Jump to content

Any Way To Load Mwo Assests In Sandbox?


20 replies to this topic

#1 CoffiNail

    Oathmaster

  • PipPipPipPipPipPipPipPipPip
  • The Cub
  • The Cub
  • 4,285 posts
  • Facebook: Link
  • Twitter: Link
  • LocationSome place with other Ghost Bears. A dropship or planet, who knows. ((Winnipeg,MB))

Posted 05 August 2014 - 02:08 PM

Even though, at the moment PGI does not support or allow player created maps. I am still interested if there is a way to experiment with mapping anyways? A number of CGB were community mappers in MWLL, and we are interested in trying some fun in sandbox 3.

Anyone know if this would be possible?

#2 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 05 August 2014 - 02:56 PM

It can be done. You have to copy the .pak files into the proper directories. But only the static models are available. None of the animations work.

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 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 06 August 2014 - 12:46 PM

MWLL was pure awesomeness!

Hope PGI gives us more maps soon! I know they're in the works, but I can't wait! ;)

#4 kuangmk11

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 627 posts
  • LocationW-SEA, Cascadia

Posted 13 August 2014 - 03:06 PM

View PostHeffay, on 05 August 2014 - 02:56 PM, said:

None of the animations work.

oh yeah? :wub:

Edited by kuangmk11, 13 August 2014 - 03:07 PM.


#5 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 13 August 2014 - 03:29 PM

View Postkuangmk11, on 13 August 2014 - 03:06 PM, said:

oh yeah? :wub:



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!! :D

#6 kuangmk11

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 627 posts
  • LocationW-SEA, Cascadia

Posted 13 August 2014 - 05:15 PM

View PostHeffay, 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)
This is as far as I have gotten so far. The mechs will turn to face you and if you edit their loadout to use only "fists" you can see them try to attack you in the console output. Next it to try and get them to use some animations.







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 Sparks Murphey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,953 posts
  • LocationAdelaide, Australia

Posted 13 August 2014 - 11:42 PM

View Postkuangmk11, on 13 August 2014 - 03:06 PM, said:

oh yeah? ;)


View Postkuangmk11, on 13 August 2014 - 05:15 PM, said:

Its been a productive afternoon ;). I still have no clue what I am doing but I am making progress.
Spoiler



I don't know why some mechs go to heaven...

this map is the heightmap from mw4 carps02.

Posted Image

#8 Rizzelbizzeg

    Member

  • PipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 744 posts
  • LocationRizzelbuzzing about

Posted 14 August 2014 - 08:16 AM

View Postkuangmk11, on 13 August 2014 - 05:15 PM, said:

<snip>



I don't know why some mechs go to heaven...

this map is the heightmap from mw4 carps02.


DUDE! This is super sweet! When that atlas blasted off for the moon I lost it :P

#9 Sean Lang

    Member

  • PipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 969 posts
  • Facebook: Link
  • Twitter: Link
  • Twitch: Link
  • LocationNorth Carolina

Posted 14 August 2014 - 09:14 AM

This thread just got realz...

#10 Jonathan Paine

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 1,197 posts

Posted 14 August 2014 - 09:23 AM

Fly, little Atlas, be freeeee!

Amazing stuff, keep it up! :D 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 CyclonerM

    Tina's Warrior

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 5,685 posts
  • LocationA 2nd Wolf Guards Grenadiers JumpShip

Posted 14 August 2014 - 09:46 AM

You are prompting me to try again to mess with this stuff :D

#12 Zack Esseth

    Member

  • PipPipPipPipPipPip
  • The Predator
  • The Predator
  • 248 posts
  • LocationRith Essa

Posted 14 August 2014 - 10:26 AM

Now if only someone made these work with gary's mod.

#13 CyclonerM

    Tina's Warrior

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 5,685 posts
  • LocationA 2nd Wolf Guards Grenadiers JumpShip

Posted 14 August 2014 - 12:25 PM

I have tried to unpack the Object.pak file, but it says the file is locked. :\

#14 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 14 August 2014 - 12:38 PM

View PostCyclonerM, on 14 August 2014 - 12:25 PM, said:

I have tried to unpack the Object.pak file, but it says the file is locked. :\


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 kuangmk11

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 627 posts
  • LocationW-SEA, Cascadia

Posted 14 August 2014 - 12:56 PM

View PostCyclonerM, on 14 August 2014 - 12:25 PM, said:

I have tried to unpack the Object.pak file, but it says the file is locked. :\


View PostHeffay, on 14 August 2014 - 12:38 PM, said:

edit: Were you running MWO when you tried to access that file?

hat would be my guess. Also happens if it is in the SDK folder with sandbox running.

#16 CyclonerM

    Tina's Warrior

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 5,685 posts
  • LocationA 2nd Wolf Guards Grenadiers JumpShip

Posted 14 August 2014 - 02:03 PM

Mmh. I do not remember if i had MWO opened. If this is the case, i have been really stupid.

Kuangmk, where should it be when the sandbox is running?

#17 Iqfish

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,488 posts
  • Google+: Link
  • LocationGermany, CGN

Posted 15 August 2014 - 04:44 AM

Uhh, sweet!

#18 kuangmk11

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 627 posts
  • LocationW-SEA, Cascadia

Posted 16 August 2014 - 10:45 AM

i just realized when you bring a mech into sandbox with the instructions above, "fully assembled" includes the cockpit!
Posted Image

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 CyclonerM

    Tina's Warrior

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 5,685 posts
  • LocationA 2nd Wolf Guards Grenadiers JumpShip

Posted 17 August 2014 - 12:17 AM

I still have the Object.pak locked, even if trying to open it from the desktop, outside the editor directory. Maybe i am still doing something wrong.. I feel stupid, but please make a tutorial :ph34r:

#20 kuangmk11

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 627 posts
  • LocationW-SEA, Cascadia

Posted 17 August 2014 - 08:19 AM

View PostCyclonerM, on 17 August 2014 - 12:17 AM, said:

I still have the Object.pak locked, even if trying to open it from the desktop, outside the editor directory. Maybe i am still doing something wrong.. I feel stupid, but please make a tutorial :ph34r:

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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users