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

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#1101 Heffay

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Posted 28 October 2014 - 07:38 AM

View PostCaptainKBX, on 28 October 2014 - 07:15 AM, said:

http://i.imgur.com/V4rd0rM.png That's pretty much it. I'm a noob when it comes to figuring out scripts most of the time, and I didn't even know Powershell existed until now, honestly.


Ok, you're not putting in the name of the .cdf file that contains all the mech info. I think my video 2 supplement goes over how to use mech-importer.



#1102 LadyKayBee

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Posted 28 October 2014 - 07:58 AM

I knew I was just missing a step somewhere, but now I've hit yet another issue. Pasting the import.txt contents into the Python console in Blender doesn't seem to be doing anything. Looking through the Python console it looks like it came up with a ton of errors. http://i.imgur.com/9xk89fT.png

EDIT: Looks like it's trying to load obj files, but I thought that converting was the next step after blender?

Edited by CaptainKBX, 28 October 2014 - 08:31 AM.


#1103 Heffay

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Posted 28 October 2014 - 08:36 AM

View PostCaptainKBX, on 28 October 2014 - 07:58 AM, said:

I knew I was just missing a step somewhere, but now I've hit yet another issue. Pasting the import.txt contents into the Python console in Blender doesn't seem to be doing anything. Looking through the Python console it looks like it came up with a ton of errors. http://i.imgur.com/9xk89fT.png

EDIT: Looks like it's trying to load obj files, but I thought that converting was the next step after blender?


No, you have to use Noesis and the cryengine plug-in first, to convert all the .cgf files to .obj. And before that, if there are .cga files you need to rename them to .cgf.

#1104 LadyKayBee

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Posted 28 October 2014 - 08:42 AM

I'm such a derp. Okay, have you by any chance made a batch file to quickly rename all the .cga's to .cgf's?
E

Edit: Scratch that, seems easy enough to do on my own with some more thought

Edit2: Okay, a few questions: 1, should I be leaving the "out" suffix on the exported files in Noesis? 2, Does' flip UV's matter if I'm not going to be using textures?

Edited by CaptainKBX, 28 October 2014 - 08:57 AM.


#1105 Heffay

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Posted 28 October 2014 - 08:54 AM

View PostCaptainKBX, on 28 October 2014 - 08:42 AM, said:

I'm such a derp. Okay, have you by any chance made a batch file to quickly rename all the .cga's to .cgf's?
E



There's a powershell command posted somewhere in one of my videos. :)

#1106 LadyKayBee

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Posted 28 October 2014 - 09:01 AM

Okay, I seem to have made a bit of a mess... http://i.imgur.com/dZnvze2.png

#1107 Heffay

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Posted 28 October 2014 - 09:04 AM

View PostCaptainKBX, on 28 October 2014 - 09:01 AM, said:

Okay, I seem to have made a bit of a mess... http://i.imgur.com/dZnvze2.png


Getting there! Ok, close blender. Delete your import.txt file. Recreate it with mech-importer. Start a new Blender session. Then paste it in.

#1108 TheMundaneYesYes

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Posted 28 October 2014 - 09:11 AM

Greetings.

I have a issue when it comes to 3D printing MWO models where the faces either are degraded or turn themselves into a nice big hole turning the model to print into a unusable mess. This problem happens with mechs released after the Kintaro.

Example.

Spoiler


Each time I make a attempt at fixing the holes new ones appear, sometimes I manage to fix them without a clue as to how I did so. Help or a lesson would be very appreciated.
Please Ignore the holes where the legs and arms attach to.

Edited by Number767, 28 October 2014 - 09:12 AM.


#1109 LadyKayBee

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Posted 28 October 2014 - 09:14 AM

http://i.imgur.com/Qhcwpp2.png I'm so close I can taste it, but this guy takes "I threw out my hip" to a whole new level.

Retrying making an import.txt and importing in blender gave the same result (aside from some pieces being all black and such)

Update: I was able to manually move the pelvis down, but the poor mech is missing the left pinky toe. It's way above as well, but simply moving it down, it's not aligned at all with the rest of the foot, and clips inside of it

Edited by CaptainKBX, 28 October 2014 - 10:39 AM.


#1110 Heffay

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Posted 28 October 2014 - 12:06 PM

View PostCaptainKBX, on 28 October 2014 - 09:14 AM, said:

http://i.imgur.com/Qhcwpp2.png I'm so close I can taste it, but this guy takes "I threw out my hip" to a whole new level.

