Well I imported Banshee and exported it back to the editor and I had the smoke animations on attack :/ Importer import the smoke material properly.
If you could describe your problem a bit more precise that would be great.
@Leruster: Go
So I tried to accept it but it said it wasok? So i'm asking if it shows for you if it's accepted otherwise i will accept it asap
I still see the 1.9 version so I guess it still needs approval :/
The Displace Material allows you to do these kind of refraction effects. Just open up Archon model in the editor or TerranSmallUnitDeath and check out what what's going on with the ground around them (and the model itself). It get distorted so this is what it's all about :)
@sc2newuser: Go
So couldn't you just ask instead of this sour 1st post?
So the first thing you need to to is to download the latest version. About a week ago there was a bug reported (well actually a whole section missing ;) ), the version that is out now is fully functional (in it's previous functionality boundaries).
The second thing is that do render the decals onto the model you need to apply second mapping channel. To do it in max, select the faces where you want the decals to be displayed, apply UVmap modifier, place the mapping gizmo so that there won't be any distortions of the map and change MAP CHANNEL parameter to 2 in the modifier.
After that apply decal map in the material but in layer options change MAP CHANNEL in the UVcoordinates section to 2; turn off the tiling on both U and V. And there you go. There's a working decal. I tried this with the version of a plugin that is available and it works in the editor.
Another note is that since you can import model with decal and export it back to the editor, it means that it's supported. It's described more or less in the description for the plugin.
As for the animations, the two animations that you refer to as being the extra ones are the banshee's rotors. GLstand means "Global Loop Stand". It seems that the engine is layering this animation onto other animations, just to skip reading separate rotor animations for the different behavior sequences. As you can clearly see, it's not supported but since you currently can't export it with the plugin you can work around it. Animate the rotor by hand and add it to every of currently existing animations.
Maybe you should try println's blender script, I don't know if it has that kind of animations support.
All you need to know about how to team color your model is right there, in front of your eyes, if you import the banshee into 3dsmax. Just look for a flag in Diffuse layer "Render Alpha as Team Color", check the alpha and see how material handles TeamColoring.
I hope that solves your problem. Please, don't be sour looser EVER again.
Do you have any plans of including ribbon creating tools?
Yes, it's in the queue :)
I'd like to fill the holes in other areas like materials and layers, after that particles and after that Ribbon.
The problem with ribbon is that it isn't described in any way like here http://code.google.com/p/libm3/w/list .
But there is RIB_ tag so it's possible to get in done :)
Fantastic man!
Yeah, gravity is quite important factor :D Let me know if you find anything else, I'll incorporate it :)
I asked about the particle knowledge because if you develop particle system in max you could easily export it to Galaxy. Now you have to change around the values and more or less guess what the effect is going to be.
I was thinking about some sort of Particle Flow to m3 translator. You know, to set the particle system in PFlow and export it's values so that it may look pretty much the same in the editor.
Speed 1 - Vertical Velocity/Gravity. a negative value makes particles fall. while a positive value will make them curve upwards and climb
Speed 2 - seems to be deceleration? basically how fast your particles lose speed
Fantastic! :) I'll include this right away.
The first might be treated as force so Vertical Force for the name; the second speed is some sort of Drag from what you've described so we'll stay with that name.
Thanks man! :) Appreciated!
You said you're ripping already working particles but that isn't what we want don't we? :)
Just a thought: it doesn't seem that it's emission values. It's more of a behavior/force. "Speed unknown" might be some velocity because of the 4th value or a force with it's value and point in which it's working.
Thanks so much! where can i find Println's script? I searched but im not sure which one it is. Also how do i unpack the game textures? (sorry i am a bit of a noob when it comes to this stuff)
Just download this http://www.zezula.net/en/mpq/download.html and unpack the entire textures folder if you go with the 3dsmax route. Try this first if you are familiar just a bit with max (I assume you are since you're able to import and export the model ;) ).
