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FPSC Classic Product Chat / maya users read this

Author
Message
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 12th Feb 2007 12:32
Maya users heads up.

THe Maya DirectX exporter exports as a RAW uncompressed X file. If you export from maya as .x and import into milkshape then export again to directX, you will half your file size.

pdidy
17
Years of Service
User Offline
Joined: 31st Dec 2006
Location:
Posted: 12th Feb 2007 15:01
plz check ure mail butters ime desperate .
Locrian
18
Years of Service
User Offline
Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 12th Feb 2007 17:02
Interesting Butter. You guys have no check for compressed or uncompressing?
Benjamin A
18
Years of Service
User Offline
Joined: 31st Oct 2005
Location: The Netherlands
Posted: 13th Feb 2007 09:24
Just wondering.... why would you want to go from Maya to Milkshape? Can't FPSC read the format Maya exports directly?

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Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 13th Feb 2007 09:36
FPSC should read .X ascii no problem, DBPro can handle it. Quite a handy format if you need to change a texture, as you can just load it into notepad. I'm guessing Milkshape only exports in compressed .X format.

''Stick that in your text and scroll it!.''
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 13th Feb 2007 20:44
Yeah, FPSC reads Maya .x exports fine. it's just that theyre LITERALLY twice the size. I made a generator thingy, that weighed in at 1.1mb from a maya export. Same one from Milkshape, 514kb.

Maybe there's something I'm missing (the exporter isn't very well documented).

Locrian
18
Years of Service
User Offline
Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 13th Feb 2007 21:00
Butter, have you tried asking this question(cause I'm not sure if you have to use a plugin which may not be covered by Maya forum) in a setting like CG society, or something of that ilk where you have many professionals around with many of the same size concerns even if not for a gaming engine?

Terry had a similar problem with whatever software he(or other contributers) used for the walls in Signs4. The walls were extremely bloated in comparison to the arch wall I did for him.

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