import 2.0 didn't use smoke.dds import appears a messagebox because lack material it used
You need to have all the necessary maps in a folder which max uses to take textures from. So for banshee it will be:
Banshee_Diffuse.dds
Banshee_Emissive.dds
Banshee_Normal.dds
Decal_Terran_0001_01.dds
Glow_Orange1.dds
Smoke2.dds
The script imports them correctly, just checked it out. The material which uses smoke is also present, it's used by the particle emitter and there is the reference for it.
You do not have the required textures in the 3ds max "maps" directory. Try extracting them with the editor or with an MPQ tool and putting the exported file in the 3ds max maps folder. That should do it.
Tested it myself too and it seems to be alright and working.
Does not succeed unfortunately. I anything you changed always just as bad.
Ok I'll look into it
EDIT: Ok now I see the problem :) Unfortunately I can't correct it now.
The problem is that the script is setting the DOF (Depth of Field) value to be 1. Apparently it's way to much for this scene :)
I'll add either a feature or a way to set it the way you want.
Another interesting thing is that the flare and the background don't animate, the atmosphere ends with solid line (propably the tint parameter missing which is not supported by importer/exported yet) and the planet uses composite material which is also unsupported :/
So today I can add one feature, for the DoF value.
What do you want to achieve with this model?
Maybe you could try println's python script and just edit the values that you want to change.
It's really handy tool and I'd recommend it to everyone who wants to just change some things in the model file.
Go to materials, check if the smoke material present. To see what materials should be present, check the model in the model viewer of sc2 editor. If the material present in material editor, click on "none" button at Diffuse map, select starcraft2 bitmap and then select the smoke2.dds. Then select model's smoke particle and check if it has a link to the material.
If the material not present in material editor, just select any grey ball, click on create or whatever the button is named and pick starcraft2 at the list and it will create the material. Also, u'll need to set "blend mode" and 2 other modes to the values you can check in model viewer for the sc2 editor. Just try, it's simple.
Press "H" (list of all models, space warps and other nodes in the scene) and search for Star2Par* models. These are particle emiters. There, on top, you can see which material is attached to it.
Hey thanks a bunch for updating the plugins. Camera support was near and dear to me. Also thanks for the promt fixes. Its good to see someone going to the effort of providing the tools we need when Blizzard won't.
I do have a request though: If possible and perhaps if its not too much hassel, could you add camera import support to the mdx plugin thats in that package?
To provide a background of why this would be nice to have (we can live without it) I would like to direct your attention of a little project that I, Malpheus and a few others have been working on: http://brokenalliances.com/forums/downloads.php?do=cat&id=10
Now these model packages include all of the unit sounds. For the most part they are skipable. But the object is to slowly port over the entire Blizzard Warcraft 3 assets for use in StarCraft 2. However the mdx import script will not import the cameras from the portrait models.
Now the reason why this is a better option than WoW models is that the polygon count for WoW models is abusrdly high as well as the texture resolution is more than you really need.
Now you and I may notice the difference because we know what to look for. The player will not however and I've proven this by showing maps with the warcraft 3 models in them and asking if they notice the difference. Unless it turns out that they guy was a modder or knew something about CG the answer has been a universal no.
What Warcraft 3 models does do, however, is allow us to use an abusrd amount of them. With the improvement in the pathing engine and the extremely small size (not counting sounds) of the WarCraft 3 models means you can fit them into the map without having to use dependencies. WarCraft 3 import file size is usually around 1/3 to 1/5 of a WoW model.
We can live without the cameras (making them ourselves) but there are a LOT of warcraft 3 models to go through and nearly all require at least some tweaking and it would really be a time saver to be able to import the WarCraft 3 cameras with the portrait models and be able to use those (with minor adjustments if nessecary).
Once again thank you for your work on the script. I now have the capacity to do a lot more with both WarCraft 3, WoW, WW2 (from scratch) and a few spaceship models I and my team have either made or ported over.
I'm really sorry to say that but it's very unlikely that I would do the camera import from the .mdx format.
If you need it only for the portrait then I think that it is not that big of a deal. After all, you can set the perspective view and create a camera of of it (Create -> Camera -> From View). That's like 10s of work, literally.
Just a hint, maybe you could render out normal maps for the models? I mean in most cases those textures have deeper areas blacked out, that might work :)
I strongly believe that Blizzard will eventually release the tools ;)
thank you
1.ths setting is right? left picture is setting
2.the banshee has no material in this state,and Play animation has no smoke , but i see zealot.m3 has material in
this state ,what wrong?
What do you want to achieve with this model? Maybe you could try println's python script and just edit the values that you want to change. It's really handy tool and I'd recommend it to everyone who wants to just change some things in the model file.
If he would manage to fix the error, would make StarArmada to a map unique background
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You need to have all the necessary maps in a folder which max uses to take textures from. So for banshee it will be: Banshee_Diffuse.dds Banshee_Emissive.dds Banshee_Normal.dds Decal_Terran_0001_01.dds Glow_Orange1.dds Smoke2.dds
The script imports them correctly, just checked it out. The material which uses smoke is also present, it's used by the particle emitter and there is the reference for it.
@Leruster: Go
Does not succeed unfortunately. I anything you changed always just as bad.
