UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Create a model from a prefab

broken avatar :(
Created 11 years ago
by Soy-Yo
0 Members and 1 Guest are viewing this topic.
5,985 views
broken avatar :(
×
broken avatar :(
Location: esMadrid
Date Registered: 27 March 2015
Last active: 5 years ago
Posts
371
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
JIGGLYPUFF used SING! YOU fell asleep!
Signature
×
Soy-Yo's Groups
Soy-Yo's Contact & Social LinksSoy-yoElCerdoRey
My map uses many movable things, so I need many brushmodels. And I think I hit the limit of them in a map so is there any possibility to convert my prefabs to models? Or can someone make a model copying it from my prefab? I tried to make it on my own but I have no idea of using Maya.
I think I can't finish my map if I don't convert the prefabs to models... :(
Last Edit: September 13, 2015, 02:50:06 pm by Soy-Yo
broken avatar :(
×
broken avatar :(
Face to Face
Location: chSomwhere
Date Registered: 6 October 2013
Last active: 3 years ago
Posts
947
Respect
Forum Rank
The Decider
Primary Group
Member
My Contact & Social Links
More
Signature
Maya <3

Let's Play some osu!
×
MrDunlop4's Groups
MrDunlop4's Contact & Social LinksMrDunlop4Nelielexy0Nelielexy0Nelielexy0Nelielexy0CSNelieley
I think not. If u wanna have a part of ur map as a xmodel then recreate them in Maya or Blender.
broken avatar :(
×
broken avatar :(
RadihaX
Location: caCanada
Date Registered: 2 September 2012
Last active: 5 years ago
Posts
978
Respect
Forum Rank
The Decider
Primary Group
Mapper Elite
My Groups
More
My Contact & Social Links
More
Signature
Overrun
Lockdown
Overrun (Black Ops Mod)
Snowglobe
Leviathan
Abandoned School
Ski Resort
Leviathan Redux
×
JBird632's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Elite Has shown excellence and experience in the area of custom mapping in the UGX-Mods community.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
JBird632's Contact & Social LinksJBird632JBird632JBird632JBird632JBird632Mapper
I think not. If u wanna have a part of ur map as a xmodel then recreate them in Maya or Blender.
No

There is an option to export to maya. Select all the parts you want to export, then press Selection at the top bar and choose "Maya Export...". You will have to setup the model in maya then reimport it back into World at War as a model.

How many brushmodels do you have? 'cause it seems odd that you would be hitting a limit.
Last Edit: September 13, 2015, 02:52:53 pm by JBird632
broken avatar :(
×
broken avatar :(
Face to Face
Location: chSomwhere
Date Registered: 6 October 2013
Last active: 3 years ago
Posts
947
Respect
Forum Rank
The Decider
Primary Group
Member
My Contact & Social Links
More
×
MrDunlop4's Groups
MrDunlop4's Contact & Social LinksMrDunlop4Nelielexy0Nelielexy0Nelielexy0Nelielexy0CSNelieley
No

There is an option to export to maya. Select all the parts you want to export, then press Selection at the top bar and choose "Maya Export...". You will have to setup the model in maya then reimport it back into World at War as a model.

How many brushmodels do you have? 'cause it seems odd that you would be hitting a limit.
So but this doesnt work for me :/

So i do my version everytime, but yea as JBird said u can do that in Radiant ( i forgot that xD)
broken avatar :(
×
broken avatar :(
Location: esMadrid
Date Registered: 27 March 2015
Last active: 5 years ago
Posts
371
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
JIGGLYPUFF used SING! YOU fell asleep!
×
Soy-Yo's Groups
Soy-Yo's Contact & Social LinksSoy-yoElCerdoRey
No

There is an option to export to maya. Select all the parts you want to export, then press Selection at the top bar and choose "Maya Export...". You will have to setup the model in maya then reimport it back into World at War as a model.
I didn't know about it lol, but I exported it to Maya and it doesn't look like my prefab and it doesn't have the textures as well.

