With the model I was working with all of the particle effects were non functioning, one of the hands was turned improperly, and I think the materials may have been screwed up as well. The particle effects, and materials will have to be redone for use with art tools anyway, so not that big of a deal. Most of the problems were fairly simple to fix, I was just very new to modeling at the time as well.
Yeah the m3 importer isn't compatible with some of the heart of the swarm models. What I have done in the past to get around the limitation is use the blender m3 plugins import/re-export then use the blender generated m3 to import into 3ds max. It is a horrible way to do things and I spent a lot of time cleaning up conversion errors, but it worked.
Glad you got it figured out! I was in the same boat as you just a couple of weeks ago and several members of the community helped me, just passing it along where I can.
I didn't have 3ds max open so I misused some terms there. What I meant was change the material parameter from specular to mask, set the diffuse texture to rgb, then set the alpha mask to the same texture with a instead of rgba. That should allow the transparency. If you want to zip your mopaq model and textures and attach to a message. I can take a look at them, maybe I can save some trouble if I can actually work with the files.
The red you are seeing with rgba is actually the team color I mentioned
If your model looks like the attached screen shot the textures can not be loaded. Usually for me this has been the result of moving texture files on my hard drive, when not using mopaq paths. Another possibility is invalid file format. I recommend placing the textures in the assets/textures path within the map file, and using mopaq paths. That should also clear up the error message.
If I remember correctly you will need to exit the map editor and reload in order for the changes to take effect.
If you want to make a transparent texture on the material I believe you will need to change the material paramaters from diffuse to alpha, then set up an alpha mask. The alpha on the diffuse texture is used for adding team colors to the model
Did you make the models, or have you switched them since the original screen shot? It looks like the red material has an alpha texture applied which is causing the translucent coloring.
I was under the impression you were talking about diffuse/specular/normal/emissive/alpha not displaying in 3ds max. I didn't read your question about the multi-material well enough I guess. Tobyfat50 is correct, the sc2 composite material is much different than a multi-material. The easiest way to get around the limitation is to break the model into several objects and apply a separate material to each one. The only real use for sc2 composite I have found is to enable creep to grow over a standard material.
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Man this is so much better looking than mine. Thanks for your help Delphinium!
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Use the export floater if you are using the art tools and select use mopaq paths
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With the model I was working with all of the particle effects were non functioning, one of the hands was turned improperly, and I think the materials may have been screwed up as well. The particle effects, and materials will have to be redone for use with art tools anyway, so not that big of a deal. Most of the problems were fairly simple to fix, I was just very new to modeling at the time as well.
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Yeah the m3 importer isn't compatible with some of the heart of the swarm models. What I have done in the past to get around the limitation is use the blender m3 plugins import/re-export then use the blender generated m3 to import into 3ds max. It is a horrible way to do things and I spent a lot of time cleaning up conversion errors, but it worked.
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@Acroyer: Go
Red texture might mean it is team colored, you may need to switch from rgba to rgb, or at least that is what I had to do with art tools.
I don't remember what the command to change teams is either the f keys or number keys should let you test.
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@BigBanana3: Go
I don't remember the name, but it is the mercenary skin, and is used for Jackson's revenge
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@PharaonicAssault: Go
Glad you got it figured out! I was in the same boat as you just a couple of weeks ago and several members of the community helped me, just passing it along where I can.
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So I have added a bit to the animation, it is pretty close to what I want now, but I feel like it still isn't quite right.
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I didn't have 3ds max open so I misused some terms there. What I meant was change the material parameter from specular to mask, set the diffuse texture to rgb, then set the alpha mask to the same texture with a instead of rgba. That should allow the transparency. If you want to zip your mopaq model and textures and attach to a message. I can take a look at them, maybe I can save some trouble if I can actually work with the files.
The red you are seeing with rgba is actually the team color I mentioned
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If your model looks like the attached screen shot the textures can not be loaded. Usually for me this has been the result of moving texture files on my hard drive, when not using mopaq paths. Another possibility is invalid file format. I recommend placing the textures in the assets/textures path within the map file, and using mopaq paths. That should also clear up the error message.
If I remember correctly you will need to exit the map editor and reload in order for the changes to take effect.
If you want to make a transparent texture on the material I believe you will need to change the material paramaters from diffuse to alpha, then set up an alpha mask. The alpha on the diffuse texture is used for adding team colors to the model
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Are you getting any warnings when you import the model?
Also have you tried using mopaq paths? If you don't use them the game will look for the texture in the source folder instead of game files.
The only other thing I can think of that may cause that issue is if the team color is white and you are using rgba instead of rgb for the diffuse map
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Any advice on what I should add, I feel like I should have the rising soul effect and maybe something else. Making protoss units sucks by the way.
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I uploaded an animated gif of the current death effects I have in place
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Did you make the models, or have you switched them since the original screen shot? It looks like the red material has an alpha texture applied which is causing the translucent coloring.
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I was under the impression you were talking about diffuse/specular/normal/emissive/alpha not displaying in 3ds max. I didn't read your question about the multi-material well enough I guess. Tobyfat50 is correct, the sc2 composite material is much different than a multi-material. The easiest way to get around the limitation is to break the model into several objects and apply a separate material to each one. The only real use for sc2 composite I have found is to enable creep to grow over a standard material.