Hey i use max 2012, and everything on it works pefectly, but when i try to export models with animation i get an error and it high lights this in the script.
akey.stcInd = M3E_findSTCframe akey.frame
i cant find out for the life of me what the issue is. if i uncheck the box to export animations, or just remove all of my M3 sequences, it exports without any problems. please help im completly stumped.
i did what you said a while ago, and the post i put up 17 hours ago fully explained this; but curse's server-side software is obviously too Mickey-Mouse to handle a 17mb mp4 file; so everything i wrote was lost without any error messages.
i dont want to have to write it all again, for the time being.. so the long and short of it is: it appears to work.
there are however seperate issues with the Export script, from 1.8 onwards; which means that i am effectively still stuck on 1.7b :)
if i could attach SpazzyStalker.mp4 again you would see the issue.
issues:
1) all animations except Attack play only the first 2 frames
2) the glowing attack-flash material has refused to export
3) the full reflectivity of the firing-crystal is not exported. it appears either the reflectivity map wasnt attached properly, or the reflectivity modifier was reduced.
however no official errors were encountered while exporting. you could probably see the problem yourself with Max 9 :)
What the heck does this mean?
My model consists of many separate objects (door, windows, framework, etc.)
Each mesh has got one material (diffuse, specular, normal) attached to it.
It still appears when I attach each object to the mesh and export it as one single mesh.
Error happens to each material slot (Default 01, 02, 03, ...), doesn't matter.
Yes, I know. It's a ribbon effect and it will be importable/exportable with the next version.
Same goes with Zealot's "hair", Queen's dreadlocks, neural parasite tentacles, Overseer's tentacles, Gateway lightnings, Colossus couplings, Fenix trails and so on so forth :)
Hey i use max 2012, and everything on it works pefectly, but when i try to export models with animation i get an error and it high lights this in the script.
akey.stcInd = M3E_findSTCframe akey.frame
i cant find out for the life of me what the issue is. if i uncheck the box to export animations, or just remove all of my M3 sequences, it exports without any problems. please help im completly stumped.
ok new problem for anyone that knows i have created a complete customizable type marine he exports and works fine in sc2 i done the uvw map as normal with only 1 channel mapping.
I then found out how to add decals, i needed to do a 2nd mapping channel after doing this
trying to export i got:
Runtime error: Mesh map vertex index out of range <1 or > 481: 1021
clearly it was not happy :P.
So i cleared the entire UVW map not happy myself lol, but started from scratch i mapped both channels 1 and 2 fine. I unwrapped mapping channel1 and 2 and positioned it for correct decal placement and template of textures. Collapsing the modifiers test exported and got an error:
Runtime error: Mesh map vertex index out of range: < 1 or > 533: 550
im using 3ds max 2010 any helpful ideas suggestions things driving me crazy lol.
ok seemed to have fixed it used an older version of my model and played around now exports fine =/ can't figure out what it didn't like it before.
I can't seem to get the lights to work in SC2. I've fiddled with them a lot and made sure they are linked to a bone and they show up fine in 3DS Max but when I import them into SC2 they don't show up at all. Any thoughts on what I could be doing wrong? I've tried both spot and directional.
You have to set the decay start a bit further that it is right now. I just exported the m3 from the scene you've provided and it's working (after extending the decay start of course ;) )
What value did you use for decay and as spot or directional? I've retried it several times now with values ranging from .1 - 100 and haven't seen any difference. All I'm trying to do at this point is making a light that will light up the ground similar to the cable light and flood light doodads in SC2.
I just set it as the range helper was showing. Note that when you increase the decay start this hemisphere moves away from the light with the light direction.
any idea how long posts with big attachments (ones with an unarchived video) take to be 'confirmed' ?
IF put a Starcraft2 Metrial into the Metrial Library.
it will lost all the attribute in Curve Editor of 3dsmax
Hey i use max 2012, and everything on it works pefectly, but when i try to export models with animation i get an error and it high lights this in the script.
akey.stcInd = M3E_findSTCframe akey.frame
i cant find out for the life of me what the issue is. if i uncheck the box to export animations, or just remove all of my M3 sequences, it exports without any problems. please help im completly stumped.
