• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Mandrac

Sergeant
34 Badges
May 11, 2016
52
17
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Magicka
  • Crusader Kings II
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Surviving Mars
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Magicka 2 - Signup Campaign
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
Ok so it took me some time to realize that i had to actually select the phong in the hypershade windows to make the exporter stop display the "no phong selected" error message when pressing the "add shader attr." thing like they say on the wiki. But now i got the "found no material to add" error.
My material is properly set like the wiki said but it just doesn't work. I tried to select the whole blob of box instead of just the phong itself but without result.


What am i doing wrong?
 
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.
 
  • 1
  • 1
Reactions:
Yep it helped me a great deal. At least now the exporter is actually doing something and generate files.
However when i try to spawn the model ingame using the "spawnentity" command i get a tiny axis reference box like those:
 
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! :)
 
  • 1
Reactions:
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! :)

Ok so this is the gfx:
Code:
objectTypes = {
    pdxmesh = {
        name = "domi_mesh"
        file = "output/domi.mesh"
        scale = 1.0

        meshsettings = {
            name = "dominix:shapeShape"
            index = 0
            texture_diffuse = "domi1_diffuse.dds"
            texture_normal = "domi1_normal.dds"
            texture_specular = "domi1_specular.dds"
            shader = "PdxMeshShip"
        }

        meshsettings = {
            name = "dominix:shapeShape"
            index = 1
            texture_diffuse = "domi2_diffuse.dds"
            texture_normal = "domi2_normal.dds"
            texture_specular = "domi2_specular.dds"
            shader = "PdxMeshShip"
        }
    }
}

I guess now you know what those box should look like :p
Ok and here is the asset:

Code:
entity = {
    name = "domi_entity"
    pdxmesh = "domi_mesh"
}

Ps: i really apreciat that you help me figuring all those things out. There's not much information about the exporter and how it work. As soon as i manage to create my very first ship i think i'll make a simple tuto from instalation of the exporter to final product.
 
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.
 
  • 1
Reactions:
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.

That's what i'm already doing I'm moving the files manualy to the game folder.
I put them in stellaris/gfx/models
 
That's what i'm already doing I'm moving the files manualy to the game folder.
I put them in stellaris/gfx/models

But therein lies the problem I guess, you have your model in stellaris/gfx/models, but still your .gfx file points the pdsmesh file location to the output map. And then you get the axis box. What if you just changed the .gfx file to file = "gfx/models/domi.mesh" ?
 
So i tried importing a spaceship with some basic textures aswell, to see if it works.
Basically i did all that is on the wiki, plus iretraced everything you did @Mandrac and for me it worked.

Interestingly, my mesh.gfx still points to my documents folder where i first exported the .mesh out of maya.
When i change the path to the .mesh in the gfx/model folder i get the same error you do.

KcpeHoP.jpg


Edit: Im not really sure why its not detecting the .mesh and the textures in the same folder, maybe it needs to be reexported. Anyway, ill see if i can find an answer. We might help a lot of people by putting together a little tutorial or guide.
 
Last edited:
  • 1
Reactions:
Mandrac, that looks really awesome. Does the luminosity for windows also look good? I'm wondering if specular is what is used for luminosity or... is there even any luminosity channel for models?

Btw, please share you findings on adding locators for turrets/enginge trails etc either here or on the wiki. It'd be helpful for people like me who are currently crawling around in Maya. :)

Also, a little guide on the wiki would be great (for just basically getting a model in w/textures being found). :)
 
Last edited:
So i managed to get modules on ships working, took me a while but i got there.
Corvette-class ships with a frame and 3 different Modules.

cSIWaqt.jpg


Once i figure out the rest, i will post a little tutorial or breakdown or something.
The ships are still flying backwards, there arer no markers, etc^^
 
  • 2
Reactions:
So i managed to get modules on ships working, took me a while but i got there.
Corvette-class ships with a frame and 3 different Modules.

cSIWaqt.jpg


Once i figure out the rest, i will post a little tutorial or breakdown or something.
The ships are still flying backwards, there arer no markers, etc^^

Oh nice! How did you managed to turn them into functional ship? I mean what are the text files related to ships?
I found a couple of files related to ship but it seems to be generality about all ships. Not files for individual ships.
 
Ok, so i did it like this.
I made a mod folder in which everything goes into, so that i can modify without any worries.
Then you need a couple of files. I did make a new graphical culture (Mammalian, Reptilian, etc) for that.

You can add this in:
.../Common/graphical_culture/00_grapical_culture.txt

And to be able to select the ship class in the species menu:
.../Common/species_classes/00_species_classes.txt

Now for the actual ship part ;)
Make sure that your ships are named properly, this means that you have a ship "frame" and the sections.
The frame must be named like this in the .asset file.
<gfx_culture>_<ship_size_name>_entity
example: "mammalian_01_corvette_entity"

The sections just need to have the same structure. I didnt rename them, i dont even think they need a .cfg and .asset file.

Ok, so now you need to add these sections to the ship class.

.../common/section_templates/corvette.txt
You have to replace the entity names in the ship_section_template bracket for each section you made.

There is a text file called "HOW_TO_MAKE_NEW_SHIPS.txt" in the .../Stellaris/Common folder which might help you aswell.

Also, apparently your spaceship has to point towards the +z axis in maya in order to look right in the game, otherwise they will fly backwards :D

Hope this helps!
 
  • 1
  • 1
Reactions:
Ok, so i did it like this.
I made a mod folder in which everything goes into, so that i can modify without any worries.
Then you need a couple of files. I did make a new graphical culture (Mammalian, Reptilian, etc) for that.

You can add this in:
.../Common/graphical_culture/00_grapical_culture.txt

And to be able to select the ship class in the species menu:
.../Common/species_classes/00_species_classes.txt

Now for the actual ship part ;)
Make sure that your ships are named properly, this means that you have a ship "frame" and the sections.
The frame must be named like this in the .asset file.
<gfx_culture>_<ship_size_name>_entity
example: "mammalian_01_corvette_entity"

The sections just need to have the same structure. I didnt rename them, i dont even think they need a .cfg and .asset file.

Ok, so now you need to add these sections to the ship class.

.../common/section_templates/corvette.txt
You have to replace the entity names in the ship_section_template bracket for each section you made.

There is a text file called "HOW_TO_MAKE_NEW_SHIPS.txt" in the .../Stellaris/Common folder which might help you aswell.

Also, apparently your spaceship has to point towards the +z axis in maya in order to look right in the game, otherwise they will fly backwards :D

Hope this helps!

Thanks i'll try that.