Remember, just point out the proper folder ( to set it in max just go to Customise -> Customise User Paths -> External Files tab -> and the first one should be the MAPS, if not then search for it and modify it) and try to avoid the warning of missing maps. When exporting leave the default path of maps in the exporter to Assets/Textures and it'll be just fine :)
The Engineering bay's Flying stand animation is not looped by default so it would play once and then stop. I was told the only way to fix it was to take it into 3Ds max and change the it so it loops. Now when i re-import the model it's just a black shadow.
Ok so if you want to do that you just have to import the model to the 3dsmax with all the maps. The importer prompts you propably that it cannot find any textures (and lists them). Just copy those textures from Assets/Textures to you 3Dsmax MAPS folder and import the model after that.
I, for my use, just unpacked all the textures to one folder and pointed that folder to be the default 3dsmax MAPS folder. But that's just my personal preference :)
Change the animation property and you are ready to go :)
If I were you I'd at least try to go with Println's script. That may be hard at the beginning but once you get the hang of it it may be worth it :)
From what he told me it just decomposes the .m3 files into .xml and composes back the .xml file into .m3. What you'd have to do is just edit one value and pack it back to .m3 :) That's kind of safer approach to what you want since you just need to edit one value. The 3dsmax importer/exporter looses a lot of data in the process :/
Please look at the attached file. And - USER INTERFACE FUNCTIONS - text part the script is needed for his end to insert
Camera: My problem the camera, original Arvenus Skybox always background in the editor. Exported Arvenus Skybox always foreground in the editor. I cannot change the direction of the camera always into an identical direction sees in the editor.
S* * * thanks for pointing that out. I don't know how that part got errased :/ I'll upload the corrected version.
And I'll look into your problem today.
m3_import_v0.32.ms correction in the attached file. I tested the AvernusSkybox.m3 unfortunately Camera not good.
Hey :) I've checked what you attached and there is nothing changed to that version. Maybe you've uploaded wrong file? I'd be glad to look into it.
I imported the AvernusSkybox.m3 and from what I see everything with the camera is just fine. Note, that there is composite material used there which is not a type of material that importer/exporter supports and it's the planet that's rotating, not the camera moving around.
Hello, I was having an issue with one of the engineering bay's animations looping so i took it into 3ds to enable looping, But now all its textures are gone. How do i get them all back?
Which animation? There are a lot of them which are not looped by default. Describe your problem a bit more precise please :)
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@sc2newuser: Go
Well I imported Banshee and exported it back to the editor and I had the smoke animations on attack :/ Importer import the smoke material properly. If you could describe your problem a bit more precise that would be great.
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@kailniris: Go
Glad you like it :) Did you resolve the camera issue?
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I still see the 1.9 version so I guess it still needs approval :/ The Displace Material allows you to do these kind of refraction effects. Just open up Archon model in the editor or TerranSmallUnitDeath and check out what what's going on with the ground around them (and the model itself). It get distorted so this is what it's all about :)
@sc2newuser: Go So couldn't you just ask instead of this sour 1st post?
So the first thing you need to to is to download the latest version. About a week ago there was a bug reported (well actually a whole section missing ;) ), the version that is out now is fully functional (in it's previous functionality boundaries). The second thing is that do render the decals onto the model you need to apply second mapping channel. To do it in max, select the faces where you want the decals to be displayed, apply UVmap modifier, place the mapping gizmo so that there won't be any distortions of the map and change MAP CHANNEL parameter to 2 in the modifier. After that apply decal map in the material but in layer options change MAP CHANNEL in the UVcoordinates section to 2; turn off the tiling on both U and V. And there you go. There's a working decal. I tried this with the version of a plugin that is available and it works in the editor. Another note is that since you can import model with decal and export it back to the editor, it means that it's supported. It's described more or less in the description for the plugin.
As for the animations, the two animations that you refer to as being the extra ones are the banshee's rotors. GLstand means "Global Loop Stand". It seems that the engine is layering this animation onto other animations, just to skip reading separate rotor animations for the different behavior sequences. As you can clearly see, it's not supported but since you currently can't export it with the plugin you can work around it. Animate the rotor by hand and add it to every of currently existing animations.
