Design is targeted towards people who use more CAD.
It doesn't include SDK. I don't know about MAXscript so if you're planning on using the M3 scripts I'd go with standard 3dsmax :)
That's ok. Open the editor, open the IMPORT dialog and import the texture you're using on this custom gun model.
Remember to use .dds format. Once you import it, right click on the new file and choose MOVE FILE. In the NEW PATH line enter the same line as in exporter. Notice what happend in the IMPORT dialog.
Then, when you import the model which uses that texture it will find the texture in the NEW PATH specified.
Remember to always restart the editor when you import a new texture (save the map before exiting the editor :) )
You don't have to edit the .mpq file :) The folder you're looking for exists but withing the .mpq files so no search will reveal it.
It doesn't matter where you store the map on the disc. During the export from the max phase the only things that matter are the file name and the texture path that you specify during the export.
@Commlink: Go
I think it's the best place to ask that kind of question :)
The path that you can see while you export refers to internal StarCraft II folders structure.
example:
If you load corruptor model and add its default texture and then export the model it will look for the corruptor_diffuse.dds in game assets files in the internal StarCraft II assets folder which you specify during the export. So if you export it with assets/textures, the editor will find corruptor_diffuse.dds because assets/textures/corruptor_diffuse.dds is the default location of this file. All the assets are packed into .mpq files.
It is handy to export all the textures from the StarCraft II mpq files into one folder (let's say "EXTRACT") and use the EXTRACT folder as a default location for max's textures. That way when you import model into max it will automatically apply the game textures.
So remember, it doesn't matter where the textures are on your hard drive. It only matters where they are in the StarCraft II internal structure.
Same applies to imported textures. If you create (in the editor) the same structure as the one you specified during export and place your new texture there, the editor will find it :)
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@BenSindle: Go
Yeah, it's in your game files folder in the .mpq file :)
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Yeah I know, but they're in hierarchy (splines) so removing them might be a good idea :)
P.S. Love your avatar :)
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Apparently the problem lies with objects that don't have all the vertices weighted. Make sure ALL the vertices have a sum of weights 1.
I removed the objects which weren't fully skinned and it worked. Check the head, head's ruby, torso and shoes.
Oh and I don't know about that splines. I'm sure it helps but get rid of them when you export the model (or at least remove them out of hierarchy).
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Are you sure it's max 2010? Could you save it so that I can open it in 2011?
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@miofantasy: Go
Attach the sceene please
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@ZombieZasz: Go
Soooo... if you convert the model for someone then someone will die? ;)
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Design is targeted towards people who use more CAD. It doesn't include SDK. I don't know about MAXscript so if you're planning on using the M3 scripts I'd go with standard 3dsmax :)
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@sc2newuser: Go
Did you understand what I wrote? This is M3 plugin thread, not hlsl.
@IskatuMesk: Go
Did you report that bug?
I'll have a look at the scene you sent me when I have time. Tomorrow is a good guess I will have some ;)
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@IskatuMesk: Go
Yeah, some things may have changed. Attach the max scene so I could look at it at tell you what is wrong.
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@eranf12: Go
Of course it's good :)
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Exactly!
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That's ok. Open the editor, open the IMPORT dialog and import the texture you're using on this custom gun model. Remember to use .dds format. Once you import it, right click on the new file and choose MOVE FILE. In the NEW PATH line enter the same line as in exporter. Notice what happend in the IMPORT dialog.
Then, when you import the model which uses that texture it will find the texture in the NEW PATH specified.
Remember to always restart the editor when you import a new texture (save the map before exiting the editor :) )
You don't have to edit the .mpq file :) The folder you're looking for exists but withing the .mpq files so no search will reveal it.
It doesn't matter where you store the map on the disc. During the export from the max phase the only things that matter are the file name and the texture path that you specify during the export.
0
@Commlink: Go I think it's the best place to ask that kind of question :)
The path that you can see while you export refers to internal StarCraft II folders structure. example: If you load corruptor model and add its default texture and then export the model it will look for the corruptor_diffuse.dds in game assets files in the internal StarCraft II assets folder which you specify during the export. So if you export it with assets/textures, the editor will find corruptor_diffuse.dds because assets/textures/corruptor_diffuse.dds is the default location of this file. All the assets are packed into .mpq files.
It is handy to export all the textures from the StarCraft II mpq files into one folder (let's say "EXTRACT") and use the EXTRACT folder as a default location for max's textures. That way when you import model into max it will automatically apply the game textures.
So remember, it doesn't matter where the textures are on your hard drive. It only matters where they are in the StarCraft II internal structure. Same applies to imported textures. If you create (in the editor) the same structure as the one you specified during export and place your new texture there, the editor will find it :)
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EVERYTHING!!! ;)