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Exporting meshes from Maya

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  21:29:43  13 December 2011
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ket
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On forum: 01/13/2006
Messages: 1432

---QUOTATION---
Just the skin is needed if you don't alter the skeleton it will work.
---END QUOTATION---



Forgot to ask, how could somebody import stalker meshes into milkshape? There doesn't seem to be a OGF plugin for it. Or would I have to convert the OGFs to .object, then import those into milkshape? On a more related topic, I found out why the SDK thorws fits when I load one of my meshes, it doesn't like the mesh smoothing I apply >_< thats a real kick in the nuts as the mesh smoothing really finishes the model off. I'll have to explore alternative ways to get the same result... unless you know of another way I can use?
  23:22:34  13 December 2011
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
Messages: 1902

---QUOTATION---
Just the skin is needed if you don't alter the skeleton it will work.

Forgot to ask, how could somebody import stalker meshes into milkshape? There doesn't seem to be a OGF plugin for it. Or would I have to convert the OGFs to .object, then import those into milkshape? On a more related topic, I found out why the SDK thorws fits when I load one of my meshes, it doesn't like the mesh smoothing I apply >_< thats a real kick in the nuts as the mesh smoothing really finishes the model off. I'll have to explore alternative ways to get the same result... unless you know of another way I can use?
---END QUOTATION---



One solution is to do the smoothing in an another 3d program like 3ds max or even Blender. However that opens up importing/exporting annoyances.
Milkshape imports ogfs.
http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=viewtheoned&lid=377
Try this ones. I think those are what I've used for it.
  00:13:35  14 December 2011
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ket
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On forum: 01/13/2006
Messages: 1432
Top stuff I'll give it a go. I managed to wade through all the hassles I was getting and actually managed to get some models compiled. Could you guess Stalker is giving me yet MORE issues?

The latest problem I'm getting is when I go to load a level to check the new meshes, the xray log spits this at me;

FATAL ERROR

[error]Expression : fatal error
[error]Function : CSkeletonX::_Load
[error]File : E:\stalker\patch_1_0004\xr_3da\SkeletonX.cpp
[error]Line : 380
[error]Description : <no expression>
[error]Arguments : Invalid vertex type in skinned model 'monsters\snork\snork:1'


stack trace:

I don't get that CTD at all... I cleaned up my mesh and everything.
  06:36:13  14 December 2011
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
 

Message edited by:
Lijenstina
12/14/2011 6:38:49
Messages: 1902
What settings you did use in the sdk ?

You can check them by using the Bardak converter - convert an working ogf to a object - import it in the editor and save it (the best is to use a vanilla one in this case a snork). Then You can use it as a reference for the settings - which are very important.
http://www.dodaj.rs/f/1T/11q/2nEDbq0B/ae.jpg

If the settings are wrong it will crash the game - for instance using the wrong shader on the surface it will spit up error how there is no enough resources to create the texture.
  16:51:19  14 December 2011
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ket
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On forum: 01/13/2006
Messages: 1432
All of my models are based on the vanilla meshes, just significantly improved. (converted OGFs to .object with a converter) I'll run through all the model paramaters again to make sure I haven't missed anything and report back
  17:14:31  14 December 2011
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ket
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On forum: 01/13/2006
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Ok, checked everything. There would seem to be no issue. I tested things in the SDK this time though instead of just building then directly exporting. When the SDK compiled everything under "engine" it spat out a garbled mess that was a snork, itls literally screwed up in a ball. Is that just a SDK bug?
  19:36:19  14 December 2011
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
Messages: 1902
That is normal. If the NPC \ monster rig doesn't have animations linked it will be like that. If it has them already linked just click on one animation. That did confuse me too.
  13:30:45  15 December 2011
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432

---QUOTATION---
That is normal. If the NPC \ monster rig doesn't have animations linked it will be like that. If it has them already linked just click on one animation. That did confuse me too.
---END QUOTATION---



Ahh I thought it must of been something like that I think I'm going to have to switch to using 3Ds Max though as X-Ray throws a monolithic fit with meshes I've modified in Maya. Hoping that won't be the case with 3Ds Max.
  14:37:43  15 December 2011
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
Messages: 1902
The only downside is that you need additional bones compared to Maya at the end of the skeleton for animations.
  15:06:38  15 December 2011
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ket
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On forum: 01/13/2006
 

Message edited by:
ket
12/15/2011 15:43:49
Messages: 1432
Dammit. X-Ray has to be so god damn stubborn for everything >_< Damned if I do, damned if I don't. What does X-Ray honestly find hard to swallow out of this process;

- Open mesh
- Normalise it
- Smooth it
- Quadrangulate it
- Cleanup
- Save
-----------------
- Open mesh in SDK
- Make it progressive
- Give it its motions back
- Export as OGF

Thats not a hard process, yet every time without fail SoC crashes out with "Invalid Vertex" CTDs. I've even skipped the mesh smoothing and just added the "2 sided" option in the SDK, still "Invalid Vertex" CTDs.

ED - Ok, now I'm convinced its X-Ray being a bastard. I imprted a .object file of the snork I got from a converter. I made no changes at all to the mesh or in the SDK - a completely vanilla snork, exported it in the SDK as OGF, tried loading SoC from a save in Yantar and.......CTD!! Exactly the same "Invalid Vertex". It must be the damn SDK.
 
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