textures aren't stored in m3 files. Instead you specify image paths under which Starcraft 2 will then search the texture. e.g. if you specifiy the image path hello.tga then you need to import a texture under the path hello.tga in your map. It's important that you import the texture, before you load the model. Otherwise the editor gives the model a default texture. Only restarting the editor helps then.
You may also want to have a look at this m3addon FAQ.
Lets say I open up my model "Hvygoliath.m3" and I go to the mesh and then into the material thing where you can set the textures.
What I should do for instance is: place the texturesthere each 1 in a slot, like in this picture you used for your tutorial:
(I currently only need diffuse for argument sake (as all other textures should work similar)
The textures "Diffuse" I find on my computer in the map: C:/document files/My name/Starcraft II/Mods/Assets/Textures/HvyGoliath_Diffuse.dds
Thats the location where I keep the textures for the mod.
Exactly what is it I am then supposed to do in SC2 Edtor?
I've just tried that path thing, but.....
I first imported the etxtures, saved, then imported my model, saved, but it still apears bright white...
This is just stupidly annoying.....
Which path did you put in Blender under "Image Path" (last field on your screenshot) ?
Can you also post a screenshot of your import manager with the textures imported?
The paths there must match. The only differnce I think is that the Import manager dispalys "/" as "\".
For example I suggest you put "Assets/Textures/HvyGoliath_Diffuse.dds" in the Image Path in Blender and then import the texture in the Starcraft 2 Editor as "Assets\Textures\HvyGoliath_Diffuse.dds".
As soon as I saw your comment on the "Image Path" I nearly slapped myself in the face :P
THÁT is where I went wrong since I never edited it.
Changed it and got it working now.
Thanks!
On to a next question, one I've been wondering about.
Let's say I have imported 2 starcraft models and I want the latter to become an extension of the first (and as such also be included by the animation)
How exactly do I do this??
@println: Go Hey PrintIn, some models return an error when importing using the latest version of the plugin. The ones I tried were mothership core and sentry. I can post a screenshot of the error if you need.
"Exception: Expected that PAR_V21.unknownf21cc980 has always the value b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00', but it was b'\x17\xb7\xd18\x00\x00\x00\x00\x00\x00\x00\x00\x00'"
"raise Exception("Expected that %sV%s.%s has always the value %s, but it was %s" % (owner.structureDescription.structureName, owner.structureDescription.structureVersion, self.name, self.expectedValue, value))"
Line 648 in readFromBuffer in m3.py.
Oh, and just before that is a message: "location: <unknown location>:-1"
I'm checking if Valerian's station has the same problem now.
Edit: Before anyone asks, I downloaded the latest version less than an hour ago (which fixed issues with GnaReffotsirk's models as well as the Mothership Core, to my great relief) and am using Blender 2.69.
Re-edit: Valerian's station takes a bit to load up, because the file is a (comparably) huge one, but it loads fine.
Re-re-edit: Gorgon:
"Exception: There were 1 unknown sections: {'PAR_V19'} (see console log for more details)"
Console log is empty as far as I can tell, and the 'location' thing is here as well.
What is the exact name of the models? What dependencies did you enable to export them?
I enabled the both campaign and story mode dependencies but coudn't find the mira station nor the gorgon.
I use the archive browser (cutscene editor -> console -> enter "browse") to get the models exported.
Just if you haven't noticed... Crainy has found a bug with the models created by this plugin after the new Blizzard patch.
According to his words it sounds like the new .m3 files have changed the format of the texture declarations.
Is it there anything that can be done?
UPDATE: I've found the bug, and I've created a script to fix the corrupted models for now.
The sections <unknowna44bf452>, <brightMult> and <brightness> should have the text "<nullValue>1.0</nullValue>" instead of "<nullValue>0.0</nullValue>"
After correcting all the lines where this happens, the models don't cause the bug anymore.
Yeah, I'd like to know that too as I use the m3toxml and xmltom3 plugins to edit models via Notepad, so I don't need to use 3dsmax, which also needs to be updated.
@println: Go Hi PrintIn, with this new version I'm unable to import the oracle model (PurifierMP.m3) and some from LotV, like Purifier_Repairbay_01 and 02. I haven't tried many models yet so I can't tell if I was just unlucky or if there are more.
Hey, Artanis from Heroes of the Storm is not able to be converted to xml nor imported to Blender. It says something of unknown version on PHCL, bein version 4 and size 192. I've tried to ad it to structures.xml but I don't get it to work.
It was quite a bit of work but PurifierMP, Purifier_Repairbay_01 and 02 should be now importable.
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Karax_servitor_probe_b.m3 could be a tricky one. It is an import issue as when you display the textures in Blender as wrong as they get exported. Are there other models with a similar issues?
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Sorry...
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@WingedArchon: Go
Hi,
textures aren't stored in m3 files. Instead you specify image paths under which Starcraft 2 will then search the texture. e.g. if you specifiy the image path hello.tga then you need to import a texture under the path hello.tga in your map. It's important that you import the texture, before you load the model. Otherwise the editor gives the model a default texture. Only restarting the editor helps then.
You may also want to have a look at this m3addon FAQ.
Ok so hang on if I get this straight.
