The first is that the animation is a bit broken see image for details(Both BC play the stand animation)
and the second issue is that the small side cannons is of the model also see image for this, The issue is being something with the importer cause this is visible in blender(This is only happening on one side of the model)
You can also see on the first image that the cannons are only broken on one side
Hi all I think I know the reason why some of Phaos' models can't be imported.
I used the m3ToXml.py script and it said that the EVNT section version was 0 and the supported EVNT section have version 1 so if I'am right this is an older m3 format.
I also tried to add the unknown structure to the xml file but i could not get it working
I understand that you are not interested in the Skyrim plugin but it was only a thought I had. (If you don't ask you never know)
But you said that the Global Loop override all other animations. Seems like a big issue... I can take a look at the code if you like. but i'm not really familiar with the m3 format so it may be hard for me to find anything useful. Please tell me if there is anything i should know about before I stare searching for the problem. I'll have a quick look now.
I'm working on a plugin for skyrim and I can upload it if you wan't to take a look at it
BTW making a new one with a more simple setup for the entire file
But the strange is that the old script works on x86 and not on x64 and sometimes it works om a file with 6 meshes and in the other case on one with 3 meshes and no more
Since i'm a programmer I can probably fix this by modifying the code but now i have a new structure so I'll work from that plan instead of the old and failing one
but this resulting in that I can currently only export the header in the file (can be opened in Nifscope a tool for skyrim meshes)
You said the m3 have a max number of vertices in one mesh how many is it cause there is the same in skyrim and there it is a limitation of 65535 the length of a ushort
Hi again I was able to solve a problem with blender not with your plugin though
As some may know I'm working on my own plugin and suddenly when I was going to export my Weapon model blender just crashed.
I was able to find the source of the crash but for me it made no sense at all cause all it did was to change one integer with some specified values that had worked on several meshes before (sometimes it is a mesh with 3 meshes and sometimes it can go up to 6 meshes without crashing)
Anyway I triad allot and just could not find the reason WHY ON EARTH it would crash right here.
I was stupid to remove my entire script from my computer... and about 5 min ago I thought about maybe it is blender that causes this. I run x64 blender
and on my laptop I also run x64 but I had my old script left on it so I decided to download x86 blender and try it out... and it worked now 100% I'm sure
Just happy to share this if It may occur for you guys try the other blender version
EDIT: Also merging the meshes to one will make the script work
Well as I said in my last post (EDIT) I really haven't thought how I would do it but when you say Actor event
That is probably how i would do it. THX very much!
Another question to (someone who knows) is there a way to use multiple textures on my model without ripping it apart to different meshes
Just want to know f it is possible cause I'm soon done with my weapon and just want to know the options I have here with multiply textures
Just an answer if it is possible or not would be appreciated
Thx for that now I'll just finish my mesh and I'll try it out, didn't really see that check box :P
And is that the only way you can change the color of the model or is there some other way cuz
I'm working on some weapons that I would change the color on depending on the Weapon lvl and some
other stats like attachments and so. Else I'll have to use team color.
EDIT Never mind on this color thing I'm not really finished yet so I'll just wait till I'm done and see what I'll do
Is there a way to make the color of a model depend on the team color
example the default for player 1 is red and for player 2 it's blue
So my question is is there a way to add this to the model using this plugin
or is there another way to change the texture color during game ex via triggers
If there already is an existing material you should use it but if none exist I would go by default.
And then under the M3 Material Layer Add the path to the image (Where it is located in SC2 not on your computer)
And here I would also go by default.
If you have time you could check some models from SC2 and see there flags on the Material
Ask if anything is unclear
EDIT checked the colossus
It uses Diffuse, specular, self Illumination, Emissive and Bump
I see in your error message that you don't have the latest plugin try to download the latest
and if that doesn't fix it I don't really know. It's something with the bones I can tell but not really what the problem is
If I find anything I'll post it
For your problem you should add a material under Material -> M3 Material Settings (at bottom)
If you don't have a M3 Material go to Scene -> M3 Material and add a material and set it up under
M3 Material Properties
This should solve it
And the reason I know this is cause this have happened a lot to me :P
Not sure if this is a bug in blender or with the importer only noticed with the tank.m3 model
What happen is that the model is somehow being weirdly scaled when switching mode from object to edit
This only happens to some parts of the model see image for details
EDIT: Reason may be cause of the animations. Checked with ultralisk.m3 and found this see image
Using the latest addon
I been playing around with the new UI Editor and managed to make my own template.(After 10+ crashes that came from nowhere) with a button in the center
The question is can you attach a trigger to this button that I have made or is that not possible
The template contains of a ButtonTemplate [Button]
a Frame [frame] this is the frame I create the Dialog of
a OKButton [Button] This is located under the Frame
0
I have found two issues with the battlecruiser.m3
The first is that the animation is a bit broken see image for details(Both BC play the stand animation)
and the second issue is that the small side cannons is of the model also see image for this, The issue is being something with the importer cause this is visible in blender(This is only happening on one side of the model) You can also see on the first image that the cannons are only broken on one side
0
Hi all I think I know the reason why some of Phaos' models can't be imported.
I used the m3ToXml.py script and it said that the EVNT section version was 0 and the supported EVNT section have version 1 so if I'am right this is an older m3 format.
