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created Doom3 / Quake 4 Imporing Problems
on 03-24-2006 03:13 PM
So, I've been doing a LOT of reading this week from iddevnet.com and doom3world and I've done the tutorials and read numerous posts on importing characters into Doom3 and Quake 4.
I started with Quake 4, was very confused and didn't get quite that far in the importing process. The documentation confused me ... I didn't know what a .def file was (I thought it was a modded maya file at first.)
I read around, and I gradually made progress.
So I found an wesome tutorial through Doom3 world, and finally got all my directorys within Doom3 to all line up, all the files are there ... and ...
SPLAT.
when I type in exportmodels character.def
It starts to export the files and BLAMMO (kFailure) Unexcpected Error Doom3 and Maya7.0 both HATE you.
So My problem in both the engines is that ... it's not exporting my .mb or .ma (I tried BOTH) from maya 7.0 are are not being exported to MD5's.
Is it the .dll, is it the PATH settings.
I have a feeling it's just maya7.0, can anyone help me out.
I'm going to try going BACK to quake 4, since I learned a lot more about how the files are organized, and the .defs are set up. so yeah,
If anyone could hlep me I would be overjoyed.
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, line,
75 Posts,
Join Date Oct 2005,
Location Austin, TX
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-25-2006 12:39 AM
I think its maya 7 also, unless you can find a new MayaImportx86.dll for maya 7 you will have to downgrade to 6.
Have you tried looking on
http://www.iddevnet.com/
or
http://www.doom3world.org/index.php
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, polygon,
538 Posts,
Join Date Oct 2004,
Location London
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-25-2006 05:08 AM
I took a short look at www.iddevnet.com and as far as I understand the engine reads Maya´s .MA files to write MD5 Files. MA Files are Maya ASCI files (instead of MB Files, Maya Binary), so you can open them in a Text Editor and read them. Somewhere in Ma Files there is a line telling you which Version of Maya have created the file. You can try to change it to Maya 6 and save it.
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, spline,
106 Posts,
Join Date Oct 2004,
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-25-2006 03:40 PM
Sadly, the .MA method doens't work :-(
I tried changing the version number, same error, so I'm in the process of attaining temporarly Maya 6.0 or 6.5 to see if it works on either :-(
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, line,
75 Posts,
Join Date Oct 2005,
Location Austin, TX
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-25-2006 09:44 PM
Ok, I have tried Maya 6.0 6.5 and 7.0
All have the same error, I've tried .MB .MA.I've tried deleting parts of mymodel, and auotomapping, I've freezed tranformations, deleted history, made sure my layers were gone .. nothing and I mean NOTHING is working
(kFailure) Unexpected Error
Should I just POST the file and someone could help me? I've just been poundingmyhead into a wall trying to get this to work.
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, line,
75 Posts,
Join Date Oct 2005,
Location Austin, TX
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-25-2006 10:57 PM
I'm burned out.
If there is ANYone out there who is extremly fluent in this, and has the time and patience, I have the file uploaded in OBJ format at
http://digitalarts.bgsu.edu/portfoli...romulusobj.obj
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, line,
75 Posts,
Join Date Oct 2005,
Location Austin, TX
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-26-2006 01:42 AM
You could use Blender as an intermediary, that can write to md5 directly.
No deity could fill any of our requirements if handicapped with existence. -Ambrose Bierce, The Devil's Dictionary
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, veteran polycounter,
4,550 Posts,
Join Date Oct 2004,
Location Peine, Niedersachsen, Germany, Europe, Sol 3, Milky Way
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-26-2006 11:24 AM
THanks a lot for that idea KDR_11k, I'll try to do that today. ( i need to learn how to use blender a bit, but hey, whatever works.) But what should I do about my animations?
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, line,
75 Posts,
Join Date Oct 2005,
Location Austin, TX
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-26-2006 12:36 PM
The MD5 exporter doesn't work if you can't attach bones to the model, which I've beentrying to do. This is reallywierd, because I parented and attached the 3 bones I made (just for times sake, Ijust want to see ifI can GET mymodel into Doom3) lol, I guess this is my first real step into the frustrations of file formats and gameing.
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, line,
75 Posts,
Join Date Oct 2005,
Location Austin, TX
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-26-2006 04:31 PM
If you want to export your mesh, UVs, Weights and animations from Maya to Blender I would suggest FBX files or Collada files ( http://www.khronos.org/collada/). I don´t know if the current release of Blender can load fbx but I think it can load collada:
http://sourceforge.net/projects/colladablender/
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, spline,
106 Posts,
Join Date Oct 2004,
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created Re: Doom3 / Quake 4 Imporing Problems
on 03-30-2006 10:34 PM
FYI:
Found a hiccup with the Q4 editor that someone else had on doom3world. Apparently turning on the new multithreading option in the advanced settings under the new patch doesn't play too well with the editor.
Anyone have luck getting the md5's out of Maya? I'm going on a reading binge for awhile, but I was curious how everyone else was coming along.
--Back in the saddle again.
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, triangle,
378 Posts,
Join Date Oct 2004,
Location Champaign, IL
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