right now i can't get particles to work very well by just planting a particle emitter and setting some basic values. i can only do basic. static particles this way. no matter what i change i can't get them to move through initial speed var :(
i've resorted to just ripping a working particle emitter from another model and just copy pasting it and editing it to suit my needs.
Same here. I've tried to recreate a particle emitter, but nothing worked, while all parameters has thee same values as one fomr imported sc2 model. So, I had to copy-paste too.
Do you have any plans of including ribbon creating tools?
Yes, it's in the queue :)
I'd like to fill the holes in other areas like materials and layers, after that particles and after that Ribbon.
The problem with ribbon is that it isn't described in any way like here http://code.google.com/p/libm3/w/list .
But there is RIB_ tag so it's possible to get in done :)
@Leruster: Have you found the M3 Particle Systems panel of my m3 addon for Blender?
When you hover a particle system attribute with the mouse a tooltip will appear. I made descriptions for serveral particle system attributes. The toolip will also show you the name of the hovered attribute. The attribute name you can then use and compare it with the PAR_ structure definition in the structures.xml file.
There are btw. more structures relevant to particles. RIB_ structures can have SRIB elements. And particles can be influenced by forces specified in a FOR_ structure. I can once again really recommend to use my python scripts to convert the m3 files to xml to get a better understanding of their structure.
You don't need Blender to execute them. You just need to install python 3 and call them via command line.
The script printXml.py takes a m3 filename/filepath as argument and prints the xml to the command line. You can then redirect it into a file if you want to by appending "> filename". Possible ways to call the scripts (tested on a Linux system):
You can run the command in that syntax on Windows too if you use cygwin. Cygwin comes with an installer which allows you to install a lot of linux command line tools on a Windows machine and call them in a Linux like console. Besides python3 you could install that way git-core, git gui and gitk which makes it easy to get and update the m3addon I made. To download the code you would run:
git clone git://github.com/flo/m3addon.git
With "git fetch" you can download new changes and review them with the graphical tool "gitk" as a version tree. A right click on a node in the version tree allows you then to switch to clicked version of the m3addon.
Speed Y seems to control the speed at which an animated particle will play through it's frames?
the values are odd however. setting it to 1 will make the animation play 8 times through it's lifetime.
0.25 will play twice. 0.1 seems to be the correct value (probably 0.125 would be more accurate)
and the corresponding custom property definition for Blender(init.py) with descriptions:
phase1StartImageIndex=bpy.props.IntProperty(default=0,min=0,max=255,subtype="UNSIGNED",options=set(),description="Specifies the cell index shown at start of phase 1 when the image got divided into rows and collumns")phase1EndImageIndex=bpy.props.IntProperty(default=0,min=0,max=255,subtype="UNSIGNED",options=set(),description="Specifies the cell index shown at end of phase 1 when the image got divided into rows and collumns")phase2StartImageIndex=bpy.props.IntProperty(default=0,min=0,max=255,subtype="UNSIGNED",options=set(),description="Specifies the cell index shown at start of phase 2 when the image got divided into rows and collumns")phase2EndImageIndex=bpy.props.IntProperty(default=0,min=0,max=255,subtype="UNSIGNED",options=set(),description="Specifies the cell index shown at end of phase 2 when the image got divided into rows and collumns")relativePhase1Length=bpy.props.FloatProperty(default=1.0,min=0.0,max=1.0,subtype="FACTOR",name="relative phase 1 length",options=set(),description="A value of 0.4 means that 40% of the lifetime of the particle the phase 1 image animation will play")
Note that a special material is required to have particles actually play their animation.