Maybe you should try println's blender script, I don't know if it has that kind of animations support.
All you need to know about how to team color your model is right there, in front of your eyes, if you import the banshee into 3dsmax. Just look for a flag in Diffuse layer "Render Alpha as Team Color", check the alpha and see how material handles TeamColoring.
I hope that solves your problem. Please, don't be sour looser EVER again.
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Ok so for all interested, I've uploaded M3 Plugins version 2.0 with added Displace Material functionality.
http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
(it may be not visible for some time since it needs approval)
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Makes a new account just to be a turd
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Yes, it's in the queue :)
I'd like to fill the holes in other areas like materials and layers, after that particles and after that Ribbon. The problem with ribbon is that it isn't described in any way like here http://code.google.com/p/libm3/w/list . But there is RIB_ tag so it's possible to get in done :)
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Fantastic man! Yeah, gravity is quite important factor :D Let me know if you find anything else, I'll incorporate it :)
I asked about the particle knowledge because if you develop particle system in max you could easily export it to Galaxy. Now you have to change around the values and more or less guess what the effect is going to be.
I was thinking about some sort of Particle Flow to m3 translator. You know, to set the particle system in PFlow and export it's values so that it may look pretty much the same in the editor.
What do you think?
0
Fantastic! :) I'll include this right away. The first might be treated as force so Vertical Force for the name; the second speed is some sort of Drag from what you've described so we'll stay with that name.
Thanks man! :) Appreciated!
You said you're ripping already working particles but that isn't what we want don't we? :)
Just a thought: it doesn't seem that it's emission values. It's more of a behavior/force. "Speed unknown" might be some velocity because of the 4th value or a force with it's value and point in which it's working.
Do you have any 3dsmax particle knowledge?
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Unpack (you also need the listfiles included in the package) and open StarCraft II\Mods\Core.SC2Mod\base.SC2Assets and here you are :)
Hey! c'mon, move your brain there a bit :) It's really easy once you do it, believe me!
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Just download this http://www.zezula.net/en/mpq/download.html and unpack the entire textures folder if you go with the 3dsmax route. Try this first if you are familiar just a bit with max (I assume you are since you're able to import and export the model ;) ).
Remember, just point out the proper folder ( to set it in max just go to Customise -> Customise User Paths -> External Files tab -> and the first one should be the MAPS, if not then search for it and modify it) and try to avoid the warning of missing maps. When exporting leave the default path of maps in the exporter to Assets/Textures and it'll be just fine :)
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Ok so if you want to do that you just have to import the model to the 3dsmax with all the maps. The importer prompts you propably that it cannot find any textures (and lists them). Just copy those textures from Assets/Textures to you 3Dsmax MAPS folder and import the model after that.
I, for my use, just unpacked all the textures to one folder and pointed that folder to be the default 3dsmax MAPS folder. But that's just my personal preference :)
Change the animation property and you are ready to go :)
If I were you I'd at least try to go with Println's script. That may be hard at the beginning but once you get the hang of it it may be worth it :) From what he told me it just decomposes the .m3 files into .xml and composes back the .xml file into .m3. What you'd have to do is just edit one value and pack it back to .m3 :) That's kind of safer approach to what you want since you just need to edit one value. The 3dsmax importer/exporter looses a lot of data in the process :/
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S* * * thanks for pointing that out. I don't know how that part got errased :/ I'll upload the corrected version. And I'll look into your problem today.
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Hey :) I've checked what you attached and there is nothing changed to that version. Maybe you've uploaded wrong file? I'd be glad to look into it. I imported the AvernusSkybox.m3 and from what I see everything with the camera is just fine. Note, that there is composite material used there which is not a type of material that importer/exporter supports and it's the planet that's rotating, not the camera moving around.
P.S. Your post is #666, just saying ;)
Which animation? There are a lot of them which are not looped by default. Describe your problem a bit more precise please :)
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What kind of problems if you could say?
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Why?