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

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#1741 Cord78

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Posted 05 February 2016 - 09:17 AM

Heffay,

Not sure what I am doing wrong. Followed your steps adn had a few issues that I think I was able to resolve.

At some point between your directions and the latest patches they shuffled the location of where the mech files are, so I moved them under the folder structure requested by your convert and export tool.

I get both the Converter and export to work without errors but it fails to import into Blender. I paste the import.txt file contents as you direct, its does some thing, looks like it loads all the vertices but I never see any actual model.

This is really driving me up the wall.

To be clear I can manually import the objects converted one at a time just fine as individual objects, but the import text fails.

Edited by Cord78, 05 February 2016 - 09:58 AM.


#1742 Heffay

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Posted 05 February 2016 - 10:57 AM

View PostCord78, on 05 February 2016 - 09:17 AM, said:

Not sure what I am doing wrong. Followed your steps adn had a few issues that I think I was able to resolve.

At some point between your directions and the latest patches they shuffled the location of where the mech files are, so I moved them under the folder structure requested by your convert and export tool.


You're not doing anything wrong. I think. I'll assume you aren't for now, because the exporter needs an update. As well as my instructions. And my videos are out of date. Ugh... damn you double XP weekend!! /shakesfist

I'll try to get a bunch of this updated this weekend. Sorry for the inconvenience. :(

#1743 Cord78

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Posted 05 February 2016 - 11:06 AM

No worries. Glad it is not me going insane.

#1744 Heffay

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Posted 05 February 2016 - 11:47 AM

View PostCord78, on 05 February 2016 - 11:06 AM, said:

No worries. Glad it is not me going insane.


Well, I'm just going to say that the converter and the mech importer script have issues, but I make no warranty on any other claims... ;)

#1745 Valdemaar

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Posted 07 February 2016 - 06:12 PM

I tried it myself and I'm also getting an error when I import into Blender. I don't suppose anyone has the files for the Spider would they?

#1746 Heffay

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Posted 07 February 2016 - 08:28 PM

View PostValdemaar, on 07 February 2016 - 06:12 PM, said:

I tried it myself and I'm also getting an error when I import into Blender. I don't suppose anyone has the files for the Spider would they?



Uploaded a new (although not well tested) version of cgf-converter.exe to the dropbox in the original post. Please add a "-allowconflict" argument to the command when converting the files. For example:

cgf-converter.exe -allowconflict zeu_right_torso_rear.cga

The output should be similar to what was made in the past, so the mech-importer script should work again. Let me know if it gives you any troubles.

#1747 Valdemaar

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Posted 07 February 2016 - 11:06 PM

Thanks! Everything looks like it imported correctly.

#1748 Cord78

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Posted 08 February 2016 - 08:50 AM

Worked like a charm. very easy steps to follow. As I mentioned before, the only thing different in the text directions that I did was to move the unpacked mech files into the proper directory.

#1749 Heffay

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Posted 08 February 2016 - 09:01 AM

I don't like having that argument in the flow, and there is already one for -noconflict. I'll probably remove it in the next build so that it works like it did before.

Also still working on the Collada export, which will simplify everything. All the materials will be properly added in one file, so you shouldn't have to do much editing.

#1750 Seijin Dinger

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Posted 09 February 2016 - 05:12 PM

Has anyone else had this problem with the King Crab?
Posted Image
Posted Image

Edited by Seijin Dinger, 09 February 2016 - 05:23 PM.


#1751 Cord78

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Posted 10 February 2016 - 02:00 PM

Nope, I just imported mine into blender and had no issues. Just need to figure out how to import it with the claws open.

#1752 Wonderdog

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Posted 10 February 2016 - 04:01 PM

View PostCord78, on 10 February 2016 - 02:00 PM, said:

Nope, I just imported mine into blender and had no issues. Just need to figure out how to import it with the claws open.


I dont think you can Cord, as the models "base" state is closed. Just rotate them around the normal at the hinge pin and you're sorted.

#1753 Cord78

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Posted 11 February 2016 - 07:00 AM

Thanks, will give it a try

#1754 Malliborn

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Posted 11 February 2016 - 07:33 AM

Can I pay you to 3D print a Cataphract-1X and mail it to me?

#1755 jlewis413

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Posted 11 February 2016 - 04:46 PM

Resolved.

Edited by jlewis413, 11 February 2016 - 06:23 PM.


#1756 mad kat

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Posted 12 February 2016 - 04:50 AM

Dawn patrol.
Posted Image
(Again background not mine, Background has be edited slightly. source deviantart.)

Edited by mad kat, 28 February 2016 - 07:15 AM.


#1757 SelectiveCape12

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Posted 12 February 2016 - 04:33 PM

View Postmad kat, on 12 February 2016 - 04:50 AM, said:

Dawn patrol.
Posted Image
(Again background not mine, source deviantart.)

The dusty look is a nice touch. You're getting really good at this. Posted Image

#1758 mad kat

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Posted 17 February 2016 - 10:34 AM

Having a play with particles in blender.
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#1759 Rabtar

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Posted 17 February 2016 - 06:12 PM

Got the Crab and Jenner fixed and the Rifleman pulled into blender. But I have a bit of weirdness now. You guys remember all the trouble I had getting the Enforcer into Blender? Well now EVERY mech I pull into Blender has a Enforcer along with it. I just delete it but still..... must be gremlins.

#1760 Wonderdog

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Posted 19 February 2016 - 03:31 AM

Perhaps your base import script is being appended with the new mechs, and already has all the import instructions for the enforcer in it before the section for your intended mech? Try removing any copies of the import script output from your working folders and regenerate it fresh.

#Wonderdog





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