zaltar
Pukovnik
Joe Cool
Posts: 485
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Post by zaltar on May 23, 2010 0:59:37 GMT 1
Does anybody know if you can only make 3D Blitzkrieg models in Maya, or could you use this program, Blender: www.blender.org/I've been working with Blender for the past months, seeing how far it can be pushed on my computer, and I think that it's time to see if I can make a BK model, if it works. Any help would be great! zaltar
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zaltar
Pukovnik
Joe Cool
Posts: 485
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Post by zaltar on May 24, 2010 15:33:54 GMT 1
Well, I guess that my idea won't work, because you still need Maya. I don't really need to make new units, but I thought that it might be worth a shot. Anyways, I'll just use my other plans for Blender... He he he... Another brilliant scheme from zaltar that will be unveiled in due time... zaltar
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Post by Mazka on May 25, 2010 13:43:36 GMT 1
Hello EveryBody;Hello EveryBody;
I´m new with 3D models in maya. I have created a ship and when I try to export it using the plugin I obtain this error :
file = "C:/Documents and Settings/XXXXXXXXX/Mydocuments/maya/projects/oceanworld/A7ExportModel/exported model have more then one top-level node" Error: writing file "C:/Documents and Settings/XXXXXXXXX/Mydocuments/maya/projects/oceanworld/A7ExportModel/exported model have more then one top-level node"
What does it mean? Thanks
What are the minimum elements an object 3D need to be exported to Blitzkrieg?
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Post by Major Pain on May 25, 2010 13:50:29 GMT 1
You have too many top or first level nodes, meaning too many parents.
You can only have ONE parent, and everything else must be a child.
Example:
The first level or parent can be "Chasis" or "Tracks".
The Basis is usually the main body of the model. It is a child of the Chasis or Tracks, much like a subfolder. You can link every object to something else. You must have the animations and the locators in the finished model. You must also have the AABB and the associated AABBs for the death animations (final resting place).
Make sure you triangulate every part or you will get an error as well.
Hope this helps.
The Major
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Post by Mazka on May 25, 2010 14:15:18 GMT 1
Thanks but I have more questions. Triangulate every part...What does it mean? My ship has two cannons, how do you name or rename every part of it? Only the cannons would be animated.If you want I send you my model and tell me what to correct if no correct it at all. Mazka
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Post by Major Pain on May 25, 2010 14:55:20 GMT 1
Before you can use the model in BK, it must be trangulated. This means the model is comprised of triangles or polys and not rectangles.
This is best performed by selecting a part, on the menu select Polygons then select Triangulate. The part will be converted into triangles.
One piece of advice. Before you link or attach the parts, you must map their UV. It is alot easier to map each part from top, sides and front/back before pieces are joined or linked, than it is afterward. Triangulate should be the last thing you do before you export the model. Always save your work often in case you perform an action that you cannot undo.
As soon as you map every part, and locate them into the UV area, you will need to make a UV Snapshot. This is what the skin is based on that is used in the game. If you move part, you must build a new UV or it will not be found on the skin map.
You really should go back and study the on-line manual and tutorials. Yes it is boring and takes time... but it will explain everything much better than I can.
I also recommend the BK Resource Kit and the BK Maya Help File. It talks about many of the operations and functions.
Much of modeling in MAYA for BK is trial and error. Sometimes, when everything looks correct, and the model succesfully exports, it still will not function. Once you export the model, you must check it in the Resource Editor.... BEFORE YOU PUT THE MODEL IN THE GAME. This is where you build the [1.xml ] file. In order to do this, you must first build a [ current.msh ] file. The resource editor will show you if the model has an issue. If one single part is not axis centered, then the model will expand out of proportion with parts scattered around the axis. It will also show you the where the axis of each part is located, and where the Locators are. This is where you can verify the integrity of the model. If the model is corrupt or missing a file, then the game or editor will crash.
There are many steps required to build models... and there are no short cuts.
Good Luck.
The Major
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Post by Mazka on May 25, 2010 15:49:29 GMT 1
If I´m not wrong the UV mapping is only to add textures, but I only want to export the ship. Mazka
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Post by Major Pain on May 25, 2010 16:02:07 GMT 1
What are you going to do with the ship? Without a UV Map, how will you detail it? It will just be a model without any detail or color without the UV. If you try to put it into BK, then all you will get is a black and white checked model; the famous missing texture file issue. I am confused about your intentions, but hopefully I answered your questions. Good Luck with your project. The Major EDIT ADDED: Evendently I missed the part where you offered to send it to me to look at. If you want me to look at it, send it to majorpain0@yahoo.comI can't promise anything as far as fixing it but I will look at it and perhaps make recommendations. About animations. Guns that move or turrets that rotate are certainly animations, but that isn't exactly what I was speaking of. Moving a gun or turret is performed within the Limitations section of the model part; tool section to the right. The animations that I am talking about was the animations for death scenes or any predefined motion that simulates something. Artillery loading or unloading (or Installing), is a animation. This is stored in a digital file in the recorder at the bottom of the screen and built into the 1.mod file; (2.mod for trucks and guns).
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Post by marinernl on May 26, 2010 9:30:35 GMT 1
I have been looking for some time for the correct version Maya to start modeling myself. Does anyone know where I could find this?
Or is ther any other program were I can start making models and convert it to a Maya format?
Thanks.
MarinerNL
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Post by Major Pain on May 26, 2010 10:45:30 GMT 1
I use Maya 4.5... the last version that has an exporter for BK. You can use maya 3, 4 or 4.5 to build models.
Having said that... you can build models in later versions of MAYA, but you will need to convert them to an .mb file and run them through the earlier versions to make it work (export).
I have been hearing for some time that others have claimed to build models in other 3-D programs, but I have never seen any proof. I tried a couple of others but didn't see a way to export the model. In the end, MAYA is the only thing that I know of that works.
One guy claimed to build his models in Maya 9. I can believe that. He very well could have. But he could not, or would not tell me what he used to export them. So I must conclude that he used Maya 4.5 or earlier for exporting. The later Maya versions will not do it... I have Maya 7 and it does not support the export into 1.mod. I can build anything in Maya 7, but I still need Maya 4.5 to complete it.
If anyone can dispute and prove that a later version of MAYA will work, please correct me and show me how you did it. I am always trying to learn something...
As far as finding MAYA 4.5.... that is going to be tough. It has been out of production for many years.
I know of one person that called AliasWaveFront and begged for one. It didn't work, and as far as I know, Nival has no interest in developing new support tools and exporters for BK. Too bad. it is still the best RTV game out there with its endless possibilities.
Good Luck.
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Post by marinernl on May 26, 2010 11:01:15 GMT 1
Thanks Major.
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6sic6
Vojna Policija - Military Police
Posts: 505
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Post by 6sic6 on May 26, 2010 11:02:10 GMT 1
Yes, in fact its much easier to make model in lets say Maya 9.0 and then move your project to Maya 4.5, add animations and export it to 1.mod, problem is that Nival didnt made convector program for any other Maya than 4.5, I remember that some guys were begging for one export convector for Maya 6.0, but it was a looong time ago, in 2006 if I am not mistaking.
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