Maya and TSE
by Joe Spataro · in Artist Corner · 07/03/2005 (1:10 am) · 13 replies
Are there any special things that need to be done to export from maya to TSE. I can only seem to get the color texture to appear, I can't seem to apply a shader to anything I've exported from maya.
#2
07/04/2005 (1:08 am)
I can't seem to get the shader to appear. I do see the texture that i applied in maya but there are no special effects like specular highlights etc.
#3
07/04/2005 (4:51 am)
Did you create the material and the material mapping?
#4
in "materialMap.cs" I added this:
in "materials.cs" I added this:
The result in the game/show tool is that I see my cube textured with the rock texture but it doesn't show the normal map, the specularity and lighting doesn't affect it. I also tried assigning other shaders, like the orcskin etc but it always only shows the rockwall texture that I applied in maya and not the shader
07/04/2005 (10:53 am)
In maya i used a lambert shader with "rockwall.png" as the color texture and then exported to dts into demo/data/shapes/mayatest/in "materialMap.cs" I added this:
addMaterialMapping("rockwall", "material: MayaTest");in "materials.cs" I added this:
datablock Material(MayaTest)
{
baseTex[0] = "demo/data/shapes/mayatest/rockwall";
bumpTex[0] = "demo/data/shapes/mayatest/rockwall_bump";
pixelSpecular[0] = true;
specular[0] = "1.0 1.0 1.0 1.0";
specularPower[0] = 4.0;
};The result in the game/show tool is that I see my cube textured with the rock texture but it doesn't show the normal map, the specularity and lighting doesn't affect it. I also tried assigning other shaders, like the orcskin etc but it always only shows the rockwall texture that I applied in maya and not the shader
#5
Any errors on the console? Does the texture rockwall_bump exist? What size are your textures?
07/04/2005 (6:16 pm)
Your mapping and material look correct.Any errors on the console? Does the texture rockwall_bump exist? What size are your textures?
#6
07/05/2005 (12:30 am)
No errors in the console. rockwall_bump exists, and the sizes of both are 256x256.
#7
07/05/2005 (12:50 pm)
Are you sure that rockwall is the name of the material as maya is exporting it? You may want to check your dump.dmp file to be sure.
#8
Material list:
material #0: "rockwall.png".
07/06/2005 (12:02 am)
This is at the bottom of the dump.dmp file:Material list:
material #0: "rockwall.png".
#9
07/06/2005 (1:05 am)
Hmm...are you 100% sure you aren't getting normal mapping. It might just be a bit more subtle than what you are seeing in Maya. It looks like you are doing everything correctly. Feel free to email me the dts and textures and I can take a look.
#10
I was testing the DTSEXPORTER to exporter from maya7 the ADDITIVE BLENDING materials.
But, I don't know how to do. Please somobody can help me? about the transparency are...normal, additive and subtractive.
thanks.
10/16/2007 (10:01 am)
Hi!I was testing the DTSEXPORTER to exporter from maya7 the ADDITIVE BLENDING materials.
But, I don't know how to do. Please somobody can help me? about the transparency are...normal, additive and subtractive.
thanks.
#12
So in your case it should be :
09/13/2008 (9:52 pm)
When I create a standard material, it looks like this : new Material(MayaTest)
{
[b]mapTo = "rockwall.png";[/b]
baseTex[0] = "demo/data/shapes/mayatest/rockwall";
bumpTex[0] = "demo/data/shapes/mayatest/rockwall_bump";
pixelSpecular[0] = true;
specular[0] = "1.0 1.0 1.0 1.0";
specularPower[0] = 4.0;
};The ".png" is important. You must tell the filetype of the texture for maya exported dts.So in your case it should be :
addMaterialMapping("rockwall[b].png[/b]", "material: MayaTest");
#13
Are these instructions not valid for TGEA 1.7.1? My paths also do not look like "demo/data/shapes", but would instead be "scriptsAndAssets/data/shapes" etc.
Would really love some help on how to achieve getting materials mapped onto my maya models.
10/05/2008 (9:13 am)
Is it just me, or do I not have a 'materialsMap.cs' file whatsoever? Nor a 'materials.cs' file located at "server/scripts/"?Are these instructions not valid for TGEA 1.7.1? My paths also do not look like "demo/data/shapes", but would instead be "scriptsAndAssets/data/shapes" etc.
Would really love some help on how to achieve getting materials mapped onto my maya models.
Associate Matt Fairfax
Night Heron Games