[REL] Blender importer/exporter for PAPA files - v0.5

Discussion in 'Mod Discussions' started by Raevn, June 15, 2013.

  1. liquius

    liquius Well-Known Member

    Messages:
    731
    Likes Received:
    482
    If you were to get your hand on a copy of 3ds Max, it would be trivial to make terran brushes.
  2. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    *cough*thestudenteditionisfree*cough*
  3. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,357
    So is the full version. ;)

    killerkiwijuice likes this.
  4. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    I don't even...

    Just no.
    squishypon3 and Raevn like this.
  5. rancor47

    rancor47 Member

    Messages:
    68
    Likes Received:
    80
    I do not understand. If I cant export my files to papa, how is 3ds Max going to help?
  6. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,328
    Likes Received:
    2,125
    Because 3ds Max can export their models to FBX, which papatran (comes with PA) then converts to papa files. That's how Uber's work flow is as well. See zx0's tutorial thread.
    squishypon3 likes this.
  7. rancor47

    rancor47 Member

    Messages:
    68
    Likes Received:
    80
    Great help! I have loaded a terrain-brush into blender, converted it to .fbx, imported into 3dmax, export to .fbx and converted back to .papa with papatran. It is loaded into PA without crashing but it seems it lost his textures, it is all transparent.

    Does anyone of you know what could have gone wrong in the process?
  8. liquius

    liquius Well-Known Member

    Messages:
    731
    Likes Received:
    482
    Blenders fbx export is bad. You may have lost the uv map when going from blender to 3ds Max.

    With papatran did you use --texture-mode reference?
  9. rancor47

    rancor47 Member

    Messages:
    68
    Likes Received:
    80
    I tried with a root bone and I tried with the original texture bones, both didn't work. I exported without animation
  10. rancor47

    rancor47 Member

    Messages:
    68
    Likes Received:
    80
    I used
    papatran.exe --texture-mode reference -o {filename.papa} {filename.fbx}

    from the post of raevn
  11. rancor47

    rancor47 Member

    Messages:
    68
    Likes Received:
    80
    Can I import to 3dmax directly?
  12. rancor47

    rancor47 Member

    Messages:
    68
    Likes Received:
    80
    This is getting out of the dump

    Microsoft Windows [Version 6.1.7601]
    Copyright (c) 2009 Microsoft Corporation. All rights reserved.

    C:\Users\Martijn>cd C:\Program Files (x86)\Steam\SteamApps\common\Planetary Anni
    hilation\bin_x64\tools

    C:\Program Files (x86)\Steam\SteamApps\common\Planetary Annihilation\bin_x64\too
    ls>papadump.exe water_pit_09.papa
    0 textures.
    1 vertex buffer:
    0:
    format: Position3Normal3Color4TexCoord4
    number vertices: 3132
    1 index buffer:
    0:
    format: IF_UInt16
    number indices: 3180
    1 material:
    0:
    shader: "solid"
    1 vector parameter:
    0:
    name: "DiffuseColor"
    value: Vec4<float>(1,1,1,1)
    0 texture parameters.
    0 matrix parameters.
    1 mesh:
    0:
    vertex buffer index: 0
    index buffer index: 0
    1 material group:
    0:
    name: ""
    material index: 0
    first index: 0
    num primitives: 1060
    primitive type: PRIM_Triangles
    0 skeletons.
    1 model:
    0:
    name: "Mesh"
    model2scene: -1.000000 0.000000 0.000000 0.000000
    -0.000000 -1.000000 -0.000000 0.000000
    -0.000000 -0.000000 1.000000 0.000000
    0.000000 0.000000 0.000000 1.000000
    skeleton_data: -1
    1 mesh binding:
    0:
    name: "Mesh"
    mesh index: 0
    mesh2model: 1.000000 0.000000 0.000000 0.000000
    0.000000 1.000000 0.000000 0.000000
    -0.000000 0.000000 1.000000 0.000000
    0.000000 0.000000 0.000000 1.000000
    0 bone mappings.
    0 animations.

    C:\Program Files (x86)\Steam\SteamApps\common\Planetary Annihilation\bin_x64\too
    ls>

    Attached Files:

  13. liquius

    liquius Well-Known Member

    Messages:
    731
    Likes Received:
    482
    If it's a terrain brush you don't need to have any bones. Papatran will add all the bones you need.

    Looks like there's no uv map.
  14. rancor47

    rancor47 Member

    Messages:
    68
    Likes Received:
    80
    It seems i'm missing more than just textures. I have compared the .papa with the original and I am missing all textures and materials.

    ....crap....
  15. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,328
    Likes Received:
    2,125
    The textures are in different papas. Use the texture editor to get those.
  16. rancor47

    rancor47 Member

    Messages:
    68
    Likes Received:
    80
    nice! I have added them to my links.

    what I meant though is that the origenal .papa (brush) points to the .papa (png) files. The .papa from the .bfx is not.

    so I figured. no pointer, no loading of the texture. But I am just feeling in darkness. I will add a picture of the dump.

    Attached Files:

  17. c4ptainpronin

    c4ptainpronin Active Member

    Messages:
    108
    Likes Received:
    127
    Import is working fine for me and I can export the files i import too, but every time I try to export one of my own models I get this.
    Unbenannt.png
    Am I missing something or am I just retarded? And does the exporter also work for animations? As I understand it, every animation is saved in a seperate .papa file, is that possible to do with this exporter?
    killerkiwijuice likes this.
  18. nuketf

    nuketf Active Member

    Messages:
    702
    Likes Received:
    130
    can someone fix this?
  19. killerkiwijuice

    killerkiwijuice Post Master General

    Messages:
    3,879
    Likes Received:
    3,597
    Having this same problem :(
  20. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    It means you haven't set up the vertex groups properly. Each vertex can only be in group (and must be in one), and each bone other than the following needs a corresponding vertex group named the same as the bone:
    • "<unit name>_mesh"
    • "Solid"
    • "DiffuseColor"
    Vertex groups are what tells the model which vertexes are linked with a particular bone, so when the bone moves the vertexes move along with it.

    /offtopic:
    @DeathByDenim : loving the sig!
    DeathByDenim and killerkiwijuice like this.

Share This Page