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Full Version: Importing from maya :/
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Heey
I was kinda wondering how to import an model, because ive made an monster can in maya but i havent yet a clue how to import it into amnesia :/ can someone please tell me how to do this.
Wrong section, I'll move this to development support.
Also you shouldn't try importing this model into HPL, from what I can see it containts way too many polgons. A can model of normal scale should contain no more than 1-200 triangels, if even that many.
(05-15-2012, 05:44 PM)Traggey Wrote: [ -> ]Wrong section, I'll move this to development support.
Also you shouldn't try importing this model into HPL, from what I can see it containts way too many polgons. A can model of normal scale should contain no more than 1-200 triangels, if even that many.
It needs something like 200/800.
As far as importing goes, you need to make sure the texture you apply to it is in it's final directory.
So, from maya, when applying the material, make sure the texture is from, say
Redist>entities>canmodel
With that set, make sure you export all with the OpenCollada plugin to
Redist>entities>canmodel
Or something like that.
Then, you need to make a .mat file with the material editor using the .dds.
After you're done with that, open up your can in the model editor, and if all went well, it should have automatically applied the texture to the mesh. From there, you set it up to put in-game with it's body and properties and whatnot.
(05-15-2012, 06:14 PM)Stepper321 Wrote: [ -> ]It needs something like 200/800.
Sarcasm? >>

I managed to make one in about 5 minutes with only 158 tris. The rest will be done with a texture, normal, and spec map.

If you want to export to Amnesia, first thing you're going to need is an OpenCallada exporter. Make sure the texture is in the same location you plan to place your model (assuming it's in your Amnesia folder, not in your "My Pictures" folder or whatever) Make sure the linear is set to "Meters", not Centimeters and I suggest importing a model such as a wine bottle from amnesia to correctly size the can. Export the model, and open it in the ModelView. If it comes up correctly, the .mat should be generated automatically. From there (if need be), you can open the .mat in the MaterialEditor and make necessary changes. Edit in the ModelEditor and you're good to go!
mhhh where do i get that .dds file from :/ srry if this is stupid question. first time i'm doing modeling shit :S
(05-19-2012, 03:36 AM)neocrawler Wrote: [ -> ]mhhh where do i get that .dds file from :/ srry if this is stupid question. first time i'm doing modeling shit :S
The DDS file is your texture, convert the current texture you have into a .dds texture using gimp/photoshop plugins
Look at some of the guides I made :>