After we import a model, materilas look like that, on the picture. Could you make it to have "none" on the maps that have no texture? Like it was before.
No because just because there is no map it doesn't mean that the layer is not doing anything. Good example is the gateway's black sphere. Emission (as far as I remember) has a color but it doesn't have any map.
Actually, you're right. I thought this through and we could find a compromise here. The point of that was to ensure the full compatibility, not to loose any information on there.
But I guess when you don't have layers without maps it's easier to figure out what does what.
I will add an import option to either import every layer (Compatibility mode) or just the ones that have maps (Figuring out mode :) ). Thanks for that suggestion.
I will post a new version today, maybe tomorrow and let you know.
Just wanna share a little feature I found. New m3 exporter has "invert colors" checkbox for maps. It allows us to make team colors glow without additional emissive map. We just need to:
- put diffuse texture to emissive map
- check "render alpha only" and "invert colors" for emissive map
- and set Emissive mode to Team color emissive
I need some help in converting a model, created in Wow model viewer. The model is a broken draenei with a mining axe.
Firstly I got errors about 'verticle weighted to undefined bone'. I understood what was the reason for it and created bones for two of item`s geosets. They were not shown, but I could select them. I renamed them into 'weapon1' and weapon 2. That was not necessary, because that followed to new error - 'Unknown property: "name" is undefined'. Doing all work from the beginning helped me, this time I didn`t renamed bones, but now they were shown as giant prisms on the left side of the model. Also a sphere and an origin point needed bones. I created it and got 4 giant white bones. I skipped it and exported how it is. Scene check showed me no errors, but during export a new error appeared - 'Unknown system exception'.
Tight and Fuzzy hit tests:
Now these tests are really important to the compatibility of the custom model with the game itself. Every model that is clickable in the game has those two tests (of course it is not mandatory to the bushes or trees objects, only the clickable ones).
So it's rather important that you include those two in the next export that you do :)
What is the difference?
If you open up the editor, there any unit model (let's take again - the corruptor) and click RENDER -> SHOW GEOMETRY -> HIT TESTS you can see that there are a few capsules.
The blue one is the tight test and it is used when the game tries to figure out whether you are including the unit with the box selection method or not.
The green one is the fuzzy test and it is used when you click the unit to select it.
There can be only one tight test in the scene, but you can have as many fuzzy tests as you want. Tight test should encapsulate the entire model within it, fuzzy test should build less overall shape of the model.
I strongly recommend checking out original models to figure out what method of placing those is the right one.
Skin and bone attach changes:
If you click on ribbon, pemitter, tight or fuzzy test you'll notice that there is this common button with label "Parent:"
In this version, if you won't attach the sc2helpers to the bones or if you won't skin the geometry, the script will not do it during the export phase. I did this to increase the compatibility and to have this "user-side-check" whether everything is ok or not.
If you use the PICK BUTTON provided with the helpers, you will see that it will bring down the helper to the bone's position. That's because the helper's transformation is irrelevant. The only thing that matters is bone's transformation.
Except if you are picking a bone for tight or fuzzy test. These tests can have their own set of transformations which are added to the bone's transformations. Resulting transformation is the one that will be taken under consideration in game.
For all the 2012 users: I've checked it, you need to always include the tight test in your models. Need to fix it :/
can you please upload a max file which is ready for exporting cuz you are not really helping with this "guide".
we don't understand why do this plugin needs this method when the previous does not need this new method.
Also, you could made a plugin to do these test automatically cuz its insanely hard to make it work.
ok i added a fuzzy test and a tight test, (by going into create panel>helpers>starcraft objects (must have the plugin loaded)>add fuzzy test, add tight test>
then went into the export m3>select all objects and fuzzy/tight tests>add bones>select all>add bones
then export model
but theres still something wrong
it allows me to export the m3, but the m3 file is only 7kb, and when i import it in SC2, and select and look at the m3, there is no model to see at all, completely empty space
Looks like you forgot to convert the model to editable mesh. ALso, after you did "add bones" check that your mesh has skin modifier, and other objects have bone links.
What max are you using? If other than 2011 then, with all due respect, switching to 2011 would save you a lot more time. Additionally, I suspect that everyone who cares in the slightest about Blizzard's tools already submitted to the beta which will be max2011.
The "guide" (as you've put it) explains exactly why you need this method which wasn't present in previous version.
