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Guraan

Emperor Penguin
Paradox Staff
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Sep 17, 2012
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Got some questions:
* Is there a Clausewitz Blender3d exporter plugin that you guys have done out here somewhere on the internet?
* What can you tell is the main differences between maya and blender when it comes to workflow and actual tech of the editor (differences, similarities, equivalences etc in both terminology and functionality) ?
* What do you want to be improved in the current maya exporter?

//Guraan
 
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Not sure about the file format, i asked around and i cannot get any real answer about it. (Sorry)
 
@Guraan About the file format it just looks like it contains binary serialized objects.
I wrote a first version of a Parser which i will extend so that it can read and write data in the correct format
I am currently trying to work on just exporting the mesh data from blender.

Would be best if someone from paradox could give a statement concerning the file format specs because that would make for a much cleaner
export result probably cause right now i am just testing step by step trying to reconstruct the file.
Tbh i cannot be much help there, got very slim knowledge about the format myself.
Think @BjornB might be the best person to ask when it comes to the fileformat spec.
Besides that, how is it going? I am very curious about the progress when it comes to a non maya version of the exporter
 
Ah I completely missed that you were a Paradox employee when I replied to this thread before. :D What team/department are you in?
I am a Linux programmer at PDS, not in any particular (named) team ATM, but previously HOI4.
And I very much lack experience in 3D modelling, just so you guys know O;)

I've written most of a Maya importer tool this weekend in an attempt to understand the mesh file format. I definitely have most of the basics down now but still a few question marks over some data interpretation, so any official clarification would be very appreciated. (for both the .mesh and .anim file formats)

@Guraan i did write an importer which can import a .mesh into blender first to understand the file format
The importer is almost finished (just missing locators and some shading information)
As to the exporting part i did not yet start that though it will not be that complicated once i have finished the import part.

As was said before an official spec or some information would be really appreciated.
Will try to push some more in this issue, personally i do not own maya (not even access to it at work) and i do not want it either so this is my personal pet peeve as it is for you guys as well O;)

Edit: And by "any particular (named) team" I mean that I work with RnD & programming support not tied to a single project and not belonging to the engine team O;)
 
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PDS is coming up with their own Distro :eek: wow...


/runs
Will be called Universalnix and a minimum requirement for our future games O;P
 
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@Guraan Do you have any news concerning the file format specs?
It exists and i have the document, just need some more time to make sure it can be published (crap like layout, copyright etc)
 
still waiting... i will let you guys know when i know
 
Thank you very much for doing this, I hope you have good luck getting it to work!
No i have no luck... but I will give you this (c attachment), this is the raw draft for the spec you are waiting for so remember that it is still pdx that has copyright, etc to it O;)
 

Attachments

  • Assetfilestructure.pdf
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Thanks for that! It's confirmed everything I had managed to reverse engineer so far. :)

If you're able to provide a similar spec for the .anim format then it would save me a lot of time. Even just a list of objects, properties and descriptions ... as the actual binary layout looks the same as the .mesh format.
Cheers.
Yeah that is the problem, i am not the one writing these things... and since it is stilll draft i do not know the coverage of it, i just assumed it had anim as well...
Will bother the engine team about this
 
Not going good, atm i have not been able to find anyone that can explain how the bones/skins etc is exported... as far as i know right now it is very much the same as what maya3d stores it
 
Well last friday i had the pleasure to meet @Joror IRL, we discussed it a bit and tbh the best practice right now should be to take inspiration of his exporter/importer O;)