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

Art Misc

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#1221 Seijin Dinger

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Posted 29 December 2014 - 10:38 AM

View PostHeffay, on 27 December 2014 - 04:41 PM, said:


Yup, there's some sort of bug that I need to make a workaround for. Should be simple, just need a little time...


Ahh ok. Im just glad it isnt just on my end

#1222 HlynkaCG

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Posted 29 December 2014 - 02:48 PM

View Postbaabaa214, on 19 December 2014 - 12:31 PM, said:

I was able to use your script to pull the parts.
The KGC came together with one problem.

The claws were merged together by Noesis but took a little time to figure it out.
I have just finsihed getting the Bones attached to the mech.

Really KEWL.... Mech.


How were you able to get the KGC to load? I've had no luck on my end.

Edited by HlynkaCG, 29 December 2014 - 02:48 PM.


#1223 Heffay

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Posted 30 December 2014 - 11:40 AM

MECH IMPORTER UPDATE!




Version 1.6 has been released, and is up on the dropbox listed on the original post (and here).

Bug-fixes:
  • Works with Wave 2 mechs
  • Added usage feature
  • If the .cdf file isn't specified, will search current directory for it
  • Now will apply the variant material to weapons, hero, invasion, blank, etc pieces
  • Applies the cockpit window material to the cockpit window
Basically a lot of needed clean-up and simplification. As usual, keep it in a directory that is in your path (I made an e:\scripts for mine), update the variables at the start if needed, and be sure that you've used Noesis with the Cryengine plug-in to convert the .cgf files to .objs with the -flipUV option.
Posted Image

Here's my workflow for cleaning up the files from the .pak archives after extracting them:
1) Copy all *.pak files from game directory to Objects directory. Archive them off to Objects.<month><year>.
2) Use 7-zip to extract all to current location.
3) Convert cga files to cgf:
get-childitem -recurse -filter "*.cga" | rename-item -newname { $_.name -replace '\.cga','.cgf' }
4) Remove lod files
get-childitem -recurse -filter "*lod*" | remove-item
5) Use Noesis to convert all cgf files to .obj and dds to .png
input: cgf, output: obj, output path: $inpath$\$inname$.$outext$, additional parameters: -flipUV (-objmtl too?), recursive
### not needed input: dds, output: png, recursive, output path: $inpath$\$inname$.$outext$

*** note it doesn't seem to recurse properly. You may have to select individual subdirs ***
6) fsbextractor
in the Sounds directory, go to each folder and run
& "C:\program files (x86)\fsbextractor\fsbextractor.exe" /C <FSB file name>

Enjoy!

#1224 HlynkaCG

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Posted 30 December 2014 - 12:58 PM

Heffay,

Did you change the directory input scheme? Your new script is telling me that "#$directory should have the name of the mech" before getting stuck in an infinite error loop.

ETA:
Posted Image

Edited by HlynkaCG, 30 December 2014 - 02:17 PM.


#1225 Heffay

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Posted 30 December 2014 - 02:27 PM

You might have an old version of powershell there. Can you run this command and tell me what you get?

$PSVersionTable.PSVersion

#1226 HlynkaCG

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Posted 30 December 2014 - 02:32 PM

View PostHeffay, on 30 December 2014 - 02:27 PM, said:

You might have an old version of powershell there. Can you run this command and tell me what you get?

$PSVersionTable.PSVersion


Version 2.0, build and revision both "-1" copyright 2009.

ETA:
Posted Image

Edited by HlynkaCG, 30 December 2014 - 02:37 PM.


#1227 Iqfish

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Posted 30 December 2014 - 02:33 PM

Thank you Heffay! This helps a lot.


And please excuse me, I couldn't resist.

Clan engineering at its finest.

Posted Image

#1228 Heffay

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Posted 30 December 2014 - 02:37 PM

I'm currently running on version 4. The .split method for a string should work though, but what I did was next it a couple deep. So what used to be a [string].split("blah") is now [string].split("blah").split("reverseblah") to deal with the bug. The nested splits may be a feature found in newer versions of powershell.

Is there any chance you can update your powershell? It comes in newer versions of .Net. .Net 4.5 should be the current version. I think.

View PostIqfish, on 30 December 2014 - 02:33 PM, said:

Thank you Heffay! This helps a lot.

And please excuse me, I couldn't resist.

