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I'm having trouble with the tool, I keep getting the 'Found no materials to add' error in Maya when trying to add the shader attribute to my material. Any tips on how I can fix this? My guess is that I have not set up my clausewitz.txt the way I should have, but I can't find any clear instructions on how to do it correctly.
 
I came back to the problem today and managed to get an actual output from the exporter, but now the next problem rears its ugly head unfortunately.
I am trying to import the model into CK2, but it seems as though the spawnentity command does not exist. Is it spawnactor in CK2? And if so, how do I use it? It gives me a wrong number of arguments error.
 
I came back to the problem today and managed to get an actual output from the exporter, but now the next problem rears its ugly head unfortunately.
I am trying to import the model into CK2, but it seems as though the spawnentity command does not exist. Is it spawnactor in CK2? And if so, how do I use it? It gives me a wrong number of arguments error.

Hi, I can see your confusion. And indeed adding units in CK2 is slightly different than our newer games. The spawnentity command doesn't work because there are no entities in CK2, only meshes. You can however use, as you write, spawnactor to spawn the mesh. To use it write like this: "spawnactor my_model_mesh 15 idle", 15 as in province number and idle if you have an animation (replace with your animation name).

Otherwise adding the meshes is pretty much the same, just that you need to have the .gfx file in game\interface instead of anywhere and if you want to add animations you need to have the .asset file with the animations in a folder in game\gfx\assets. For the animation .asset file to find the animations you also need to have an attribute at the top of the .asset file that redirects to the mesh/animation folder, like this: prepend = "gfx/models/[foldername}".

That should be it!
 
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Thank you! I mostly got it to work, now it's just a matter of finding out how to set up the animations and the shader, the shader gives me an all-black texture and the animation makes it twitch out all over the place, but i'll fiddle around with it some more over the next few days, see if I can work out how to fix things.
 
Thank you! I mostly got it to work, now it's just a matter of finding out how to set up the animations and the shader, the shader gives me an all-black texture and the animation makes it twitch out all over the place, but i'll fiddle around with it some more over the next few days, see if I can work out how to fix things.

No problem. The shader you want to use in CK2 is PdxMeshStandard and exporting it again can sometimes solve the twitch-all-over issue (I know, weird, but hey it works...), or check so that the animations are exported at all and check the text/location of the files and animations in the folders.
 
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I have followed the steps on the website for stellaris but I am going to use it for HoI4. Are the steps the same because I keep getting this error even though I followed the steps precisely
(Error Line 1.88: Cannot find file "C:/Users/Joshua/Documents/maya/scripts/pdx_export_ui.mel" for source statement) .
I placed the pdx_exporter in the correct folder and edited the files but this error continues all the time. Can anyone help me fix this?
This is what the clausewitz.txt:
[hearts_of_iron]
animation s 5 "idle" "moving" "attack" "death" "idle2"
material s 2 "PdxMeshHoI4" "PdxMeshAdvancedSnow"
path s 1 "X:/Steam/steamapps/common/Hearts of Iron IV"
target_exe s 1 "X:/Steam/steamapps/common/Hearts of Iron IV/hoi4.exe"
 
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Hello,

I have the 64bits version of Maya 2016 and everytime I try to export a model it freezes. I'm forced to terminate the process. I have double checked every file installed by the exporter and at this point I just don't know what could possibly be causing that.

Anyone has any idea? Thanks.

Edit: Well, if anyone is wondering, it's a polycount issue. Seems like 64k triangles is a tad too many. And yes, I'm no 3D modeller. D:
It would be nice to know an upper limit. Or is it dependent on the system specs?
 
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Just curious, in what time-frame would the .mesh (and .anim?) format specifications be released? I'm very interested in writing a Blender exporter for this! :D

And, if it's legally possible, having a reference off of the Maya exporter source code would also help a bunch!
 
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This is awesome i just have some questions
1 can we use this to change models in Hoi4 Example Australia has the Generic planes and tanks but can i change that
2 i own hoi4 don't i get any badges?
Thanks!
 
smart paradox uploading swedish and prussian eu4 units on picture, then not replying to these comments
pathetic. pathetic.
but hyped, i live in prussian land i want prussian troops!!
 
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Well now I am sad. I had hoped to use this to create special sprites for my Rise of the Republic Mod, because seeing Legionaries and Legionary cavalry running around on the map would be cool. However it says that I need two prerequisites to use this... :(:(:(:(:(:(:(:(:(:(:(

I don't have the money to pay for both of those...
 
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SO i download this, run as admin, then it doesnt launch? Look on the wiki and see that i need Adobe Photoshop, and Maya Autodesk both cost as much as Hearts of Iron 4 itself. WHY is it so hard to create something that is free for people to mod as they please? Thats just a stupid thing to do to charge people two other programs to run ONE program that in all honesty only changes aesthetics.
 
SO i download this, run as admin, then it doesnt launch? Look on the wiki and see that i need Adobe Photoshop, and Maya Autodesk both cost as much as Hearts of Iron 4 itself. WHY is it so hard to create something that is free for people to mod as they please? Thats just a stupid thing to do to charge people two other programs to run ONE program that in all honesty only changes aesthetics.

Are you trolling? Photoshop costs $29/month as part of the creative cloud subscription service and Maya costs hundreds more than HoI4 (but is free for 3 years for students). Both are currently the only official means for editing/creating assets. Paradox did not create Adobe Photoshop or Autodesk Maya, so you complaining about it is incredibly stupid. The Maya exporter and Photoshop texture assembler are plugins created to work with those programs. Paradox did not release a program itself to edit things. Seriously, you should read up on how these things work before you post such an ignorant comment.
 
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(Nvm my previous inquiry.)

I have the exporter installed and the plugin works fine in Maya 2016... but I can't open the mesh files in 'Europa Universalis IV\gfx\models\Units'. Maya doesn't recognize the file type... confused. please help. How do I open those damn .MESH files? :(

EDIT: Seriously fellas, I got Maya virtually just so I can mod EU4, I would really appreciate any help as to how to open up those .MESH files, get them up on the screen.
 
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