Thanks for all the help mate. It seems to work with the old plugins and the typo-fix. I can't figure out the path to use in the editor though. I've tried moving the imported file to root, and using it with or without the extension. I always get NULL MODEL. Do you know how to summon this model from ye outer spheres to ye olde Actor?
That's what the material dialog looks like. Raynor's helmet was visible in the viewport until I switched the 3DSMax bitmaps to Custom Bitmaps in the material. Regardless of the bitmap setting, the maps were always inside "Starcraft II Layers".
The M3-Export -> Scene Check still reports both meshes as having no textures. I forgot to select it for the screenshot, but "MarineRaynor_1" is the name of the helmet mesh, the it's what Scene Check reports as missing a Starcraft II map.
My advice would be to pick one thing at a time then spam TheHelper forums to get help for it. If they haven't kicked out MissKerrigan than they must not have a problem with 100+ new threads a day from one person.
I actually could not find one either but I can look again later today. Can you just copy the baneling ability and set it to do-0-damge/not-kill the baneling?
I have tried to import several different Terran Unit models from pre-HoTS with no luck. I've used both 3dsMax 2010 and 2013. The result in 2010 is a perfectly setup model, Nothing, including the bones, nothing moves. I can select animation sequences, but nothing moves when I play the animation.
The curious thing is that it worked two days ago. Now, not only do newly imported models not animate, but the scenes I saved do not animate! I'm so confused. (On a side note, should I even be posting this here?)
If you cannot have a unit selected while you are doing building, would it be possible to do this by having invisible units with build abilities? Then the UI buttons could automatically select the unit that has the correct build ability, and order that unit to fire the ability? Would that even put you in placement mode?
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@ZombieZasz: Go
Thanks for all the help mate. It seems to work with the old plugins and the typo-fix. I can't figure out the path to use in the editor though. I've tried moving the imported file to root, and using it with or without the extension. I always get NULL MODEL. Do you know how to summon this model from ye outer spheres to ye olde Actor?
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That version has some king of bug/typo. The export plugin will not load at all. See here:
EDIT: Also, does anyone know how to activate 3dsMax2010? It never even gives me the option, even when online!
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That's what the material dialog looks like. Raynor's helmet was visible in the viewport until I switched the 3DSMax bitmaps to Custom Bitmaps in the material. Regardless of the bitmap setting, the maps were always inside "Starcraft II Layers".
The M3-Export -> Scene Check still reports both meshes as having no textures. I forgot to select it for the screenshot, but "MarineRaynor_1" is the name of the helmet mesh, the it's what Scene Check reports as missing a Starcraft II map.
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My model has valid "Starcraft II Material"s on it, but the scene checker says the two meshes do not. And when I export it, it is all black.
Has anyone else seen the tools fail to detect Starcraft II Materials? I don't have ArtTools installed.
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My advice would be to pick one thing at a time then spam TheHelper forums to get help for it. If they haven't kicked out MissKerrigan than they must not have a problem with 100+ new threads a day from one person.
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I actually could not find one either but I can look again later today. Can you just copy the baneling ability and set it to do-0-damge/not-kill the baneling?
0
I have tried to import several different Terran Unit models from pre-HoTS with no luck. I've used both 3dsMax 2010 and 2013. The result in 2010 is a perfectly setup model, Nothing, including the bones, nothing moves. I can select animation sequences, but nothing moves when I play the animation.
The curious thing is that it worked two days ago. Now, not only do newly imported models not animate, but the scenes I saved do not animate! I'm so confused. (On a side note, should I even be posting this here?)
0
If you cannot have a unit selected while you are doing building, would it be possible to do this by having invisible units with build abilities? Then the UI buttons could automatically select the unit that has the correct build ability, and order that unit to fire the ability? Would that even put you in placement mode?