Any Way To Load Mwo Assests In Sandbox?
#1
Posted 05 August 2014 - 02:08 PM
Anyone know if this would be possible?
#2
Posted 05 August 2014 - 02:56 PM
There is a YouTube video of someone running around a handcrafted map as a human with static mechs around. It's pretty impressive to see them from that vantage.
#3
Posted 06 August 2014 - 12:46 PM
Hope PGI gives us more maps soon! I know they're in the works, but I can't wait!
#6
Posted 13 August 2014 - 05:15 PM
Heffay, on 13 August 2014 - 03:29 PM, said:
YOU! Yeah you! Get your ass to the fan art section and start posting!
We will hunt you down and scoop the grey matter out of your head if you don't cooperate!!
Its been a productive afternoon . I still have no clue what I am doing but I am making progress.
Besides stumbling into the animations I figured out how to load mechs into sandbox pre-assembled.
From what I see the mech animations are in locomotion groups (.lmg) and character animation files (.caf). The newer Sandbox no longer supports these so I went back to 3.4.5. I unpacked only the object.pak, animations.pak, materials.pak and the textures.pak into the SDK game directory.
To load a mech into the scene:
- view > open view pane > character editor
- file > open | browse to objects/mechs/<mechname>/<mechname>.cdf
- now we need to fix the shaders
- from the rollup click materials and browse to mechs/<mechname>/<mechname>_body and change the shader for body and variant to "Ilum"
- close the material editor and you should be able to see the mech now but it will have all weapons attached.
- you can hide the weapons by clicking the name in attachments list and clicking the "hide attachment" checkbox under "attachment properties"
- after you have made changes you need to click "apply" and then save the character (you can save as a different name)
- now in the character editor make sure the animations window is visible (view>animations)
- click "choose base character" from the right.
- Now you can choose an animation from the left (it needs to be one with a little filmstrip icon next to it) and it will play.
- Now close the character editor and choose entity>AI from the rollup and drag a grunt on to your map.
- under "entity properties" change the model to the mech you just edited (<mechname>.cdf)
I don't know why some mechs go to heaven...
this map is the heightmap from mw4 carps02.
Edited by kuangmk11, 13 August 2014 - 05:29 PM.
#7
Posted 13 August 2014 - 11:42 PM
kuangmk11, on 13 August 2014 - 03:06 PM, said:
kuangmk11, on 13 August 2014 - 05:15 PM, said:
I don't know why some mechs go to heaven...
this map is the heightmap from mw4 carps02.
#9
Posted 14 August 2014 - 09:14 AM
#10
Posted 14 August 2014 - 09:23 AM
Amazing stuff, keep it up! The idea that some of the talented fans could create maps is putting a huge grin on my face!
Edited by Jonathan Paine, 14 August 2014 - 09:24 AM.
#11
Posted 14 August 2014 - 09:46 AM
#12
Posted 14 August 2014 - 10:26 AM
#13
Posted 14 August 2014 - 12:25 PM
#14
Posted 14 August 2014 - 12:38 PM
CyclonerM, on 14 August 2014 - 12:25 PM, said:
This is news if true. The file can be encrypted, which can cause those problems. If that has happened, hang on to your old .pak files, because they will become worth their virtual weight in gold.
edit: Were you running MWO when you tried to access that file?
Edited by Heffay, 14 August 2014 - 12:39 PM.
#15
Posted 14 August 2014 - 12:56 PM
CyclonerM, on 14 August 2014 - 12:25 PM, said:
Heffay, on 14 August 2014 - 12:38 PM, said:
hat would be my guess. Also happens if it is in the SDK folder with sandbox running.
#16
Posted 14 August 2014 - 02:03 PM
Kuangmk, where should it be when the sandbox is running?
#17
Posted 15 August 2014 - 04:44 AM
#18
Posted 16 August 2014 - 10:45 AM
You can extract the shaders from "MechWarrior Online\Engine\Shaders.pak" to "CryENGINE_PC_v3_4_5_6666_freesdk\Engine\" and add a line to "CryENGINE_PC_v3_4_5_6666_freesdk\Editor\Materials\ShaderList.xml" for the missing "Mech" and MechCockpit" shaders. This way you can avoid changing all the shaders for mechs to "Ilum"
<ShaderList> <Shader name="Cloth" /> <Shader name="Eye" /> <Shader name="Fx_velocitybeamparticles" /> <Shader name="Glass" /> <Shader name="Hair" /> <Shader name="Humanskin" /> <Shader name="Illum" /> <Shader name="Mech" /> <Shader name="MechCockpit" /> <Shader name="Monitor" /> <Shader name="Nodraw" /> <Shader name="Particles" /> <Shader name="Terrain.Layer" /> <Shader name="Vegetation" /> <Shader name="Water" /> <Shader name="Waterfall" /> <Shader name="Common.Cloud" /> <Shader name="Distanceclouds" /> <Shader name="Frozenlayerwip" /> <Shader name="Hologram" /> <Shader name="Ice" /> <Shader name="Light.Flare" /> <Shader name="Lightbeam.LightBeam" /> <Shader name="Lightflares.Flare" /> <Shader name="Liquid" /> <Shader name="Methagen" /> <Shader name="Ping" /> <Shader name="Referenceimage" /> <Shader name="Scopes" /> <Shader name="Sky" /> <Shader name="Skyhdr" /> <Shader name="Specialeffects" /> <Shader name="GeometryBeam" /> <Shader name="Templbeamproc" /> <Shader name="Volumeobject" /> </ShaderList>
#19
Posted 17 August 2014 - 12:17 AM
#20
Posted 17 August 2014 - 08:19 AM
CyclonerM, on 17 August 2014 - 12:17 AM, said:
What are you using to extract the .pak with? I use winrar but the paks are standard zip files. You can try to change the extension to zip and then extract them. I am not sure what would cause them to be locked other than the game/sandbox.
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