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#1121
Posted 09 November 2014 - 11:07 PM
#1122
Posted 10 November 2014 - 09:37 AM
Zoltan, on 09 November 2014 - 11:07 PM, said:
Use the mech importer script linked in the original post. And watch the tutorial videos (especially #2 supplement) for details on how to use it. It's not intuitive in the least, and requires a bit of setup. Some day it'll get improved though.
Edited by Heffay, 10 November 2014 - 09:38 AM.
#1123
Posted 10 November 2014 - 10:35 AM
Heffay, on 10 November 2014 - 09:37 AM, said:
Use the mech importer script linked in the original post. And watch the tutorial videos (especially #2 supplement) for details on how to use it. It's not intuitive in the least, and requires a bit of setup. Some day it'll get improved though.
Thanks very much. I'll try.
#1124
Posted 11 November 2014 - 04:59 PM
#1125
Posted 11 November 2014 - 08:47 PM
tiyos1017, on 11 November 2014 - 04:59 PM, said:
We generally don't post the blend files since that's really risking the wrath of PGI.
What is the problem that Noesis is giving you? Do you have the cryengine plugin, and are you renaming all .cga files to .cgf?
#1126
Posted 12 November 2014 - 07:31 AM
Heffay, on 11 November 2014 - 08:47 PM, said:
We generally don't post the blend files since that's really risking the wrath of PGI.
What is the problem that Noesis is giving you? Do you have the cryengine plugin, and are you renaming all .cga files to .cgf?
I tried to but Noesis says that it can't export .cga or .cgf. I do have the cryengine plugin, from the link on the first post, but Noesis is refusing to work with it. It just keeps saying that it can't determine the file types.
Edited by tiyos1017, 12 November 2014 - 07:31 AM.
#1127
Posted 12 November 2014 - 07:46 AM
tiyos1017, on 12 November 2014 - 07:31 AM, said:
Which files are you trying to open? And you have the cryengine DLL in the Noesis plug-in folder, right?
Can you upload some screenshots? It should be working.
#1128
Posted 12 November 2014 - 08:16 AM
tiyos1017, on 11 November 2014 - 04:59 PM, said:
I've emailed support asking for clarification on PGIs policy about posting blends that make use of MWO game assets but have not recieved a response. That said, if you want to PM me we can work something out between the two of us.
#1129
Posted 12 November 2014 - 08:25 AM
HlynkaCG, on 12 November 2014 - 08:16 AM, said:
I've emailed support asking for clarification on PGIs policy about posting blends that make use of MWO game assets but have not recieved a response. That said, if you want to PM me we can work something out between the two of us.
What exactly is the issue with posting them? I can understand if we are selling them, which is a huge no-no, but for our personal use, it is just like taking a screenshot and using it in a signature, is it not?
#1130
Posted 12 November 2014 - 08:30 AM
Cimarb, on 12 November 2014 - 08:25 AM, said:
A full blend file that includes MWO game assets is a bit more than a simple video or screen shot as it enables others to make use of PGI material without having to go through PGI.
#1131
Posted 12 November 2014 - 08:42 AM
HlynkaCG, on 12 November 2014 - 08:30 AM, said:
A full blend file that includes MWO game assets is a bit more than a simple video or screen shot as it enables others to make use of PGI material without having to go through PGI.
So the blend file is essentially the "secret ingredient" that pulls it all together? That would make sense.
#1132
Posted 12 November 2014 - 09:44 AM
Cimarb, on 12 November 2014 - 08:42 AM, said:
Basically, yes.
When you do the work yourself, you have to click on a EULA/TOS agreement that says what you're allowed to do. If you just post a .blend file, whoever has that file has no warning that some of the content is owned by PGI. And if they pass it on to someone else, they may not even know PGI or MWO exists, just a cool robot that they can put in commercial activities.
I'm going to avoid going down that rabbit hole if I can. I'd hate for PGI to start encrypting the pak files just because people were passing around .blend files. Besides, what good is a .blend file if you don't even know how to use Blender? It takes a long time to get proficient in it, and if you can spend the dozens upon dozens of hours it takes to be able to effectively use it in the first place, you can spend a couple hours watching the tutorials and learning mech importer as well.
