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Fallingman

Recruit
13 Badges
Jun 30, 2017
3
0
  • Magicka
  • Cities: Skylines
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
(Stellaris, by the way)

I've got the PDX exporter running well enough that I can export from maya and bring a mesh into the previewer. But I still can't figure out how to get a texture to display properly on the model. I've tried several different combinations of folder layouts, DDS export options, hypershade connections, and everything still shows up as flat black squares. No color, no transparency, just the test animation and some blank polygons. Am I missing a step? Do I need to copy my exported files into the Steam game itself rather than the separate mod folder I created in my documents? I'm totally lost, and the tutorials I've found don't offer any guidance.
 
An update on the problem. Textures still don't appear in the previewer, but they *sort of* appear in the game. Except all my textures are insanely stretched out and distorted, and usually compressed into a single narrow line like this:

58C414065DDB40792AD5D6F644A01AB4D1502959


I wish I had captured video to show the weird twisting animation, but hopefully this leads to some kind of answer. Very confusing.
 
You may have history on the mesh in Maya. To fix it you need to select the mesh in Maya and go to Edit > Delete by type > History. Have in mind however that this will also delete any bind skin information.
 
Thanks for the reply. It turns out the problem was just that I didn't define the animations properly in the asset files. I didn't figure it out until I started digging through Stellaris's files in more detail, and realizing I was missing files and using broken formatting.