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CategoryMaya Exporter
Created08.07.2017 10:02

N0tr3ady (n0tr3adY) 08.07.2017 10:02

There is a little problem with Maya Exporter.
When I select / add a shader to mod in exporter, the exporter window grows/extends, and the info box / add shader button part goes out of screen downwards, and it isn't resizable. So it doesn't fit into proper desktop resolution. Using 1920*1080 desktop res. Second issue : setting up shader path correctly in exporter, but after exporting the shader path is missing.


Emil Drefers (Unknown) 24.07.2017 09:17

exporting the path (attribute) should work just fine.

Resizing the window (more adjustable window size) is a request we are aware of and will hopefully implement in the future.
Anyway, an HD resolution should be enough, I'ld say.
Can you show us a screenshot?


N0tr3ady (n0tr3adY) 24.07.2017 17:22
So :

Using 2 desktop monitors.
First case : in desktop manager, second monitor (1) placed to the left (as usual).

As u see, the variations, add shader button is out of screen.

Second case : in desktop manager the second monitor (1) placed to the bottom of the primary monitor.

In that case the add button is available (not easy to handle).

Then I don't know what's wrong, but when I setup the correct path and add vehicleShader, it still missing from i3d after exporting without any warnings. The exported i3d contains for ex. : fileid="6" filename="" relativepath="true". I've tried emissiveLights too, it exports fine. Only the vehicleShader goes into empty path.

Thanks in advance,

Emil Drefers (Unknown) 25.07.2017 06:44

thanks for the images.
That shows the problem very clearly.
I'm pretty sure that we will take care of the problem in the future, but I can't guarantee at what point in time.

Well, if you don't use both monitors at the same time for gaming ... you could rotate one monitor around 90°, at least if the monitor supports that.
I know, that's not a final solution.
But maybe a good start for your next modding session.

Where did you make the path point to?
I'ld say it should be a path in your mods folder - using a directory of the base game is not a good idea.
So, after aplying the shader by using the tools, check the applied attributes and their values. Maybe you can find smoething suspicious.


N0tr3ady (n0tr3adY) 25.07.2017 08:07
Thanks for the answer. The monitor supports the clockwise rotation, but i think i'll do it "the old ways" (placing shaders in GE)

About the ="" vehicleShader : the shader path point to Docu../MyGames/FS17/mods/tryingtomakesomemod/shader.
It fills up the ExtraAttributes tab except the customShader box, It leaves empty,

But well, it can be applied in GE. Thanks for yout time Emil!


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