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No Blender , perhaps in the future?
 
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.
 
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Have you loaded the plugin through the Plugin Manager?

I wasted half an hour myself until coming upon this reply. On the Wiki page running the script is before loading the Plugin which creates confusing situations.
 
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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?
 
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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?
Animation exports - yes. .mesh files - not, You have to convert .mesh file to .obj.
 
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?
@Joror I'm pretty sure without your modding tool, paradox would would never had made this.
 
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Hi guys, this is indirectly related but maybe there's an answer here:

What process do you use to save DDS image files for use in Maya? Do you use nvidia's DDS plug-in export tool for Adobe Photoshop?

And, if so, are there settings we modders should be making sure we have set when saving in DDS?
 
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
 
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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)
 
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Without providing at least a few examples of the vanilla models skeletons this tool is not really useful. And without animation export tutorial it is not clear how to work with this tool at all. Its goes that i can neither create new mesh and attach it to the old skeleton, nor make model with the new skeleton and the my own animation for it (error says "Found no animations to add" despite the fact that there is animation).
 
That's what you call "customer relationship management excellence".