I'd like to report a huge problem with particles. Emitted particles can display alpha mask, but there seems to be no diffuse map. Particles are just black particles. As such, emissive fails as well.
Is there any clue as to how one can setup particles from scratch or otherwise?
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
MAXScript Auto-load Script Error - C:\Program Files (x86)\Autodesk\3ds Max 9\PlugIns\sc2_objects.ms Exception: Syntax error: at on, expected <rollout clause>
In line: on c <<
This error is occurring in 3DSmax8 and 3DSmax 2008 as well.
It happens in the function rollout pemitsettui "Particle Parameters"
under group "Particle Colour"
I marked out all six lines where it says:
on <event> changed val do (<color option> = SetP4Col val)
(Marking out is done by adding two dashes in front of the first character in the line).
In 3DSmax 2008 this 'plugin' script runs fine now at startup,
though I'm not sure what consequences it has, to mark out these lines.
It says: ".. You can’t execute code directly within a rollout. You need to define functions or event handlers, then put the code in it. You’ll also have to explicitly state that the new variables are either local or global.."
This would mean that these event handlers ("on <event> ..") should be placed outside of the rollout pemitsettui "Particle Parameters"
if it's really necessary to execute the function SetP4Col val ..
I've updated the scripts recently to support import and export of (working!) lights as well. See this thread for more information. I've asked NiNtoxicated to include it in his assets. If somebody is urgently craving for the scripts, I can also upload them to rapidshare or so, until I've got news from NiN.
I'm still working on my version when I have time, although I'll have to look at Otacon's to see if he already fixed anything I was doing already. I've been a bit busy recently and my big SC mods (Emergence Day and SvM) have kind of taken backseat for a while (we're trying to release one of our games this summer). On the plus side, our game is hopefully going to be an awesome success (or a total failure... there is really no middle ground on this one unfortunately. Damn multiplayer games need a big player base).
I return with another problem. When I export the model using m3 exporter (converted to editable mesh, applied sc2 material) 3ds freezes and seems to be working in the background. Thats fine but then I see something like "MXS auto increased heap size to <here appears a 9 digit number>" and at about 200kk it crashes.
Can I have a modified exporter that exports only bones/animation information, that doesn't export mesh nor geometry and doesn't check for them.
I'm requesting this to make more tests on the .m3a format and while I was doing the modifying myself the code confused me beyond reason and never could get my changes right :P
The current exporter doeshave checkboxes but even if you deselect export geometry it errors if it doesn't find a mesh.
I'd like to report a huge problem with particles. Emitted particles can display alpha mask, but there seems to be no diffuse map. Particles are just black particles. As such, emissive fails as well.
Is there any clue as to how one can setup particles from scratch or otherwise?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
Adding particles to my list.
How large are the material maps you're using?
the same size as that of blizzard content. And I've tested with blizzard textures. I've also tried 1k textures. Same results.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@maverck: Go
MAXScript Auto-load Script Error - C:\Program Files (x86)\Autodesk\3ds Max 9\PlugIns\sc2_objects.ms Exception:
Syntax error: at on, expected <rollout clause>In line: on c <<This error is occurring in 3DSmax8 and 3DSmax 2008 as well. It happens in the function rollout pemitsettui "Particle Parameters" under group "Particle Colour"
I marked out all six lines where it says: on <event> changed val do (<color option> = SetP4Col val)
(Marking out is done by adding two dashes in front of the first character in the line).
In 3DSmax 2008 this 'plugin' script runs fine now at startup, though I'm not sure what consequences it has, to mark out these lines.
Anyway, I think a relevant explanation can be found here: http://area.autodesk.com/forum/autodesk-3ds-max/maxscript/syntax-problem-rollouts/page-last/
It says: ".. You can’t execute code directly within a rollout. You need to define functions or event handlers, then put the code in it. You’ll also have to explicitly state that the new variables are either local or global.."
This would mean that these event handlers ("on <event> ..") should be placed outside of the rollout pemitsettui "Particle Parameters" if it's really necessary to execute the function SetP4Col val ..
The language has changed slightly over the last few years. It's not exactly unlikely for you to have run into errors.
Gl man, nobel effort
I've updated the scripts recently to support import and export of (working!) lights as well. See this thread for more information. I've asked NiNtoxicated to include it in his assets. If somebody is urgently craving for the scripts, I can also upload them to rapidshare or so, until I've got news from NiN.
Otacon2k
NiN would say yes, I believe.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
He already did, by the way. I sent him the scripts and he will put them to his assets.
Any word on the progress of this tool?
From the recent Q and A it seems very unlikely Blizzard will release their art tools anytime soon.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I'm still working on my version when I have time, although I'll have to look at Otacon's to see if he already fixed anything I was doing already. I've been a bit busy recently and my big SC mods (Emergence Day and SvM) have kind of taken backseat for a while (we're trying to release one of our games this summer). On the plus side, our game is hopefully going to be an awesome success (or a total failure... there is really no middle ground on this one unfortunately. Damn multiplayer games need a big player base).
anyone knows a script that works with max 2011?
The nintoxicated's m3 exporter works with max 2011. I am using it
damn I must have done sth wrong then... Thanks
I return with another problem. When I export the model using m3 exporter (converted to editable mesh, applied sc2 material) 3ds freezes and seems to be working in the background. Thats fine but then I see something like "MXS auto increased heap size to <here appears a 9 digit number>" and at about 200kk it crashes.
Whats going on?
@NiNtoxicated01: Go
Where To Download ? Download Link ?
Can I have a modified exporter that exports only bones/animation information, that doesn't export mesh nor geometry and doesn't check for them.
I'm requesting this to make more tests on the .m3a format and while I was doing the modifying myself the code confused me beyond reason and never could get my changes right :P
The current exporter doeshave checkboxes but even if you deselect export geometry it errors if it doesn't find a mesh.
@NiNtoxicated01: Go
Err How do you use it ?
http://forums.sc2mapster.com/resources/third-party-tools/963-m3-exporter/?page=31#p608
Any progress on the exporter/importer tool?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.