Yeah, well I think I'll add some fail-safe tests to the export. So that user will have to take some necessary steps in order to have the model exported properly like adding bounding sphere, sc2material, convert the meshes to edit mesh etc.
That way you won't have to worry about too big bounding sphere :)
"The tight geometry is used for drag selection and should enclose an area a bit bigger than the main part of the model. This geometry should be a single object (either a sphere, box, or capsule). Without this geometry you can’t drag select it. '
The fuzzy geometry is used for single selection and targeting and it should be a bit bigger than all parts of the model. This geometry can be one or more objects (spheres, boxes, capsules, or a mix thereof). If this geometry is not specified, the game will fall back to using the tight geometry and if that doesn’t exist it will use pixel perfect tests. I’d recommend making this geometry for any models that you will be creating a lot of since it will make selection and targeting more efficient.
If this worked in previous patches it was either a fluke or perhaps the method this geometry was created (if it does actually exist) wasn’t hooked up correctly. We had to make model loading more secure because bad custom models were causing crashes, so it’s possible that some geometry might be thrown out now if it’s invalid."
In 1.5 you won't be able to select units with box selection if tight is not there. On the other hand current selection method used by the models is inefficient since it's on per-pixel.
Next version of the M3 plugins will go this week. They will have importing/exporting features of tight and fuzzy hit tests. If I make it, I'll include ribbons and reworked particles too.**
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@Bibendus: Go Look for Silithid in the game files
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http://www.hiveworkshop.com/forums/tutorial-submission-660/porting-warcraft-3-models-starcraft-2-a-218740/
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Good, imagine the massacre on the map after just a few minutes :) seriously!
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http://code.google.com/p/libm3/wiki/RenderM3
And why do you ask question on hlsl if this is max plugin thread?
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Don't want to off topic on the battle.net forums (not that I can, don't have US license but still ;) ) Since the ArtTools are not out yet, if you have any bug to report, please, by all means, report it in the M3 plugin thread http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?page=41#p821
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Not sure if trolling or crybaby ;)
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Have you really redownloaded? If yes then when?
If you redownload now and this still occurs, find a line
And just remove it.
If you find any difficulties with the scripts please, post here http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?page=41#p821
Oh and make sure you can write to the destination you're pointing. Just sayin' ;)
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Yeah, well I think I'll add some fail-safe tests to the export. So that user will have to take some necessary steps in order to have the model exported properly like adding bounding sphere, sc2material, convert the meshes to edit mesh etc.
That way you won't have to worry about too big bounding sphere :)
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@maverck: Go
Thanks to FockeWulf
"The tight geometry is used for drag selection and should enclose an area a bit bigger than the main part of the model. This geometry should be a single object (either a sphere, box, or capsule). Without this geometry you can’t drag select it.
'
The fuzzy geometry is used for single selection and targeting and it should be a bit bigger than all parts of the model. This geometry can be one or more objects (spheres, boxes, capsules, or a mix thereof). If this geometry is not specified, the game will fall back to using the tight geometry and if that doesn’t exist it will use pixel perfect tests. I’d recommend making this geometry for any models that you will be creating a lot of since it will make selection and targeting more efficient.
If this worked in previous patches it was either a fluke or perhaps the method this geometry was created (if it does actually exist) wasn’t hooked up correctly. We had to make model loading more secure because bad custom models were causing crashes, so it’s possible that some geometry might be thrown out now if it’s invalid."
In 1.5 you won't be able to select units with box selection if tight is not there. On the other hand current selection method used by the models is inefficient since it's on per-pixel.
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Just a friendly note:
Next version of the M3 plugins will go this week. They will have importing/exporting features of tight and fuzzy hit tests. If I make it, I'll include ribbons and reworked particles too.**
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Before you export apply starcraft 2 material onto the model.
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You need to apply second mapping channel onto the faces that you want to hold the decal graphic.
Study Banshee model as an example, see where mapping channel #2 is and try to copy that. See how the material is constructed.
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Well, it's not possible :)
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@Ababmer: Go
They are copyright protected. You have to use models to which you own rights or use Blizzard's models.
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The lightning setup in StarCraft is nothing more than http://en.wikipedia.org/wiki/Three-point_lighting Read the theory and experiment with it a bit and you can make your own lightning setups :)