Were you editing the camera? Just curious if you used the m3 plugins feature ;)
And why don't you team up with the other guys? Make a list of buildings which they want to do and you want to do and do buildings which don't overlap in your lists.
Could you say on what more you are working on? I'll have a look. I suspect where the problem may be but to be certain I'd like to take a look at a specific model.
It's either particle light (which I don't if it's even supported by the StarCraft II engine) or the light is in the asset.
Well if you want to presever the particle emiters there's no way to do it now because of the export error. In the next version of M3 plugins it will be gone.
If I were you I'd go with println's python tools or go with the data editor way to replace the textures (the tutorial for this is somewhere here on the forums, the zealot is used in the example).
As for the println's tools you just go to https://github.com/flo/m3addon and download the files and place them in one directory.
Install python for windows and run the script by typing
m3ToXml.py here/path/to/the/folder/containing/the/m3/file
and it will convert all the .m3 files found in folder to .xml files. Change the texture names.
Then run the second script by typing
XmlToM3.py here/goes/the/same/path/as/previously
and it will convert the modified .xml file back to .m3
I think that's a good way to do it since the max importer/exporter looses to much information right now.
This error is caused by the animated color in Particle Emitters. Remove either only those emitters which have the color animated or remove the animation keys or remove all of them.
Just select all Star2Part* objects if you want to remove all of them.
Thanks for reporting that. It could be a good idea for me to start test it on a newer version, I'm still working on max 2011 and everything is fine with rigging/animation. Can you use 2011?
I've just imported the marine model and the animations are fine for me. Can't really help now with 2013 :/
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If I may suggest, could you post future problems in the M3 thread? http://www.sc2mapster.com/forums/resources/third-party-tools/963-m3-exporter/?page=38 :)
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sc2_objects.ms should be in \plugins\ in your 3dsmax folder. Max will run it automatically on startup.
Could you try to do the same thing on 3dsmax 2011?
I will test it on 3dsmax 2010 today and let you know.
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Well I don't think that Razernok is crossing the line here. He just threw in a statement that there are not enough fantasty models right?
@GhostNova91: Go
Were you editing the camera? Just curious if you used the m3 plugins feature ;)
And why don't you team up with the other guys? Make a list of buildings which they want to do and you want to do and do buildings which don't overlap in your lists.
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Could you post the model (.m3 or .max file). I'm not promising but I'll look into it :)
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Love the usage of overseer cocoon on the queen's back :)
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Hey man! I just read a post on battle.net http://us.battle.net/sc2/en/forum/topic/5578595217 If you have any bug report/request please do it :) I'll gladly look into it
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@Statharas: Go
Ok the problem exists but when you have one you should ALWAYS describe it more than just saying that it is :)
What did you do? Did you change the map? If so maybe attach the maps?
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@GhostNova91: Go
Hehe well I wouldn't know too, all I can say is that it is 3dsmax window ;) Upload just the error.
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Could you say on what more you are working on? I'll have a look. I suspect where the problem may be but to be certain I'd like to take a look at a specific model.
It's either particle light (which I don't if it's even supported by the StarCraft II engine) or the light is in the asset.
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@Statharas: Go
The jet rays are ribbons - not supported by the plugin yet.
Select "no shadow cast" flag on the particle material. Maybe that will do.
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@numark79: Go
Did you modify the alpha channel?
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Well if you want to presever the particle emiters there's no way to do it now because of the export error. In the next version of M3 plugins it will be gone.
If I were you I'd go with println's python tools or go with the data editor way to replace the textures (the tutorial for this is somewhere here on the forums, the zealot is used in the example).
As for the println's tools you just go to https://github.com/flo/m3addon and download the files and place them in one directory.
Install python for windows and run the script by typing m3ToXml.py here/path/to/the/folder/containing/the/m3/file and it will convert all the .m3 files found in folder to .xml files. Change the texture names.
Then run the second script by typing XmlToM3.py here/goes/the/same/path/as/previously and it will convert the modified .xml file back to .m3
I think that's a good way to do it since the max importer/exporter looses to much information right now.
<3
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This error is caused by the animated color in Particle Emitters. Remove either only those emitters which have the color animated or remove the animation keys or remove all of them.
Just select all Star2Part* objects if you want to remove all of them.
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But it is :) with version 1.9 http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/ it is possible.
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@megabuster33: Go
Thanks for reporting that. It could be a good idea for me to start test it on a newer version, I'm still working on max 2011 and everything is fine with rigging/animation. Can you use 2011?
I've just imported the marine model and the animations are fine for me. Can't really help now with 2013 :/