You are doing pretty well in use, I found some minor problems: == sc2 version present a model file banshee.m3, of which there are three materials, the first is used to model the latter two should be used for animationor particles, the problem is that m3 of your plug-in loaded when not used, the latter two materials, specifically, the second material has a file smoke.dds used to show the animation sequence attack engine issuedsmoke, your plug-in loading model did not use this file, I do not know where the problem, and I want to know how to teamcolor in case of default in opengl rendering, blizzard use glow.dds, and you are using teamcolor the flag in opengl is operating, == in order to figure out your 3dmax Decal in the plug-in, I spent two weeks just to confirm that opengl is what action, I also found sc2 map editor, animation sequences and plug-in solution and not the same species in banshee.m3 9 stcactual animation of the sequence, the editor in less than 7, it seems that a combination of which, I hope you have the time to answer my questions, I wish you a happy life
@Leruster: Go
So I tried to accept it but it said it wasok? So i'm asking if it shows for you if it's accepted otherwise i will accept it asap
I still see the 1.9 version so I guess it still needs approval :/
The Displace Material allows you to do these kind of refraction effects. Just open up Archon model in the editor or TerranSmallUnitDeath and check out what what's going on with the ground around them (and the model itself). It get distorted so this is what it's all about :)
@sc2newuser: Go
So couldn't you just ask instead of this sour 1st post?
So the first thing you need to to is to download the latest version. About a week ago there was a bug reported (well actually a whole section missing ;) ), the version that is out now is fully functional (in it's previous functionality boundaries).
The second thing is that do render the decals onto the model you need to apply second mapping channel. To do it in max, select the faces where you want the decals to be displayed, apply UVmap modifier, place the mapping gizmo so that there won't be any distortions of the map and change MAP CHANNEL parameter to 2 in the modifier.
After that apply decal map in the material but in layer options change MAP CHANNEL in the UVcoordinates section to 2; turn off the tiling on both U and V. And there you go. There's a working decal. I tried this with the version of a plugin that is available and it works in the editor.
Another note is that since you can import model with decal and export it back to the editor, it means that it's supported. It's described more or less in the description for the plugin.
As for the animations, the two animations that you refer to as being the extra ones are the banshee's rotors. GLstand means "Global Loop Stand". It seems that the engine is layering this animation onto other animations, just to skip reading separate rotor animations for the different behavior sequences. As you can clearly see, it's not supported but since you currently can't export it with the plugin you can work around it. Animate the rotor by hand and add it to every of currently existing animations.
Maybe you should try println's blender script, I don't know if it has that kind of animations support.
All you need to know about how to team color your model is right there, in front of your eyes, if you import the banshee into 3dsmax. Just look for a flag in Diffuse layer "Render Alpha as Team Color", check the alpha and see how material handles TeamColoring.
I hope that solves your problem. Please, don't be sour looser EVER again.
That MPQ editor will only extact some of the texures from the game assets, for example the textures beginning in "ui_" but it wont extract any unit textures.
version 2.0
i know about deceal and teamcolour yet,and glstand animation.
there has some trouble:
banshee.m3 animination sequences attack still has not use particle material smoke.m3
,what happen ,particle error i found no aniid ,particle id in stc ?
Well I imported Banshee and exported it back to the editor and I had the smoke animations on attack :/ Importer import the smoke material properly.
If you could describe your problem a bit more precise that would be great.
while import banshee.m3 it appears a messagebox because lack material it used
directory 3ds Max 2010\maps lack smoke.dds that used in attack sequence but it import successful
banshee.m3 text data
0 material Standard_5 flags: 0x04 blendmode: 0x00
Assets/Textures/Banshee_Diffuse.dds 0xec
Assets/Textures/Decal_Terran_0001_01.dds 0xe0
Assets/Textures/Banshee_Emissive.dds 0xec
Assets/Textures/Banshee_Emissive.dds 0xec
0x00
0x00
0x00
0x00
0x00
Assets/Textures/Banshee_Normal.dds 0xec
0xec
0xec
0xec
1 material wewew flags: 0x74 blendmode: 0x02
Assets/Textures/Glow_Orange1.dds 0xec
0xec
0xec
0xec
0xec
0x00
0x00
0x00
0x00
0xec
0x00
0x00
0x00
2 material Material #26 flags: 0x74 blendmode: 0x01 Assets/Textures/Smoke2.dds 0xec this used by particle but no animate data line band it
0x00
0xec
0xec
0x00
0xec
0xec
Assets/Textures/Smoke2.dds 0xec
0x00
0xec
0x00
0x00
0x00
Same here. I've tried to recreate a particle emitter, but nothing worked, while all parameters has thee same values as one fomr imported sc2 model. So, I had to copy-paste too.
