Here's the 2011 one, the 3ds version in my pc is 2012 and I use "save as" to obtain the old version compatible file. In general this method should work lol.
By the way, because my 3ds is student version, there might be a window say "not for commercial use" appear when opening the file.
If the first scene I sent is way too confusing of a mess, let me know, and I'll see if I can get my friend's scene for you which would be a little cleaner e.g. less redundant materials and stuff lying around.
so I got a model, skinned it, made it an editable mesh and successfully into the editor. I have 3 textures: diffuse, specular, and normal, all of which were assigned their slot in 3ds max 2010 using the starcraft 2 material. however, in the game and editor the model is purple-white and has no textures. how does one go about fixing this?
the textures are 512x512 .dds, the diffuse has an alpha channel for the team colors, the normal map is in the orange format, so I can't see the problem.
also while I'm here, does dummy-based animation work? (using dummy objects instead of bones)
And the sequence should be editable mesh -> skin, not the other way around :)
The dummy animation should work but I wouldn't go with it for the compatibility reasons. In 2.2 version of the plugins such things will be disabled to make sure there are as much points of control as possible.
Hello, I dealt with my model these days, and I couldn't solve the problem by checking the weight per vertex. (every vertex is weighted properly.)
But if I attach similar geometries together, like body, gloves and shoes together, or the skirt elements together then the problem is solved lol :D
By the way, I found that most of Bz's models have few geometry objects, so I guess that there might be a limited skin modifier count, if you separate too many geometry objects the export process would fail.
If it's confirmed (I just guess lol), it will be an important issue when dealing with some complex models.
@Leruster: Go
I can't tell if it looks different because of versions, but here is a screenshot of the problem on high shaders/ultra textures:
the textures show up in the importer, but when viewing the model in the importer and in the editor both look purple-white. also, the reason i ask about dummy animations is because dummies can be scaled and moved individually whereas bones are locked onto each other and scaling is more difficult. textures are dx5 .dds, and the model is a skinned editable mesh.
Glad you fixed it. Strange, in the scene that you gave me there were vertices that weren't skinned. Anyway, glad you fixed :)
@alexmach1: Go
First you import the textures and place them in the editor in the same folder structure that you specify during the export.
Then you save the editor map and restart the editor. After that you import the model and everything is fine.
normal and specular mapping dont show, but it works :D you have my thanks!
edit: actually I'm still stuck. Using the same process on the specular and bump maps doesn't work, so the model is unshaded and has no normal mapping. the specular and bump maps are assigned to their respective places in the SC2 material as SC2 bitmaps.
@miofantasy: Go
Attach the sceene please
@Leruster: Go
I can't get the finished file, it's in another computer :/
Here's an unfinished backup one in my laptop without textures, and I've bake the Ik into keyframes. Unfortunately I met the same problem :(
Here's the file, thanks a lot!!
Are you sure it's max 2010? Could you save it so that I can open it in 2011?
@Leruster: Go
Here's the 2011 one, the 3ds version in my pc is 2012 and I use "save as" to obtain the old version compatible file. In general this method should work lol.
By the way, because my 3ds is student version, there might be a window say "not for commercial use" appear when opening the file.
Thanks!
Apparently the problem lies with objects that don't have all the vertices weighted. Make sure ALL the vertices have a sum of weights 1.
I removed the objects which weren't fully skinned and it worked. Check the head, head's ruby, torso and shoes.
Oh and I don't know about that splines. I'm sure it helps but get rid of them when you export the model (or at least remove them out of hierarchy).
@Leruster: Go
Thanks a lot!
I'll check them, well there're lots of vertices lol
Those splines are just kind of helpers, make users adjust the animations easily. By mentioning about this, I've found some bugs in my model lol
Yeah I know, but they're in hierarchy (splines) so removing them might be a good idea :)
P.S. Love your avatar :)
hi
I install the plugins and m3 startup script in 3d max but I do not see anything or just to show the problem? you have an idea ...
@jonatx7: Go
That's not a lot you wrote ;) I can't help you if you don't at least tell me in what folders did you put the plugins.
Leruster, were those scenes I sent you of any value?
I checked them and yeah, they are messed up a bit :) Will let you know when I know something
If the first scene I sent is way too confusing of a mess, let me know, and I'll see if I can get my friend's scene for you which would be a little cleaner e.g. less redundant materials and stuff lying around.
No, the Deathwing that you've sent me is just fine.
so I got a model, skinned it, made it an editable mesh and successfully into the editor. I have 3 textures: diffuse, specular, and normal, all of which were assigned their slot in 3ds max 2010 using the starcraft 2 material. however, in the game and editor the model is purple-white and has no textures. how does one go about fixing this?
the textures are 512x512 .dds, the diffuse has an alpha channel for the team colors, the normal map is in the orange format, so I can't see the problem.
also while I'm here, does dummy-based animation work? (using dummy objects instead of bones)
Isn't that a bug in 1.5 that displays custom models like that? Set your graphics settings to high and check if it works. http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/40524-1-5-editor-bug-pink-custom-models/
And the sequence should be editable mesh -> skin, not the other way around :)
The dummy animation should work but I wouldn't go with it for the compatibility reasons. In 2.2 version of the plugins such things will be disabled to make sure there are as much points of control as possible.
@Leruster: Go
Hello, I dealt with my model these days, and I couldn't solve the problem by checking the weight per vertex. (every vertex is weighted properly.)
But if I attach similar geometries together, like body, gloves and shoes together, or the skirt elements together then the problem is solved lol :D
By the way, I found that most of Bz's models have few geometry objects, so I guess that there might be a limited skin modifier count, if you separate too many geometry objects the export process would fail.
If it's confirmed (I just guess lol), it will be an important issue when dealing with some complex models.
@Leruster: Go I can't tell if it looks different because of versions, but here is a screenshot of the problem on high shaders/ultra textures: the textures show up in the importer, but when viewing the model in the importer and in the editor both look purple-white. also, the reason i ask about dummy animations is because dummies can be scaled and moved individually whereas bones are locked onto each other and scaling is more difficult. textures are dx5 .dds, and the model is a skinned editable mesh.
@miofantasy: Go
Glad you fixed it. Strange, in the scene that you gave me there were vertices that weren't skinned. Anyway, glad you fixed :)
@alexmach1: Go First you import the textures and place them in the editor in the same folder structure that you specify during the export. Then you save the editor map and restart the editor. After that you import the model and everything is fine.
I described that in this http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?post=827 post. If you do it that way everything should be ok.
@Leruster: Go
normal and specular mapping dont show, but it works :D you have my thanks!
edit: actually I'm still stuck. Using the same process on the specular and bump maps doesn't work, so the model is unshaded and has no normal mapping. the specular and bump maps are assigned to their respective places in the SC2 material as SC2 bitmaps.
@alexmach1: Go
Check your Specularity settings in 3ds max ( see attached image )
Formally Kinkycactus