• 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.
That is pretty hyberbolic to say. You can get a Maya Education version with no problems at all

I'd be very interested in how to get a Maya Education version with no problem at all (legally, of course - I neither do nor condone piracy). At the moment, I'm learning Blender, and if no-one else has worked out how to make Blender work with it by the time I've put a model together, I was going to do it myself (months and months away, so please no-one wait for me). I'll probably stick with Blender, but I'm sure others would like to know how to get a Maya license for less than the price of a second hand small car/year.
 
I'd be very interested in how to get a Maya Education version with no problem at all (legally, of course - I neither do nor condone piracy). At the moment, I'm learning Blender, and if no-one else has worked out how to make Blender work with it by the time I've put a model together, I was going to do it myself (months and months away, so please no-one wait for me). I'll probably stick with Blender, but I'm sure others would like to know how to get a Maya license for less than the price of a second hand small car/year.
I know a couple of site where you can get it for "really cheap" but i think i'll get baned if i start linking them....
Joke aside yeah i think there's a student license you can get for free i just never did that and don't know how it work.
 
I know a couple of site where you can get it for "really cheap" but i think i'll get baned if i start linking them....

I'm assuming the "no problem at all" reference includes no problems with legality - I'm not interested in any "really cheap" copies procured in ways that would not be intended by Maya's license holders (and I'm not suggesting you're encouraging it).

As an aside - and noting that Gimp is a good proxy for Photoshop, I'm on a $10/month license for Photoshop and Lightroom Creative Cloud through Adobe. It's not like the olden days where you had to pay $1000+ for a copy (although I've done that too - used to be into photography a bit) - it's cheaper than Netflix :). Maya, on the other hand, costs more than my houshold's mobile/landline phone and internet combined!
 
I'd be very interested in how to get a Maya Education version with no problem at all (legally, of course - I neither do nor condone piracy). At the moment, I'm learning Blender, and if no-one else has worked out how to make Blender work with it by the time I've put a model together, I was going to do it myself (months and months away, so please no-one wait for me). I'll probably stick with Blender, but I'm sure others would like to know how to get a Maya license for less than the price of a second hand small car/year.

Afaik the only way to get a legal education version of maya is either being a student or an educator. You have to provide proof of either of those things (ID card, college email account....)
 
  • 1
Reactions:
Afaik the only way to get a legal education version of maya is either being a student or an educator. You have to provide proof of either of those things (ID card, college email account....)

No joy for me there, my formal education days are a nearly a couple of decades behind me. I'm not too worried, I'm sure we'll be able to get Blender working sooner or later, just thought I'd ask in the off-chance (although, I have to say, I've been very impressed with Blender so far).
 
The bit about proof by ID card or college mail account are not really true. While I am a student all I had to to was give them the info what college exactly I am enrolled at. So ... take from that what you want.
 
The bit about proof by ID card or college mail account are not really true. While I am a student all I had to to was give them the info what college exactly I am enrolled at. So ... take from that what you want.

Oh, they look at it diferently then, I guess. Last time I looked into a education license for a program they required, apart from the name of the place you study in, a mail account with .edu or something like that. Or some other kind of proof that you were really a student. If all they ask is a name without any kind of background check.... that seems... not very rigorous at all.


No joy for me there, my formal education days are a nearly a couple of decades behind me. I'm not too worried, I'm sure we'll be able to get Blender working sooner or later, just thought I'd ask in the off-chance (although, I have to say, I've been very impressed with Blender so far).

I prefer blender myself, though of course we'll have to wait for the exporter and tools to be made for blender :S
 
The bit about proof by ID card or college mail account are not really true. While I am a student all I had to to was give them the info what college exactly I am enrolled at. So ... take from that what you want.

It's still technically lying, and not consistent with what Maya's trying to achieve though. Ethically, it sounds like I should only apply for that version if I was a student or educator. It's all good, I'll blend it up until I've got a good model, and if no-one's made an exporter by then, start looking into that. That said, I very much someone does sort it before I start looking into it, not my area of expertise!
 
  • 2
Reactions:
It's all good, I'll blend it up until I've got a good model, and if no-one's made an exporter by then, start looking into that. That said, I very much someone does sort it before I start looking into it, not my area of expertise!

If it comes to that I'm sure someone with both maya and the knowledge would help you take your blender model into the game once you have it ready :)
 
  • 2
Reactions:
The one I tried to replace was mammalian_01_science(_entity)
The replacement obviously works (I'm using a personal mod right now), but it doesn't show up at all as mentioned.
My mesh is just basic blockout geometry for testing purposes, there's no animation data or anything attached.
Could that be part of the problem?

I'll gladly post the file if it helps you. I'm pretty sure I'm just missing out on something very basic..

Hi again, sorry for being a little slow to respond!

I checked your file and I was able to get it to work just fine in the game. I made it use the original texture files so it looked a little weird, but it works.
First of all I saw that you had exported it with the "PdxMeshRunemaster" shader which is of course an error on our behalf that the default settings include that shader. It should be "PdxMeshShip" (or as Aerie said, "PdxMeshTerra" for a simpler version).

