by ket on 12 Dec 2011 14:32
After much trial and testing of my patience I've found out the cause for xrayMaya_export not loading. Heres detailed instructions on how to get the bastardised plugins of Maya working.
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To successfully install xrayMaya_export & xrayMaya_material in Maya 2008;
- Copy Bugtrap.dll (I used version dated 09/02/2010) to Maya 2008 > bin folder
- Copy xray_path to Maya 2008 > bin folder
- Copy xrayMaya_export & xrayMaya_material to Maya 2008 > bin > plug-ins folder
- Copy scripts folder loacted in scripts_plugins folder to My Documents > maya
(maya folder is only created after you have launched maya for the first time)
Regardless of SDK installed, use bugtrap.dll from CoP SDK and remember to mount X: drive
before loading xrayMaya_material in Maya 2008. Using the most updated scripts from the CoP
SDK would also seem to be ok to use regardless of SDK version installed but have the appropriate
Maya SoC / CS / CoP scripts handy just in case when your file is converted to .OGF via the SDK
Stalker itself crashes. If this happens, copy the plugins for the SDK you have installed, launch
Maya, redo your work and try converting to .OGF again.
Notes:
- Bardaks xrayMayaTools would appear to work fine with the above plugins & method detailed.
- x-ray game object = .OGF file format
- bugtrap, xray_path, xrayMaya_material & xrayMaya_export can all be found within the Stalker
SDK directory as is the scripts_plugins folder. I recommend getting all these files from the CoP
SDK as it has Maya plugins for Maya all the way from 7.0 to Maya 2009.
- Remember when in the scripts_plugins folder it is JUST the scripts folder you want to copy to
My Documents > maya.
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The next step for me will now be to se if I can FINALLY export a object and save it with the file remaining in tact. Out of curiosity, did you convert any of your files to .OGF Nightwatch or leave them as .object?
ED - As I'm at it heres a little tutorial using Maya 2008 on how to significantly improve the meshes SoC uses;
- Start Maya, import your mesh
- Click on your mesh to highlight it
- Select Normals > Unlock Normals
- Select Normals > Average Normals
- Select Normals > Lock Normals
- Select Normals > Smooth (I do this step twice, no idea if the extra step helps)
- Select Mesh > Smooth
- Now just export your mesh
Do be aware some meshes might have errors at some vertex positions after the above process, I haven't found a way to fix those "errors" yet but just on NPC / Mutant meshes the 1 or 2 errors generated shouldn't lead to any undue abnormalities or performance issues.
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