exporting mesh from maya

Post » Tue May 07, 2013 4:07 am

Does anyone have the steps to get a model from maya. I followed a doom3 tutorial with an .ase and just get black objects in the editor (even edited material paths in notepad to match an rage ase export). I was able to get a texture to show up with customMaterial override under renderModelnfo but im trying to get a mesh with multiple materials like id's prebuilt room meshs. Thanks
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Tue May 07, 2013 1:20 am

I could be wrong, but I don't think rage supports .ase files. I tried to load my doom 3 models and got the black objects as well. all the models I seen in the toolkit are lightwave. I use modo. I'm not sure if maya has a lightwave exporter or not but that would be your best bet.
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Mon May 06, 2013 8:42 pm

Is the mesh itself loading in ok?

I've only done it using lightwave but the theory should be more or less the same. For the materials/textures to show properly (at least from lightwave using an .lwo) the shader names need to be the full name of defined materials (in your .m2 decl files). So for multiple materials to show on the mesh after importing, it would need separate shaders in the mesh for the different parts of the mesh needing their own material and their own UV map etc.

Edit: If you have lightwave, you can use Mayas .obj exporter to get your model into lightwave to save as an .lwo, that's how I went from Maya to lightwave. I don't know if rage supports .ase files either, I haven't tried it, I just seen the existing ones were .lwo and went with that
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Mon May 06, 2013 5:47 pm

flipout - I think you are right that it simply dosent support .ase, because you drag one of id's .lwo's into a scene, reselect it export the mesh both.lwo and .ase (from idstudio) then reimport them both back in and only the lwo shows the material.

barry - yea the mesh loads and Ive gotten my m2's to work with the materialOverride, but actully i couldn't even get id's m2's to show up in my mesh (.ase is ascii and i matched up the material paths in notepad following an exported .ase from id studio). Thanks for the material tips, Im messing around with lightwave trial right now, i havent gotten to materials yet just did a modeling tutorial and boy am I bad at it, driving me crazy that I cant override 12345 hotkeys
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Mon May 06, 2013 9:56 pm

Has anyone got a .lwo export for Blender?
User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Mon May 06, 2013 11:09 pm

Does this one still work http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Export/Lightwave

It looks like it isn't included with newer versions of Blender but from what I can remember it worked fine with doom 3

Edit: I can't seem to find one for Blender 2.6 though, just an lwo import script.
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm


Return to Othor Games