Call of Duty 5: From Radiant to Maya: Difference between revisions

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(New page: <br> Image:Nutshell.png First of all, it's not possible to pull an entire Radiant map into Maya all at once. Maya has trouble running the mel scripts that gets generated in Radiant wh...)
 
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{{Note|First of all, it's not possible to pull an entire Radiant map into Maya all at once.  Maya has trouble running the mel scripts that gets generated in Radiant when it's too large.}}
[[Image:Nutshell.png]] First of all, it's not possible to pull an entire Radiant map into Maya all at once.  Maya has trouble running the mel scripts that gets generated in Radiant when it's too large.


In Radiant, select the info that you want to pull into Maya.  You will probably want to change your filters to hide everything else except patches and brushes.  At this time it's only possible to pull in brushes and patches.  Once you have everything you want selected, go the Selection> Maya Export.  In the Dialog box that pops up, make sure that Quads and inches are set and that Merge is checked.  UVs don't seem to matter at this point.  This creates a mel script  
In Radiant, select the info that you want to pull into Maya.  You will probably want to change your filters to hide everything else except patches and brushes.  At this time it's only possible to pull in brushes and patches.  Once you have everything you want selected, go the Selection> Maya Export.  In the Dialog box that pops up, make sure that Quads and inches are set and that Merge is checked.  UVs don't seem to matter at this point.  This creates a mel script  


  \trees\jb\bin\Maya\radiantImport.mel
  \trees\jb\bin\Maya\radiantImport.mel


Make sure that this file is less than 4 - 5 megs or you will freeze Maya.
Make sure that this file is less than 4 - 5 megs or you will freeze Maya.


[[Image:warning.png]] Misc models (props) can get pulled into Maya as a basic bounding box.


In Maya, make sure that your units are in inches and Z is up
{{Warning|Misc models (props) can get pulled into Maya as a basic bounding box.}}
This can be found under ''windows>settings/preferences>preferences>'' under the settings catagory.  Now, find and run the mel script that was generated by Radiant.  Once this is done, you should have the same geometry that was in Radiant and it should be properly scaled and aligned to the world.   
 
 
*In Maya, make sure that your units are in inches and Z is up.   


If necessary you can run this process several times to pull in a whole map.
{{Info|This can be found under ''windows > settings/preferences > preferences>'' under the settings catagory.}}


From there, if desired, export an fbx file to pull this into 3dsMax or MotionBuilder.
*Now, find and run the mel script that was generated by Radiant.  Once this is done, you should have the same geometry that was in Radiant and it should be properly scaled and aligned to the world.


*If necessary you can run this process several times to pull in a whole map.
*From there, if desired, export an fbx file to pull this into 3dsMax or MotionBuilder.
Sources: [http://wiki.treyarch.com/wiki/Pulling_Radiant_Info_Into_Maya Treyarch's Wiki]
[[Category:Call of Duty 5]]
[[Category:Radiant]]
[[Category:Maya]]
[[Category:Modding]]
[[Category:Modding]]
[[Category:Maya]]
[[Category:Radiant]]
[[Category:Call of Duty 5]]

Latest revision as of 22:08, 10 May 2009

First of all, it's not possible to pull an entire Radiant map into Maya all at once. Maya has trouble running the mel scripts that gets generated in Radiant when it's too large.

In Radiant, select the info that you want to pull into Maya. You will probably want to change your filters to hide everything else except patches and brushes. At this time it's only possible to pull in brushes and patches. Once you have everything you want selected, go the Selection> Maya Export. In the Dialog box that pops up, make sure that Quads and inches are set and that Merge is checked. UVs don't seem to matter at this point. This creates a mel script

\trees\jb\bin\Maya\radiantImport.mel


Make sure that this file is less than 4 - 5 megs or you will freeze Maya.


Misc models (props) can get pulled into Maya as a basic bounding box.


  • In Maya, make sure that your units are in inches and Z is up.
This can be found under windows > settings/preferences > preferences> under the settings catagory.
  • Now, find and run the mel script that was generated by Radiant. Once this is done, you should have the same geometry that was in Radiant and it should be properly scaled and aligned to the world.
  • If necessary you can run this process several times to pull in a whole map.
  • From there, if desired, export an fbx file to pull this into 3dsMax or MotionBuilder.


Sources: Treyarch's Wiki