MESA: Difference between revisions

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= Description =
= Description =
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MESA is Mel script bases exporter and importer Tools. This script are the rewritten /edited Script from Valve originally designed for maya 4.5, and that is available into the source sdk
MESA is Mel script bases exporter and importer Tools. This script are the rewritten /edited Script from Valve originally designed for maya 4.5, and that is available into the source sdk
provided by Vavle Software.
provided by Valve Software.


MESA is compatible with all recent version of maya ( 2011/2012/2013 x86 and x64 bits )
MESA is compatible with all recent version of maya ( 2011/2012/2013 x86 and x64 bits )
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Into the Mesa Archive file, you will find all the components to make the full installation
Into the Mesa Archive file, you will find all the components to make the full installation


http://puppet-master.net/wp-content/uploads/2012/11/asset_content_root.png
<center>http://puppet-master.net/wp-content/uploads/2012/11/asset_content_root.png</center>


;Maya Directory
;Maya Directory


http://puppet-master.net/wp-content/uploads/2012/11/asset_content_maya-env.png
<center>http://puppet-master.net/wp-content/uploads/2012/11/asset_content_maya-env.png</center>


- Maya/version/Maya.env ( a copy of the maya Environment variable definition). Very important.
: Maya/version/Maya.env ( a copy of the maya Environment variable definition). Very important.
- Maya/version/prefs/shelves/Mesa_Shelf.mel
: Maya/version/prefs/shelves/Mesa_Shelf.mel


;ModName_Source Directory
;ModName_Source Directory


http://puppet-master.net/wp-content/uploads/2012/11/asset_content_modsource.png
<center>http://puppet-master.net/wp-content/uploads/2012/11/asset_content_modsource.png</center>


'''ModName_Source/Workspace.mel''' ( it is the right path for the scripts, scenes, images etc..) so maya project will fit with your ”’ModName_Source”’ folder.
'''ModName_Source/Workspace.mel''' ( it is the right path for the scripts, scenes, images etc..) so maya project will fit with your ”’ModName_Source”’ folder.


;ModName_Source/ :
;ModName_Source/ :
- '''/Modelsrc/''' where the smd and ac will be exported
: '''/Modelsrc/''' where the smd and ac will be exported
- '''/Materialsrc/''' where the TGA must be stored.
: '''/Materialsrc/''' where the TGA must be stored.
- '''/Scenes/''' where you must save your scenes. this is very important! The generation of the Smd and QC path will follow the structure of the scenes directory, for the '''modelsrc''' directory.
: '''/Scenes/''' where you must save your scenes. this is very important! The generation of the Smd and QC path will follow the structure of the scenes directory, for the '''modelsrc''' directory.
- '''/mesa/''' Where the script are stored with the project. if properly set into the '''Workspace.mel''', the Script path is not requires into the Maya.env data.
: '''/mesa/''' Where the script are stored with the project. if properly set into the '''Workspace.mel''', the Script path is not requires into the Maya.env data.


;Important:
;Important:
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;ModName Directory
;ModName Directory


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<center>http://puppet-master.net/wp-content/uploads/2012/11/asset_content_vproject.png</center>




The folder contains the mod with the compiled assets.
The folder contains the mod with the compiled assets.
- '''/models/''' contains the mdl.
: '''/models/''' contains the mdl.
- '''/materials/''' contain the VTF and VMTs
: '''/materials/''' contain the VTF and VMTs


;Important :
;Important :

Revision as of 08:21, 8 November 2012

http://puppet-master.net/wp-content/uploads/2012/11/mesa-logo-image.png

Description

MESA is mel script suite to export and import 3d models for the Valve Source Engine. This is the short name for Maya Exporter for Source Absolute.

Question : What about the Absolute mention ? Anwser : Because all the work could be done within maya. no text editor will be required for the final version of MESA.

The objective of MESA, is about to make the full asset creation process within Maya interface. It include static, physiques, dynamic and ragdoll props models, breakable models, bodygroups models. But also NPCs (Monsters and Humanoid), Vehicles, Weapons and Items.

MESA is Mel script bases exporter and importer Tools. This script are the rewritten /edited Script from Valve originally designed for maya 4.5, and that is available into the source sdk provided by Valve Software.

MESA is compatible with all recent version of maya ( 2011/2012/2013 x86 and x64 bits )


Download the functional scripts for SMD import/Export

MESA - Maya Exporter for Source Absolute
Release Date MESA Version Download Link
05 Nov 2012 MESA ( Maya exporter to Source Absolute ) v1.0 beta MESA v 1.0 beta]

Documentation

Instructions about the multiple types of installation and their Usage

The main interest of MESA exporter, is the easy way to compile and convert the asset one few click within Maya Interface.

The installation will depend on the location of MESA exporter, and the usage you want with this Scripts.

What installation , for what usage  ?
How to install MESA Description Support / Usage
Standard Installation You may have a computer without source sdk and Steam installed on your computer ? And you wish to be capable to export Smd Ref, Anim, VTA, QC and VMT, without full compile process ? This is the right choice for you.

