Male in path. First time i tried this, i forgot to move them and got nothing, second time i moved the two texture files, But because the model file wasn't imported, there was no core path. So it didn't save and nothing happened.
I know whatever the problem is it's probably a stupid oversight of mine. I don't quite understand where the other body, hair and humanmale.m3 come from on your guide, "importing WoW models for dummies" Not to mention, my file structure is different, the two texture files go under human male, but the model is imported into exported models/test (which is where it is is saved, and where the textures were originally saved.), Do you import the models and the textures at the same time, or textures first, save, then model, like i have been doing? Finally, do i move the model to HumanMale? Or do i keep him where he is?
You can ignore the
Body.tga
Hair03_01.tga
and
humanmale.m3 in the root directory
All you must do is ensure the directories match your texturepath
It does not matter were the .m3 file is located
It will search for the /HumanMale folder
just ensure that the folders in the import editor match those on your computer
Also make sure you spell them the same
/Humanmale is different then /HumanMale or /Human Male or /humanmale
and i always import textures first then save
Then import the .m3 file
Start from top left read 2 pictures and then read down
I dont understand this "But because the model file wasn't imported, there was no core path."
@zaysite: Go
What the core path not being found simply means, when i move my textures to HumanMale (strange, because surely they are imported from this folder) and i attempt to save, the editor gives me a warning message: Unable to import file (Core: a required object could not be found): /HumanMale\Body.tga I believe this is probably the last obstacle, your hard and tolerent work might almost be over,
Lookin for a copy of the Human male and female models, with textures, and a ridiculous amount of armors and weapons, figure rather than importing way too many different models I'd try to save some space by just using those two, then equipping them with armors and weps as needed. Would also make a great mod file for all those rpg makers out there.
I fully support this idea. It would be even better if those models were supplied naked, so that we could dress them up as we wish.
Seeing as I'm not much of a WoW player, does it have a parallel model to the Scourge's Acolyte worker? I could really use that.
You mean like this? http://smotis.deviantart.com/gallery/41925112
I use 3 models for each gender of each race. One without armor, one with boots and gloves, and one with a robe/dress on. Tabards, hair, and cloaks can be shown or hidden. It's a pain in the ass to set up but it can be done.
@Daara87: Go
Yes! That looks great :)
@Daara87: Go
Most of the WoW armor and such should have animations and sizes already in to attach to the unit, you shouldn't need to use multiple models to display it. You can also export hair as it's own model too, to swap all that around (the hair model is removed when helmets are equipped etc) In theory, you should be able to export the WoW stuff, remove the unused attach anims for the other races to lower size, then import those to SC2 for just the human models.
I could be wrong, but I think that's how the armor models work in WoW, I don't think they use separate models per race, but they might.
Either or, should be able to do it without needing three separate base models.
Been trying to look for the Ziggurat model, but can't find it.
Could anyone be a sweetheart and find it for me or atleast tell me what it is named in the WoW Model viewer? :)
It would appear that the Ziggurat is a bit tricky
The Body of the Building is a WMO so you will need 3DS Max to import it and export it as an M3 File,
But The Ziggurat Crystal is a Seperate .m2 File that will need to get attached somehow,
and there is a ziggurat Door Model that will need to be Added if you choose the Ziggurat without an Inside
I really wish SC2 Had multi Level pathing so you could go inside buildings
@EchoedRequiem: Go Also as for Exporting Characters it can be Tricky
the WoW Model Viewer does not allow us to Export just the Hair
(Unless there is a fancy flag to press)
And the WoW Model Viewer seems to have 2 different Models for Robed or Pants
Im not sure how WoW actually does the model Swap
but in this case you would need a model for each like Daara87 has done
The only other way would be to import it using 3DS Max but i have found that importing Characters Into Max can cause undesirable effects
@zaysite: Go
OOO those are nice do you have many more or did you do this specifically for him?