Why i cant for example import flashlight model?
im trying to create custom light (For this) which i had plan to base out of this and everything works aginst me :/
I've checked a doodad with a light. There's no texture assigned to the light. It's possible light emitters are a different thing altogether. Making a cone with high HDR will show the cone and make that cone glow.
So far this is all I've done in trying to make a light. My attempts have failed.
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Yes I agree, they seemed to have outdone themselves on making things confusing this time. I have yet to try to make a light, but it seems like it's kind of an issue. Has anyone tried just ripping it out while the game is playing?
I used the easter holidays to dig int the m3-file format as well. I've extended the existing scripts and plugins, so there should be full light functionality by now. The changes in detail:
1. There's a new import script, which imports lights from models into 3dsMax and shows them as actual lights (point or spotlights, depending on the lights in the model), You can manipulate color, hotspot and falloff angles and should also be able to animate them (as light animations are also imported from the models).
2. There's a new export script, which exports models with lights, so they should work ingame. Galaxy editor shows them without problems (and with their animations), so there should be no problem. As I'm not that much into 3dsMax (got it only 7 days ago and was just playing with MAXscript), I can't tell for sure if you can animate lights by yourself as well, but somebody could try this and give feedback (when the script is published). I don't expect many problems though, as animated lights from original models (like gun fire effects) are im- and exported fine.
3. There's a new version of the sc2objects.ms plugin, which has special Starcraft2 Lights defined, as there are still 2 or 3 variables I don't know the purpose of. To hold that data when importing models, those new lights had to be defined.
I'm still looking into some minor bugs and will publish the scripts soon.
Greetings, Otacon2k
P.S.: Thanks to NiNToxicated for writing such a nice script in the first place. Digging through it taught me a lot about MAXscript and made writing the extra stuff not all too difficult.
I also made some pictures of the workflow:
Pic 01: What you see when importing a file (floodlight01.m3 here) into 3dsMax:
Pic 02: Floodlight with one of the spots selected:
Pic 03: A simple box drawn below the floodlight and activated hardware shading in viewport settings to show light cones:
Pic 04: The same file exported with the new export plugin and imported into Galaxy Editor::
Pic 05: The original floodlight01.m3 (left) next to the exported-imported-exported floodlight01.m3 (right). Marauders are there to show sadows cast by the spots. Note: The exported-imported-exported floodlight01.m3 doesn't cast shadows itself (by global illumination, while the original does. This doesn't seem to hae anything to do with the new plugins (must be an error in the old ones as well). The cones of the edited floodlight are not 100% identical to the original ones, but close (I'm gonna look into that further). If you play the animations where the lights switch on/off, the lights switch on/off accordingly, but in the exported-imported-exported floodlight01.m3, the animation of the emissive texture doesn't work.
That's it for now,
greetings, Otacon2k
Edit:
I made some progress in creating custom lights. I was able to put a spotlight onto the SiegeTank model (at the tip of the barrel), create a bone for it and link it to one of the bones of the original model. After keying all spotlight values for the animations, I exported it and voila, I had a light in the Galaxy editor previewer as well. And it was animated! Here some pics (1 - Tankmodel in 3dsMax, 2 - Tank in Previewer (Standard Shader), 3 - Tank in Previewer (Lighting Shader)):
1:
2:
3:
There's still some work to do (seems like here the cone angles weren't exported right and stuff), but all in all it works!
Otacon2k
News: The Imported lights work ingame as well. Here are some pics of enlightened Siege Tanks:
There seems to be an error where the script won't export, if you run into this, try running the script manually in Max ("Run Script..." from the Maxscript tab) so it reloads. Then try exporting again. (Previous feedback says this happens on 3dsMax 32bit, but not 64bit, but just try it yourself).
Happy testing and remember to post feedback (pics, errors, whatsoever).
Otacon, it's great to see someone working on what is probably the most important tool for the SC2 mapping community. However, as Nintoxicated has expressed that he shall no longer be working on the project, perhaps it is best that you start up your own asset page to more easily keep things updated (that is if you have plan on carrying on with development).
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Why i cant for example import flashlight model? im trying to create custom light (For this) which i had plan to base out of this and everything works aginst me :/
What are you using to make the light?
im sorry i mean import, did a typo there.
