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I believe the problem here is that you don't have any projects set in the clausewitz.txt file found in Documents\Paradox Interactive\PdxExporter\settings.

Copy and paste this (and adjust to fit the game you are modding) and it should work:

Code:
@@t@pdxasset i 2 1 0
[PROJECT_NAME]
    animation s 4 "none" "idle" "attack" "move"
    material s 2 "PdxMeshStandard" "PdxMeshTextureAtlas"
    path s 1 "PATHGOESHERE/game"
    target_exe s 1 "PATHGOESHERE/game/ck2_RD.exe"

There should then come a string in the empty box on the right side that you have to select, then add the shader attribute and it should add the attributes listed on the "material" line.
 
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Did you use the "Create .gfx and .asset files" option in the exporter, and set them up correctly? The axis box is spawned because it reverts to that when it can't find the specified entity.

Please paste the contents of your .gfx and .asset file here and I can have a look! :)
 
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Alright good!

Please double-check the path to your .mesh file as it now says "output/domi.mesh" which makes me think that it uses the default path. Also make sure you have the right path in the clausewitz.txt file so that it directs the exported files to your game folder. However, should you wish to not go through this now and just get the mesh to work, you can also just copy-paste all the exported files into your game folder, IF they are at the wrong location.

Otherwise it looks correct.
 
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The frame can be either a Maya mesh with polygon meshes and locators or joints or it can be just an entity with scripted locators without a "pdxmesh" string. The joints/locators should be named "part1", "part2" and "part3" for where you want to spawn the sections, whereas part1 is the bow, part2 the mid and part3 the stern. Destroyers are different in the way that they currently attach both sections to "part1", but this can be modded too. Corvettes and civilian ships attach to "part1" as do stations iirc.
 
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These are some very good instructions, and i've tried to follow them the best i can, but i still don't think i'm getting it right, so far, all i've managed to get into the game is that wierd coloured box thing as my first attempt, then with my second, the model was invisible, except for a little glow effect where the engine hardpoint was (I think), but with those first two attempts, i didn't have a 'frame' mesh for the model, or listed in the asset/gfx files. The wiki doesn't even mention exporting two different meshes.

Does anyone know what unit scale Stellaris uses? How big would the model have to be in Maya to appear, say, 2km long ingame?

You don't necessarily need a frame mesh, but you have to create the ship size and design so it refers to your ship as the general design and not as a section. You can do this if your ship is one solid mesh, but if it is split up in different parts then you need to have each of them be a section and the frame (which is only joints or locators) as the general design.

The units in Maya are the default units, so if you make it ~10 units long it should be around the same size as a battleship.
 
What shader are you using? How do your texture maps look?

The exploding mesh can be caused by having an animated mesh without states, or a static mesh with an animation. Can you post the entity and mesh scripts, please?
 
You get that because you have an animated mesh but without animations assigned in the .gfx/.asset file. If it is skinned to a joint it will be animated even if you don't have any animations there. You can either add animations or remove the joints/skinning.