Maya

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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sharkmon7
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Maya

Post by sharkmon7 »

Who else uses Autodesk Maya? I would really like to know ANOTHER way of exporting my models to .msh WIHTOUT using XSI. This is so frustrating. I've been stuck because I can't get a hold of XSI, therefore I cannot mod BF2. Is there any other possible way of exporting out? Don't tell me about Rep's converter. I want complete control, as I would have it in XSI. If there isn't any other way, I'm moving onto another engine.

Thanks...
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AceMastermind
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Re: Maya

Post by AceMastermind »

Sorry, currently there is no plugin for Maya or any other 3d software with full SWBF exporting capabilities, but if you search hard enough you might be able to find something that works with the Pandemic tools.
:google:
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Re: Maya

Post by RepSharpshooter »

If you want complete control, you'll have to write the exporter yourself.

In the meantime, you can get crosswalk for maya, and export .xsi files straight out of it, and see if it works with my tool.
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Re: Maya

Post by sharkmon7 »

@AceMastermind

I'll definitely try to find something.

@RepSharpshooter

I have no knowledge in writing programs :cpu:

And I tried that at one point, and it was successful, but I was only limited to props. I'm finished with several characters and I needed to look at the animations of the regular units so I could animate my own. I also have completed several doors that will open and several vehicles, but I cannot animate and export in with your program. It's a great converter, don't get me wrong, I just really wish there was an easier way other than XSI...

Thanks guys.
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Re: Maya

Post by Master_Ben »

I looked in the SWBF msh viewer and saw there was some file format that it could read that was exported by Maya and you could then export the file as .msh.

Ahh... yes here we go:
In the READMEv0.03, Tipam wrote:Importing a VRML file and exporting it as MSH
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A VRML file (Virtual Reality Markup Language) has been an industry standard for years and most 3D editing software (such as MAYA and 3DS Max) will export it. You will find a ton of models on the internet in VRML.

To import a VRML file, simply drag and drop the file into the viewer. If the file is big, it may take some time to convert, so be patient! Currently, conversion doesn't create triangle strips so you need to be careful about file size - it won't be as fast until I code triangle stripping.

The VRML file will appear in the view and this can be saved as a MSH file using the 'Save as' option in the file menu. Debug for an imported VRML is disabled, although you can drop the saved MSH file back into the viewer which will show debug.

All textures associated with the VRML file will be imported but limited to 256x256 pixels in size. Large textures look nice, but slow your game down (I may put an option for this in future releases). These textures will be exported as Targa files when you 'Save as'. PNG files loaded with the VRML model, are the only image format that will translate into Targa files with alpha channel. GIF is another common alpha image, although this is yet to be supported.

A number of VRML features are not supported like Inlines, animation and the like - only Shape with IndexedFaceSet is supported. Note that this viewer doubles up as a VRML viewer as well!
Last edited by Master_Ben on Sun Jan 25, 2009 2:20 pm, edited 1 time in total.
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DarthD.U.C.K.
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Re: Maya

Post by DarthD.U.C.K. »

its tipam not tapam..
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Re: Maya

Post by Master_Ben »

*Sorry, fixing*

fixed.
sharkmon7
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Re: Maya

Post by sharkmon7 »

Haha, well that's helpful, but I've moved on.

I've actually joined a company and we're working our way to the market. But I must say again, this website/community really helped increase my knowledge of games. Appreciate the help :)
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