And there's another guy that found out how to do stairs, there's some kind of mesh collision involved there I guess? but everything must have been done with hardcore triggering much likely.
The "boundary box" for sc2 models is a sphere, you can see it if you import a model and unhide everything. Maybe duplicate the mesh and make that your boundary sphere? dunno :P
One of the buildings is actually supposed to fly around the air while you are on it, defending it from attacks and such. I think that is well outside the scope of the engine though. It sounds like my citadels and such are also outside the scope of the engine as the complexity involved in simple bridges would be compounded a hundred fold by my map-sized cathedrals and towers. If that's possible, I don't know. I'd rather have just made a single gigantic model, imported it, then built the rest of the map geometry around the model instead of cutting the building into a thousand different pieces and placing pathing blockers every two inches. Something tells me I'd hit a doodad limit long before I ever got it done.
This method could potentially be used for single level stuff though. Just... not sure how it'd handle something on the scale I'm thinking of.
That's a start - what did you do, modify the collision sphere or use the terrain object method?
Immediate concerns include walking over ceilings and over ledges. So basically it's what I expected so far - single-level compatability with quirks. Can you think of any way to easily fix those?
Yeah, this was just a minor test, I'll work more on an actual model tomorrow (or more likely later since it's tomorrow already) but yeah, I can think of at least 3 solutions and I'll try them all tomorrow.
Ledges could be fixed with a couple "no walking zone" regions. Ceilings could be some sort of stacked model that's not a terrain object.
It might also have something to do that I just did a terrain object, didn't modify anything else within it whatsoever, I just literally just put the model and nothing else. But yes, it's the terrain object method that I linked to, it's not hard at all, doing the model took longer and you can see that the model's crap :P
EDIT: also, I just noticed the collision sphere, I was going to do it that way, but apparently unhide all no longer shows the collision sphere, did you take that out NiN or was it never supposed to be that way? :P
I'll start modeling some arctitecture but I'd be lying if I said I had any experience whatsoever with modeling buildings, let alone citadels/towers/walkways/ramps ect.
Maybe I can find some Greek/Roman buildings to hackjob into this...
/edit
I began modeling some extremely basic low-poly first gen tech architecture. What do you think? Think you can make proper collision for them? Because the real stuff will be a lot more complex...
Right now I'm swamped with uni work, I just don't have time to spend on updating this for the moment. The good news is that I've made some progress with the particle stuff. I might take up Pinkhair3d on their offer and present the particles with their unknown parameters and you guys can figure out what they do, save me documenting something I know very little about :D. At the least it'll allow you to copy cool particles from other models.
I appologise to all the people PM'ing me with requests and such, I'll try to respond to you guys. I realise the cinematic models are causing problems with their materials which I'll have to look into. I've found a weird collection of settings in the bitmaps which I'm hoping you guys good with materials may be able to help explain to me. I'm calling it tint, but I don't think it's tint. I'll post up some screenshots of it when I get the chance.
Not sure whats happening with the collision sphere. Might've turned it off for some reason. When I have time to update the export script I want to add the ability to create your own collision/bounding spheres so that you don't have to use the automatically generated ones.
Hey guys, i'm using 3dsmax 2010 64bit version, and my model just doesn't export. It says no meshes found. How can no meshes be found if i have a whole model infront of my eyes?
If you could send me that modelI'll work on it. As for now I'm doing a ramp -> first floor - stairs -> second floor test. Second floor directly on top of the other one.
@beacon666, yes, tigerija is right, you have to select the model -> right click -> convert to: editable mesh. You also have to apply either a multi/subobject material or the "Starcraft 2 Material" coming along with the plug in and you should be ready to export.
What you do is, take your regular purple/magenta/whatever normal map.
Go to the "Channels" window (should also be next to layers tab on the right side of the screen in default settings) -> select all of the "red channel" (ctrl + a) and copy it (ctrl + c) and copy that to the alpha channel (ctrl + v) -> fill the "red" channel with pure white and the blue channel with pure black. and done.
Apologies if this has been addressed before - but I can't seem to get any animations to export regardless of model or # of sequences used. Yes everything is skinned/rigged properly and the animation fps is set within "reasonable SC2 limitations."
But anyway what you should be doing is use the M3 sequences plug in to assign a range of frames to an animation, for example, you model's frame 500-2000 might be the "walking" animation so in the M3 sequences plug in add a new sequence called "walk" and set the start frame to 500 and the 2000th frame as the ending frame. For animations that "move" you want to also set speed and for looping animations like the walking check the "looping" box.