- SMD Import - SMD Export - SMD Animations - Lod - Physic Mesh - VTA export (blend shapes) - Ref break - Phys_break - BodyGroups - QC export - VMT export

Absolute Installation You want to installs MESA Exporters and incoporate the script into your Source Mod project directory.

- Maya Workspace - SMD Import - SMD Export - SMD Animations - Lod - Physic Mesh - VTA export (blend shapes) - Ref break - Phys_break - BodyGroups - QC export - VMT export


- VTF Export - MDL Compile

Archive Content overview

Into the Mesa Archive file, you will find all the components to make the full installation

http://puppet-master.net/wp-content/uploads/2012/11/asset_content_root.png
Maya Directory
http://puppet-master.net/wp-content/uploads/2012/11/asset_content_maya-env.png
Maya/version/Maya.env ( a copy of the maya Environment variable definition). Very important.
Maya/version/prefs/shelves/Mesa_Shelf.mel
ModName_Source Directory
http://puppet-master.net/wp-content/uploads/2012/11/asset_content_modsource.png

ModName_Source/Workspace.mel ( it is the right path for the scripts, scenes, images etc..) so maya project will fit with your ”’ModName_Source”’ folder.

ModName_Source/
/Modelsrc/ where the smd and ac will be exported
/Materialsrc/ where the TGA must be stored.
/Scenes/ where you must save your scenes. this is very important! The generation of the Smd and QC path will follow the structure of the scenes directory, for the modelsrc directory.
/mesa/ Where the script are stored with the project. if properly set into the Workspace.mel, the Script path is not requires into the Maya.env data.
Important

/ModName_source/ directory do not contains a gameinfo.txt, this is also very important for the exporters to compiles and converts the assets. If a gameinfo.txt is into that folder, the compiler will output the mdl and VTF, VMT file into the models and materials folders of the ModName_Source and not into the Vproject ( the project will the asset for “ModName” sourcemod) A Maya Scene, “/scenes/props/cube.mb“ is here to show you how the model is properly setted to be correctly exported

ModName Directory
http://puppet-master.net/wp-content/uploads/2012/11/asset_content_vproject.png


The folder contains the mod with the compiled assets.

/models/ contains the mdl.
/materials/ contain the VTF and VMTs
Important

Before to compile an assets the destination folder must be created, in “/ModName/materials/” and “/ModName/models/“.



Standard Installation

Note.pngNote:This version works With and without Steam and the source sdk launcher.

1. Download MESA Importer/exporter

2. Extract maya\version\scripts\MESA\ directory into c:\User\Your-Profile\Documents\Maya\version\scripts\MESA\

3. Extract maya\version\prefs\shelves\SourceEngine_Shelf.mel into \maya\version\prefs\shelves\

4. Extract maya\version\prefs\icons\ content, into \maya\version\prefs\icons\

5. Extract maya\version\maya.env and open it into a text editor ( notepad, notepad++, CONtext )

6. Go into your c:\User\Your-Profile\Documents\Maya\version\ directory and open the maya.env file

7. Go to read the Maya.env sample and especially all the comments included between the Env_variable paths declaration.


Maya.env Sample (standard)

//--------------------------------------------------------------------------------//
// Here is the paths for your plugins, if you got some installed there,  you have to separate each path with a semi colon ''';''' .

MAYA_PLUG_IN_PATH=C:\Program Files (x86)\Autodesk\MayaBonusTools2012\plug-ins; 


//--------------------------------------------------------------------------------//
//here is the paths for your scripts.

MAYA_SCRIPT_PATH=C:\Program Files (x86)\Autodesk\MayaBonusTools2012\scripts;G:\Steam\steamapps\SourceMods\ModName_Source\melscripts;

//--------------------------------------------------------------------------------//
// here is the path for the Icons 


XBMLANGPATH = C:\Program Files (x86)\Autodesk\MayaBonusTools2012\icons;C:\Steam\steamapps\SourceMods\ModName_Source\melscripts\icons;

//--------------------------------------------------------------------------------//
//If your are using Source 2007 Engine branch set this path or change the path to .\source2009\bin directory.

SOURCE_BIN_PATH = C:\Steam\steamapps\You-steam-Account\sourcesdk\bin\source2007\bin\ 

//--------------------------------------------------------------------------------//
// here is the path of the mod directory that contain all your source files.
// require with Standard and Absolute installation.

SOURCE_MOD_PATH = C:\Steam\steamapps\SourceMods\ModName_Source\

//--------------------------------------------------------------------------------//
// here is the name of your working directory ( the source )
// require with Standard and Absolute installation.

SOURCE_MOD_NAME = MOD NAME Source

//--------------------------------------------------------------------------------//
// Unfortunately it's important to  set this path  of the souce sdk tool a second time.
// require with Standard and Absolute installation.
// update to Source2009 if you source 2009 engine branch.

