#1601
Posted 05 October 2015 - 03:07 PM
Or is it just that this default texture doesn't have the relevant parts, and they are contained in the actual camo textures?
#1602
Posted 05 October 2015 - 04:59 PM
zagibu, on 05 October 2015 - 03:07 PM, said:
Or is it just that this default texture doesn't have the relevant parts, and they are contained in the actual camo textures?
The default *_body_* texture contains the textures for the main chassis of the 'Mech, but the textures for the weapons (and any custom geo) and the cockpit are in the *_variant_* and *_window_* files respectively.
#1603
Posted 05 October 2015 - 05:17 PM
#1604
Posted 05 October 2015 - 07:10 PM
zagibu, on 05 October 2015 - 05:17 PM, said:
The window one should be using the cataphract_window material. The others are probably variant parts as well, even if it isn't clear. There isn't always 100% consistency when a part is used as the _variant or _body material, so if the material doesn't line up, switch to the other one.
#1605
Posted 05 October 2015 - 10:28 PM
#1606
Posted 06 October 2015 - 01:45 PM
zagibu, on 05 October 2015 - 10:28 PM, said:
Well, you're right. I'm not sure what's going on here, other than the UVs aren't lining up to the right spot for this object.
If you have a default cataphract in the mech lab with no weapon on this spot, what happens?
#1607
Posted 09 October 2015 - 02:34 PM
#1608
Posted 25 October 2015 - 01:14 PM
Can I find already extracted models anywhere? I have troubles with installing Powershell v3 so I can't extract model myself. Tried to open *.pak files with Cryengine SDK, with no luck, files are locked.
#1609
Posted 25 October 2015 - 03:52 PM
moso, on 25 October 2015 - 01:14 PM, said:
Can I find already extracted models anywhere? I have troubles with installing Powershell v3 so I can't extract model myself. Tried to open *.pak files with Cryengine SDK, with no luck, files are locked.
We don't want to bite the hand that feeds us. Sharing game models can lead to all our nice toys being taken away, and I really don't want to risk that.
I haven't heard of anyone having issues getting Powershell installed. You might want to track down what is causing that problem. I think any Windows 10 computer should be able to do this by default.
#1610
Posted 29 October 2015 - 03:59 PM
moso, on 25 October 2015 - 01:14 PM, said:
Can I find already extracted models anywhere? I have troubles with installing Powershell v3 so I can't extract model myself. Tried to open *.pak files with Cryengine SDK, with no luck, files are locked.
The obj converter is an executable. You can assemble the mechs piece by piece manually, just import them into blender one by one.
#1611
Posted 30 October 2015 - 01:56 PM
Heffay, on 25 October 2015 - 03:52 PM, said:
I use Win7 with PowerShell 2.0.1.1, and can't upgrade this version right now, seems I have to re-install OS for that. But I need a time window to do this because there are lot of programs I have to install and tune again.
Maybe there's a way that doesn't need PowerShell? I don't need textures or animation, just solid models - want to print a figure as a gift for my friend, but the best I can find is an Atlas STL file (from thingiverse and similar web resourses), hollow inside and with two holes at the chest. Results are ugly.
zagibu, on 29 October 2015 - 03:59 PM, said:
Thanks, I'll try this method. Hope it's not very complex - I use CAD software so programs like Blender/3Ds Max are unfamiliar to me.
Edited by moso, 30 October 2015 - 04:08 PM.
#1612
Posted 30 October 2015 - 06:17 PM
moso, on 30 October 2015 - 01:56 PM, said:
Maybe there's a way that doesn't need PowerShell? I don't need textures or animation, just solid models - want to print a figure as a gift for my friend, but the best I can find is an Atlas STL file (from thingiverse and similar web resourses), hollow inside and with two holes at the chest. Results are ugly.
Thanks, I'll try this method. Hope it's not very complex - I use CAD software so programs like Blender/3Ds Max are unfamiliar to me.
Well, if you want to print it, you will have to work on almost every piece separately anyway (make it "closed"), so I guess it's not THAT big of a loss. Could even be fun, the final assembly "mech puzzle".
#1613
Posted 30 October 2015 - 08:20 PM
#1614
Posted 31 October 2015 - 02:37 PM
zagibu, on 30 October 2015 - 06:17 PM, said:
There are free software like Netfabb Basic, or MeshLab that helps with that. Usually Netfabb is enough to automatically repair everything you need.
Sparks Murphey, on 30 October 2015 - 08:20 PM, said:
Task looks more complex than I expected, while the friend's birthday almost came. So I'll try to do something with that Atlas model (or Timber model that I found today). But want to return later to get some models to work with during vacant hours, and maybe there will be easier way to do this by then (though after dealing with solid models this mesh-mechs slightly terrify me).
Thanks!
#1615
Posted 01 November 2015 - 09:34 AM
Sparks Murphey, on 30 October 2015 - 08:20 PM, said:
You can change to Quaternion rotations in the Blender N panel.
#1616
Posted 02 November 2015 - 03:19 AM
zagibu, on 01 November 2015 - 09:34 AM, said:
You learn something every day! I'm using 3DS Max after the initial import to Blender with Heffay's script, and as far as I know Max will display quaternions but not allow them to be entered.
#1617
Posted 19 November 2015 - 06:08 AM
file:///C:/Users/Greg/Desktop/Powershell.pngfile:///C:/Users/Greg/Desktop/Powershell.png
#1618
Posted 19 November 2015 - 09:06 AM
#1619
Posted 20 November 2015 - 02:33 AM
Edited by gregsolidus, 20 November 2015 - 04:29 AM.
#1620
Posted 20 November 2015 - 07:00 AM
gregsolidus, on 20 November 2015 - 02:33 AM, said:
If you use the full path, you don't use the .\ in front. Actually, you should never use the .\cgf-converter.exe, since that means it's checking the current path for the file. If it's in the path, you can just do "cgf-converter.exe <filename> -objectdir "<base of the Objects dir>" "
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