I don't like the attitude you've shown in the last post. I'm doing my best to make it work. So next time show a bit of respect if not for me then at least my free time.
Ribbon test (detonate.m3 model): "EndPoint" does not work!!
@Kailniris2: Go
Told you, lightnings are using sRib structure which is not supported. It basically anchors the ribbon to a specific bone.
@Leruster: Go
will be supported?
@Kailniris2: Go
Probably :) I honestly want to wait for the Blizzard's tools. Figuring out all the structures and what does what just takes soooo much time :/
@Leruster: Go
So, no updates until march? I was hoping you add projections ;/
@Zolden:
yeah same here :(
@Zolden: Go
Ok so let's do it this way:
I release test version with projection support and you figure out what parameter is responsible for what. Deal?
Alright, jsut tell me what to do.
@Leruster: Go
Btw, I have a little suggestion.
After we import a model, materilas look like that, on the picture. Could you make it to have "none" on the maps that have no texture? Like it was before.
@Zolden: Go
No because just because there is no map it doesn't mean that the layer is not doing anything. Good example is the gateway's black sphere. Emission (as far as I remember) has a color but it doesn't have any map.Actually, you're right. I thought this through and we could find a compromise here. The point of that was to ensure the full compatibility, not to loose any information on there.
But I guess when you don't have layers without maps it's easier to figure out what does what.
I will add an import option to either import every layer (Compatibility mode) or just the ones that have maps (Figuring out mode :) ). Thanks for that suggestion.
I will post a new version today, maybe tomorrow and let you know.
Anyone know what could be wrong ("Transform" error). I need a tutorial, I do not get it to work with new plugin.
@Kailniris2: Go
im not seeing a tight test?
Just wanna share a little feature I found. New m3 exporter has "invert colors" checkbox for maps. It allows us to make team colors glow without additional emissive map. We just need to:
- put diffuse texture to emissive map
- check "render alpha only" and "invert colors" for emissive map
- and set Emissive mode to Team color emissive
And here we go:
I need some help in converting a model, created in Wow model viewer. The model is a broken draenei with a mining axe.
Firstly I got errors about 'verticle weighted to undefined bone'. I understood what was the reason for it and created bones for two of item`s geosets. They were not shown, but I could select them. I renamed them into 'weapon1' and weapon 2. That was not necessary, because that followed to new error - 'Unknown property: "name" is undefined'. Doing all work from the beginning helped me, this time I didn`t renamed bones, but now they were shown as giant prisms on the left side of the model. Also a sphere and an origin point needed bones. I created it and got 4 giant white bones. I skipped it and exported how it is. Scene check showed me no errors, but during export a new error appeared - 'Unknown system exception'.
What is wrong now?
@maverck: Go
I have the same error unknown property: "init" in undefined,
i have 3ds max 2012
i did the sc2 materials, use the add bone to add bones to all the object, and hit export
what is a tight test and how to add it? and do i have to add it too each bone? (there are like 5 objects and bones)
thanks in advance
@HatsuneMikuMegurine: Go
For all the 2012 users: I've checked it, you need to always include the tight test in your models. Need to fix it :/
@Leruster: Go
can you please upload a max file which is ready for exporting cuz you are not really helping with this "guide". we don't understand why do this plugin needs this method when the previous does not need this new method. Also, you could made a plugin to do these test automatically cuz its insanely hard to make it work.
ok i added a fuzzy test and a tight test, (by going into create panel>helpers>starcraft objects (must have the plugin loaded)>add fuzzy test, add tight test>
then went into the export m3>select all objects and fuzzy/tight tests>add bones>select all>add bones
then export model
but theres still something wrong
it allows me to export the m3, but the m3 file is only 7kb, and when i import it in SC2, and select and look at the m3, there is no model to see at all, completely empty space
@HatsuneMikuMegurine: Go
Looks like you forgot to convert the model to editable mesh. ALso, after you did "add bones" check that your mesh has skin modifier, and other objects have bone links.
@Kailniris2: Go
What max are you using? If other than 2011 then, with all due respect, switching to 2011 would save you a lot more time. Additionally, I suspect that everyone who cares in the slightest about Blizzard's tools already submitted to the beta which will be max2011.
The "guide" (as you've put it) explains exactly why you need this method which wasn't present in previous version.
I don't like the attitude you've shown in the last post. I'm doing my best to make it work. So next time show a bit of respect if not for me then at least my free time.