That's not to say mech importer doesn't desperately need improvements, of course. It's a hot mess of code right now, and needs error checking, configuration inputs, yadda yadda yadda.
#1133
Posted 12 November 2014 - 12:36 PM
tiyos1017, on 12 November 2014 - 07:31 AM, said:
I tried to but Noesis says that it can't export .cga or .cgf. I do have the cryengine plugin, from the link on the first post, but Noesis is refusing to work with it. It just keeps saying that it can't determine the file types.
Emphasis mine.
If you're trying to export .cgas or .cgfs from Noesis, that could be your problem. You want to be importing .cgfs and exporting to .obj.
#1134
Posted 13 November 2014 - 08:14 AM
Heffay, on 12 November 2014 - 09:44 AM, said:
Basically, yes.
When you do the work yourself, you have to click on a EULA/TOS agreement that says what you're allowed to do. If you just post a .blend file, whoever has that file has no warning that some of the content is owned by PGI. And if they pass it on to someone else, they may not even know PGI or MWO exists, just a cool robot that they can put in commercial activities.
I'm going to avoid going down that rabbit hole if I can. I'd hate for PGI to start encrypting the pak files just because people were passing around .blend files. Besides, what good is a .blend file if you don't even know how to use Blender? It takes a long time to get proficient in it, and if you can spend the dozens upon dozens of hours it takes to be able to effectively use it in the first place, you can spend a couple hours watching the tutorials and learning mech importer as well.
That's not to say mech importer doesn't desperately need improvements, of course. It's a hot mess of code right now, and needs error checking, configuration inputs, yadda yadda yadda.
I've followed this route of logic.
I prefer not to take any more liberties than I already am with using PGI's assets. Meaning I've been asked to, like Heffay to send files so someone may better understand how to work the system.
To be honest I found it much more rewarding to figure things out on my own (outside of the basics that I got out of threads such as this) and besides, if you're gonna want to be dealing with this stuff you're better off putting in the time needed into working with the software.
Personally I'm just happy PGI is nice enough to let us be fans in more than one way.
Edited by Edweird, 13 November 2014 - 08:16 AM.
#1135
Posted 13 November 2014 - 08:46 AM
Edweird, on 13 November 2014 - 08:14 AM, said:
I've followed this route of logic.
I prefer not to take any more liberties than I already am with using PGI's assets. Meaning I've been asked to, like Heffay to send files so someone may better understand how to work the system.
To be honest I found it much more rewarding to figure things out on my own (outside of the basics that I got out of threads such as this) and besides, if you're gonna want to be dealing with this stuff you're better off putting in the time needed into working with the software.
Personally I'm just happy PGI is nice enough to let us be fans in more than one way.
Couldn't agree more.
#1136
Posted 13 November 2014 - 10:55 AM
Heffay, on 28 June 2013 - 05:37 AM, said:
SOUNDS
.... "Now for your animations, you don't have to waste other people's match dropping time providing no value to your lance. You can dig up the sound files you need right from the game!"....
Why are you joining a real queue when you can go to the training ground by yourself?!
#1137
Posted 13 November 2014 - 11:50 AM
verzaad, on 13 November 2014 - 10:55 AM, said:
Good point. I might have made that comment before the training grounds were available, but not sure.
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But even if you use the training grounds, there will always be ambient noise if you record from there. Things like the mech engine hum for example, or footsteps, turning noises, and cockpit blips and bleeps. In face, if you listen carefully in the splashscreen I use in my videos (which I really should redo), I recorded the "All systems nominal" part of the startup, but there is a cockpit bloop at the end of it. So annoying, but... redoing it would actually involve about 5 minutes of work!
#1138
Posted 13 November 2014 - 07:50 PM
It has a bunch of 3D models of the CBT mech 3d models for download. They probably will require the same modifications to make them printable but they should be a lot simpler for people trying their hand at this sort of thing. Also, if posting a comment like this is a big No-No, please tell me so I can delete it.
Also some examples of the models to prove that they are there.
Anyways, just thought I'd show this to you guys if you wouldn't mind having the CBT look to your models if the MWO stuff isn't an option.
Thanks,
Ace
Edited by Mech42Ace, 13 November 2014 - 07:53 PM.
#1139
Posted 17 November 2014 - 06:20 PM
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...I'll be in my bunk.
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