I've checked a doodad with a light. There's no texture assigned to the light. It's possible light emitters are a different thing altogether. Making a cone with high HDR will show the cone and make that cone glow.
So far this is all I've done in trying to make a light. My attempts have failed.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Yes I agree, they seemed to have outdone themselves on making things confusing this time. I have yet to try to make a light, but it seems like it's kind of an issue. Has anyone tried just ripping it out while the game is playing?
i'm hopeless, even simple import&export of floodlight model kills the light...
It's not being supported yet by the importer and exporter then most probably.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Hi guys,
I used the easter holidays to dig int the m3-file format as well. I've extended the existing scripts and plugins, so there should be full light functionality by now. The changes in detail:
1. There's a new import script, which imports lights from models into 3dsMax and shows them as actual lights (point or spotlights, depending on the lights in the model), You can manipulate color, hotspot and falloff angles and should also be able to animate them (as light animations are also imported from the models).
2. There's a new export script, which exports models with lights, so they should work ingame. Galaxy editor shows them without problems (and with their animations), so there should be no problem. As I'm not that much into 3dsMax (got it only 7 days ago and was just playing with MAXscript), I can't tell for sure if you can animate lights by yourself as well, but somebody could try this and give feedback (when the script is published). I don't expect many problems though, as animated lights from original models (like gun fire effects) are im- and exported fine.
3. There's a new version of the sc2objects.ms plugin, which has special Starcraft2 Lights defined, as there are still 2 or 3 variables I don't know the purpose of. To hold that data when importing models, those new lights had to be defined.
I'm still looking into some minor bugs and will publish the scripts soon.
Greetings, Otacon2k
P.S.: Thanks to NiNToxicated for writing such a nice script in the first place. Digging through it taught me a lot about MAXscript and made writing the extra stuff not all too difficult.
I also made some pictures of the workflow: Pic 01: What you see when importing a file (floodlight01.m3 here) into 3dsMax:
Pic 02: Floodlight with one of the spots selected:
Pic 03: A simple box drawn below the floodlight and activated hardware shading in viewport settings to show light cones:
Pic 04: The same file exported with the new export plugin and imported into Galaxy Editor::
Pic 05: The original floodlight01.m3 (left) next to the exported-imported-exported floodlight01.m3 (right). Marauders are there to show sadows cast by the spots. Note: The exported-imported-exported floodlight01.m3 doesn't cast shadows itself (by global illumination, while the original does. This doesn't seem to hae anything to do with the new plugins (must be an error in the old ones as well). The cones of the edited floodlight are not 100% identical to the original ones, but close (I'm gonna look into that further). If you play the animations where the lights switch on/off, the lights switch on/off accordingly, but in the exported-imported-exported floodlight01.m3, the animation of the emissive texture doesn't work.
That's it for now,
greetings, Otacon2k
Edit: I made some progress in creating custom lights. I was able to put a spotlight onto the SiegeTank model (at the tip of the barrel), create a bone for it and link it to one of the bones of the original model. After keying all spotlight values for the animations, I exported it and voila, I had a light in the Galaxy editor previewer as well. And it was animated! Here some pics (1 - Tankmodel in 3dsMax, 2 - Tank in Previewer (Standard Shader), 3 - Tank in Previewer (Lighting Shader)):
1: 2: 3:
There's still some work to do (seems like here the cone angles weren't exported right and stuff), but all in all it works!
Otacon2k
News: The Imported lights work ingame as well. Here are some pics of enlightened Siege Tanks:
Nice. I can test them for you if you want.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Hi folks, the plugin/scripts are temporariliy up on Rapidshare until NiN includes them into his assets:
RL Link
There seems to be an error where the script won't export, if you run into this, try running the script manually in Max ("Run Script..." from the Maxscript tab) so it reloads. Then try exporting again. (Previous feedback says this happens on 3dsMax 32bit, but not 64bit, but just try it yourself).
Happy testing and remember to post feedback (pics, errors, whatsoever).
Otacon2k
@Otacon2k: Go
Otacon, it's great to see someone working on what is probably the most important tool for the SC2 mapping community. However, as Nintoxicated has expressed that he shall no longer be working on the project, perhaps it is best that you start up your own asset page to more easily keep things updated (that is if you have plan on carrying on with development).