• 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.
Showing developer posts only. Show all posts in this thread.
D

Deleted member 471407

Guest
capsule.jpg


I hear there is an exporter, where can i find it and how does it work?

You can download the exporter right here:
https://accounts.paradoxplaza.com/profile/downloads

How do I use the exporter?
There is a guide on how to use it on the wiki.

For what games can I use the Clausewitz Maya Exporter?
It's fully compatible with Stellaris and Hearts of Iron IV. And it's partially compatible with EU4 and CK2 (you can still use it for everything Europa Universalis IV and Crusader Kings II, but it's a bit more complicated. See Aerie's response: https://forum.paradoxplaza.com/foru...formation-and-faq.924764/page-3#post-21088022).

My exporter does not work, what did i do wrong?
Did you RUN AS ADMINISTRATOR when you installed the exporter? This is a must for everything to work properly.

I get an error in maya saying " ..Cannot find file "pdx_export_ui.mel".. "

There is supposed to be a "pdx_export_ui.mel" in your document folder " ..\Documents\maya\scripts". If missing, try running the installer a second time. Make sure to run it as administrator

Is there something similar for other software besides Maya, such as Blender?
Unfortunately not at this time. It's an addon for Maya. But we will be releasing our .mesh format so that anyone willing and with the skills can write an exporter for other software, like blender.

 
Last edited by a moderator:
  • 32
  • 28
  • 3
Reactions:
Sorry guys. Only Maya at this time :( I was hoping for Blender support. But since it's an actual addon for Maya, which is the tool we use here, it's only available for that software at the moment.
 
  • 5
Reactions:
Is Blender supported?

What about blender ?

Yuck.. ninja ' d :)

We have talked about how to do when it comes to support for Blender and I hope that some solution will present itself in the future. but as BjornB said, only Maya at this point.

Edit: Updated the post above with more information about supporting Blender.

Is there something similar for other software besides Maya, such as Blender?
Unfortunately not at this time. It's an addon for Maya. But we will be releasing our .mesh format so that anyone willing and with the skills can write an exporter for other software, like blender.
 
Last edited:
  • 8
Reactions:
Will there be a new subsection for the forum dedicated to sprites for each game? Or maybe there already is such a thing and I just haven't noticed ...

The idea is that the relevant mods should post it in the mods forum for the game it's for. If the need arises, we could make some new arrangements.
 
  • 2
  • 1
Reactions:
I'm getting the following error. Any idea how to fix it? The pdx_exporter.mll file seems to be in the correct folder C:\Program Files\Autodesk\Maya2015\bin\plug-ins\

// Error: file: F:/Documents/maya/2015-x64/scripts/pdx_export_ui.mel line 34: Cannot find procedure "pdx_exporter".

EDIT: Like an idiot I forgot to load the plugins from the Plugin Manager. Fixed.
 
Is this just graphics? I thought it was some kind of full modding?

Well.. with this exporter and the other mod support we offer in our games, is more required? :p
 
  • 4
  • 1
Reactions:
I can't remember what it was, but I do remember a few times asking how to mod X or Y and being told I couldn't because it was in the code or somesuch. (I don't understand modding very well, so I apologize if I'm talking nonsense)

No worries, and of course, there are some things that modders can't do since we do not hand out the source code to the engine, but this is a huge step forwards to the actual depth of the modds that can be created by the respective teams.
 
  • 6
  • 2
Reactions:
I presume EU 4 will be fully supported eventually?

Technically, it is fully supported, its just not as smooth a ride. You have to move stuff around and stuff. Same for CK2, but even more hassle. Its what we use when we work on those game.
This exporter is the exact same one we use internally.
 
  • 10
  • 1
Reactions:
I get the error: "// Error: file: C:/Users/Krzysztof/Documents/maya/scripts/pdx_export_ui.mel line 34: Cannot find procedure "pdx_exporter"."
It's not the one in FAQ, I think, since Maya finds the file "pdx_export_ui.mel". It was installed as administrator, tried intalling again, didn't help.
If thats important, I'm using Maya 2016.

Have you loaded the plugin through the Plugin Manager?
 
  • 7
Reactions:
No Blender , perhaps in the future?

As previously stated. We are using Maya, and the exporter we made is only for Maya. With the help of this exporter and our .mesh information, our hopes is that the community will be able to construct their own exporter for other software.
 
  • 3
Reactions:
Kudos to opening the tools! Makes my old Jorodox .mesh creation tool obsolete most likely. :) Perhaps I'll give writing a Blender plugin a go.

Quick question because I do not have Maya to test with: Does this tool also do animation exports? Does it also allow opening/editing existing .mesh files?
 
  • 2
Reactions:
Kudos to opening the tools! Makes my old Jorodox .mesh creation tool obsolete most likely. :) Perhaps I'll give writing a Blender plugin a go.

Quick question because I do not have Maya to test with: Does this tool also do animation exports? Does it also allow opening/editing existing .mesh files?

Your tools appear to be the only way to import .mesh files still, which is vital for people who want to skin their characters to Paradox's skeleton. I've noticed it seems to import flipped though, so the left arm appears on the right :(
 
Can this work with GIMP for the poor amongst us?

Your tools appear to be the only way to import .mesh files still, which is vital for people who want to skin their characters to Paradox's skeleton. I've noticed it seems to import flipped though, so the left arm appears on the right :(

I am sure @Aerie can answer these questions better than me
 
  • 2
Reactions:
Your tools appear to be the only way to import .mesh files still, which is vital for people who want to skin their characters to Paradox's skeleton. I've noticed it seems to import flipped though, so the left arm appears on the right :(
Aye that was my last addition to the tool (.mesh -> collada), but it was not extensively tested for bones. Exporting animations (.anim) files was something I was planning to look into, but never got around to.

If Paradox doesn't want, or cannot, release the original models, the best thing they could do is provide the base bone structures for the most used models. (humans, horses, etc)
 
  • 1
Reactions:
Hi can someone help me i can't get the exporter working to export.
when i want to export i get an Error and Maya crashes.

Code:
Fatal Error.Attempting to save in
C:/User/Admin/AppDATA/Local/Temp/Admin.20160509.1049.ma

i hope somebody can help me

Hi Noel4991, while I am not an Engine Coder I can try to give it a shot!

Can you please copy-paste the contents of your clausewitz.txt file found in Documents\Paradox Interactive\PdxExporter\settings?
 
  • 1
Reactions:
Hope you can find something

Maybe!

As you can see you have three different "projects" there. You have currently set the "standard_previewer" to EUIV, but you want to create a new project for it.
It could work with having it as the standard_previewer if the paths are correct, but let's create a new project for it.
To do this copy one of the others and fill in the information there, like this:

Code:
[EUIV]
animation s 6 "none" "idle" "moving" "attack" "death" "idle2"
material s 3 "PdxMeshAdvanced" "PdxMeshAdvancedSnow" "PdxMeshStandard"
path s 1 "X:/project/hoi4/game"
target_exe s 1 "X:/project/hoi4/game/hoi4_D.exe"

Make sure you replace the paths to the correct ones which you have done in the standard_previewer.

Also try changing the slashes to be forward slashes instead of backslashes.

When you open the exporter with this you should see an extra project in the list over projects called EUIV which you need to select before exporting.
 
Last edited:
  • 1
Reactions: