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

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#1321 Cimarb

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Posted 04 February 2015 - 07:26 AM

Really hard to get lighting like that to look good..it is too harsh and overbearing of a color. Still cool to see them together.

#1322 Heffay

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Posted 04 February 2015 - 08:25 AM

View Postmad kat, on 04 February 2015 - 06:22 AM, said:


Not as happy with this one... Needed a dark scene to hide the holes in the stalkers model as i CBA fixing the gaps yet :-p the first render with both mechs in scale with each other (rendered together).


Still looks great though! You might want to add a blue light from the top though, to get the lighting from the sky to reflect off the top of the mechs. Or maybe an ambient occlusion lighting that's blue in color?

#1323 Cimarb

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Posted 04 February 2015 - 08:40 AM

View PostHeffay, on 04 February 2015 - 08:25 AM, said:


Still looks great though! You might want to add a blue light from the top though, to get the lighting from the sky to reflect off the top of the mechs. Or maybe an ambient occlusion lighting that's blue in color?

Yeah, and the laser beam from the Stalker should give off blue light too, on the front right of the stalker and the back/top right of the commando.

#1324 mad kat

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Posted 04 February 2015 - 09:03 AM

View PostCimarb, on 04 February 2015 - 08:40 AM, said:

Yeah, and the laser beam from the Stalker should give off blue light too, on the front right of the stalker and the back/top right of the commando.


I thought that too so I'm gonna redo it later and un blur the commando a bit. May adjust the angles too.

#1325 Cimarb

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Posted 04 February 2015 - 09:13 AM

View Postmad kat, on 04 February 2015 - 09:03 AM, said:

and un blur the commando a bit.

Ah, that may be it too. Did not realize that both the commando and Stalker were blurred until you pointed it out. Definitely have one in focus (un-blurred), and since the name of it is big brother, and the Stalker is standing still anyways, maybe have it be the focal?

(Ok, I will stop armchair quarterbacking, lol...great work on these!)

#1326 zagibu

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Posted 04 February 2015 - 03:19 PM

Actually, the thing with lasers is that they don't spread light around, and so don't really illumine the surroundings. Maybe at the exit of the lens, some of the light will be dispersed a little, so a tiny bit of blue lighting there could work, but the commando wouldn't get any noticeable light from the laser at all.

Then again, visible laser beams. So what the hell, do what looks cool!

#1327 Cimarb

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Posted 04 February 2015 - 06:05 PM

View Postzagibu, on 04 February 2015 - 03:19 PM, said:

Actually, the thing with lasers is that they don't spread light around, and so don't really illumine the surroundings. Maybe at the exit of the lens, some of the light will be dispersed a little, so a tiny bit of blue lighting there could work, but the commando wouldn't get any noticeable light from the laser at all.

Then again, visible laser beams. So what the hell, do what looks cool!

Yeah, these are GIJoe lasers, not real lasers, lol

#1328 mad kat

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Posted 05 February 2015 - 03:07 AM

Big brother revised:

Posted Image

Edited by mad kat, 05 February 2015 - 03:45 AM.


#1329 gregsolidus

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Posted 05 February 2015 - 05:19 AM

No love for mech scaling or was I just late in figuring it out?

#1330 mad kat

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Posted 05 February 2015 - 09:00 AM

View Postgregsolidus, on 05 February 2015 - 05:19 AM, said:

No love for mech scaling or was I just late in figuring it out?


The commando and stalker are in fact in scale with each other they were rendered together to get the lighting to match up. The main thing not in scale is the lava, but seeing as that itself has no scale and is infinately variable in size i used a bit of artistic license.

Lol scales are hard to match up though. Easilly harder than the lighting. :-)

#1331 Heffay

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Posted 05 February 2015 - 10:36 AM

I think you need to turn down the sky reflection on the mech quite a bit. The effect should be subtle, but it looks like in some places the reflections are brighter than the sky itself. Keep it up!

#1332 Brian Banzai

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Posted 05 February 2015 - 01:42 PM

I was trying to follow this guide and when I went to open up the mech I wanted to work on from the unzip, there was no .cgf file for it. Others have them but not all of the mechs. How can I get the files to do a NOVA?

#1333 Heffay

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Posted 05 February 2015 - 01:47 PM

View Postmaxoconnor, on 05 February 2015 - 01:42 PM, said:

I was trying to follow this guide and when I went to open up the mech I wanted to work on from the unzip, there was no .cgf file for it. Others have them but not all of the mechs. How can I get the files to do a NOVA?


You have to rename all the .cga files to .cgf. They are treated the same by the cryengine plug in.

#1334 Brian Banzai

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Posted 05 February 2015 - 01:51 PM

View PostHeffay, on 05 February 2015 - 01:47 PM, said:


You have to rename all the .cga files to .cgf. They are treated the same by the cryengine plug in.

Thats 455 files just for the nova, is there a batch process that can do it?

#1335 Heffay

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Posted 05 February 2015 - 01:59 PM

View Postmaxoconnor, on 05 February 2015 - 01:51 PM, said:

Thats 455 files just for the nova, is there a batch process that can do it?


That seems a bit high... but I guess with 6 energy spots in each arm I could see it. :)

You can use powershell to do it. The command is... umm... I have it on my home computer. Something like
get-childitem "*.cga" | rename-item ... it's complicated. I can't do it in my head. Give me a few hours to get my workflow.

#1336 Brian Banzai

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Posted 05 February 2015 - 02:01 PM

View PostHeffay, on 05 February 2015 - 01:59 PM, said:


That seems a bit high... but I guess with 6 energy spots in each arm I could see it. :)

You can use powershell to do it. The command is... umm... I have it on my home computer. Something like
get-childitem "*.cga" | rename-item ... it's complicated. I can't do it in my head. Give me a few hours to get my workflow.


Much appreciated.

#1337 Cimarb

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Posted 05 February 2015 - 02:14 PM

So, Heffay, vital, totally on topic question: how did you get the forum to allow you to have four links in your signature?

#1338 Heffay

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Posted 05 February 2015 - 04:02 PM

View Postmaxoconnor, on 05 February 2015 - 02:01 PM, said:


Much appreciated.

1) Copy all *.pak files from game directory to Objects.<month><year> directory
2) Use 7-zip to extract all
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
input: cgf, output: obj, output path: $inpath$\$inname$.$outext$, additional parameters: -flipUV (-objmtl too?), recursive

*** note it doesn't seem to recurse properly if there are too many files. 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>

View PostCimarb, on 05 February 2015 - 02:14 PM, said:

So, Heffay, vital, totally on topic question: how did you get the forum to allow you to have four links in your signature?


I don't remember specifically what I did, but it does say it supports 4 lines. I *think* I used <p> in between each line. It's one of the few places that html actually works to some small degree.

#1339 Cimarb

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Posted 05 February 2015 - 04:32 PM

View PostHeffay, on 05 February 2015 - 04:02 PM, said:

I don't remember specifically what I did, but it does say it supports 4 lines. I *think* I used <p> in between each line. It's one of the few places that html actually works to some small degree.

Yeah, unless you used some sort of BBcode version of that I am not aware of, that is not it. Gives me an error no matter how I do it, though I am not very familiar with BBs :(

#1340 Andreas80

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Posted 06 February 2015 - 03:09 AM

View PostHeffay, on 05 February 2015 - 04:02 PM, said:


3) Convert cga files to cgf:



Much easier. Windows klick Start ->CMD ->Change Directory to your cga files ->ren *.cga *.cgf
that all

And -> del *lod*

Edited by Andreas80, 06 February 2015 - 03:12 AM.






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