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How To: Create Your Own Art Using Pgi's Mechs

Art Misc

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#1001 Heffay

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Posted 05 August 2014 - 02:51 PM

Don't know anything about 3DSMax unfortunately.

#1002 Heffay

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Posted 05 August 2014 - 04:26 PM

Cryengine plug-in for Noesis:

https://dl.dropboxus...yengine_cgf.dll

#1003 Sparks Murphey

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Posted 05 August 2014 - 06:28 PM

View PostTolderian, on 05 August 2014 - 02:08 PM, said:

Much obliged.

What version of 3dsMAX would you advise I use?

I've successfully used this process with 3DS Max 2012, 2013 and 2014. I don't know of any reason other versions would have problems.

#1004 baabaa214

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Posted 06 August 2014 - 03:44 AM

I have been using 2012 and 2014 on my Cats and other mechs.

#1005 Tolderian

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Posted 06 August 2014 - 11:35 AM

All good things. Thank you very much Heffay, Sparks Murphey, and Baabaa214. I'm looking forward to experimenting with all this. Just wanted to make sure I had the most optimal software for the task since I can experiment with this in our drafting department and give our printers a run for their money. My test prints HAD to be cool. Mechs were just a no-brainer for a medium :(

#1006 Nightmare1

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Posted 06 August 2014 - 12:45 PM

Shoot, and here I was hoping for something more along the lines of paint-by-numbers.

I never got past stick figures; I doubt I could make sense of all this art stuff. Oh well! It's cool that it's here; thanks for posting!

Now to go beg some of my more artistic friends to make me a custom BattleMech. ;)

#1007 Seijin Dinger

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Posted 08 August 2014 - 01:01 PM

Use Blender and follow the video tutorials. I do customs via Blender and then export an object file. That object is what I take into 3DS Max and make pics with

Also nice Black Sheep Squadron referance BaaBaa

#1008 Seijin Dinger

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Posted 08 August 2014 - 01:05 PM

View PostNightmare1, on 06 August 2014 - 12:45 PM, said:

Shoot, and here I was hoping for something more along the lines of paint-by-numbers.

I never got past stick figures; I doubt I could make sense of all this art stuff. Oh well! It's cool that it's here; thanks for posting!

Now to go beg some of my more artistic friends to make me a custom BattleMech. :D


I can try and do a custom one, though I am not all that good with 3D Modeling, and mainly only work with the existing assets

#1009 soulfire

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Posted 08 August 2014 - 02:00 PM

I've watched the three vids on getting it into blender has anyone made one on getting models out of the game and into into 3dmax, and or crys sand box. reading in the star citizen forums looks like it is easier to put the mech into crisis sandbox and them exporting them to whatever. Whoever made the first post on this forum should update the links Noesis can only be found now at the authors website the linked to site has been closed down, the plugin is hard to find someone just posted it.
http://www.richwhite...nc_projects.php
is where Noesis is located.

#1010 kuangmk11

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Posted 08 August 2014 - 04:39 PM

Thanks for the tutorials (and the mech import script) Heffay!
Posted Image

#1011 Nightmare1

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Posted 10 August 2014 - 09:46 AM

View PostSeijin Dinger, on 08 August 2014 - 01:05 PM, said:


I can try and do a custom one, though I am not all that good with 3D Modeling, and mainly only work with the existing assets


Hey there! I got your message and want to thank you for your offer! However, I'm not terribly serious about making a custom Mech right now - got too much RL stuff at the moment. I appreciate your willingness to help though! ;)

Have a great day!

#1012 CyclonerM

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Posted 11 August 2014 - 12:44 AM

View PostJennerCrusher, on 10 August 2014 - 03:13 PM, said:

I luv dis <3

Me too B)

#1013 Tolderian

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Posted 11 August 2014 - 09:02 AM

Soooo... I've gotten everything unpacked and I'm trying to find the scale.cfg but I don't seem to see them for many of the Clan mechs. Like the StormCrow is Stormcrow_body_LOD1.cfg whereas the Warhawk, Timberwolf, Summoner have no such file associated with them. In fact... it looks like the stormcrow is the ONLY Clan mech with a body cfg file.

If there's a different procedure, I hope they can update the post to reflect that.

#1014 Heffay

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Posted 11 August 2014 - 09:21 AM

View PostTolderian, on 11 August 2014 - 09:02 AM, said:

Soooo... I've gotten everything unpacked and I'm trying to find the scale.cfg but I don't seem to see them for many of the Clan mechs. Like the StormCrow is Stormcrow_body_LOD1.cfg whereas the Warhawk, Timberwolf, Summoner have no such file associated with them. In fact... it looks like the stormcrow is the ONLY Clan mech with a body cfg file.