SOURCESDK = C:\Steam\steamapps\You-steam-Account\sourcesdk\bin\source2007\bin\;

//--------------------------------------------------------------------------------//
// if you want to compile the final model into the different Sourcemods directory. 
// ex: when you using a directory with all the source file of your assets, and another
//     mod directory to put all the released assets. good management with SVN usage.
// require with Standard and Absolute installation.


VPROJECT = C:\Steam\steamapps\SourceMods\ModName\;



Absolute Installation (full featured )

Note.pngNote: To take advantage of the automatic compiling, you must have Steam and the sourceSDK opened. This version works With and without Steam and the source sdk launcher.

Stage 1

1. Download MESA Importer/exporter

2. Extract maya\version\scripts\MESA\ directory into c:\steam\steamapps\Sourcemods\ModName_Source\MESA

3. Extract maya\version\prefs\shelves\SourceEngine_Shelf.mel into \maya\version\prefs\shelves\

4. Extract maya\version\prefs\icons\ content, into c:\steam\steamapps\Sourcemods\ModName_Source\MESA\icons

5. Extract maya\version\maya.env and open it into a text editor ( notepad, notepad++, CONtext )

6. Go into your c:\User\Your-Profile\Documents\Maya\version\ directory and open the maya.env file

7. Go to read the Maya.env Sample (Absolute) and especially all the comments included between the Environment_Variables and their paths declaration.

Stage 2

1. Extract The modName_source\ directory from the MESA Archive file to Steam\steamapps\Sourcemods\ModName_Source\.

2. Extract the ModName\ directory into Steam\steamapps\Sourcemods\"ModName".


Maya.env Sample (Absolute)

Note.pngNote:If you already got some personal plugins installed you must separate all path with a semi colon ; . Here i got the BonusTools 2012 installed.
//--------------------------------------------------------------------------------//
//here is the paths for your plugins if you got some installed.
MAYA_PLUG_IN_PATH=C:\Program Files (x86)\Autodesk\MayaBonusTools2012\plug-ins; 

//--------------------------------------------------------------------------------//
//here is the paths for your scripts.
// not require, for the Standard Version
MAYA_SCRIPT_PATH=C:\Program Files (x86)\Autodesk\MayaBonusTools2012\scripts;G:\Steam\steamapps\SourceMods\ModName_Source\mesa;

//--------------------------------------------------------------------------------//
// here is the path for the Icons 

XBMLANGPATH = C:\Program Files (x86)\Autodesk\MayaBonusTools2012\icons;C:\Steam\steamapps\SourceMods\ModName_Source\MESA\icons;

//--------------------------------------------------------------------------------//
//If your are using Source 2007 Engine branch set this path or change the path to .\source2009\bin directory.

SOURCE_BIN_PATH = C:\Steam\steamapps\You-steam-Account\sourcesdk\bin\source2007\bin\ 

//--------------------------------------------------------------------------------//
// here is the path of the mod directory that contain all your source files.
// require with Standard and Absolute installation.

SOURCE_MOD_PATH = C:\Steam\steamapps\SourceMods\ModName_Source\

//--------------------------------------------------------------------------------//
// here is the name of your working directory ( the source )
// require with Standard and Absolute installation.

SOURCE_MOD_NAME = MOD NAME Source

//--------------------------------------------------------------------------------//
// Unfortunally it's important to  set this path  of the souce sdk tool a second time.
// require with Standard and Absolute installation.

SOURCESDK = C:\Steam\steamapps\You-steam-Account\sourcesdk\bin\source2007\bin\;

//--------------------------------------------------------------------------------//
// if you want to compile the final model into the different Sourcemods directory. 
// ex: when you using a directory with all the source file of your assets, and 
//     another mod directory to put all the released assets. good management with SVN usage.
// require with Standard and Absolute installation.

VPROJECT = C:\Steam\steamapps\SourceMods\ModName\;

Ready to export and compile ?

Compatibility : This process works for absolute installation and with the standard installation to but steam and the SourceSdk must runs.

1. Run Steam + Source SDK launcher

2. Run Maya and set the project to Sourcemods\ModName_source\

3. Open the Maya Scene Sample from the \Scene\ directory in Maya.

4. select the model on the perspective view

5. display the Source Engine Shelf and click on SMD Option Icon

6. Save the maya Scene

7. go into Path Settings tab, and click on the Default button, the paht will b updated.

if your models ar not directly into the modelsrc folder, you have to update the path for the desired location, ( do not forget the .smd ) Note Enter your custum path and do not click again on the Default Button, or the SMD /QC Path will be update again.

http://puppet-master.net/mesa/Mesa_v1.0_Path_tab.png

8. For Materials / QC Path enter the desired path for the final vtf/vmt files that will be exported.

Example

G:/Steam/steamapps/SourceMods/JL_Source/materialsrc/models/props/

9. Go on to the Export Tab now, and check all the attributes as on the next image.

http://puppet-master.net/mesa/Mesa_v1.0_Export_tab.png
Note.pngNote: The Feed back of the script process is located into the window process of maya, and into the Script Editor. So don't forget to check out this two output log to see the potential errors you could get.