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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.
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.
I'd really appreciate being able to make custom models using Blender in due course, as some other have mentioned. I make 3d models for a living, and even I don't have a copy of Maya to use at home. Blender support would open up modding to the whole community . Anyhow, I'm not in a rush... I'll be spending most of the next few months actually playing new Paradox games (Stellaris D/L'ing now, and I can't wait for HOI4).
HI, i was wondering if anyone can help med with posting the content of the texture_exporter.txt for the photoshop exporter? I somehow deleted it.
Right now i can't export any textures from photoshop because of it.
I'd really appreciate being able to make custom models using Blender in due course, as some other have mentioned. I make 3d models for a living, and even I don't have a copy of Maya to use at home. Blender support would open up modding to the whole community .
I certainly agree with the last sentence there. I've had a look at the current supported importers/exporters for blender and sadly the Collada (*.dae format that Maja seems to use) has been dropped a few versions ago. Main reason the Collada file format seems to result in quite big files and therefor deemed not suitable for gaming purposes. That's a pity, since that would make a blender front end using a Python script for the Maja exporter much easier. There are talks about getting the Collada exporter up to specs with the current blender versions again, so all is not that grim, but it will take some patience I guess.