Jump to content

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

Art Misc

2255 replies to this topic

#1521 Hitman85

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 270 posts
  • Facebook: Link
  • Twitter: Link
  • LocationPoland

Posted 09 August 2015 - 12:56 AM

View PostKK195, on 08 August 2015 - 10:11 PM, said:

Special thanks to Heffay for help.
This my Clan of Ghost Bear.Posted ImagePosted Image
Posted Image

I have no words, beautiful!

#1522 Wonderdog

    Member

  • PipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 136 posts

Posted 09 August 2015 - 05:36 AM

Looks awesome!

What kind of printer are you using, or did you use a printing service?

#Wonderdog

#1523 Iqfish

    Member

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

Posted 09 August 2015 - 10:37 AM

View Postmad kat, on 07 August 2015 - 07:57 AM, said:

Bit of teaser to something i'm trying to find the time to finish.
Posted Image


Advice: Only do the lighting in blender. Create the actual effects in photoshop or something else.

#1524 mad kat

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,907 posts
  • LocationFracking the third toaster.

Posted 09 August 2015 - 11:54 AM

View PostIqfish, on 09 August 2015 - 10:37 AM, said:


Advice: Only do the lighting in blender. Create the actual effects in photoshop or something else.


That is how i would usually do it on my previous renders but this time i need to try some effects in blender that may not work so well in Gimp. The laser effects are an early attempt.

#1525 Chafe

    Member

  • PipPip
  • Colonel II
  • Colonel II
  • 32 posts

Posted 10 August 2015 - 09:47 AM

Hi and thanks very much for the awesome guide, must confess that I'm having trouble making the import script work though.
I've converted all the objects in the specific mech folder from .cgf into .obj and the .dds into .png.
I've got the mechImporter.ps1 script sat in the target directory (/blackjack) and have updated the $basedir and $imageformat variables in the script.
When I run it (tried both .\ and the explicit path) it seems to start correctly then fail, the output is as follows:
Directory set to blackjack
Mech is blackjack
Modeldir is \\objects\\mechs\\blackjack
Found Material blackjack_body
Found Material decals
Found Material blackjack_variant
Found Material blackjack_window
Method invocation failed because [System.String[]] doesn't contain a method named 'split'.
At <filepath>.mechImporter.ps1:259 char:44

I've tried to make it work quite a few ways round but just can't seem to get it, any help or advice you could offer would be very much appreciated. Thanks in advance!

#1526 Heffay

    Rum Runner

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

Posted 10 August 2015 - 10:29 AM

View PostChafe, on 10 August 2015 - 09:47 AM, said:

Method invocation failed because [System.String[]] doesn't contain a method named 'split'.
At <filepath>.mechImporter.ps1:259 char:44

I've tried to make it work quite a few ways round but just can't seem to get it, any help or advice you could offer would be very much appreciated. Thanks in advance!


Upgrade your Powershell to v3 or newer. The split command was upgraded in newer versions of powershell and is much more handy.

I'd also skip the conversion to .png now as well. Blender can handle .dds files just fine!

#1527 Chafe

    Member

  • PipPip
  • Colonel II
  • Colonel II
  • 32 posts

Posted 10 August 2015 - 12:41 PM

View PostHeffay, on 10 August 2015 - 10:29 AM, said:


Upgrade your Powershell to v3 or newer. The split command was upgraded in newer versions of powershell and is much more handy.

I'd also skip the conversion to .png now as well. Blender can handle .dds files just fine!


Thanks for the reply :)

Powershell shows up as PSVersion 4.0 when I do $PSVersionTable.

I wasn't incredibly clear in my first post, the split error is just the first of many pages of red error messages, I'd just assumed it would be the most relevant and the rest would have cascaded from there. Could the cause be the png files? I'll have a go at converting them back if that s the case

#1528 Heffay

    Rum Runner

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

Posted 10 August 2015 - 01:16 PM

View PostChafe, on 10 August 2015 - 12:41 PM, said:

Thanks for the reply :) Powershell shows up as PSVersion 4.0 when I do $PSVersionTable. I wasn't incredibly clear in my first post, the split error is just the first of many pages of red error messages, I'd just assumed it would be the most relevant and the rest would have cascaded from there. Could the cause be the png files? I'll have a go at converting them back if that s the case


Hmm... that's really weird; the error is exactly the one for the powershell version. But let me take a look when I get home tonight and see if I can figure out what's going on.

It shouldn't be the png files either. But I haven't tried those in a while and I could be missing something too...

#1529 Chafe

    Member

  • PipPip
  • Colonel II
  • Colonel II
  • 32 posts

Posted 10 August 2015 - 02:33 PM

View PostHeffay, on 10 August 2015 - 01:16 PM, said:


Hmm... that's really weird; the error is exactly the one for the powershell version. But let me take a look when I get home tonight and see if I can figure out what's going on.

It shouldn't be the png files either. But I haven't tried those in a while and I could be missing something too...


