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luluboss

Second Lieutenant
6 Badges
Jul 24, 2016
108
11
  • Magicka
  • Magicka 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
Hello,

My name is Ludovic, i'm a new one in the wonderful word of Paradox game modding :)
I'm not used to write in English often so i could make mistake in spelling or grammar...
I work in infographic 3D/2D with strong years of experience.

A good friend asked me to improve his mod in progress with new reskin, models stuff , sprites and shit.

I use to do Maya, C4D, and photoshop.

But i encounter a problem with your plugin Clauswitz for maya.
-Installation is ok.
-mel respond and interface chage.

Export doesn't work , ingame the model won't charge.

I have tried an tried again, but it seems that with just a simple cube with phong (diffuse/spec/normal) the export show me this :

209655bugforum1.jpg


But nothing is visible ingame (replace by default model)

Error log :
Code:
[11:24:02][pdxassetutil.cpp:309]: Failed to create material with shader PdxMeshHoI4
[11:24:02][pdxmeshtype.cpp:390]: Pdx mesh type with no meshes: gfx/models/units/tanks/armored_car_brigade.mesh won't render.

I have read all i can in this support forum but can't find the information i am looking for.

Maybe it's in my clauswitz settings ? as Kliwarrior has here.
Code:
[hearts_of_iron]
    animation s 5  "idle" "moving" "attack" "death" "idle2"
    material s 2 "PdxMeshHoI4" "PdxMeshAdvancedSnow" "PdxMeshRunemaster"
    path s 1 "C:\Users\lulu\Documents\Paradox Interactive"
    target_exe s 1 "C:\Users\lulu\Documents\Paradox Interactive\Hearts of Iron IV/hoi4_D.exe"

Can someone ( @Aerie or @K-vald it seems, or anybody in customer) help me to understand how to export model in maya for heart of Iron 4 ?

Thanks.
 
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Hey!

Yeah I think I know what the issue is. The shader you want to be using is "PdxMeshAdvanced". You can add it either by adding it in the clausewitz.txt settings file or by going to (in Maya while having the shader selected) Modify > Edit Attribute... and select "shader" in the upper field and then a new line in the lower and write it in the text field.

Two other things I noticed is that you have the wrong shader number in the clausewitz.txt file, it should say the same number as amount of shaders. Currently it says "2" when you have 3 shaders, so it should be "3".

Code:
material s 2 "PdxMeshHoI4" "PdxMeshAdvancedSnow" "PdxMeshRunemaster"

should be:

Code:
material s 3 "PdxMeshHoI4" "PdxMeshAdvancedSnow" "PdxMeshRunemaster"

The other is that you are using backslashes and forwardslashes together in your target_exe path, you may want to be careful in doing so.
 
It's working ;)

I had to make some adjustments for export animation (add attribute "none"), and force the material with PdxMeshAdvanced !

Here is my clausewitz setting for sharing :

Code:
[hearts_of_iron]
    animation s 6  "none" "idle" "moving" "attack" "death" "idle2"
    material s 3 "PdxMeshAdvanced" "PdxMeshHoI4" "PdxMeshAdvancedSnow"
    path s 1 "C:/Users/lulu/Documents/Paradox Interactive/WIP-MOD"
    target_exe s 1 "C:/Program Files/Steam/steamapps/common/Hearts of Iron IV/hoi4.exe"

I have just finish one entity and testing it and... damn ! orientation of the root locator make the sens of the vehicle... can't change because of bindpose so.. let's do it again :D
 
Hi again !

Modding is on his way, armored car and assault gun work perfectly but i reach problem on human modifications...

Here is my model :
646819meshwithbind.jpg


Ingame with no bind, just model it's look like this :
272654meshwbind.jpg


I have tried on so many level to make work the old skeleton (extract via jorodox), to make a new one, but each time my model doesn't want...
790856bug.jpg


Preview on Jorodox :
585104jorodox.jpg


I have check there only one bindpose, root has no influence on the mesh just in hips.

But most strange with just two bones (root-_hips), with no influence by root, nothing is visible ingame :/
Is there anythings special for human units to know ?

Help will be welcome :)

For convenience if i can reuse vanilla animations it will be cool, but if i should make a new setup i'll do new animations, that's not a problem.
 
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