The plugin imports and exports particles just as a string of data with no visual feedback in 3dsmax.
It's just like with air, you can describe air as a mixture of oxygen and hydrogen and carbon and other elements but you can't see it ;) It's just there!
all you can do. is import models and look at how blizzard has them setup and try replicating it.
YOU WONT SEE ANY PARTICLES IN 3DSMAX. EVER. YOU CANNOT EVER SET IT UP THIS WAY.
you make a sc2 particle emitter. you try some settings. you import it to sc2 and see if it works. THATS THE ONLY WAY.
please. enough of this. you're seeking some golden answer thats going to solve all your problems. we dont have it.
I have a question to all you 3dsmax scripts users.
In the next release there will be volume material added as well as big improvement to the layer system which will contribute in many areas. I think it is really important part of the whole creation process whether you just mod the models or create everything from scratch.
Animation flags may be also added.
Right now there is a lot of information lost during the import process and I think that we, max users, think a bit differently of the layers, not the way we should.
I'll have youtube video explaining what and why when I release it.
After that I want to heavily focus on particles and after that on ribbon effect. Lights support may also come in the process somewhere.
I know that the ribbon is something that you really want but is there something you want to change/add/have in the script? Maybe there's something annoying or you think that may work better?
If you could just point out your request, that would be great. I'd have a nice handy dandy list.
Also, I really, strongly recommend anyone using println's python scripts or at least get familiar with m3ToXml and XMLtoM3 since they really save a lot of time if you want to change just a value.
my request:first ,make a avi file that have sc2 modle particle effect In the visual.
two ,have ribbon effect.
three camer ,light effect.
four character,maps.
just like wow model viewer.
I've seen md33 not md34.
1. I haven't tried the last version you released, maybe you have fixed it yet. I'm talking about Preserver's semitransparent blue glowing skin. I've been trying to make it work, but without success.
2. Is it possible the script to create keyframes at the first and the last frames of each animations in case they are missed? It's actually not a big deal, I can do it manually... but sometimes i forget :)
3. I haven't tried it yet, but was always curious about, maybe u're familiar with the subject: first, glass looking reflictile materials like a protoss forcefield and second, missiles, whose tails become longer if the missile fly faster, like the mothership missile one. Does the exporter maintain these types of models?
I don't have this error but if you are reporting one it's always a good practice to describe a situation in which it has occurred :)
What did you export? Did you do it yourself or is it existing StarCraft II asset being exported?
To make the blades more solid you can change the map ZealotBladeGlow.dds to be less opaque. The same goes with FireAnim_X4LightBlue.dds, edit the alpha channel. See how the materials for the Zealot are constructed.
2. Yeah, it's possible but would you like it to happen? I mean, maybe it would be better if you'd do it by hand? That kind of automation can produce a lot of unwanted results. There's just so much things that can be animated.
Ok what parameters would you like to support this? Bones?
3. Try the latest version. A huge chunk of the forcefield effect is achieved with displacement materials which are supported in the latest version :)
I think that if you just open up the model everything will be revealed. What about the scene from StarCraft II campaign cinematic? With Raynor in Joey's pub? There was a glass. Did you check that out?
Mothership missiles? Mothership doesn't shoot missiles but I'd go with particles with that one. The faster the object would go the more space would end up being between the emitted particles. But emitted quite often, big rate.
Ok what parameters would you like to support this? Bones?
Now I think it wasn't realy good idea. It never take more then 10 seconds. You better keep doing realy useful things.
And I'll try the latest version to check if preserver's skin work now. And the missile tail thing. It feels like it isn't a particle effect, because no matter how fast the missile fly, there is no particles seen, like it's a solid thing like a ribbon, but tensile. I've tried to use particles for tails, I had realy much of them, but they are always visible like a distinct particles. But the mothership missile model has realy smooth tail. I'll check it tomorrow.
But what about the preserver? I don't know what it is :)
As for the tail I think you should ask guys who know the data options better. I think that the velocity of a model is an available parameter. You could couple the tail model with the tail's scale or length (whatever would cause to stretch it).
Leruster, i narrowed it down and it seems to be something the animations of all models. That's what prevents me from exporting on 2012.
Also, i gotta mention that those blades are ingame textures. Also, do you have any idea on how the phoenix rays work? The ones it spawns behind it when it moves...
Initially, Preserver model has an unique glowing skin which is transparent when we look at lower angle (between the line of sight and the normal), and become non-transparent and blue when we look at higher angles.
After simple import-export with no changes it loses the skin which start to look like you can see at the image attached.
This skin uses EnergyPlane3.dds which is placed at Emissive map 2, and it looks ok inside 3ds max, but doesn't work after export, even if I use the 2.0 version. Would be cool to have it work.
About the MothershipMissile.m3. Looks like it uses ribbon. After import it has a bone named Star2Ribbon02. And there are only 2 of 3 materials in material editor. It misses the one which supposed to be connected to the ribbon, it has a texture named emergytrail.m3.
Btw, I've tried to import-export the forcefield model, and it has succesfully retained its glass looking refracting properties. So, we can create some pretty looking glass models.
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smoke,smoke, why no smoke? who can tell me
@sc2newuser: Go
Man, I already told you. You won't see the particles in 3dsmax. For now it's just not possible.
@Leruster: Go
import has suport particle? you can tell how show particle in opengl?
The plugin imports and exports particles just as a string of data with no visual feedback in 3dsmax. It's just like with air, you can describe air as a mixture of oxygen and hydrogen and carbon and other elements but you can't see it ;) It's just there!
@Leruster: Go
oh,my god you can tell me 3dmax how to show particls in opengl? for example,particle emitte how to show time line and Particle display in where?
@sc2newuser:
you can't. stop with these questions please. this is not the place to learn 3dsmax from scratch.
