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Somehow the exporter doesn't export any models for me? Completely new to Maya so it is possible I mess this up but whenever I select a simple cube to export and run the exporter it just exports an empty mesh.
Wait you mean the exporter is actualy doing something for you?
For me it just keep giving me random red error message at the botom of maya's window...
 
Ok i did an interesting discovery. The exe that instal the mel script which is refered as the "maya exporter deploy wizard" on the wiki doesn't just put a mel in c:/users/yourname/documents/maya/script and a couple of other thing in the maya instalation folder. Something it doesn't say when you run it in comand promp is that it also create a paradox interactive folder inside c:/users/yourname/documents which contains the seting files for the pdx exporter itself. So if your document are not located on C you need to move manualy the mel script AND the paradox interactive folder.
 
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What sort of limitations are there for EUIV and CKII?

Mostly that the files do not end up in the correct directory immediately. Its a bit of work getting things things to work properly. Im hoping we can get around to writing a guide for these.

Is there a 3dsmax 2017 Exporter ?

No, only Maya.

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).

The exporter is the one we use internally. Developing and maintaining another export is a lot of work.

If any of you do work with Maya. You company can arrange for you to have a home use license free of charge. (one per license the company is paying for)


Somehow the exporter doesn't export any models for me? Completely new to Maya so it is possible I mess this up but whenever I select a simple cube to export and run the exporter it just exports an empty mesh.

http://www.stellariswiki.com/Maya_exporter
Only objects with a shader assigned to it, with has the "shader attribute", will be exported.

Does the Exporter support Mac, or is it PC only?

No

Will this work for EUIV trees? I tried making new ones with an unofficial tool a few months back and it didn't work properly.

Yes, but those are very special, they have LOD steps, and a secondary UV set for coloring etc. Would require a extensive guide to explain them.
 
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the only problem I've got right now, is the photoshop plugin and below descriptions.

I'VE no idea what it's reffering to in terms of installer.

and nothing else is showing up after I get to the photoshop plugin.

If you mean that the 2 exporters do not show up in photoshop, you could just manually launch them by clicking the "browse" under scripts and choosing them from the "TextureConverter" map that was created when you installed the exporter.

I myself get a "stellaris has stopped working" error msg after clicking "Export" button :(
 
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.
 
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.
 
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I've got the exporter to work and all but there's a number of questions that haven't been answered anywhere yet. It starts as simple as.. what unit and scale does my model need to have to make it fit?
I'd really like to see a wiki page for that.. it seems kind of pointless to create anything with almost no info.
E.g. I've tried replacing the mammalian science ship with a basic blockout of my own design.. I ended up with either no mesh at all or a funny colored cube.
Is it the mesh scale, is it some kind of missing data like animations...
I was able to spawn basic (new) mesh entities by "spawnentity" though.

Is there no forum for anything modding related?

The scale in Maya doesn't matter much as you can set your own scale in the script files (either in the pdxmesh and entity with "scale = 1"), but the default ships are around the 10 Maya unit size.

Please paste your full science ship entity that you tried to use and please say which entity you tried replacing.
 
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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 !!
 
The scale in Maya doesn't matter much as you can set your own scale in the script files (either in the pdxmesh and entity with "scale = 1"), but the default ships are around the 10 Maya unit size.

Please paste your full science ship entity that you tried to use and please say which entity you tried replacing.

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..
 

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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.
That is pretty hyberbolic to say. You can get a Maya Education version with no problems at all and everything that is done with Photoshop can also be done with GIMP. Oh and by the way many "average" modders actually use Ps. If this is all too much hassle for you then maybe modding Pdx games is too much work anyway?
 
I finaly managed to put a model in the game! Once i turn it into a functioning ship i'll try to make a tuto from instaling the exporter stuff to the final working ship into the game.
 
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hey
i dont know if this is the right place for this but anyways
ive managed to get my model into the game but the lighting of the model is extremely weird like this
20160513034727_1.jpg
It does not apply only to this model though, its for every model i put into the game. even a simple cube with a single white texture. What am i doing wrong.
 
hey
i dont know if this is the right place for this but anyways
ive managed to get my model into the game but the lighting of the model is extremely weird like this
It does not apply only to this model though, its for every model i put into the game. even a simple cube with a single white texture. What am i doing wrong.
Oh yeah mine does a weird effect like this as well.
 
hey
i dont know if this is the right place for this but anyways
ive managed to get my model into the game but the lighting of the model is extremely weird like this
It does not apply only to this model though, its for every model i put into the game. even a simple cube with a single white texture. What am i doing wrong.

What shader are you using? I recommend PdxMeshTerra. Its simpler.
PdxMeshShip, is the "proper" one, but the lighting is more advanced, and harder to set up correctly.
 
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