Lets say I open up my model "Hvygoliath.m3" and I go to the mesh and then into the material thing where you can set the textures. What I should do for instance is: place the texturesthere each 1 in a slot, like in this picture you used for your tutorial: (I currently only need diffuse for argument sake (as all other textures should work similar) The textures "Diffuse" I find on my computer in the map: C:/document files/My name/Starcraft II/Mods/Assets/Textures/HvyGoliath_Diffuse.dds Thats the location where I keep the textures for the mod.
Exactly what is it I am then supposed to do in SC2 Edtor? I've just tried that path thing, but..... I first imported the etxtures, saved, then imported my model, saved, but it still apears bright white... This is just stupidly annoying.....
Custom Campaign Initiative
@WingedArchon: Go
Which path did you put in Blender under "Image Path" (last field on your screenshot) ? Can you also post a screenshot of your import manager with the textures imported?
The paths there must match. The only differnce I think is that the Import manager dispalys "/" as "\".
For example I suggest you put "Assets/Textures/HvyGoliath_Diffuse.dds" in the Image Path in Blender and then import the texture in the Starcraft 2 Editor as "Assets\Textures\HvyGoliath_Diffuse.dds".
As soon as I saw your comment on the "Image Path" I nearly slapped myself in the face :P THÁT is where I went wrong since I never edited it. Changed it and got it working now. Thanks!
On to a next question, one I've been wondering about. Let's say I have imported 2 starcraft models and I want the latter to become an extension of the first (and as such also be included by the animation) How exactly do I do this??
Custom Campaign Initiative
@WingedArchon: Go
Have a look at my Blender Tutorial and Hotkey Collection. I think the second sentence in it answers your queston.
@println: Go Hey PrintIn, some models return an error when importing using the latest version of the plugin. The ones I tried were mothership core and sentry. I can post a screenshot of the error if you need.
@SoulFilcher: Go
Hi SoulFilcher. The issues should be fixed now: Please try again.
Error importing Mira Han's space station:
"Exception: Expected that PAR_V21.unknownf21cc980 has always the value b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00', but it was b'\x17\xb7\xd18\x00\x00\x00\x00\x00\x00\x00\x00\x00'"
"raise Exception("Expected that %sV%s.%s has always the value %s, but it was %s" % (owner.structureDescription.structureName, owner.structureDescription.structureVersion, self.name, self.expectedValue, value))"
Line 648 in readFromBuffer in m3.py.
Oh, and just before that is a message: "location: <unknown location>:-1"
I'm checking if Valerian's station has the same problem now.
Edit: Before anyone asks, I downloaded the latest version less than an hour ago (which fixed issues with GnaReffotsirk's models as well as the Mothership Core, to my great relief) and am using Blender 2.69.
Re-edit: Valerian's station takes a bit to load up, because the file is a (comparably) huge one, but it loads fine.
Re-re-edit: Gorgon:
"Exception: There were 1 unknown sections: {'PAR_V19'} (see console log for more details)"
Console log is empty as far as I can tell, and the 'location' thing is here as well.
@dalolorn: Go
What is the exact name of the models? What dependencies did you enable to export them? I enabled the both campaign and story mode dependencies but coudn't find the mira station nor the gorgon.
I use the archive browser (cutscene editor -> console -> enter "browse") to get the models exported.
Hey there!
Just if you haven't noticed... Crainy has found a bug with the models created by this plugin after the new Blizzard patch.
According to his words it sounds like the new .m3 files have changed the format of the texture declarations.
Is it there anything that can be done?
UPDATE: I've found the bug, and I've created a script to fix the corrupted models for now.
The sections <unknowna44bf452>, <brightMult> and <brightness> should have the text "<nullValue>1.0</nullValue>" instead of "<nullValue>0.0</nullValue>"
After correcting all the lines where this happens, the models don't cause the bug anymore.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
@Cacho56: Go
I have the same problems also
Will the plugin be updated to accept LotV models?
Yeah, I'd like to know that too as I use the m3toxml and xmltom3 plugins to edit models via Notepad, so I don't need to use 3dsmax, which also needs to be updated.
@TheSC2Maniac: Go
Basic LotV model import support has been added to the m3addon.
@println: Go Hi PrintIn, with this new version I'm unable to import the oracle model (PurifierMP.m3) and some from LotV, like Purifier_Repairbay_01 and 02. I haven't tried many models yet so I can't tell if I was just unlucky or if there are more.
Thank you for supporting for so long.
@println: Go
Hey, Artanis from Heroes of the Storm is not able to be converted to xml nor imported to Blender. It says something of unknown version on PHCL, bein version 4 and size 192. I've tried to ad it to structures.xml but I don't get it to work.
Unexpected texture issues when importing and exporting Karax_servitor_probe_b.m3 also the ring thing behind the unit gets flattened.
@SoulFilcher: Go
It was quite a bit of work but PurifierMP, Purifier_Repairbay_01 and 02 should be now importable.
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Karax_servitor_probe_b.m3 could be a tricky one. It is an import issue as when you display the textures in Blender as wrong as they get exported. Are there other models with a similar issues?
@println: Go
can you fix the conversion error for Storm Artanis? I've posted a few comments above.
@TheSC2Maniac: Go
This part of my reply was directed to you:
I still think that Blizzard will add a library for the Heros models to Starcraft 2 once they want them used in Starcraft 2. Since I don't want to get the m3addon to get on Blizzard's bad side I don't plan to explicitly add support for heros models.
Sorry...