#1321
Posted 04 February 2015 - 07:26 AM
#1322
Posted 04 February 2015 - 08:25 AM
mad 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
Posted 04 February 2015 - 08:40 AM
Heffay, 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
Posted 04 February 2015 - 09:03 AM
Cimarb, on 04 February 2015 - 08:40 AM, said:
I thought that too so I'm gonna redo it later and un blur the commando a bit. May adjust the angles too.
#1325
Posted 04 February 2015 - 09:13 AM
mad kat, on 04 February 2015 - 09:03 AM, said:
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
Posted 04 February 2015 - 03:19 PM
Then again, visible laser beams. So what the hell, do what looks cool!
#1327
Posted 04 February 2015 - 06:05 PM
zagibu, on 04 February 2015 - 03:19 PM, said:
Then again, visible laser beams. So what the hell, do what looks cool!
Yeah, these are GIJoe lasers, not real lasers, lol
#1329
Posted 05 February 2015 - 05:19 AM
#1330
Posted 05 February 2015 - 09:00 AM
gregsolidus, on 05 February 2015 - 05:19 AM, said:
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
Posted 05 February 2015 - 10:36 AM
#1332
Posted 05 February 2015 - 01:42 PM
#1333
Posted 05 February 2015 - 01:47 PM
maxoconnor, on 05 February 2015 - 01:42 PM, said:
You have to rename all the .cga files to .cgf. They are treated the same by the cryengine plug in.
#1335
Posted 05 February 2015 - 01:59 PM
maxoconnor, on 05 February 2015 - 01:51 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.
#1336
Posted 05 February 2015 - 02:01 PM
Heffay, 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
Posted 05 February 2015 - 02:14 PM
#1338
Posted 05 February 2015 - 04:02 PM
maxoconnor, 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>
Cimarb, on 05 February 2015 - 02:14 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.
#1339
Posted 05 February 2015 - 04:32 PM
Heffay, on 05 February 2015 - 04:02 PM, said:
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
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