@maverck: Go
i make a smoke particle avi, but i don't know how to do with m3 plugin,can you tell me?
all you can do. is import models and look at how blizzard has them setup and try replicating it.
YOU WONT SEE ANY PARTICLES IN 3DSMAX. EVER. YOU CANNOT EVER SET IT UP THIS WAY.
you make a sc2 particle emitter. you try some settings. you import it to sc2 and see if it works. THATS THE ONLY WAY.
please. enough of this. you're seeking some golden answer thats going to solve all your problems. we dont have it.
I have a question to all you 3dsmax scripts users. In the next release there will be volume material added as well as big improvement to the layer system which will contribute in many areas. I think it is really important part of the whole creation process whether you just mod the models or create everything from scratch. Animation flags may be also added. Right now there is a lot of information lost during the import process and I think that we, max users, think a bit differently of the layers, not the way we should.
I'll have youtube video explaining what and why when I release it.
After that I want to heavily focus on particles and after that on ribbon effect. Lights support may also come in the process somewhere.
I know that the ribbon is something that you really want but is there something you want to change/add/have in the script? Maybe there's something annoying or you think that may work better? If you could just point out your request, that would be great. I'd have a nice handy dandy list.
Also, I really, strongly recommend anyone using println's python scripts or at least get familiar with m3ToXml and XMLtoM3 since they really save a lot of time if you want to change just a value.
Thanks in advance <3
thank you two
my request:first ,make a avi file that have sc2 modle particle effect In the visual. two ,have ribbon effect. three camer ,light effect. four character,maps. just like wow model viewer. I've seen md33 not md34.
Leruster, in case somebody hasn't said anything about this yet, the script pops an error on line 2123, "akey.stcInd = M3E_findSTCframe akey.frame"
on 3ds max 2012.
Also, does anybody have an idea on what particles i should use for this?
I mean the "wings" on the back of the zealot. I also want to make the blade particles stronger, so that they look more solid.
@Leruster: Go
1. I haven't tried the last version you released, maybe you have fixed it yet. I'm talking about Preserver's semitransparent blue glowing skin. I've been trying to make it work, but without success.
2. Is it possible the script to create keyframes at the first and the last frames of each animations in case they are missed? It's actually not a big deal, I can do it manually... but sometimes i forget :)
3. I haven't tried it yet, but was always curious about, maybe u're familiar with the subject: first, glass looking reflictile materials like a protoss forcefield and second, missiles, whose tails become longer if the missile fly faster, like the mothership missile one. Does the exporter maintain these types of models?
@Statharas: Go
I don't have this error but if you are reporting one it's always a good practice to describe a situation in which it has occurred :) What did you export? Did you do it yourself or is it existing StarCraft II asset being exported? To make the blades more solid you can change the map ZealotBladeGlow.dds to be less opaque. The same goes with FireAnim_X4LightBlue.dds, edit the alpha channel. See how the materials for the Zealot are constructed.
@Zolden: Go
1. Preserver's? :)
2. Yeah, it's possible but would you like it to happen? I mean, maybe it would be better if you'd do it by hand? That kind of automation can produce a lot of unwanted results. There's just so much things that can be animated.
Ok what parameters would you like to support this? Bones?
3. Try the latest version. A huge chunk of the forcefield effect is achieved with displacement materials which are supported in the latest version :) I think that if you just open up the model everything will be revealed. What about the scene from StarCraft II campaign cinematic? With Raynor in Joey's pub? There was a glass. Did you check that out? Mothership missiles? Mothership doesn't shoot missiles but I'd go with particles with that one. The faster the object would go the more space would end up being between the emitted particles. But emitted quite often, big rate.
Thanks for the feedback, keep it coming gents :)
Now I think it wasn't realy good idea. It never take more then 10 seconds. You better keep doing realy useful things.
And I'll try the latest version to check if preserver's skin work now. And the missile tail thing. It feels like it isn't a particle effect, because no matter how fast the missile fly, there is no particles seen, like it's a solid thing like a ribbon, but tensile. I've tried to use particles for tails, I had realy much of them, but they are always visible like a distinct particles. But the mothership missile model has realy smooth tail. I'll check it tomorrow.
@Zolden: Go
But what about the preserver? I don't know what it is :) As for the tail I think you should ask guys who know the data options better. I think that the velocity of a model is an available parameter. You could couple the tail model with the tail's scale or length (whatever would cause to stretch it).
Leruster, i narrowed it down and it seems to be something the animations of all models. That's what prevents me from exporting on 2012.
Also, i gotta mention that those blades are ingame textures. Also, do you have any idea on how the phoenix rays work? The ones it spawns behind it when it moves...
@Leruster: Go
Initially, Preserver model has an unique glowing skin which is transparent when we look at lower angle (between the line of sight and the normal), and become non-transparent and blue when we look at higher angles.
After simple import-export with no changes it loses the skin which start to look like you can see at the image attached.
This skin uses EnergyPlane3.dds which is placed at Emissive map 2, and it looks ok inside 3ds max, but doesn't work after export, even if I use the 2.0 version. Would be cool to have it work.
About the MothershipMissile.m3. Looks like it uses ribbon. After import it has a bone named Star2Ribbon02. And there are only 2 of 3 materials in material editor. It misses the one which supposed to be connected to the ribbon, it has a texture named emergytrail.m3.
Later i'll test the glass looking models.
@Zolden: Go
Yes, the effect of preserver is not yet supported but it will be supported in next version. The same effect is used on Archon.
In fact, it's one of the biggest changes in the layer system.
I like layer system Quickly release it
@Leruster: Go
Cool.
Btw, I've tried to import-export the forcefield model, and it has succesfully retained its glass looking refracting properties. So, we can create some pretty looking glass models.