I didn't fully understand your explanation, but I'm taking that as a "no" in regards to my question.
when you select it in max make sure it selects every bit of it. If it's not selecting every piece of geometry go into editable mesh mode, press 5 for object level editing and click the attach button then click on each piece until it's all one mesh.
I'm sorry I haven't responded to your PM's, I'm flatout at the moment. Barely have time to respond on this forum ><. I don't think rotating your model through the exporter is the way to go, since you'll lose all animation of the model, unless you just want to rotate a model that only has geometry. If so, then yes you can definitely use this plugin. You'll have to go to the display tab of 3ds max, click on the Unhide everything button, and you'll have to delete everything that isn't the main mesh before you'll be able to export.
@Skizot: Go
The sphere is the bounding sphere. At the moment I don't know what to do with it so I'm just hiding it. For my exporter I want people to be able to provide their own bounding spheres instead of relying on the extents of the mesh so that's future development in the works there.
Thanks guys for all your kind words and I love seeing the models you guys are putting into the game, really cool. I hope to expand the exporter at some stage to provide the juicy things such as bone support, animation, attachments, particle/ribbon emitters, etc. Obviously it's pretty far off but the potential is definitely there. I tried to read up a bit about StarTools, with what little is known. StarTools seems to be aimed at creating 'doodads' only, so I get the feeling it'll lack extensive animation support. Hopefully StarTools supports everything, but at the moment it's kind of a motivator to keep going because I can extend my plugin to whatever degree I want whereas StarTools will be a utility we'll depend on Blizzard for.
I'll be updating the importer in the future to use 'Starcraft 2' shaders and 'Starcraft 2 Bitmap' maps so that they hold all the extra settings and exporting them back out after modification will be easier. That's when I get the time :(.
yeah NiN i knew it was a bounding sphere (used to do alot of war3 models know all about it) but i was just letting other people know that if they imported a sc2 model they'd have to unhide and delete the sphere :)
when you select it in max make sure it selects every bit of it. If it's not selecting every piece of geometry go into editable mesh mode, press 5 for object level editing and click the attach button then click on each piece until it's all one mesh.
This.
Sorry if I didn't explain it that much, but I was on the run.
Your problem is that the model you're trying to export is not one single mesh. Usually no one (I've actually not met anyone that does it) models everything from one cube, or sphere or anything to create one single mesh. Usually you model a chatacter's body, then you do spheres as eyes, then you do planes as hair and such, leaving you with many meshes in the end.
In order to fix this you have to "attach" the meshes like CF said.
I understand you probably haven't used 3ds max before and just wanted to post a model, so here's a mini tutorial:
First make sure everything is a mesh, do this by selecting EVERYTHING in the scene, if there's hidden geometry, unhide it.
Right click to bring up the context menu and unhide all
After that you want to select everything, you can do this in many ways, the easiest one is to just use the "select and move" button to drag an area and that will select everything for you.
Then you wanna right click again to bring up the context menu but this time you'll turn your geometry to editable meshs
Now that you have everything as a mesh you can proceed to attaching each other, just select one of them And go to edit geometry rollout, find the "attach" button and click the meshes you want to attach.
Repeat the attaching process for every mesh you want to attach.
Though, I have to agree with NiNToxicated, when you convert .m3 to 3ds max you lose model data and you lose even more model data when you convert back to .m3 from 3ds max. So Rotating your model with this method wouldn't be effective.
Sorry to whore out your topic, NiN, but this is where people come for assistance :P
made some item models for terran but stripping them off the units.
PLEASE post these models and/or give a little rundown of how you popped them out - I would REALLY love some good Item models to use instead of crates...
I am having issues when I try to export to .m3. Here are two screenshots of my settings. I started a new scene with just a box in it. Very simple. I am using 3ds Max 2010 with the most updated exporter and importer. As well as the exporter plugin. Any help would be greatly appreciated!
Thanks Skizot! That fixed my problem. I had previously fixed it back downgrading to .07 but upon reading your reply. Reloading the script after max loaded worked! Time to get busy!