Really sorry if I've wasted any of your time but I just found the problem and it was entirely my own derp :P


I'd neglected to do net start winrm after setting execution policy in powershell. Hope this saves you some time in future if others have the same issue.

#1530 Heffay

    Rum Runner

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

Posted 11 August 2015 - 06:58 AM

View PostChafe, on 10 August 2015 - 02:33 PM, said:

Really sorry if I've wasted any of your time but I just found the problem and it was entirely my own derp :P I'd neglected to do net start winrm after setting execution policy in powershell. Hope this saves you some time in future if others have the same issue.


No problem at all; glad it worked out!

#1531 LadyKayBee

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 25 posts

Posted 11 August 2015 - 04:36 PM

Hey, I'm coming back to importing models into Blender after not doing it for a few months, but I'm having an issue. I downloaded the new version of the mech importer to try to import Wave 2 and newer models, but I'm having a huge problem.

See, I tried using the old version, forgetting it doesn't work with the newer mechs, and I was having several redtext errors. Mainly all the same thing, saying
>>> bpy.context.object.data.materials.append(objects\mechs\hellbringer\body\hellbringer_body)
File "<blender_console>", line 1
bpy.context.object.data.materials.append(objects\mechs\hellbringer\body\hellbringer_body)
^
SyntaxError: unexpected character after line continuation character

I remembered that this was the old version, so tried the updated importer script, but that's worse. I can't even get it to Blender, as it has issues in PowerShell -

As soon as I enter ".\mech-importer.ps1 hellbringer.cdf" it tells me

S C:\Blendy> .\mech-importer4.ps1 hellbringer.cdf
Directory set to Blendy
Mech is Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy
Cannot convert value "System.Object[]" to type "System.Xml.XmlDocument". Error: "This document already has a
'DocumentElement' node."
At C:\Blendy\mech-importer4.ps1:92 char:1
+ [xml]$cdffile = get-content $cdffilelocation
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : InvalidArgument: (:) [], RuntimeException
+ FullyQualifiedErrorId : InvalidCastToXmlDocument

I really can't figure out how it managed to do that hilarious loop.

I figured it's been months since I figured it out, and I could have sworn I had the Hellbringer loaded in blender at one point, but it appears that if I did, I never saved it. I'm trying to get other new mechs anyway.

#1532 Heffay

    Rum Runner

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

Posted 12 August 2015 - 06:47 AM

View PostCaptainKBX, on 11 August 2015 - 04:36 PM, said:

Hey, I'm coming back to importing models into Blender after not doing it for a few months, but I'm having an issue. I downloaded the new version of the mech importer to try to import Wave 2 and newer models, but I'm having a huge problem.

See, I tried using the old version, forgetting it doesn't work with the newer mechs, and I was having several redtext errors. Mainly all the same thing, saying
>>> bpy.context.object.data.materials.append(objects\mechs\hellbringer\body\hellbringer_body)
File "<blender_console>", line 1
bpy.context.object.data.materials.append(objects\mechs\hellbringer\body\hellbringer_body)
^
SyntaxError: unexpected character after line continuation character

I remembered that this was the old version, so tried the updated importer script, but that's worse. I can't even get it to Blender, as it has issues in PowerShell -

As soon as I enter ".\mech-importer.ps1 hellbringer.cdf" it tells me

S C:\Blendy> .\mech-importer4.ps1 hellbringer.cdf
Directory set to Blendy
Mech is Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy Blendy
Cannot convert value "System.Object[]" to type "System.Xml.XmlDocument". Error: "This document already has a
'DocumentElement' node."
At C:\Blendy\mech-importer4.ps1:92 char:1
+ [xml]$cdffile = get-content $cdffilelocation
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : InvalidArgument: ( :) [], RuntimeException
+ FullyQualifiedErrorId : InvalidCastToXmlDocument

I really can't figure out how it managed to do that hilarious loop.

I figured it's been months since I figured it out, and I could have sworn I had the Hellbringer loaded in blender at one point, but it appears that if I did, I never saved it. I'm trying to get other new mechs anyway.


Normally in my programming I assume the file are extracted to the Cryengine format; so the mech files would be in objects\mechs\hellbringer for that one. It looks like it's trying to find files under that format as well. I did make an update (I think) a couple days ago that may have made caused that issue.

Actually, my guess is that you have a lot of the .cdf files all in that directory? It's probably making a blendy entry for each one it finds.

#1533 LadyKayBee

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 25 posts

Posted 12 August 2015 - 07:00 AM

View PostHeffay, on 12 August 2015 - 06:47 AM, said:


Normally in my programming I assume the file are extracted to the Cryengine format; so the mech files would be in objects\mechs\hellbringer for that one. It looks like it's trying to find files under that format as well. I did make an update (I think) a couple days ago that may have made caused that issue.

Actually, my guess is that you have a lot of the .cdf files all in that directory? It's probably making a blendy entry for each one it finds.