@Leruster: Go
Do you have any plans of including ribbon creating tools?
Yes, it's in the queue :)
I'd like to fill the holes in other areas like materials and layers, after that particles and after that Ribbon. The problem with ribbon is that it isn't described in any way like here http://code.google.com/p/libm3/w/list . But there is RIB_ tag so it's possible to get in done :)
@Leruster: Have you found the M3 Particle Systems panel of my m3 addon for Blender?
When you hover a particle system attribute with the mouse a tooltip will appear. I made descriptions for serveral particle system attributes. The toolip will also show you the name of the hovered attribute. The attribute name you can then use and compare it with the PAR_ structure definition in the structures.xml file.
There are btw. more structures relevant to particles. RIB_ structures can have SRIB elements. And particles can be influenced by forces specified in a FOR_ structure. I can once again really recommend to use my python scripts to convert the m3 files to xml to get a better understanding of their structure. You don't need Blender to execute them. You just need to install python 3 and call them via command line.
The script printXml.py takes a m3 filename/filepath as argument and prints the xml to the command line. You can then redirect it into a file if you want to by appending "> filename". Possible ways to call the scripts (tested on a Linux system):
You can run the command in that syntax on Windows too if you use cygwin. Cygwin comes with an installer which allows you to install a lot of linux command line tools on a Windows machine and call them in a Linux like console. Besides python3 you could install that way git-core, git gui and gitk which makes it easy to get and update the m3addon I made. To download the code you would run:
With "git fetch" you can download new changes and review them with the graphical tool "gitk" as a version tree. A right click on a node in the version tree allows you then to switch to clicked version of the m3addon.
Speed Y seems to control the speed at which an animated particle will play through it's frames?
the values are odd however. setting it to 1 will make the animation play 8 times through it's lifetime.
0.25 will play twice. 0.1 seems to be the correct value (probably 0.125 would be more accurate)
@maverck: Go It's not a speed value at all. It are image indices which get wrongly converted to floats(source: structures.xml):
and the corresponding custom property definition for Blender(init.py) with descriptions:
Note that a special material is required to have particles actually play their animation.
diablo 3 is coming sc2 model hasn't complete
Makes a new account just to be a turd
Ok so for all interested, I've uploaded M3 Plugins version 2.0 with added Displace Material functionality.
http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
(it may be not visible for some time since it needs approval)
someone needs to get on that o.0
is it allowed now' It showed like allowed to me, I didn't test it but I was like WHAT DISPLACE MATERIAL?!?!?!
So I tried to accept it but it said it wasok? So i'm asking if it shows for you if it's accepted otherwise i will accept it asap
@Leruster: Go
You are doing pretty well in use, I found some minor problems: == sc2 version present a model file banshee.m3, of which there are three materials, the first is used to model the latter two should be used for animationor particles, the problem is that m3 of your plug-in loaded when not used, the latter two materials, specifically, the second material has a file smoke.dds used to show the animation sequence attack engine issuedsmoke, your plug-in loading model did not use this file, I do not know where the problem, and I want to know how to teamcolor in case of default in opengl rendering, blizzard use glow.dds, and you are using teamcolor the flag in opengl is operating, == in order to figure out your 3dmax Decal in the plug-in, I spent two weeks just to confirm that opengl is what action, I also found sc2 map editor, animation sequences and plug-in solution and not the same species in banshee.m3 9 stcactual animation of the sequence, the editor in less than 7, it seems that a combination of which, I hope you have the time to answer my questions, I wish you a happy life
I still see the 1.9 version so I guess it still needs approval :/ The Displace Material allows you to do these kind of refraction effects. Just open up Archon model in the editor or TerranSmallUnitDeath and check out what what's going on with the ground around them (and the model itself). It get distorted so this is what it's all about :)
@sc2newuser: Go So couldn't you just ask instead of this sour 1st post?
