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huyderman

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So PDX have said they'll release the specs for their mesh format. But in the meanwhile, could anyone with Maya post an export (something simple like a cube or a sphere possibly), so we can start poking around with it? :D
 
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Oh yes! I have just started to learn how to use Maya due to the exporter announcement, so using the Paradox Models as a base for my own Elysian, Spartan and Vinlandic units would be incredible!
 
Well, the problem here is that the exporter is right now fully compatible only with Stellaris and HOI4. Obviously only PDS employee can use them right now.

Technically, it is fully supported, its just not as smooth a ride. You have to move stuff around and stuff. Same for CK2, but even more hassle. Its what we use when we work on those game.
This exporter is the exact same one we use internally.

I can use Maya (after cursing it to hell initially, it proven to be rather easy program) but I can't make it work ;/. Thus I don't know whats wrong (after all the plug-in requires a set-up, and my PS skills are low at best).
So, I give You what was exported, but it does not work in EU4, and I don't know if thats because I messed smth up, or because EU4 is unsupported and I haven't "moved stuff around and stuff", but it would work in Stellaris/HOI4.
It's a green ball, 10 cm of diameter.
http://www.filedropper.com/nic
 
As someone who has reverse engineered the .mesh format: That nic.mesh file is empty :)
Perhaps a incorrect selection in maya?

(JoroDox tool which parses .mesh files and convert Collada 3D files to .mesh files, and .mesh files to Collada 3D files: https://forum.paradoxplaza.com/forum/index.php?threads/tool-jorodox-mod-making-tool.831597/)

And on the .mesh format being compatible with EU4/CK2 - it most likely is the exact same format they currently use on EU4 and the newer CK2 expansion.
 
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@Joror Acoording to Your tool this one should work, although I still can't spawn it in EU4.
http://www.filedropper.com/nic1

The model is indeed valid, but a .mesh file contains more information besides the model - also how it should be rendered (the shader) and things like points for cannons / animations / effects.
The configured shader text in nic1.mesh is 'PdxMeshRunemaster', which is not a known shader in EU4. (the shader determines how the model is rendered ingame, how it handles textures, shadows, lighting, but also how the 3D model is shown in relation to the 'camera')

You can see the selected shader underneath the image in Jorodox - changing it to 'PdxMeshStandard' should work for EU4. (it will be black because it also does not have a texture, but that is another thing)
 
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The model is indeed valid, but a .mesh file contains more information besides the model - also how it should be rendered (the shader) and things like points for cannons / animations / effects.
The configured shader text in nic1.mesh is 'PdxMeshRunemaster', which is not a known shader in EU4. (the shader determines how the model is rendered ingame, how it handles textures, shadows, lighting, but also how the 3D model is shown in relation to the 'camera')

You can see the selected shader underneath the image in Jorodox - changing it to 'PdxMeshStandard' should work for EU4. (it will be black because it also does not have a texture, but that is another thing)
thanks, it will be helpful. I think I'll be able to get a hang of Maya within a day or two. I mean, Maya in coputer games. gonna try it, and I'll post the result
@OP: sorry for this offtopic
 
Heh yeah, my tool was always a bit too technical / too much knowledge required to be easily usable for modding. These tools will do much better in that regard. :)
:D I'm experienced with other Autodesk products (specifically AutoCAD and Inventor (and well, sketchbook, but this is just an advanced paint)) Maya is smth new to me, but it's like learning EU after playing a lot of CK: still new, but far easier than geting into it from the scratch. I feel perfectly comfortable with creating the models themselves, but the tectures/shading are smth new to me, so I need to get a hang on them.