No TGEA 1.71 shaders with Maya mesh
by GI_JOEJK · in Technical Issues · 12/01/2008 (12:24 am) · 2 replies
I am looking for the Maya2009 DTS exporter for TGEA 1.71, and I mean ALL of the WORKING files, not just this plugin;
http://www.fluidimages.com/Resources/Downloads/tabid/61/forumid/10/postid/59/view/topic/Default.aspx
*************************
Please note that besides going to TDN, I also used this tutorial on how to set up the TGEA exporter in Maya; http://www.dannyngan.com/torque/maya2dts/tutorials/index.htm
...But...
I have NEVER been able to export a DTS model that had a specular or Normal map, no matter what I did in the materials.cs...... I even renamed the Maya (lambart/phong) material to match the material name called out in the materials.cs (lion)
I used this tutorial on setting up the mesh in maya then exporting it;
http://www.youtube.com/watch?v=6cf3VMN70gA
Also, the .cfg and dtsScene.cfg are NEVER created during export. And I get this error in the dump file;
______________________________
Exporter Report
Setting up for full export (dts) -- turning on optimized meshes
Config file "C:/Torque/TGEA_1_7_1/Projects/censored/game/scriptsAndAssets/data/shapes/Lion/Lion.cfg" not found.
Config file "C:/Torque/TGEA_1_7_1/Projects/censored/game/scriptsAndAssets/data/shapes/Lion/Lion.cfg" not found.
Config file "C:/Torque/TGEA_1_7_1/Projects/censored/game/scriptsAndAssets/data/shapes/Lion/dtsScene.cfg" not found.
______________________________
Is there something wrong with my materials.cs file? NOTE; that the MAX2DTS process works differently then Maya2DTS does (materials.cs)....
new Material(lion)
{
mapTo = "Concret002_D.png";
baseTex[0] = "censored/game/scriptsAndAssets/data/shapes/Lion/Concret002_D";
bumpTex[0] = "censored/game/scriptsAndAssets/data/shapes/Lion/Concret002_nm";
pixelSpecular[0] = true;
specular[0] = "1.0 1.0 1.0 1.0";
specularPower[0] = 4.0;
};
And my materialMap.cs file
addMaterialMapping("Concret002_D.png", "material: lion");
Does anyone know what the steps are to get a DTS mesh out of Maya and into TGEA (with working materials)? I have tried this but it did not work; http://www.dannyngan.com/torque/maya2dts/tutorials/index.htm
So, if anyone can give me an answer that actually works, I would be extremely grateful :)
http://www.fluidimages.com/Resources/Downloads/tabid/61/forumid/10/postid/59/view/topic/Default.aspx
*************************
Please note that besides going to TDN, I also used this tutorial on how to set up the TGEA exporter in Maya; http://www.dannyngan.com/torque/maya2dts/tutorials/index.htm
...But...
I have NEVER been able to export a DTS model that had a specular or Normal map, no matter what I did in the materials.cs...... I even renamed the Maya (lambart/phong) material to match the material name called out in the materials.cs (lion)
I used this tutorial on setting up the mesh in maya then exporting it;
http://www.youtube.com/watch?v=6cf3VMN70gA
Also, the .cfg and dtsScene.cfg are NEVER created during export. And I get this error in the dump file;
______________________________
Exporter Report
Setting up for full export (dts) -- turning on optimized meshes
Config file "C:/Torque/TGEA_1_7_1/Projects/censored/game/scriptsAndAssets/data/shapes/Lion/Lion.cfg" not found.
Config file "C:/Torque/TGEA_1_7_1/Projects/censored/game/scriptsAndAssets/data/shapes/Lion/Lion.cfg" not found.
Config file "C:/Torque/TGEA_1_7_1/Projects/censored/game/scriptsAndAssets/data/shapes/Lion/dtsScene.cfg" not found.
______________________________
Is there something wrong with my materials.cs file? NOTE; that the MAX2DTS process works differently then Maya2DTS does (materials.cs)....
new Material(lion)
{
mapTo = "Concret002_D.png";
baseTex[0] = "censored/game/scriptsAndAssets/data/shapes/Lion/Concret002_D";
bumpTex[0] = "censored/game/scriptsAndAssets/data/shapes/Lion/Concret002_nm";
pixelSpecular[0] = true;
specular[0] = "1.0 1.0 1.0 1.0";
specularPower[0] = 4.0;
};
And my materialMap.cs file
addMaterialMapping("Concret002_D.png", "material: lion");
Does anyone know what the steps are to get a DTS mesh out of Maya and into TGEA (with working materials)? I have tried this but it did not work; http://www.dannyngan.com/torque/maya2dts/tutorials/index.htm
So, if anyone can give me an answer that actually works, I would be extremely grateful :)
About the author
Torque Owner Dave MacIsaac
AlwaysExport:
eye
cam
mount0
//mount1
//jetnozzle0
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
start01
mountpoint
DELETE*
//Ski0
//Ski1
Light0
Light1
//Mount1
//Mount2
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
//=Params::T2AutoDetail -1
That materials.cs file should work if both it and the materialMap.cs are executed in script.
more on that here www.garagegames.com/mg/forums/result.thread.php?qt=80654