If there's a different procedure, I hope they can update the post to reflect that.


The scale model only exists for about 8 of the oldest mechs. The new models are all parts that need to be assembled. I've created a script that does this for you automatically.

The first youtube tutorial deals with the scale model (and contains generic information useful for future work). The second and third video tutorial (including the supplement) are more specific to the mech importer script and how to work with the modern mech files.

#1015 kuangmk11

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Posted 16 August 2014 - 10:24 PM

Here is a follow up to what I posted in the other thread earlier today:

View Postkuangmk11, on 16 August 2014 - 10:45 AM, said:

You can extract the shaders from "MechWarrior Online\Engine\Shaders.pak" to "CryENGINE_PC_v3_4_5_6666_freesdk\Engine\" and add a line to "CryENGINE_PC_v3_4_5_6666_freesdk\Editor\Materials\ShaderList.xml" for the missing "Mech" and MechCockpit" shaders. This way you can avoid changing all the shaders for mechs to "Ilum"

<ShaderList>
<Shader name="Cloth" />
<Shader name="Eye" />
<Shader name="Fx_velocitybeamparticles" />
<Shader name="Glass" />
<Shader name="Hair" />
<Shader name="Humanskin" />
<Shader name="Illum" />
 
<Shader name="Mech" />
<Shader name="MechCockpit" />
 
<Shader name="Monitor" />
<Shader name="Nodraw" />
<Shader name="Particles" />
<Shader name="Terrain.Layer" />
<Shader name="Vegetation" />
<Shader name="Water" />
<Shader name="Waterfall" />
<Shader name="Common.Cloud" />
<Shader name="Distanceclouds" />
<Shader name="Frozenlayerwip" />
<Shader name="Hologram" />
<Shader name="Ice" />
<Shader name="Light.Flare" />
<Shader name="Lightbeam.LightBeam" />
<Shader name="Lightflares.Flare" />
<Shader name="Liquid" />
<Shader name="Methagen" />
<Shader name="Ping" />
<Shader name="Referenceimage" />
<Shader name="Scopes" />
<Shader name="Sky" />
<Shader name="Skyhdr" />
<Shader name="Specialeffects" />
<Shader name="GeometryBeam" />
<Shader name="Templbeamproc" />
<Shader name="Volumeobject" />
</ShaderList>



Having the "mech" shader available in cryengine fixes many things and lets you color just like the mechlab.

Here is what we see using the "Ilum" shader:
Posted Image

Here is what it looks like only switching to "mech" shader:

Posted Image

Notice the new options we get under "shader params". There are the color settings!

Posted Image

and now we can easily apply the skins by changing "subsurface texture" the the desired skin.

Posted Image

#1016 WmLowFlyer

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Posted 17 August 2014 - 06:45 PM

Appears that the Noesis links no longer work?

#1017 kuangmk11

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Posted 17 August 2014 - 07:55 PM

View PostWmLowFlyer, on 17 August 2014 - 06:45 PM, said:

Appears that the Noesis links no longer work?

here is my copy: noesisv40989

#1018 WmLowFlyer

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Posted 17 August 2014 - 08:12 PM

View Postkuangmk11, on 17 August 2014 - 07:55 PM, said:

here is my copy: noesisv40989



ahh tyvm you're a lifesaver Kuangmk11


This will make importing the map object files to SDK a lot easier than doing everything manually.

#1019 kuangmk11

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Posted 17 August 2014 - 09:27 PM

I spent all day trying to get workable animations in the SDK. I felt close a couple times and then it would break. I can get mechs to follow a path but not animate/animate totally out of sync with the ground or I can have mechs sync to the ground but refuse to follow a path... UGH... I fixed my car though!



Posted Image

Edited by kuangmk11, 17 August 2014 - 09:50 PM.


#1020 Ra-ul

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Posted 18 August 2014 - 01:39 PM

I'm not sure if this has been posted yet or not, but there's also an easy way to use the RGB or camo textures from MWO in Blender. The "seperate RGB" node will split the color information into red, green and blue channel, which then can be used as a factor to mix in any color (or texture) you wish instead.

Below you see how I set up my material with some comments on the important stuff you have to consider.

Posted Image

Eventually you end up with something like this (woodland camo):
Posted Image





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