So the first thing you need to to is to download the latest version. About a week ago there was a bug reported (well actually a whole section missing ;) ), the version that is out now is fully functional (in it's previous functionality boundaries). The second thing is that do render the decals onto the model you need to apply second mapping channel. To do it in max, select the faces where you want the decals to be displayed, apply UVmap modifier, place the mapping gizmo so that there won't be any distortions of the map and change MAP CHANNEL parameter to 2 in the modifier. After that apply decal map in the material but in layer options change MAP CHANNEL in the UVcoordinates section to 2; turn off the tiling on both U and V. And there you go. There's a working decal. I tried this with the version of a plugin that is available and it works in the editor. Another note is that since you can import model with decal and export it back to the editor, it means that it's supported. It's described more or less in the description for the plugin.
As for the animations, the two animations that you refer to as being the extra ones are the banshee's rotors. GLstand means "Global Loop Stand". It seems that the engine is layering this animation onto other animations, just to skip reading separate rotor animations for the different behavior sequences. As you can clearly see, it's not supported but since you currently can't export it with the plugin you can work around it. Animate the rotor by hand and add it to every of currently existing animations.
Maybe you should try println's blender script, I don't know if it has that kind of animations support.
All you need to know about how to team color your model is right there, in front of your eyes, if you import the banshee into 3dsmax. Just look for a flag in Diffuse layer "Render Alpha as Team Color", check the alpha and see how material handles TeamColoring.
I hope that solves your problem. Please, don't be sour looser EVER again.
@Leruster:
That MPQ editor will only extact some of the texures from the game assets, for example the textures beginning in "ui_" but it wont extract any unit textures.
@Leruster: Go
Thx Leruster Displace Material works well. I tested XelNagaHullReactorSmall.m3. i know where I use it then. THX THX THX
@kailniris: Go
Glad you like it :) Did you resolve the camera issue?
@Leruster: Go
version 2.0 i know about deceal and teamcolour yet,and glstand animation. there has some trouble: banshee.m3 animination sequences attack still has not use particle material smoke.m3 ,what happen ,particle error i found no aniid ,particle id in stc ?
@sc2newuser: Go
Well I imported Banshee and exported it back to the editor and I had the smoke animations on attack :/ Importer import the smoke material properly. If you could describe your problem a bit more precise that would be great.
<<reply 706397="">>
while import banshee.m3 it appears a messagebox because lack material it used
directory 3ds Max 2010\maps lack smoke.dds that used in attack sequence but it import successful
banshee.m3 text data
0 material Standard_5 flags: 0x04 blendmode: 0x00
Assets/Textures/Banshee_Diffuse.dds 0xec
Assets/Textures/Decal_Terran_0001_01.dds 0xe0
Assets/Textures/Banshee_Emissive.dds 0xec
Assets/Textures/Banshee_Emissive.dds 0xec
0x00
0x00
0x00
0x00
0x00
Assets/Textures/Banshee_Normal.dds 0xec
0xec
0xec
0xec
1 material wewew flags: 0x74 blendmode: 0x02
Assets/Textures/Glow_Orange1.dds 0xec
0xec
0xec
0xec
0xec
0x00
0x00
0x00
0x00
0xec
0x00
0x00
0x00
2 material Material #26 flags: 0x74 blendmode: 0x01
Assets/Textures/Smoke2.dds 0xec this used by particle but no animate data line band it
0x00
0xec
0xec
0x00
0xec
0xec
Assets/Textures/Smoke2.dds 0xec
0x00
0xec
0x00
0x00
0x00
@sc2newuser: Go
Do you have StarCraft textures unpacked? No hate here but I really have a hard time understanding what you post :/
@Leruster:
import 2.0 didn't use smoke.dds import appears a messagebox because lack material it used