You do not have the required textures in the 3ds max "maps" directory. Try extracting them with the editor or with an MPQ tool and putting the exported file in the 3ds max maps folder. That should do it.
Tested it myself too and it seems to be alright and working.
Ok I'll look into it
EDIT: Ok now I see the problem :) Unfortunately I can't correct it now. The problem is that the script is setting the DOF (Depth of Field) value to be 1. Apparently it's way to much for this scene :) I'll add either a feature or a way to set it the way you want.
Another interesting thing is that the flare and the background don't animate, the atmosphere ends with solid line (propably the tint parameter missing which is not supported by importer/exported yet) and the planet uses composite material which is also unsupported :/
So today I can add one feature, for the DoF value.
What do you want to achieve with this model? Maybe you could try println's python script and just edit the values that you want to change. It's really handy tool and I'd recommend it to everyone who wants to just change some things in the model file.
@Leruster: Go
import 2.0 does not use smoke2.dds file is not because the file is missing and it does not use glow.dds,it use teamcolour flag
You can set these maps manually after the import, you can also create the material if one wasn't created and link it to the particle.
@Zolden: Go
how to do? I never used 3dmax
@sc2newuser: Go
Go to materials, check if the smoke material present. To see what materials should be present, check the model in the model viewer of sc2 editor. If the material present in material editor, click on "none" button at Diffuse map, select starcraft2 bitmap and then select the smoke2.dds. Then select model's smoke particle and check if it has a link to the material.
If the material not present in material editor, just select any grey ball, click on create or whatever the button is named and pick starcraft2 at the list and it will create the material. Also, u'll need to set "blend mode" and 2 other modes to the values you can check in model viewer for the sc2 editor. Just try, it's simple.
@Zolden: Go
thank you , i try
help how to select model's smoke particle and check if it has a link to the smoke2.dds material?
Press "H" (list of all models, space warps and other nodes in the scene) and search for Star2Par* models. These are particle emiters. There, on top, you can see which material is attached to it.
Hey thanks a bunch for updating the plugins. Camera support was near and dear to me. Also thanks for the promt fixes. Its good to see someone going to the effort of providing the tools we need when Blizzard won't.
I do have a request though: If possible and perhaps if its not too much hassel, could you add camera import support to the mdx plugin thats in that package?
To provide a background of why this would be nice to have (we can live without it) I would like to direct your attention of a little project that I, Malpheus and a few others have been working on: http://brokenalliances.com/forums/downloads.php?do=cat&id=10
Now these model packages include all of the unit sounds. For the most part they are skipable. But the object is to slowly port over the entire Blizzard Warcraft 3 assets for use in StarCraft 2. However the mdx import script will not import the cameras from the portrait models.
Now the reason why this is a better option than WoW models is that the polygon count for WoW models is abusrdly high as well as the texture resolution is more than you really need.
See these pics of SC2 units and WarCraft 3 units in the same game: http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_15_31.jpg http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_15_55.jpg http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_14_08.jpg http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_13_59.jpg
Now you and I may notice the difference because we know what to look for. The player will not however and I've proven this by showing maps with the warcraft 3 models in them and asking if they notice the difference. Unless it turns out that they guy was a modder or knew something about CG the answer has been a universal no.
What Warcraft 3 models does do, however, is allow us to use an abusrd amount of them. With the improvement in the pathing engine and the extremely small size (not counting sounds) of the WarCraft 3 models means you can fit them into the map without having to use dependencies. WarCraft 3 import file size is usually around 1/3 to 1/5 of a WoW model.
We can live without the cameras (making them ourselves) but there are a LOT of warcraft 3 models to go through and nearly all require at least some tweaking and it would really be a time saver to be able to import the WarCraft 3 cameras with the portrait models and be able to use those (with minor adjustments if nessecary).
Once again thank you for your work on the script. I now have the capacity to do a lot more with both WarCraft 3, WoW, WW2 (from scratch) and a few spaceship models I and my team have either made or ported over.
@FockeWulf: Go
I'm really sorry to say that but it's very unlikely that I would do the camera import from the .mdx format. If you need it only for the portrait then I think that it is not that big of a deal. After all, you can set the perspective view and create a camera of of it (Create -> Camera -> From View). That's like 10s of work, literally.
Just a hint, maybe you could render out normal maps for the models? I mean in most cases those textures have deeper areas blacked out, that might work :)
I strongly believe that Blizzard will eventually release the tools ;)
But I wish you best guys! Really :)
@Leruster: Go
thank you 1.ths setting is right? left picture is setting 2.the banshee has no material in this state,and Play animation has no smoke , but i see zealot.m3 has material in this state ,what wrong?
@sc2newuser: Go
You won't see the particle animations in 3dsmax. You need to set it up in max and see how it looks in the StarCraft editor.
@FockeWulf: Go
Oh and I wanted to ask also: isn't there a way to keep the original colors on the wireframe pictures? Not to have them colored greenish?
@Leruster: Go
how to setup? can you tell me i found an error the particle has no material ,how to band it ?
who can tell me ,after imort banshee.m3 ,What can I do to make show banshee smoke particl right. import can do it automatic?
@Leruster: Go
how to setup ?
If he would manage to fix the error, would make StarArmada to a map unique background