How many brushmodels do you have? 'cause it seems odd that you would be hitting a limit.
About 21 000 :D. And I calculated I will have about 60 000 if I don't convert them to models. ::)
Last Edit: September 13, 2015, 03:08:38 pm by Soy-Yo
broken avatar :(
×
broken avatar :(
RadihaX
Location: caCanada
Date Registered: 2 September 2012
Last active: 5 years ago
Posts
978
Respect
Forum Rank
The Decider
Primary Group
Mapper Elite
My Groups
More
My Contact & Social Links
More
×
JBird632's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Elite Has shown excellence and experience in the area of custom mapping in the UGX-Mods community.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
JBird632's Contact & Social LinksJBird632JBird632JBird632JBird632JBird632Mapper
I didn't know about it lol, but I exported it to Maya and it doesn't look like my prefab and it doesn't have the textures as well.
About 21 000 :D. And I calculated I will have about 60 000 if I don't convert them to models. ::)
It doesn't rip the textures with it, but if you put the model back into game with the meshes each having the same materials as they did when they were in radiant, then when you reimport it back into World at War it will have the proper textures. Also this tool does not export everything, only brushes and patches I believe.

Those are normal brushes correct? not Script Brushes?
The posted limit for amount of brushes is about 36k brushes, though Leviathan has about 18k+ brushes, so unless your map is as large and as detailed a Leviathan I have no clue have you managed to get that many brushes.
Last Edit: September 13, 2015, 03:16:07 pm by JBird632
broken avatar :(
×
broken avatar :(
Location: esMadrid
Date Registered: 27 March 2015
Last active: 5 years ago
Posts
371
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
JIGGLYPUFF used SING! YOU fell asleep!
×
Soy-Yo's Groups
Soy-Yo's Contact & Social LinksSoy-yoElCerdoRey
Those are normal brushes correct? not Script Brushes?
The posted limit for amount of brushes is about 36k brushes, though Leviathan has about 18k+ brushes, so unless your map is as large and as detailed a Leviathan I have no clue have you managed to get that many brushes.
Oh, sorry, script_brushmodels I meant. I made a prefab as detailed as I could, so every little detail is a script_brushmodel. My prefab is only one entity but with about 700 script_brushmodels and I have to use it many times.

It doesn't rip the textures with it, but if you put the model back into game with the meshes each having the same materials as they did when they were in radiant, then when you reimport it back into World at War it will have the proper textures. Also this tool does not export everything, only brushes and patches I believe.
What it's been exported to Maya is similar to my original prefab, but not the same and I don't know how to use Maya or how to work with with meshes.
broken avatar :(
×
broken avatar :(
Location: esMadrid
Date Registered: 27 March 2015
Last active: 5 years ago
Posts
371
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
JIGGLYPUFF used SING! YOU fell asleep!
×
Soy-Yo's Groups
Soy-Yo's Contact & Social LinksSoy-yoElCerdoRey
I've build the whole model in SketchUp and ported it to Maya and now it seems to look well. But when I try to export to CoD I get this error:


How can I fix it? I have no idea of what it is.
broken avatar :(
×
broken avatar :(
Location: nlApeldoorn
Date Registered: 17 December 2013
Last active: 2 years ago
Posts
1,186
Respect
1,332Add +1
Forum Rank
Zombie Colossus
Primary Group
Scripter Elite
My Groups
More
My Contact & Social Links
More
Personal Quote
It aint much, if it aint Dutch
Signature
×
BluntStuffy's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
Oil Rig Beta Access
Oil Rig Beta Access
BluntStuffy's Contact & Social LinksBluntStuffyBluntstuffy@BluntZombieStuffyZombie
Not fully sure, but my guess would be it's not textured / UV-mapped.

Code Snippet
Plaintext
line 8360, in getUVs
runtimerror: No element at given index


But not fully sure, just going from what i read
broken avatar :(
  • DeletedUser
  • Deleted Member
×
broken avatar :(
DeletedUser
This user is deleted :(
You forgot to tick UVs when exporting to maya.
broken avatar :(
×
broken avatar :(
Location: esMadrid
Date Registered: 27 March 2015
Last active: 5 years ago
Posts
371
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
JIGGLYPUFF used SING! YOU fell asleep!
×
Soy-Yo's Groups
Soy-Yo's Contact & Social LinksSoy-yoElCerdoRey
You forgot to tick UVs when exporting to maya.
I don't know what I did but I used something in Maya and it exported the model.
So thank you all very much! ;)

 
Loading ...