I also tried to add the unknown structure to the xml file but i could not get it working
0
@println: Go
I understand that you are not interested in the Skyrim plugin but it was only a thought I had. (If you don't ask you never know)
But you said that the Global Loop override all other animations. Seems like a big issue... I can take a look at the code if you like. but i'm not really familiar with the m3 format so it may be hard for me to find anything useful. Please tell me if there is anything i should know about before I stare searching for the problem. I'll have a quick look now.
EDIT: Which of the check-boxes is global loop
0
@println: Go
I'm working on a plugin for skyrim and I can upload it if you wan't to take a look at it
BTW making a new one with a more simple setup for the entire file
But the strange is that the old script works on x86 and not on x64 and sometimes it works om a file with 6 meshes and in the other case on one with 3 meshes and no more
Since i'm a programmer I can probably fix this by modifying the code but now i have a new structure so I'll work from that plan instead of the old and failing one
but this resulting in that I can currently only export the header in the file (can be opened in Nifscope a tool for skyrim meshes)
You said the m3 have a max number of vertices in one mesh how many is it cause there is the same in skyrim and there it is a limitation of 65535 the length of a ushort
Please ask more if you are interested
@RanchBurner: Go
What I meant by merging was that my own script would work and not fail and crash blender :( I thought my script was so good but apparently not.
0
Hi again I was able to solve a problem with blender not with your plugin though
As some may know I'm working on my own plugin and suddenly when I was going to export my Weapon model blender just crashed.
I was able to find the source of the crash but for me it made no sense at all cause all it did was to change one integer with some specified values that had worked on several meshes before (sometimes it is a mesh with 3 meshes and sometimes it can go up to 6 meshes without crashing)
Anyway I triad allot and just could not find the reason WHY ON EARTH it would crash right here. I was stupid to remove my entire script from my computer... and about 5 min ago I thought about maybe it is blender that causes this. I run x64 blender
and on my laptop I also run x64 but I had my old script left on it so I decided to download x86 blender and try it out... and it worked now 100% I'm sure
Just happy to share this if It may occur for you guys try the other blender version
EDIT: Also merging the meshes to one will make the script work
0
@println: Go
I don't find anything wrong with multiple meshes just wanted to know if I could have multiple textures
0
@SoulFilcher: Go
Well as I said in my last post (EDIT) I really haven't thought how I would do it but when you say Actor event
That is probably how i would do it. THX very much!
Another question to (someone who knows) is there a way to use multiple textures on my model without ripping it apart to different meshes
Just want to know f it is possible cause I'm soon done with my weapon and just want to know the options I have here with multiply textures
Just an answer if it is possible or not would be appreciated
0
@SoulFilcher: Go
Thx for that now I'll just finish my mesh and I'll try it out, didn't really see that check box :P
And is that the only way you can change the color of the model or is there some other way cuz
I'm working on some weapons that I would change the color on depending on the Weapon lvl and some
other stats like attachments and so. Else I'll have to use team color.
EDIT Never mind on this color thing I'm not really finished yet so I'll just wait till I'm done and see what I'll do
0
Is there a way to make the color of a model depend on the team color
example the default for player 1 is red and for player 2 it's blue
So my question is is there a way to add this to the model using this plugin
or is there another way to change the texture color during game ex via triggers
0
@RanchBurner: Go
If there already is an existing material you should use it but if none exist I would go by default.
And then under the M3 Material Layer Add the path to the image (Where it is located in SC2 not on your computer)
And here I would also go by default.
If you have time you could check some models from SC2 and see there flags on the Material
Ask if anything is unclear
EDIT checked the colossus
It uses Diffuse, specular, self Illumination, Emissive and Bump
0
@RanchBurner: Go
I see in your error message that you don't have the latest plugin try to download the latest
and if that doesn't fix it I don't really know. It's something with the bones I can tell but not really what the problem is
If I find anything I'll post it
0
@Terminator8: Go
You seem to be new to blender and have trouble to get started
Some tips:
This was about the way I started and it took some time If you want to know any more just ask and I'll try to help as good as I can
Question have you worked with some 3D modeling program before??
@RanchBurner: Go
For your problem you should add a material under Material -> M3 Material Settings (at bottom)
If you don't have a M3 Material go to Scene -> M3 Material and add a material and set it up under
M3 Material Properties
This should solve it
And the reason I know this is cause this have happened a lot to me :P
0
@RanchBurner: Go
To show the console go Help -> Show System Console
If you don't know how to mark and copy click the blender icon in the DOS-Like window and you should figure it out
0
Not sure if this is a bug in blender or with the importer only noticed with the tank.m3 model
What happen is that the model is somehow being weirdly scaled when switching mode from object to edit
This only happens to some parts of the model see image for details
EDIT: Reason may be cause of the animations. Checked with ultralisk.m3 and found this see image
Using the latest addon
0
I been playing around with the new UI Editor and managed to make my own template.(After 10+ crashes that came from nowhere) with a button in the center
The question is can you attach a trigger to this button that I have made or is that not possible
The template contains of a ButtonTemplate [Button]
a Frame [frame] this is the frame I create the Dialog of
a OKButton [Button] This is located under the Frame
EDIT: Found out that it was not possoble