I did copy the .cdf files into Blendy, because iirc I was having the issue where, if I tried to do "mech-importer.ps1 objects\mechs\hellbringer\hellbringer.cdf" it would try to go to "objects\mechs\hellbringer\objects\mechs\hellbringer\"

I tried that again, but it still did the "blendy loop"

I did notice something... funny when trying to read through the powershell script, to see if there was something else I needed to edit. Interestingly, there was this little section;

# Get mech name from .cdf file name
$mech = $cdffilelocation.directory.Name
#$mech = $args[0].ToString().Substring(0,($args[0].tostring().Length-4))
if ($mech.startswith(".\")) {   # Need to strip off the .\
    $mech = $mech.replace(".\","")
}
write-host "Mech is $mech"


I was thinking maybe this was the issue, so I commented the $cdffilelocation.directory.name bit and uncommented the weird $args[0] line. That stopped the blendy loop, but left me with the importing errors in Blender again.

#1534 Heffay

    Rum Runner

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

Posted 12 August 2015 - 07:39 AM

Try running it without the args. Just ".\mech-importer.ps1".

#1535 LadyKayBee

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 25 posts

Posted 12 August 2015 - 08:05 AM

Okay, here's something interesting. It was repeating "Blendy" for every .cdf in the blendy folder. I moved them all out, it said "unable to locate .cdf files." THEN I copied only one, the Hellbringer, and then it tried to go to objects\\mechs\\blendy.

However, I've noticed that this newest version I have does the EXACT same thing whether or not there are any arguments after the ps1. i.e. the resulting error is the same when I do ".\mech-importer.ps1" as it is when I do ".\mechimporter.ps1 objects\mechs\hellbringer\hellbringer.cdf"

It LOOKS like somehow it's bugged to not take arguments.

#1536 Heffay

    Rum Runner

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

Posted 12 August 2015 - 08:13 AM

View PostCaptainKBX, on 12 August 2015 - 08:05 AM, said:

Okay, here's something interesting. It was repeating "Blendy" for every .cdf in the blendy folder. I moved them all out, it said "unable to locate .cdf files." THEN I copied only one, the Hellbringer, and then it tried to go to objects\\mechs\\blendy.

However, I've noticed that this newest version I have does the EXACT same thing whether or not there are any arguments after the ps1. i.e. the resulting error is the same when I do ".\mech-importer.ps1" as it is when I do ".\mechimporter.ps1 objects\mechs\hellbringer\hellbringer.cdf"

It LOOKS like somehow it's bugged to not take arguments.


No, I updated it to either accept an argument of the .cdf file, or if none was given to just check the current directory for a .cdf file. The goal was to make it easier to use, but a problem with that is that if there is more than one .cdf file in that directory (looking at you, atlas_movie.cdf), it causes problems.

I recommend extracting the .pak files and maintaining the original Cryengine directory structure, since my updated cgf-exporter.exe program will need the structure to be right to properly create the materials. There are a lot of materials that aren't in the mech directory, but are found under \Textures.

#1537 LadyKayBee

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 25 posts

Posted 12 August 2015 - 08:31 AM

I've got the directory structure in order, all the mech folders are in "C:\Blendy\Objects\Mechs\(Mechname)\"

I'm running the mech importer ps1 from C:\Blendy, and navigating from there. That is also the $basedir. Would that be causing a problem? I'm going to try to copy the ps1 into each mech folder individually and try that.


EDIT: Okay, that appears to have worked, at least for the Powershell script....AND in Blender. God damn, I am a moron.

Edited by CaptainKBX, 12 August 2015 - 08:35 AM.


#1538 Heffay

    Rum Runner

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

Posted 12 August 2015 - 08:40 AM

View PostCaptainKBX, on 12 August 2015 - 08:31 AM, said:

I've got the directory structure in order, all the mech folders are in "C:\Blendy\Objects\Mechs\(Mechname)\"

I'm running the mech importer ps1 from C:\Blendy, and navigating from there. That is also the $basedir. Would that be causing a problem? I'm going to try to copy the ps1 into each mech folder individually and try that.


EDIT: Okay, that appears to have worked, at least for the Powershell script....AND in Blender. God damn, I am a moron.


Haha, you're not a moron. The script is buggy, lacks ease of use, etc, etc. It's a Trial of Patience; if you pass it, you get models!

#1539 LadyKayBee

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 25 posts

Posted 12 August 2015 - 08:46 AM

View PostHeffay, on 12 August 2015 - 08:40 AM, said:


Haha, you're not a moron. The script is buggy, lacks ease of use, etc, etc. It's a Trial of Patience; if you pass it, you get models!


Well, as it turns out, that only fixed the Hellbringer. Ebon Jaguar seems to be having issues.

#1540 Heffay

    Rum Runner

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

Posted 12 August 2015 - 08:48 AM

View PostCaptainKBX, on 12 August 2015 - 08:46 AM, said:

Well, as it turns out, that only fixed the Hellbringer. Ebon Jaguar seems to be having issues.


What errors is it giving you now?





13 user(s) are reading this topic

0 members, 13 guests, 0 anonymous users