Repeat this process for every other animation and when you're done export it, remember to properly set your FPS as to the sort of animation you made and that the "export animations" box is checked on the M3 export plug in.
Things to note: Animations use some sort of standard naming, just open a few Starcraft 2 models and you'll see that they all have common names like Walk, Attack, Stand, I recommend you to use this naming as well. Also note that the frames 0 and 1 are used by the exporter so it is very much advisable that you do not use them in any of your sequences.
You've pretty much hit the nail on the head, I have 4 animations at about 960 fps (I liked the number after looking @ Archons :X) and the sequences are set up as such:
Stand : Frames 3-1728
Walk : Frames 1729-3456
Attack : Frames 3457-5184
Stand Dance: Frames 5185-6912
This leaves frames 0-2 open for the editor, and every animation is set to loop. After looking around, I see that 1.8 is bugged with anims, so I popped back to v1.6b and the anims now show up with the correct settings on the .m3. However, its not animating.... like at all. /sigh
I have a question.
In 3ds max my model is various shades of gray. After exporting it to .M3 it just appears black in the SC2 editor. How do I make it colorful. I'm new at 3d modeling lol
The latest version has a massive bug in it that I've fixed and I'll be uploading shortly, once I figured out why your reaver animations are not being exported properly.
Glad to hear you're working on an update, greatly appreciated :D
As for my issue, I believe I narrowed it down to an issue with frames 0 and 1. If my theory's correct, ANY change to frame 0 means you can't get the animations to export. This means bone repositioning/scaling/rotation/etc cannot be keyed until frame 1 at the minimum. Probably more of a facepalm inducing fix but.....
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I'm pretty sure you cannot do mesh collision with the models, however you could do a combination of that custom mesh along with some no walking blocks or movement restriction crap combined with the bridges tutorial here: http://forums.sc2mapster.com/development/tutorials/893-data-terrain-bridges-a-terrain-objects-and-footprints/
And there's another guy that found out how to do stairs, there's some kind of mesh collision involved there I guess? but everything must have been done with hardcore triggering much likely.
The "boundary box" for sc2 models is a sphere, you can see it if you import a model and unhide everything. Maybe duplicate the mesh and make that your boundary sphere? dunno :P
@xcorbo: Go
That's the only way I can see doing this.
One of the buildings is actually supposed to fly around the air while you are on it, defending it from attacks and such. I think that is well outside the scope of the engine though. It sounds like my citadels and such are also outside the scope of the engine as the complexity involved in simple bridges would be compounded a hundred fold by my map-sized cathedrals and towers. If that's possible, I don't know. I'd rather have just made a single gigantic model, imported it, then built the rest of the map geometry around the model instead of cutting the building into a thousand different pieces and placing pathing blockers every two inches. Something tells me I'd hit a doodad limit long before I ever got it done.
This method could potentially be used for single level stuff though. Just... not sure how it'd handle something on the scale I'm thinking of.
@IskatuMesk: Go
How's this for a start:
@xcorbo: Go
That's a start - what did you do, modify the collision sphere or use the terrain object method?
Immediate concerns include walking over ceilings and over ledges. So basically it's what I expected so far - single-level compatability with quirks. Can you think of any way to easily fix those?
Yeah, this was just a minor test, I'll work more on an actual model tomorrow (or more likely later since it's tomorrow already) but yeah, I can think of at least 3 solutions and I'll try them all tomorrow. Ledges could be fixed with a couple "no walking zone" regions. Ceilings could be some sort of stacked model that's not a terrain object.
It might also have something to do that I just did a terrain object, didn't modify anything else within it whatsoever, I just literally just put the model and nothing else. But yes, it's the terrain object method that I linked to, it's not hard at all, doing the model took longer and you can see that the model's crap :P
EDIT: also, I just noticed the collision sphere, I was going to do it that way, but apparently unhide all no longer shows the collision sphere, did you take that out NiN or was it never supposed to be that way? :P
I'll start modeling some arctitecture but I'd be lying if I said I had any experience whatsoever with modeling buildings, let alone citadels/towers/walkways/ramps ect.
Maybe I can find some Greek/Roman buildings to hackjob into this...
/edit
I began modeling some extremely basic low-poly first gen tech architecture. What do you think? Think you can make proper collision for them? Because the real stuff will be a lot more complex...
http://a.imageshack.us/img443/5237/doughaxe.jpg
The small passages will be about big enough for two Thors to stand side-by-side.
