Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LoneKnight on October 10, 2010, 09:53:22 pm

Title: Issues with porting from Maya
Post by: LoneKnight on October 10, 2010, 09:53:22 pm
Hey guys,

Now I know that there's a lot of topics already dedicated to importing/exporting models to PCS2, but after hours of going through years-old topics and downloading out-of-date plug-ins for older versions of Blender, TrueSpace, Maya, and 3DS, I am nowhere near closer to exporting a .obj or .dae to a .pof or .cob.

So, what is the standard process that is currently followed to export a model into a .pof or .cob? It would be helpful if you could list what programs you are using/file formats you are importing/exporting, and probably what plugins (if any) are being used.

Thanks a lot in advance!

EDIT: Here's also some screens of the model that I made. It's pretty basic, as I'm mainly using this as a test to successfully getting a model into game.
(http://img821.imageshack.us/img821/2741/ravenk.png)

Below is the inspiration for the image.

(http://img524.imageshack.us/img524/3858/fighteratmosphere.jpg)
Title: Re: Issues with porting from Maya
Post by: FUBAR-BDHR on October 10, 2010, 11:48:50 pm
Well the standard procedure is there is no standard procedure. 

I'm not familiar with Maya but does ColladMax make a .dae exporter for it?  If so you should be able to pull it right into any of the PCS2 builds with collada support.  Just make sure your centers are correct and reset x-form before exporting. 

If you can get to .obj and have access to Max you can pull it in there and then export. 
Title: Re: Issues with porting from Maya
Post by: rhettro on October 11, 2010, 10:08:32 am
There are several ways to do it but the documentation for how could be a bit better.  I understand that Maya exports to Collada format (.DAE) directly.  That would be  my first attempt.  I have been able to get a model from Blender 2.49 into PCS2 by using the Blender export tutorial.  It is important that your ship is named detail01 on export.  As an aside I haven't been able to export a DAE file from Blender 2.5.  In my opinion, if Hardlight were to put forth a new standard I would say it should be to create the ship in any program you wish, export to Blender as an OBJ, and then export to PCS2 in Collada format.
Title: Re: Issues with porting from Maya
Post by: Akalabeth Angel on October 11, 2010, 06:04:12 pm
1. Download a collada exporter for Maya. (ie this might work: http://sourceforge.net/projects/colladamaya/ (http://sourceforge.net/projects/colladamaya/))

2. Install and enabled it in your Maya plug ins

3. When you export make sure it's selected as the format.


If I remember correctly Maya has a ".dae" that it can export as by default, but it doesn't work worth a damn. You need to download an additional plug in and install it.