P.S. great work on this plugin.
@TassadarCW: Go
Did you do what I sent you or not? -_-
i did what you said a while ago, and the post i put up 17 hours ago fully explained this; but curse's server-side software is obviously too Mickey-Mouse to handle a 17mb mp4 file; so everything i wrote was lost without any error messages.
i dont want to have to write it all again, for the time being.. so the long and short of it is: it appears to work.
there are however seperate issues with the Export script, from 1.8 onwards; which means that i am effectively still stuck on 1.7b :) if i could attach SpazzyStalker.mp4 again you would see the issue.
http://www.sendspace.com/file/s3k5sv
there
issues:
1) all animations except Attack play only the first 2 frames
2) the glowing attack-flash material has refused to export
3) the full reflectivity of the firing-crystal is not exported. it appears either the reflectivity map wasnt attached properly, or the reflectivity modifier was reduced.
however no official errors were encountered while exporting. you could probably see the problem yourself with Max 9 :)
What the heck does this mean? My model consists of many separate objects (door, windows, framework, etc.) Each mesh has got one material (diffuse, specular, normal) attached to it. It still appears when I attach each object to the mesh and export it as one single mesh. Error happens to each material slot (Default 01, 02, 03, ...), doesn't matter.
@TassadarCW: Go
Well I can't see that message can I? So Does it matter if you wrote it or not? ;)
@SkaldCG: Go
Do you have the latest versions of both sc2objects.ms and exporter? + You are using 2013 which (as pointed here http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ ) is not fully supported.
Ah okay, I used 2012-10 before, that may explain the new problem, I will check that out :) thx
€dit: I am downloading the 2011 version now, hope that works, have there been any language changes in maxscript 2013 or why are there problems?
@Leruster
Another problem~
i found that the corruptor's "tail" couldn't import into the 3dsmax
@tommy34012: Go
Yes, I know. It's a ribbon effect and it will be importable/exportable with the next version.
Same goes with Zealot's "hair", Queen's dreadlocks, neural parasite tentacles, Overseer's tentacles, Gateway lightnings, Colossus couplings, Fenix trails and so on so forth :)
Same problem.
@ZeShmoutt: Go
Attach the max scene please
I can't upload here because of that, so the scene is here.
ok new problem for anyone that knows i have created a complete customizable type marine he exports and works fine in sc2 i done the uvw map as normal with only 1 channel mapping.
I then found out how to add decals, i needed to do a 2nd mapping channel after doing this trying to export i got:
Runtime error: Mesh map vertex index out of range <1 or > 481: 1021
clearly it was not happy :P.
So i cleared the entire UVW map not happy myself lol, but started from scratch i mapped both channels 1 and 2 fine. I unwrapped mapping channel1 and 2 and positioned it for correct decal placement and template of textures. Collapsing the modifiers test exported and got an error:
Runtime error: Mesh map vertex index out of range: < 1 or > 533: 550
im using 3ds max 2010 any helpful ideas suggestions things driving me crazy lol.
ok seemed to have fixed it used an older version of my model and played around now exports fine =/ can't figure out what it didn't like it before.
I can't seem to get the lights to work in SC2. I've fiddled with them a lot and made sure they are linked to a bone and they show up fine in 3DS Max but when I import them into SC2 they don't show up at all. Any thoughts on what I could be doing wrong? I've tried both spot and directional.
@rpc190: Go
You have to set the decay start a bit further that it is right now. I just exported the m3 from the scene you've provided and it's working (after extending the decay start of course ;) )
@Leruster: Go
What value did you use for decay and as spot or directional? I've retried it several times now with values ranging from .1 - 100 and haven't seen any difference. All I'm trying to do at this point is making a light that will light up the ground similar to the cable light and flood light doodads in SC2.
I just set it as the range helper was showing. Note that when you increase the decay start this hemisphere moves away from the light with the light direction.
@Leruster: Go
Can you link me your altered working scene? It seems nothing I do will make this work.