#2021
Posted 21 October 2016 - 12:17 PM
Are you using the .obj format or the Collada format for the exports? The Collada format tends to work a lot better, especially with handling materials. Especially if you start putting together a lot of game assets, not having to redo all the materials over and over can save a lot of time.
#2022
Posted 25 October 2016 - 02:55 PM
>>> bpy.ops.mesh.select_all(action='TOGGLE')
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
File "F:\Downloads\Programs\Blender (-2.77a-windows64)\2.77\scripts\modules\bpy\ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.mesh.select_all.poll() failed, context is incorrect
#2023
Posted 27 October 2016 - 09:24 AM
As far as I can see there are only the modules for the new weapons (the wonky centurion arm as worst offender)
Did somebody had the foresight to secure the old files?
#2024
Posted 27 October 2016 - 02:18 PM
TheSilken, on 25 October 2016 - 02:55 PM, said:
>>> bpy.ops.mesh.select_all(action='TOGGLE')
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
File "F:\Downloads\Programs\Blender (-2.77a-windows64)\2.77\scripts\modules\bpy\ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.mesh.select_all.poll() failed, context is incorrect
I'm not really sure what could be causing that. The select all command selects all the objects in the scene. It might fail if the scene is in Edit mode instead of Object mode. Do you know what mode you were in when you ran the import?
Karl Streiger, on 27 October 2016 - 09:24 AM, said:
As far as I can see there are only the modules for the new weapons (the wonky centurion arm as worst offender)
Did somebody had the foresight to secure the old files?
I have all the old ones, but most of them are old geometry and they just don't work as well for stuff. The lego tech really is the way to go, for maximum customization.
#2025
Posted 27 October 2016 - 02:28 PM
Heffay, on 27 October 2016 - 02:18 PM, said:
I was in Object mode at the time. Could be the Import.txt is incorrect?
#2026
Posted 27 October 2016 - 02:47 PM
TheSilken, on 27 October 2016 - 02:28 PM, said:
Possibly, but I haven't run into any cases where it's reliably wrong. I have occasionally had to recreate it if it didn't work the first time, but that's really an unsatisfactory answer here.
But might as well try that. Delete the existing import.txt, rerun the mech-importer to get a new import.txt file, and start up a fresh copy of blender. If that doesn't work, can you PM me the import.txt file you are using? Err... wait. Those are a bit big for PMs. Can you put it on a dropbox or onedrive or the like?
#2027
Posted 31 October 2016 - 06:31 PM
I've been following this subject since it came out & had all the original mechs done years ago. I took a long hi-etas from the subject & when I came back it was to see how everyone dealt with the new mech separate parts scheme, animations, skin modifying, etc... using CE3 & Blender
I had no issues in the past doing the original way of
Copying assets into safe dir, unpacking, renaming cga files, Noesis to convert to obj & dds to png, Gimp in there somewhere, & then pulling into render sw of choice (in my case 3ds max).
I tried all weekend to use the mech-importer.ps1 script with powershell but, I'm clearly missing a step which is how to path the script so i can call it while in a specific mech dir & also to recheck if I updated the script with basedir correctly
unpacked assets stored here: "D:\Games\Area-1\Battletech-MWO"
mech-importer script file also in this dir
inside script: $basedir = "D:\Games\Area-1\Battletech-MWO\"
'lil Help please Heffay
BTW I have a 3D printer & had already printed a few of the founder mechs in the past but, after seeing the great work on the pose-able Marauder I've decided to 1 up it & start 3D printing the mechs in big enough scale to motorize them with servos & make working models with Nerf multi-rocket guns for real firing mechanisms which I'll offer the kits once I get the 1st one completed
I just need to finish getting the models in cleanly so i can fix them for 3D printing & assembly ... Happy to share Heffay ..
#2028
Posted 01 November 2016 - 06:17 AM
You also will probably want to use the cgf-converter program over Noesis. It tends to work a lot better and handles materials properly.
#2029
Posted 01 November 2016 - 05:00 PM
#2030
Posted 01 November 2016 - 06:20 PM
Mul T, on 01 November 2016 - 05:00 PM, said:
The mechs should end up in \Objects\Mechs, with a directory in there for each of mechs in there. In each of the mechs subdirectory you should have the cdf file, and another directory with all the .cga files. If you have a \mechs outside of Objects, that didn't extract to the right place. I'm thinking you need to move that under the Objects directory.
#2031
Posted 01 November 2016 - 07:30 PM
I started from scratch, watched your videos again & specifically noted your dir paths & matched mine this time enough to get the script to run so now I can see all the other items that it's looking for to get in the right place & should be good. will know in a few.
#2032
Posted 03 December 2016 - 11:23 AM
And a T-Wolf for good measure
Edited by TheSkiDog, 03 December 2016 - 11:30 AM.
#2033
Posted 14 December 2016 - 09:26 PM
I've been trying to figure it but I don't seem to have the "mesh importer" option under "tools" that I see in youtube videos.
#2034
Posted 15 December 2016 - 07:02 AM
Ralkir, on 14 December 2016 - 09:26 PM, said:
I've been trying to figure it but I don't seem to have the "mesh importer" option under "tools" that I see in youtube videos.
I believe some people have managed to import mechs into Cryengine, but I'm not sure if they did it straight from the game files or converted them to something useful first and reimported them in. I'm not sure though.
#2035
Posted 15 December 2016 - 03:41 PM
Ralkir, on 14 December 2016 - 09:26 PM, said:
I've been trying to figure it but I don't seem to have the "mesh importer" option under "tools" that I see in youtube videos.
if all you need to do is convert .cgf files to .obj then you can just use noesis
#2036
Posted 20 December 2016 - 11:48 PM
So would someone put EbonJ arms on a Marauder IIC?
#2037
Posted 15 January 2017 - 12:44 PM
So how did you figure out the coordinate system for mech parts?
The reason I ask, is I've just completed assembling a mech from MWLL manually... not the easiest thing in the world to do.
Any thoughts?
#2038
Posted 18 January 2017 - 07:14 AM
TheSkiDog, on 15 January 2017 - 12:44 PM, said:
So how did you figure out the coordinate system for mech parts?
The reason I ask, is I've just completed assembling a mech from MWLL manually... not the easiest thing in the world to do.
Any thoughts?
There is a file in the mech directory that contains all the offsets for each component in xml format. I think it ends in .cdf? Such as atlas.cdf.
I think MWLL just uses legs and torsos. I could be wrong about that though.
#2039
Posted 24 January 2017 - 12:02 PM
the "foot" is also missing from the import
does anyone else have this problem or is it on my end?
#2040
Posted 24 January 2017 - 12:22 PM
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