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..
I just compiled it..
About the author
#22
Have you guys had any luck getting this setup? It would be a huge help for us to have any new/recompiled version of maya2map...thanks in advance!!!!!!
Jake
02/14/2006 (11:16 am)
Hey Chris/Sean,Have you guys had any luck getting this setup? It would be a huge help for us to have any new/recompiled version of maya2map...thanks in advance!!!!!!
Jake
#23
the modification of the plug would require a great amount of time, particullarly with the textures.
02/14/2006 (11:20 am)
Jake - I can provide a compiled version - however it does not assist in great detail - it creates a headache trying to use a modeling tool to create maps.the modification of the plug would require a great amount of time, particullarly with the textures.
#24
Actually, we have a large untextured file in Maya that we're trying to get into Hammer/Quark. If it works it could save us a ton of time in redoing it. Even if the .map exported is rough, if we had a base to start with in Hammer it could be a big help.
Jake
02/14/2006 (11:26 am)
Hey Sean,Actually, we have a large untextured file in Maya that we're trying to get into Hammer/Quark. If it works it could save us a ton of time in redoing it. Even if the .map exported is rough, if we had a base to start with in Hammer it could be a big help.
Jake
#25
There are two ways that it createst the map files.
It takes planes and creates cubes, based upon the planes -
if you use cubes (it creates 6 blocks for each cube)
The second way it takes a cube and tries to create just one cube based on the width of each cube - this is certainly less stable.
02/14/2006 (11:29 am)
Ah - that sounds like a plan - what version do you need (of maya that is)There are two ways that it createst the map files.
It takes planes and creates cubes, based upon the planes -
if you use cubes (it creates 6 blocks for each cube)
The second way it takes a cube and tries to create just one cube based on the width of each cube - this is certainly less stable.
#26
do you have a 6.0 version for Windows?
02/14/2006 (11:38 am)
We have maya 6.0 for the mac, but may be able to get another version. Not sure about the different options, maybe we could just try the export both ways and see what works. do you have a 6.0 version for Windows?
#27
http://www.indiegameresources.com/e107/download.php?view.172
03/26/2006 (4:23 pm)
Here is another maya to map plugin for version 6 to look at. Don't know which is better but I stumbled upon it and decided that People might want to know about it.http://www.indiegameresources.com/e107/download.php?view.172
#28
Right now using the plugin I can export out of maya correctly and get into a map editor to deal with textures.
03/26/2006 (4:52 pm)
Its just the same one we have been using but hacking a bit. If you use the brush based export mode (you have to play with the source.. i dont remember which was default) and make sure your maya is set to meters and export using the correct scale set in the exporter code (I dont remember what that is off the top of my head.. but by default its incorrect methinks). It works great provided you keep in mind the rules of building brush based objects. It wont turn garbage into a usable map. The only issue is that texturing doesnt come through correctly(I got it to work but I never looked at texture coords correctly.. i would think it have to be a combo of mel scripts to apply textures in maya and export code) and then someone needs to make some cut/boolean tools that work like a brushed base exporter. Right now using the plugin I can export out of maya correctly and get into a map editor to deal with textures.
#29
havn't been able to get it to work with a cube. cube goes into quark fine but then there are parsing errors in the map to dif export.
If you are having problems with the textures, would it be possible to feed the broken down shapes back into maya and then texture/retexture them and then back to map and out to the world?
john
03/29/2006 (11:38 pm)
Ok, thanks for clarifying that. I've had nothing but troubles with this whole maya to map to quark to dif process. havn't been able to get it to work with a cube. cube goes into quark fine but then there are parsing errors in the map to dif export.
If you are having problems with the textures, would it be possible to feed the broken down shapes back into maya and then texture/retexture them and then back to map and out to the world?
john
#30
Thanks all and i am praying for this to be reslved. lol thnx again
doh forgot to add, i'm using maya 6.5 at school and the plugins for 6 wont work with my version of maya
04/04/2006 (10:13 am)
Hey all,I have been looking over the thread here and I am at a loss. I know nothing about coding so i cant really offer any help.But I wanted to see if there was any progress with the map exporter. All the ones i've found have not worked correctly and I to have had nothing but issues with the dif process.Thanks all and i am praying for this to be reslved. lol thnx again
doh forgot to add, i'm using maya 6.5 at school and the plugins for 6 wont work with my version of maya
#31
11/12/2011 (11:04 pm)
I was wondering.. do you have a version of this available for 8.5 or higher ? Would be a huge help !
Chris Youngblood
First time post here , i ma environemnt artist working with a company that is using the Torque Engine and Quark to make levels, i see that you have made a map2map for maya 6.0. Is it possibel to get a maya 6.5 compile made, this is the plugin file correct. If you can do this please let me know as this would be a lifesaver for me and the company im working for. The environments would look better coming from maya. I can be reached at chrisyoungblood@cyoungblood.com , thanks for your time.
Chris Youngblood