Retrying making an import.txt and importing in blender gave the same result (aside from some pieces being all black and such)

Update: I was able to manually move the pelvis down, but the poor mech is missing the left pinky toe. It's way above as well, but simply moving it down, it's not aligned at all with the rest of the foot, and clips inside of it


That's... weird. The original plug-in has a problem with exploded geometry. I have a patched version that is better, but not perfect.

https://dl.dropboxus...ne_cgf.dll.test

Download, back up your original dll in your Noesis plugins folder, copy this one there, and redo all the exports in Noesis. See if that works any better.

I haven't tried the Maddog yet, so that may be the issue.

#1111 LadyKayBee

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Posted 28 October 2014 - 02:25 PM

Oh dear god that made it worse. http://i.imgur.com/gbQwS0S.png

#1112 Heffay

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Posted 28 October 2014 - 02:42 PM

View PostCaptainKBX, on 28 October 2014 - 02:25 PM, said:

Oh dear god that made it worse. http://i.imgur.com/gbQwS0S.png


Just like how I like to see Maddogs under my target reticle! ;)

Ok, go back to the original plugin. You'll have to manually tweak the parts into the right place.

#1113 LadyKayBee

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Posted 28 October 2014 - 04:58 PM

So as it turns out, it was yet again my own stupidity. I batch converted every model in the folder instead of manually picking the ones I wanted and it aligned perfectly...with the only problem being stacked weapons at the hardpoints. Just deleted the ones I didn't want and it was fine.

#1114 Seijin Dinger

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Posted 28 October 2014 - 10:13 PM

captain I what I did was made a base file (catapult base) that has everything loaded. I then delete excess down to say the base loadout of an A1, save it as Catapult A1, and reload the base file

#1115 zagibu

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Posted 29 October 2014 - 03:05 PM

You can also move the weapons to own layers, so that you can easily put together other configurations.

Edited by zagibu, 29 October 2014 - 03:05 PM.


#1116 Intelekt

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Posted 31 October 2014 - 10:52 AM

Ok so I've gotten the file structure set up, but where do I put the mech-importer.ps1 script?

How much of that script do I copy, none of the 3 tutorials say where to put it or how to get it to run in each individual mech folder..

Currently any way I try to do it, in the folder, out of it, it says that mech-importer.ps1 is not recognized as a cmdlet, script... and so on..

All I need is a work flow, you stop and make changes to the script in both tutorials so it's really confusing. Just need to find where to put the script so I can get the text export..

#1117 Heffay

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Posted 31 October 2014 - 11:02 AM

View PostIntelekt, on 31 October 2014 - 10:52 AM, said:

Ok so I've gotten the file structure set up, but where do I put the mech-importer.ps1 script?

How much of that script do I copy, none of the 3 tutorials say where to put it or how to get it to run in each individual mech folder..

Currently any way I try to do it, in the folder, out of it, it says that mech-importer.ps1 is not recognized as a cmdlet, script... and so on..

All I need is a work flow, you stop and make changes to the script in both tutorials so it's really confusing. Just need to find where to put the script so I can get the text export..


You actually have to edit the script to reflect the root of where you keep all your mech files. And I put the script in a directory that is in the path, so I can call it from anywhere without needing to tell Powershell where to find it.

I know it's confusing and not easy to use right now. I'll update it some day.

#1118 Intelekt

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Posted 31 October 2014 - 11:28 AM

When I alter the directory in the script, where do I do this, the script seems to contain a mixture of instructions and actual PS commands so I am confused since I am new at using scripts.

#1119 Heffay

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Posted 31 October 2014 - 11:30 AM

View PostIntelekt, on 31 October 2014 - 11:28 AM, said:

When I alter the directory in the script, where do I do this, the script seems to contain a mixture of instructions and actual PS commands so I am confused since I am new at using scripts.


At the very top, there is a comment where is says to alter the next line to reflect your layout. I don't have access to the script here at work, so can't give more info than that right now.

#1120 Intelekt

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Posted 31 October 2014 - 11:53 AM

That's essentially exactly what I needed, I'll let you know how the changes work, thanks again for the help. I am going to do a new cleaned up version on my home PC also, this is my laptop and blender operations take a while so I'm guessing using the python console could crash blender on this little thing.

Thanks a ton. Got the cataphract in and modeled for my Halloween piece using the old setup, the scale files were so easy, but very difficult to modify load outs, so I'm looking forward to having a better grasp on the script here.





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