Clan engineering at its finest.


Glad I could help! Sorry it took so long to get this done. I've been slacking (or more accurately, working on my video and got tired of manually doing the chump work here. ;)

What am I looking at in that picture? I don't see it.

#1229 Iqfish

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Posted 30 December 2014 - 02:41 PM

View PostHeffay, on 30 December 2014 - 02:37 PM, said:

What am I looking at in that picture? I don't see it.


The weapons! They're... broken!

#1230 Heffay

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Posted 30 December 2014 - 02:46 PM

View PostIqfish, on 30 December 2014 - 02:41 PM, said:


The weapons! They're... broken!


Well, they are just stacked up on each other. The energy pod and ballistic omnipod won't share the hardpoints, so you basically can pick and choose what you want. Heck, you can make your own custom omnipods this way if you want too!

#1231 Iqfish

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Posted 30 December 2014 - 02:51 PM

View PostHeffay, on 30 December 2014 - 02:46 PM, said:


Well, they are just stacked up on each other. The energy pod and ballistic omnipod won't share the hardpoints, so you basically can pick and choose what you want. Heck, you can make your own custom omnipods this way if you want too!


I know, I was just making fun of Clan Engineering.

#1232 HlynkaCG

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Posted 30 December 2014 - 03:01 PM

View PostHeffay, on 30 December 2014 - 02:37 PM, said:

I'm currently running on version 4. The .split method for a string should work though, but what I did was next it a couple deep. So what used to be a [string].split("blah") is now [string].split("blah").split("reverseblah") to deal with the bug. The nested splits may be a feature found in newer versions of powershell.

Is there any chance you can update your powershell? It comes in newer versions of .Net. .Net 4.5 should be the current version. I think.


Sure, but how do I go about doing so?

Google search is giving me a bunch of sites that are not Microsoft.

#1233 Heffay

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Posted 30 December 2014 - 03:17 PM

View PostHlynkaCG, on 30 December 2014 - 03:01 PM, said:

[/size]

Sure, but how do I go about doing so?

Google search is giving me a bunch of sites that are not Microsoft.


https://www.microsof...s.aspx?id=30653

#1234 HlynkaCG

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Posted 30 December 2014 - 04:42 PM

that did it, thank you Heffay and keep up the good work. :)

Posted Image

#1235 Heffay

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Posted 30 December 2014 - 05:11 PM

Hmm...the materials seem a bit wonky. Will have to try out the king crab model myself to see what happened.

PGI isn't consistent on whether special parts (hero, resistance, etc) use the variant or body materials. I think clean-up is always going to be part of the process.

And I really need to get Andreas80's materials incorporated into the script. Sooo much better looking!

#1236 K0JAK

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Posted 30 December 2014 - 05:47 PM

It's time to start work on the KGC now that the powershell script is updated. I tried aligning it all manually but it was too painful.

In the spirit of sharing, this is my unfinished test print of my last piece of work.

Posted Image

Posted Image

#1237 Mech42Ace

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Posted 30 December 2014 - 06:54 PM

View PostKojak2000, on 30 December 2014 - 05:47 PM, said:

It's time to start work on the KGC now that the powershell script is updated. I tried aligning it all manually but it was too painful.

In the spirit of sharing, this is my unfinished test print of my last piece of work.

Posted Image

Posted Image


Oh My god! :wub: that's awesome! Please tell me that's 1/60 scale! Great work!

Edited by Mech42Ace, 30 December 2014 - 06:55 PM.


#1238 Nightshade24

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Posted 30 December 2014 - 07:32 PM

View PostMech42Ace, on 30 December 2014 - 06:54 PM, said:

Oh My god! :wub: that's awesome! Please tell me that's 1/60 scale! Great work!

That isn't an awesome. That's an Orion.

#1239 Alaskan Nobody

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Posted 30 December 2014 - 07:33 PM

I just noticed the skull in the Orion's torso... :ph34r:

#1240 K0JAK

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Posted 30 December 2014 - 08:27 PM

View PostMech42Ace, on 30 December 2014 - 06:54 PM, said:

Oh My god! :wub: that's awesome! Please tell me that's 1/60 scale! Great work!


It is 1.5% of scale (about 27cm) and is fully articulated, however I still need to cut it up a bit better for a cleaner print. It also warped slightly on the print bed (lower left arm), so I've gotta work on the print settings.





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