I was having a similar problem a couple of days ago. Everytime I try a view a model in the editor it would crash. I managed to find some advice on the Battle.net forums which suggested doing a system restart (not a shutdown and turn back on) which fixed the problem for me.
Strictly speaking, hit test capsules don't need to be linked to the model/bones but it is advisable so your hit test fields move with your model during animations.
If you view your model in the SC2 Cutscene Editor and go Render > Show Geometry > Hit Test and turn on Tight, does the hit test capsule appear on the model? If not then your tight hit test capsule (the one responsible for drag selection) isn't being recognised by the exporter, likely due to being named incorrectly.
(3) Have a more or less invisible uncomprehensive connection to... a bone I think. But I never have been able to actually duplicate the Zealots smokey-blade effect and work correctly with an attack animation.
I don't use Blender, but I can definitely confirm particle and ribbons are attached to a bone. In the SC2 Art Tools, when the model is exported, a bone is automatically created at the location of the particle/ribbon effect with the same name as the particle/ribbon effect. As such, any model imported into Blender should have a bone as the parent of any particle/ribbon effect.
The program is not a script, it just gives you all the settings for all the objects in a m3 file (it won't import anything into Max as that is outside my skill set). Anyway I managed to dump most of the settings into an XML file which you can download here Link Removed: http://www.mediafire.com/file/mw1yi9apxj04g1z/PurifierMatrix.xml. Hopefully the file makes sense. It should be fairly self explanatory, as all all of the fields should be labelled as they are in Art Tools. The file contains details of all the materials and particles. Ribbons are not included as I'm still working on that. The majority of the fields should be correct but there are a few labelled with ??? that I'm still trying to figure out. If you do find anything that you think is incorrect, let me know and I can have a look into it.
I'm currently working on a program which will take an m3 file and extract most of the relevant data allowing you to manually recreate it in max. The main purpose was to allow me to recreate the particle and ribbon effects that are not supported by TM's import script. It is similar to the Show Model Data dialog from the CutScene Editor but includes significantly more information. Unfortunately the program is not ready to be released, but I can pretty much give you every bit of information you need to correctly recreate the model.
The correct material for each Mesh is as follows:
Mesh 1: 08 - Default
Mesh 2: PurifierMatrixbase
Mesh 3: PurifierMatrix
Mesh 4: Distortion2
Mesh 5: Standard_21
Mesh 6: 15 - Default
Mesh 7: 15 - Defaultasdasf
TM:
Specifically the reason why the wrong material is being applied is because the M3 format uses an index system to reference materials. Since you only load the Standard Materials, I believe it means the index list generated by your script won't match the one in the M3 file since other materials are not added to your list.
Unfortunately TaylorMouse's import script can only handle Standard Materials. The PurifierMatrix model has 3 Displacement materials and 2 Composite materials that are not being imported. When I tried to import the model, I found the wrong material was being applied to Mesh 3 (the main body of the unit). If you apply the PurifierMatrixBase material to this mesh, it should look much better.
It has been a while since I have opened up the editor, but I believe it is the Selection Layer property on the model you need to modify. Check what other buildings are set to and change it to that value.
To create the event horizon, I tried UV animating found that it didn't turn out very good. Instead I tried using Zolden's method of creating a combined material with a 3 phase transparency loop which turned out significantly better and easier to accomplish too).
Thanks. I think I have fixed the normal map (attached) but I am still getting the same shading issues as before. As far as I can tell it is set up the same as the blizzard SC2 normal maps (at least the Waterbat Normal texture provided in the tutorials)
While I understand the basic concept of normal maps, I think I am getting a little confused on the proper process of how to create one. Does anyone know of a good resource which could help me in this regard?
Hi Guys. For a little while now I have been learning how to create models/textures for SC2 using 3DS Max and the SC2 Art Tools. The current model I am working on is a Stargate. Creating the model was fairly simple but I am having problems creating the Normal Map texture. I am using GIMP with the Normal Map plugin to create the texture and it looks like it comes out ok. The problem I am having is that after the normal map is applied to the model, certain parts are getting shaded very weirdly (see below).
Without normal map:
With normal map:
When I created the Stargate model, I separated it into 9 sections which were all copies of each other. Each section was symmetrical around the centerline of the chevron (the arrow bit on the model) so in essence I only created a small 20 degree segment of the full 360 degree arc of the model. When creating the textures, I followed the same philosophy and only drew enough to cover a 20 degree segment. When the normal map is applied it seems each 20 degree segment is getting shaded strangely so I wonder if this has something to do with my problem?
Other than that I really have no idea what is causing this problem. Thanks in advance for the help and if you need more info, please let me know.
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I think the model you are after is Assets/Effects/Protoss/PurifyLaunch/PurifyLaunch.m3
You need to change the animation to Stand Work for it to look right.