Right now I'm swamped with uni work, I just don't have time to spend on updating this for the moment. The good news is that I've made some progress with the particle stuff. I might take up Pinkhair3d on their offer and present the particles with their unknown parameters and you guys can figure out what they do, save me documenting something I know very little about :D. At the least it'll allow you to copy cool particles from other models.
I appologise to all the people PM'ing me with requests and such, I'll try to respond to you guys. I realise the cinematic models are causing problems with their materials which I'll have to look into. I've found a weird collection of settings in the bitmaps which I'm hoping you guys good with materials may be able to help explain to me. I'm calling it tint, but I don't think it's tint. I'll post up some screenshots of it when I get the chance.
@xcorbo: Go
Not sure whats happening with the collision sphere. Might've turned it off for some reason. When I have time to update the export script I want to add the ability to create your own collision/bounding spheres so that you don't have to use the automatically generated ones.
Ok, I threw together an extremely basic piece of composite geometry to try pathing out.
http://a.imageshack.us/img205/3087/aoabirthplatform3.jpg
This can basically be the advanced test bed if we find out this kind of thing is possible or not...
I look forward to copying and pasting particles everywhere, btw.
Hey guys, i'm using 3dsmax 2010 64bit version, and my model just doesn't export. It says no meshes found. How can no meshes be found if i have a whole model infront of my eyes?
@beacon666: Go
Coz its not a mesh, convert your "model" into A mesh.
@IskatuMesk: Go
If you could send me that modelI'll work on it. As for now I'm doing a ramp -> first floor - stairs -> second floor test. Second floor directly on top of the other one.
@beacon666, yes, tigerija is right, you have to select the model -> right click -> convert to: editable mesh. You also have to apply either a multi/subobject material or the "Starcraft 2 Material" coming along with the plug in and you should be ready to export.
Can someone tell me how can I convert my normal map into orange one ? xD
I am total noob in photoshop.
FFS i DONT WANT TO WRITE "\ \" LINES ANYMORE... Someone contact admins... such a poor features support on this site...
@tigerija: Go
What you do is, take your regular purple/magenta/whatever normal map.
Go to the "Channels" window (should also be next to layers tab on the right side of the screen in default settings) -> select all of the "red channel" (ctrl + a) and copy it (ctrl + c) and copy that to the alpha channel (ctrl + v) -> fill the "red" channel with pure white and the blue channel with pure black. and done.
At the end you should have something like this:
-edit-nvm
Apologies if this has been addressed before - but I can't seem to get any animations to export regardless of model or # of sequences used. Yes everything is skinned/rigged properly and the animation fps is set within "reasonable SC2 limitations."
Mind going deeper into your exporting process?
But anyway what you should be doing is use the M3 sequences plug in to assign a range of frames to an animation, for example, you model's frame 500-2000 might be the "walking" animation so in the M3 sequences plug in add a new sequence called "walk" and set the start frame to 500 and the 2000th frame as the ending frame. For animations that "move" you want to also set speed and for looping animations like the walking check the "looping" box. Repeat this process for every other animation and when you're done export it, remember to properly set your FPS as to the sort of animation you made and that the "export animations" box is checked on the M3 export plug in.
Things to note: Animations use some sort of standard naming, just open a few Starcraft 2 models and you'll see that they all have common names like Walk, Attack, Stand, I recommend you to use this naming as well. Also note that the frames 0 and 1 are used by the exporter so it is very much advisable that you do not use them in any of your sequences.
@xcorbo: Go
You've pretty much hit the nail on the head, I have 4 animations at about 960 fps (I liked the number after looking @ Archons :X) and the sequences are set up as such:
Stand : Frames 3-1728
Walk : Frames 1729-3456
Attack : Frames 3457-5184
Stand Dance: Frames 5185-6912
This leaves frames 0-2 open for the editor, and every animation is set to loop. After looking around, I see that 1.8 is bugged with anims, so I popped back to v1.6b and the anims now show up with the correct settings on the .m3. However, its not animating.... like at all. /sigh
I have a question. In 3ds max my model is various shades of gray. After exporting it to .M3 it just appears black in the SC2 editor. How do I make it colorful. I'm new at 3d modeling lol
@UltiDrgn: Go
The latest version has a massive bug in it that I've fixed and I'll be uploading shortly, once I figured out why your reaver animations are not being exported properly.
@NiNtoxicated01: Go
Glad to hear you're working on an update, greatly appreciated :D
As for my issue, I believe I narrowed it down to an issue with frames 0 and 1. If my theory's correct, ANY change to frame 0 means you can't get the animations to export. This means bone repositioning/scaling/rotation/etc cannot be keyed until frame 1 at the minimum. Probably more of a facepalm inducing fix but.....