Game Development Community

Maya2MAP - compiled for Maya 6.0

by Sean T. Boyette · in Torque Game Engine · 11/30/2004 (6:37 pm) · 31 replies

Should you need this let me know..
I just compiled it..
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#1
11/30/2004 (7:31 pm)
I want it! Gimme! Gimme!

Docs, tuts, examples, etc, etc.

Oh, wait... I need the Mac version...
#2
11/30/2004 (7:37 pm)
I am fixing the MAP output to work correctly with MAP2DIF, give me a min.
I am not sure if I can compile the MAC version, I will have to read about it.

It currently does not support textures, I am also working on that.
Ideally I want to perform all my map creation in maya as opposed to torque

Kind Regards,
Sean
#3
12/01/2004 (3:20 am)
Interesting! I'll be waiting to see how it comes along.

Nick
#4
12/01/2004 (4:39 am)
Certainly comming along..
I have the compile, and fixed the MAP output, cleaning it up a bit.
They only slight issue with the way the way the origional plug was developed is that is creates a new bush for each polgon face..while this could be useful for creating complex items fast..
It does not take advantage of built in polygons...
I am considering a technique that will allow for this..

Will keep everyone posted.

Kind Regards,
Sean
#5
12/02/2004 (3:41 am)
Actually look at the code. There are two methods for generating brushes. Its just one is commented out :) One way does the brush per poly and the other way does brush per object. Right now I have brush per object enabled with texture support. I hacked it though. Hacked it reallly bad. :) Textures are hard to get through as per I couldnt get the functions they had written to deal with textures to work correctly. So what i ended up doing was do planar projections on the meshes, read the texture size, read the repeat U and V values and then just did a straight multiply based on some numbers. It mostly works to just get a feel how things would look but its really bad also since I have to load that level into quark and fix my texture placement. I also figured out the scale so right now I have a really simple room with doorway exported out to quark and then into torque with textures.

If you want to look at how to do it badly I can send you my code. The things though that are lacking from Maya in order to do proper level work with the level tools is to also have CSG tools that emulate how quark works. My personal goal would be to do all my level work in maya including lightmap generation and trigger placement since that is what I am used to having worked in the game field. Please let me know also if you need any help as per I have some Maya API experience (I helped write MRMaya 1.0 on a film project).

(also please no posts about how 3d apps are not meant for brushed based levels etc... ill leave it up to the artist to create proper geometry and there are some checks in the maya api for checking if a poly is convex).


Danke,
Juan
#6
01/03/2005 (10:21 am)
Is Maya2map available for testing at all?
#7
01/05/2005 (11:00 am)
Hey Juan,

I am back on the project, had a project to finish up during DEC.

shoot me what you have 'hacked' and I will do the same..

Ideally it would be best to bypass the MAP process and jump right into the DIF.

That would be best.


Your thoughts.
#8
01/05/2005 (11:02 am)
David, I can give it to you, however there is still alot of work that needs to be done in order to make it effective for game work.
#9
01/05/2005 (12:23 pm)
Heyaz Sean,

Yup ive been majorly busy too. Had to finish some work and then I got sick. Doah.

It would be nice to bypass the MAP process all together but my only reservations against that would be that the DIFs would have to be perfect coming straight out of Maya. If there are any issues with textures, geometry, or anything they can't be loaded into QUARK and fixed that way. It also seems to me that there are a couple things that Maya itself is lacking in order for it to function as a brushed based level editor. It would also be really nice to export straight to DIF because that may allow us to create our lightmaps in Maya like I said before and have that be passed onto the DIF. :)

1. Having some CSG tools that when used will take the result and create seperate valid pieces of geometry. This would work well for the poly object per brush export option. I tried using MEL and the CUT tool but It didnt work out as I hoped. :) Heh. If you run a CSG operation in QUARK you will see what I mean.

2. Emulating the planar projection on geometry that QUARK and such editors do or converted standard UV coords and the normal to work in that method. The only issue with that is then the artist has to know that they are only allowed to use planar projections for geometry.

Ill pop up the ugly code laters(I think today). I gotta finish a shot for work and get stuff ready as per I am going to a artists workshop in a day or two.
#10
01/05/2005 (3:22 pm)
Juan,

Good luck at the workshop...

I think there could certainly be limitations (similar to other Non-Quark Solutions)
Getting something (with textures and the like output) is certainly a start...

I added textures myself, however did not play with the UVs


Kind Regards,
Sean
#11
01/05/2005 (3:49 pm)
Sean,

The URL for my current code is at the end of this email.

Take a look at the following part:


// convert to 1 brush per poly
// this mode takes a poly and creates a brush for it

/*
if( !convertModelPolygonsToMap( &model, &map ) )
{
PRINTF( 0, "convertModelPolygonsToMap failed.\n" );
return MS::kFailure;
}
*/

// convert to 1 brush pet polyset
// this mode lets you export the maya sceene as is.

if( !convertModelMeshesToMap( &model, &map ) )
{
PRINTF( 0 , "convertModelMeshesToMap failed.\n" );
return MS::kFailure;
}

Those are the two modes for export. The mode that it is using now was the mode that was originally not working and commented out in the original release. That is so you can have one brush per object in maya. There is no reason for both modes not to work but this mode seems more useful to me. Textures work along with a kludge for UVs. It reads the texture size and does some ghetto math(it was late and it kinda made sense at the time.. heh). There was a function for the UVs that they had included but alas it does not work and I dont know what it does. I managed to export a full room with textures into QUARK and Torque. I had to fix some of my projections in QUARK but I was cool with that. I havent used my code since december but hopefully itll be useful to ya to see what the wrong way to do things is :)

code location:
http://www.fxpimp.com/mayamapplugin.rar

Laters,
Juan
#12
01/25/2005 (12:51 pm)
If anyone can send me the compiled version (for Mac too if anyone ever got that running), I'd be glad to host a download for everyone to access.
#13
01/26/2005 (6:51 am)
I dont have the compiled version for a Mac, but I have a compiled version for the PC... there are still some issues with the Maya2Map, all surrounding textures, I am still avidly working on this...
#14
03/09/2005 (12:46 pm)
I'm having problems with the maya2map exporter, its spitting out all kinds of crap on me and doesnt seem to get the textures...I compiled it for maya 6, so maybe im missing something. Any suggestions? Here is the link to my maya file: http://users.sisna.com/horsinaround/4500/EMCB3.zip
#15
03/09/2005 (3:54 pm)
Interested to know if there is any progress with this useful tool
#16
03/09/2005 (4:29 pm)
I can supply you with a Maya 6.0 or 6.5 version of it...
although its not that useful.... as it needs serious attention and a complete rewrite in order to truly be a Maya2DIF contender..

I have yet to truly be successful with exporting Maps, that are compatible with Map2Dif
#17
03/09/2005 (6:11 pm)
That would be worth trying at this point...
Let me know what I need to do
#18
03/17/2005 (8:21 am)
You guys definetly sound like you know what your talking about when it comes to map files. I was wondering if you could explain to me or point me in the right direction of information on what the map file itself is made of. After looking at the file I understand the headers and options and I understand each face is a line with three sets of verts (figuring the fourth from those) but what are the bracketed numbers after that and the final set of three numbers? Any information would be greatly appreciated.

Thanks,
Eric Kurt
#20
03/21/2005 (11:14 am)
Is there anyway I could get a copy of the latest build of this?
having many many problems trying to get a maya map model to work.

:)

Rob.
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