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

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#1841 Seijin Dinger

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Posted 19 April 2016 - 02:20 PM

Here is my progress on that dropship. Im not 100% sure it is lined up perfectly.Posted Image

#1842 Heffay

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Posted 19 April 2016 - 09:25 PM

There shouldn't be any assembly necessary for the dropship. Doesn't it come in just one file?

#1843 Seijin Dinger

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Posted 19 April 2016 - 09:39 PM

So far I have found 3 seperate Leopards.

The Rivet City one is all 1 piece, but very low to no detail which I assume is handled via textures.

One labeled just "Leopard" which is the front and midsection and no side doors.

The one I have been working with is the Invasion Leopard. It loads 47 objects at once, all but the lower doors are off screen, but having Blender move them to the origin point works to find them. This one is also quite nicely detailed and includes object files to build the inside of the dropship's hangar, but sadly isn't designed to allow the side doors to open, just the bottom ones.

(when I get back to my computer I can record video of the ship in Blender)

Edited by Seijin Dinger, 19 April 2016 - 11:57 PM.


#1844 Seijin Dinger

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Posted 20 April 2016 - 12:33 AM

Here is a video of the different Leopards I have found.



#1845 Heffay

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Posted 20 April 2016 - 04:41 AM

View PostSeijin Dinger, on 20 April 2016 - 12:33 AM, said:

Here is a video of the different Leopards I have found.


Thanks, that was actually very useful! Did you use Noesis or my cgf-exporter.exe to make the .obj files?

#1846 Seijin Dinger

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Posted 20 April 2016 - 10:55 AM

I used noesis. I can try the cgf exporter later today when I get to my computer.

#1847 Heffay

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Posted 20 April 2016 - 11:12 AM

View PostSeijin Dinger, on 20 April 2016 - 10:55 AM, said:

I used noesis. I can try the cgf exporter later today when I get to my computer.


There's a known bug with Noesis that leads to exploded geometry like that. It's fixed in cgf-exporter, although I do see it happen still with some Star Citizen models.

#1848 Seijin Dinger

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Posted 20 April 2016 - 11:30 AM

Ahh thanks. I will try the cgf converter.
And see if I can find an archived list of the mechs that exploded out like that and see if it gives me a better model

#1849 Seijin Dinger

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Posted 20 April 2016 - 01:45 PM

Thanks, it worked perfectly that time

#1850 Seijin Dinger

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Posted 20 April 2016 - 01:49 PM

(Now the perfectionist in me is gonna redo ALL my files, not just the ones like the Crab that needed fixing)

#1851 Seijin Dinger

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Posted 20 April 2016 - 03:08 PM

And I guess I will need to figure why the import isnt working

#1852 Seijin Dinger

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Posted 20 April 2016 - 03:21 PM

Here is what is happening


Made sure I had the newest script, and the path was set properly

#1853 NotIntruder

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Posted 21 April 2016 - 11:42 AM

So this is my first time trying something like this and I get far enough in to import to blender but I can't get it to work for me. The python console ends up looking mostly like this:
Posted Image
It says no such file or directory yet the dir in question looks like this: http://i.imgur.com/bXbLMK2.jpg and the import file was created one level up, here: http://i.imgur.com/mCVriVT.jpg

#1854 Heffay

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Posted 21 April 2016 - 12:37 PM

View PostNotIntruder, on 21 April 2016 - 11:42 AM, said:

So this is my first time trying something like this and I get far enough in to import to blender but I can't get it to work for me. The python console ends up looking mostly like this:

It says no such file or directory yet the dir in question looks like this: http://i.imgur.com/bXbLMK2.jpg and the import file was created one level up, here: http://i.imgur.com/mCVriVT.jpg


It looks like you made an e:\mwo\catapult directory, put the pak files and extracted from there? Based on that, your ObjectDir should be e:\mwo\catapult, as that is where the Object directory ended up.

You should put all the pak files into e:\mwo, extract from there. Then your ObjectDir (which you have to set by editing mech-importer) will be e:\mwo, and the .cdf you run it against will be e:\mwo\objects\mechs\catapult.

Preserving the directory structure is very important. :)

#1855 Heffay

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Posted 21 April 2016 - 12:44 PM

View PostSeijin Dinger, on 20 April 2016 - 03:21 PM, said:

Here is what is happening


Made sure I had the newest script, and the path was set properly


Looks like your objectdir is d:\mwo models\, and everything for the crab is under d:\mwo models\objects\mechs\crab?

At around the 0:50 mark, I see it trying to import d:\mwo models\objects\mechs\crab\body\crb_crb_right_arm_forearm_claw_act_damaged.obj... which is weird because it starts off with "crb_crb". Can you verify which file is in your directory, as well as what import.txt is showing? Did you do a global find/replace on import.txt by any chance?

#1856 Seijin Dinger

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Posted 21 April 2016 - 02:47 PM

View PostHeffay, on 21 April 2016 - 12:44 PM, said:


Looks like your objectdir is d:\mwo models\, and everything for the crab is under d:\mwo models\objects\mechs\crab?

At around the 0:50 mark, I see it trying to import d:\mwo models\objects\mechs\crab\body\crb_crb_right_arm_forearm_claw_act_damaged.obj... which is weird because it starts off with "crb_crb". Can you verify which file is in your directory, as well as what import.txt is showing? Did you do a global find/replace on import.txt by any chance?


I can verify that the object is named crb_crb (most the models I had issues with had objects named that way)

I did not do any global find and replaces

(Working with the crab as an example)
The objects for the mech are located at: D:\MWO Models\objects\mechs\crab\body
the ps1 script is set up like this: $basedir = "D:\MWO Models"
I didnt change any directory structure between when I was able to get the import script to work and now, though I accidentally deleted the ps1 and had to re-set it up


Here is the text from the import file concerning that object
bpy.ops.import_scene.obj(filepath="D:\\MWO Models\\objects\\mechs\\crab\\body\\crb_crb_right_arm_forearm_claw_act_damaged.obj",use_groups_as_vgroups=True,split_mode='OFF')
bpy.context.scene.objects.active=bpy.data.objects["crb_crb_right_arm_forearm_claw_act_damaged"]
bpy.context.active_object.rotation_mode="QUATERNION"
bpy.context.active_object.rotation_quaternion=[0.65508,-0.492462,-0.262747,0.509229]
bpy.ops.transform.translate(value=(4.53218,0.146492,9.3514))
bpy.context.object.data.materials.clear(update_data=True)
bpy.ops.object.mode_set(mode = "EDIT")
bpy.ops.object.vertex_group_add()
bpy.context.object.vertex_groups.active.name = "Bip01_R_Forearm"
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.object.vertex_group_assign()
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.object.mode_set(mode = "OBJECT")
bpy.context.object.data.materials.append(crab_body)

Edited by Seijin Dinger, 21 April 2016 - 02:53 PM.


#1857 Seijin Dinger

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Posted 21 April 2016 - 03:05 PM

Hopefully it is a case of missing something like a /

#1858 Seijin Dinger

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Posted 22 April 2016 - 02:41 AM

Here is what it looks like when the powershell script is runPosted Image

#1859 Heffay

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Posted 22 April 2016 - 11:02 AM

Hmm... everything looks normal. I'll try to export that model this weekend and see if I can figure out if there is something unique about that particular model.

#1860 Seijin Dinger

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Posted 22 April 2016 - 11:23 AM

Also tried it with the Adder, and no luck as well so I held off any others until its figured out





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