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I use Gimp with the DDS plugin to save the textures and I haven't had any problems. Need to save with BC3 / DXT5 compression though.
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I was having a similar problem a couple of days ago. Everytime I try a view a model in the editor it would crash. I managed to find some advice on the Battle.net forums which suggested doing a system restart (not a shutdown and turn back on) which fixed the problem for me.
0
Strictly speaking, hit test capsules don't need to be linked to the model/bones but it is advisable so your hit test fields move with your model during animations.
If you view your model in the SC2 Cutscene Editor and go Render > Show Geometry > Hit Test and turn on Tight, does the hit test capsule appear on the model? If not then your tight hit test capsule (the one responsible for drag selection) isn't being recognised by the exporter, likely due to being named incorrectly.
0
0
The program is not a script, it just gives you all the settings for all the objects in a m3 file (it won't import anything into Max as that is outside my skill set). Anyway I managed to dump most of the settings into an XML file which you can download here Link Removed: http://www.mediafire.com/file/mw1yi9apxj04g1z/PurifierMatrix.xml . Hopefully the file makes sense. It should be fairly self explanatory, as all all of the fields should be labelled as they are in Art Tools. The file contains details of all the materials and particles. Ribbons are not included as I'm still working on that. The majority of the fields should be correct but there are a few labelled with ??? that I'm still trying to figure out. If you do find anything that you think is incorrect, let me know and I can have a look into it.
0
I'm currently working on a program which will take an m3 file and extract most of the relevant data allowing you to manually recreate it in max. The main purpose was to allow me to recreate the particle and ribbon effects that are not supported by TM's import script. It is similar to the Show Model Data dialog from the CutScene Editor but includes significantly more information. Unfortunately the program is not ready to be released, but I can pretty much give you every bit of information you need to correctly recreate the model.
The correct material for each Mesh is as follows:
Mesh 1: 08 - Default
Mesh 2: PurifierMatrixbase
Mesh 3: PurifierMatrix
Mesh 4: Distortion2
Mesh 5: Standard_21
Mesh 6: 15 - Default
Mesh 7: 15 - Defaultasdasf
TM:
Specifically the reason why the wrong material is being applied is because the M3 format uses an index system to reference materials. Since you only load the Standard Materials, I believe it means the index list generated by your script won't match the one in the M3 file since other materials are not added to your list.
0
Unfortunately TaylorMouse's import script can only handle Standard Materials. The PurifierMatrix model has 3 Displacement materials and 2 Composite materials that are not being imported. When I tried to import the model, I found the wrong material was being applied to Mesh 3 (the main body of the unit). If you apply the PurifierMatrixBase material to this mesh, it should look much better.
0
It has been a while since I have opened up the editor, but I believe it is the Selection Layer property on the model you need to modify. Check what other buildings are set to and change it to that value.
0
@PharaonicAssault: Go
Your "lighting" issue is caused by your normal map (I have had this problem before). See here
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To create the event horizon, I tried UV animating found that it didn't turn out very good. Instead I tried using Zolden's method of creating a combined material with a 3 phase transparency loop which turned out significantly better and easier to accomplish too).
(
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@Zolden: Go
You are awesome mate! It works nicely now. Thanks for the help.
@Kailniris2: Go
I have been wondering about that myself. I was thinking of using a ribbon effect similar to the High Templar's cape but am yet to try it.
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@Zolden: Go
Thanks. I think I have fixed the normal map (attached) but I am still getting the same shading issues as before. As far as I can tell it is set up the same as the blizzard SC2 normal maps (at least the Waterbat Normal texture provided in the tutorials)
While I understand the basic concept of normal maps, I think I am getting a little confused on the proper process of how to create one. Does anyone know of a good resource which could help me in this regard?
0
@Zolden: Go
Attached
0
Hi Guys. For a little while now I have been learning how to create models/textures for SC2 using 3DS Max and the SC2 Art Tools. The current model I am working on is a Stargate. Creating the model was fairly simple but I am having problems creating the Normal Map texture. I am using GIMP with the Normal Map plugin to create the texture and it looks like it comes out ok. The problem I am having is that after the normal map is applied to the model, certain parts are getting shaded very weirdly (see below).
Without normal map:
With normal map:
When I created the Stargate model, I separated it into 9 sections which were all copies of each other. Each section was symmetrical around the centerline of the chevron (the arrow bit on the model) so in essence I only created a small 20 degree segment of the full 360 degree arc of the model. When creating the textures, I followed the same philosophy and only drew enough to cover a 20 degree segment. When the normal map is applied it seems each 20 degree segment is getting shaded strangely so I wonder if this has something to do with my problem?
Other than that I really have no idea what is causing this problem. Thanks in advance for the help and if you need more info, please let me know.