I also saw that you tried to replace the mammalian_01_science_entity which is the frame. We use this to animate the ships and then attach the actual ship that is named "mammalian_01_science_ship_entity" to a joint in the mesh called "part1". Instead of replacing the frame I replaced the ship_entity which worked very well.

You can use the frame as your ship, but you have to prevent the game from attaching a default ship to it. The best way of doing this for this purpose is to just comment out everything in the mammalian_01_ship_entity (except for the entity name). This way it will either not spawn anything should you not have the proper joint naming convention, or it will spawn an empty entity.
 
  • 1
Reactions:
Hi again, sorry for being a little slow to respond!

I checked your file and I was able to get it to work just fine in the game. I made it use the original texture files so it looked a little weird, but it works.
First of all I saw that you had exported it with the "PdxMeshRunemaster" shader which is of course an error on our behalf that the default settings include that shader. It should be "PdxMeshShip" (or as Aerie said, "PdxMeshTerra" for a simpler version).

I also saw that you tried to replace the mammalian_01_science_entity which is the frame. We use this to animate the ships and then attach the actual ship that is named "mammalian_01_science_ship_entity" to a joint in the mesh called "part1". Instead of replacing the frame I replaced the ship_entity which worked very well.

You can use the frame as your ship, but you have to prevent the game from attaching a default ship to it. The best way of doing this for this purpose is to just comment out everything in the mammalian_01_ship_entity (except for the entity name). This way it will either not spawn anything should you not have the proper joint naming convention, or it will spawn an empty entity.

Thank you for taking the time.
Yes I noticed the shader name, there's this other thread I had a look at and I changed it to the proper one. Thanks for that.
Unfortunately there's still something wrong over here. So I went into the .asset file and changed the entity name to _ship_entity instead of science only. I suppose that's what you suggested to make it easy. I'm still getting the same results though. I pretty much can't see any mesh (for the science ship) in game anymore.

Let me just quickly state my mod directory to make sure this is not the problem.
So under C:/..../Documents/Paradox Interactive/Stellaris/mod there is both my testmod directory and testmod.mod file
Inside the directory I've created the same folder structure which is gfx/models/ships/mammalian_01 containing the three files created by the exporter.
Is that the right directory or do I have to state the mod folder somewhere in the gfx or asset file.
Finally I've activated the mod in the launcher.

Yet I can't figure it out. I like to be the one figuring it out myself, no chance this time.
Btw. is using "reload MESHNAME" or "reload mesh" (does that apply to all meshes?) a viable method so you don't have to restart the game (faster iteration)?

I'd really like to find a solution for this, thank you again for your effort, I appreciate it.
 
I had a look at the mod file, and I got it to work and I used the same file structure as you used. Remember thought that if you don't modify the default file the game will have 2 entities with the same name. You might want to either comment out the default one, or just use the default .asset file and replace the ship_entity with your entity.

You can use "reload mesh" to reload the .mesh file, "reload anim" to reload any animations, "reload assets" to reload all .asset files or "reload assets _mammalian" to reload all asset files with "_mammalian" somewhere in the name (goes faster).
 
Should we expect blender support?
I doubt so, like they said. They edit the game with this tool, why would they care about blender then?

I don't know what to say. Do you realize what maya costs? And photoshop for that matter. It's hardly something you buy as a modding tool. The only reasonable way for an average modder to get access to these "tools" is piracy. I guarantee you there are many of them in this thread right now.

Well like said before, Maya is obtainable in an edu release for free. And photoshop doesnt cost you 200 euro's per version anymore. For 90 euro's a month you can have the entire Adobe Creative Suite, or 60 if you subscribe to it for a year.

Don't know What it is and Don't know How to launch it. But isn't working for me at all, it won't run after finnish installed. Video Tutorial is needed !!

If you expect that you're done with downloading and installing the maya exporter then you're wrong. It requires (Autodesk) Maya in the first place before you can get anywhere.



Also, that stellaris crashing when trying to export is exactly what happens to me also.
 
and noting that Gimp is a good proxy for Photoshop
While I'd say this isn't true, and hasn't ever been less true than it is now since gimp basically hasn't updated for 5-6 years by now, it doesn't really matter even if gimp was better than photoshop. If a photoshop plugin is required then you can only use photoshop.
 
While I'd say this isn't true, and hasn't ever been less true than it is now since gimp basically hasn't updated for 5-6 years by now, it doesn't really matter even if gimp was better than photoshop. If a photoshop plugin is required then you can only use photoshop.

Sorry - I posted that on advice from someone who's an artist and basically told me that (I personally run with Photoshop). Photoshop's pretty reasonably priced these days in any event - a lazy 25 times or so less expensive than Maya! Apologies for any misinformation on my part.
 
Sorry - I posted that on advice from someone who's an artist and basically told me that (I personally run with Photoshop). Photoshop's pretty reasonably priced these days in any event - a lazy 25 times or so less expensive than Maya! Apologies for any misinformation on my part.
Well it's not unusable and with art it's more the artist than the tool, so whatever works for him.
 
Truly an amazing addon, can't believe you guys finally did this! Can delete all the weird outdated shit I used earlier.

This really makes modding a bit more efficient.