I've got a weird issue. If I load my map into the editor or play it, then I'll see my placed new models.
But if a friend loads my map into his editor or plays the map, he will see only blue shader like models. I just wonder what's wrong?!
When you export your model with the exporter, the script has a part where it asks you 'use material path'. If you leave this checked, it will point the .M3 to the texture location where you have it set in your .MAX file.
You want to uncheck that so it goes to Assets\Textures; so that the .M3 will look for texture files in that directory (Blizzard's default directory for textures).
Once you've exported an .m3, take it and your textures and import them into your map. Put your texture files into an Assets\Textures folder in the Import Editor. Save the map. The model should be sourcing your textures from within the map now.
Quote from Triceron:
@Cyb3rD3lux3: Go
When you export your model with the exporter, the script has a part where it asks you 'use material path'. If you leave this checked, it will point the .M3 to the texture location where you have it set in your .MAX file.
You want to uncheck that so it goes to Assets\Textures; so that the .M3 will look for texture files in that directory (Blizzard's default directory for textures).
Once you've exported an .m3, take it and your textures and import them into your map. Put your texture files into an Assets\Textures folder in the Import Editor. Save the map. The model should be sourcing your textures from within the map now.
Thanks for your help, but that is not my problem.
You don't understand... I do it like you say, you can even see ingame pictures from my model on the previous page.
But if I send the map to a friend, the friend will not see the textures ingame and in the Galaxy Editor. He can only see the imported texturefiles in the ImportManager with the right preview but the rest will not work. In contradiction to that all stuff works with my editor and within the ingame test.
I know how to move files and make paths, that's not the problem.
Haven't tried giving my maps to others yet but this might solve your issue:
In the file import window, once you have your models imported, import your textures as well. Once those are imported it'll save your textures with the map (and make the map size much larger).
The issue i see happening is it may not save file paths but keep your fingers crossed. Let me know if it works ;)
I save always my stuff and my paths work correctly. What about a little test? You make a map with a small custom model and then we will see whether I can see your model correctly. You can attach your map here.
Is this ever going to be a standalone application? I can't afford max, nor do I want to torrent it, and it'd be great if we had even a command line program to convert from, say, collada to .m3.
From what I know, .M3 is based off Max, and Blizzard has been using Max primarily to create assets for their games. Max is the go-to 3D application if you want to export custom models into Starcraft 2. Even if you use other modelling programs to work in, you should still have Max simply for exporting.
made some item models for terran but stripping them off the units.
when you select it in max make sure it selects every bit of it. If it's not selecting every piece of geometry go into editable mesh mode, press 5 for object level editing and click the attach button then click on each piece until it's all one mesh.
@crazyfingers619: Go
also if you have imported an existing model.. make sure to show all hidden models... there's a sphere hidden.
@HeroicPrinny: Go
I'm sorry I haven't responded to your PM's, I'm flatout at the moment. Barely have time to respond on this forum ><. I don't think rotating your model through the exporter is the way to go, since you'll lose all animation of the model, unless you just want to rotate a model that only has geometry. If so, then yes you can definitely use this plugin. You'll have to go to the display tab of 3ds max, click on the Unhide everything button, and you'll have to delete everything that isn't the main mesh before you'll be able to export.
@Skizot: Go The sphere is the bounding sphere. At the moment I don't know what to do with it so I'm just hiding it. For my exporter I want people to be able to provide their own bounding spheres instead of relying on the extents of the mesh so that's future development in the works there.
Thanks guys for all your kind words and I love seeing the models you guys are putting into the game, really cool. I hope to expand the exporter at some stage to provide the juicy things such as bone support, animation, attachments, particle/ribbon emitters, etc. Obviously it's pretty far off but the potential is definitely there. I tried to read up a bit about StarTools, with what little is known. StarTools seems to be aimed at creating 'doodads' only, so I get the feeling it'll lack extensive animation support. Hopefully StarTools supports everything, but at the moment it's kind of a motivator to keep going because I can extend my plugin to whatever degree I want whereas StarTools will be a utility we'll depend on Blizzard for.
I'll be updating the importer in the future to use 'Starcraft 2' shaders and 'Starcraft 2 Bitmap' maps so that they hold all the extra settings and exporting them back out after modification will be easier. That's when I get the time :(.
@NiNtoxicated01: Go
yeah NiN i knew it was a bounding sphere (used to do alot of war3 models know all about it) but i was just letting other people know that if they imported a sc2 model they'd have to unhide and delete the sphere :)
This.
Sorry if I didn't explain it that much, but I was on the run. Your problem is that the model you're trying to export is not one single mesh. Usually no one (I've actually not met anyone that does it) models everything from one cube, or sphere or anything to create one single mesh. Usually you model a chatacter's body, then you do spheres as eyes, then you do planes as hair and such, leaving you with many meshes in the end.
In order to fix this you have to "attach" the meshes like CF said. I understand you probably haven't used 3ds max before and just wanted to post a model, so here's a mini tutorial:
First make sure everything is a mesh, do this by selecting EVERYTHING in the scene, if there's hidden geometry, unhide it. Right click to bring up the context menu and unhide all
After that you want to select everything, you can do this in many ways, the easiest one is to just use the "select and move" button to drag an area and that will select everything for you. Then you wanna right click again to bring up the context menu but this time you'll turn your geometry to editable meshs
Now that you have everything as a mesh you can proceed to attaching each other, just select one of them And go to edit geometry rollout, find the "attach" button and click the meshes you want to attach.
Repeat the attaching process for every mesh you want to attach.
Though, I have to agree with NiNToxicated, when you convert .m3 to 3ds max you lose model data and you lose even more model data when you convert back to .m3 from 3ds max. So Rotating your model with this method wouldn't be effective.
Sorry to whore out your topic, NiN, but this is where people come for assistance :P
@Skizot: Go
Omg a SC2Mapster 3D Logo, that's so excellent :)
PLEASE post these models and/or give a little rundown of how you popped them out - I would REALLY love some good Item models to use instead of crates...
I am having issues when I try to export to .m3. Here are two screenshots of my settings. I started a new scene with just a box in it. Very simple. I am using 3ds Max 2010 with the most updated exporter and importer. As well as the exporter plugin. Any help would be greatly appreciated!
@kozm0naut: Go
sorry but they are for a project i am working on...
@DeKrasik: Go
try going to "run scripts" and reload the exporter that way. only way i seem to get it to work.
and this is for 228zips buggy map.
Thanks Skizot! That fixed my problem. I had previously fixed it back downgrading to .07 but upon reading your reply. Reloading the script after max loaded worked! Time to get busy!
@Cyb3rD3lux3: Go
When you export your model with the exporter, the script has a part where it asks you 'use material path'. If you leave this checked, it will point the .M3 to the texture location where you have it set in your .MAX file.
You want to uncheck that so it goes to Assets\Textures; so that the .M3 will look for texture files in that directory (Blizzard's default directory for textures).
Once you've exported an .m3, take it and your textures and import them into your map. Put your texture files into an Assets\Textures folder in the Import Editor. Save the map. The model should be sourcing your textures from within the map now.
@Cyb3rD3lux3: Go
Haven't tried giving my maps to others yet but this might solve your issue:
In the file import window, once you have your models imported, import your textures as well. Once those are imported it'll save your textures with the map (and make the map size much larger).
The issue i see happening is it may not save file paths but keep your fingers crossed. Let me know if it works ;)
this is what they SHOULD look like in the game 228Zip is making.
Skizot, check your PM's.
Is this ever going to be a standalone application? I can't afford max, nor do I want to torrent it, and it'd be great if we had even a command line program to convert from, say, collada to .m3.
Thanks!
From what I know, .M3 is based off Max, and Blizzard has been using Max primarily to create assets for their games. Max is the go-to 3D application if you want to export custom models into Starcraft 2. Even if you use other modelling programs to work in, you should still have Max simply for exporting.