

#2241
Posted 12 August 2021 - 03:01 AM
I imported the Griffin and had to adjust the Nodes, because your addon uses the dif.dds-file für Base Colour. I also changed the ddn.dds-file being the input for Alpha to being the input to Normal, as this had a better lighting for me.
https://www.dropbox....riffin.png?dl=0
Sadly, there still are some issues. As you can see in the following 2 pictures, somehow the UV-Maps for the weapons i.e. barrels of PPCs, ACs and Lasers seem to be wrong. Did I missed the right texture/dds.-file here? Strangely the rocket launchers seem totally fine.
https://www.dropbox....pIssue.png?dl=0
https://www.dropbox....Issue2.png?dl=0
More strangely, as I worked with the Centurion, he had the same issue - But when I simply imported the dae.-file your CryEngine-Converter created, the weaponry was just fine regarding UV-Maps etc.! This sadly did not work for the Griffin.dae-file - Weaponbarrels have strange UV-Maps compared to the variant.dds-files as well.
Anyone has an idea how to fix this? I read something about rotating the maps in GIMP, but since the Rocket launchers are totally fine, I'm a little bit confused.
Thanks in advance!
#2242
Posted 16 October 2021 - 07:47 AM

#2243
Posted 10 November 2021 - 07:31 AM

#2244
Posted 10 November 2021 - 12:54 PM
#2245
Posted 13 November 2021 - 03:21 PM

#2246
Posted 21 December 2021 - 12:33 AM
#2247
Posted 22 December 2021 - 05:13 AM
Blender doesn't interpit this correctly. A simple fix is to use PS or gimp to remove the alpha channel and save in another format like PNG or JPG.
I've spent a lot of time trying to do a node setup to use the data that is stored in the alpha channel,... Unfortunately PGI has been inconsistent with the data put in the diffuse map's alpha channel. If there is no data in the alpha channel blender interpits as the map being completely transparent. I have a working node setup that uses the data with most maps but it's not perfect and a bit complicated... I'll post it if you like, and maybe if Heffay can sticky it???
Any way, let me know.
Edited by TheSkiDog, 22 December 2021 - 05:21 AM.
#2248
Posted 22 December 2021 - 11:45 AM

#2249
Posted 22 December 2021 - 02:25 PM
#2250
Posted 07 April 2022 - 06:27 PM
So far I've only tried it on a King Crab and a Marauder after converting the files to dae (got a few chunk errors, but it's looking like that's about normal). Anybody else seen this / know how do deal with it?
#2251
Posted 10 April 2022 - 08:47 AM
#2252
Posted 24 April 2024 - 10:38 AM
(sorry if this bumps the thread)
#2253
Posted 31 May 2024 - 01:32 AM
bpy.ops.outliner.item_activate(deselect_all=True)
bpy.ops.outliner.item_activate(extend_range=True, deselect_all=True)
bpy.ops.object.delete(use_global=False, confirm=False)
已删除 3 个物体
bpy.ops.outliner.item_activate(deselect_all=True)
bpy.ops.outliner.delete()
bpy.context.space_data.system_bookmarks_active = 3
bpy.ops.wm.collada_import(filepath="C:\\Users\\86135\\Downloads\\Objects\\mechs\\warhammeriic\\body\\warhammeriic.dae", find_chains=True, auto_connect=True)
Python: Traceback (most recent call last):
File "C:\Users\86135\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\io_cryengine_importer\__init__.py", line 99, in execute
Cryengine_Importer.import_mech(context, **keywords)
File "C:\Users\86135\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\io_cryengine_importer\Cryengine_Importer.py", line 635, in import_mech
constants.materials = materials.create_materials(matfile, constants.basedir, use_dds, use_tif)
File "C:\Users\86135\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\io_cryengine_importer\materials.py", line 47, in create_materials
create_mechcockpit_shader_material(material_xml, material, file_extension)
File "C:\Users\86135\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\io_cryengine_importer\materials.py", line 141, in create_mechcockpit_shader_material
shaderPrincipledBSDF = create_principle_bsdf_root_node(material_xml, tree_nodes)
File "C:\Users\86135\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\io_cryengine_importer\materials.py", line 309, in create_principle_bsdf_root_node
shaderPrincipledBSDF.inputs[13].default_value = specColor
TypeError: bpy_struct: item.attr = val: NodeSocketFloatFactor.default_value expected a float type, not tuple
location: <unknown location>:-1
Can anyone kindly tell me what's wrong here?
#2254
Posted 02 January 2025 - 12:49 PM
Edited by Samarkassh, 02 January 2025 - 01:45 PM.
#2255
Posted 07 January 2025 - 04:10 PM
Samarkassh, on 02 January 2025 - 12:49 PM, said:
that happened to me too
it was a real big headache, but i eventually found a solution
you'll have to add the path to the folder where the cfg-converter program is to your very OS Enviroment Variables Paths...
Like so:
#2256
Posted 07 January 2025 - 04:14 PM
whenever i try to import a mech, this error shows up

something about a recursion error, maximum recursion depth exceeded, and i cannot find a way to fix it

https://i.imgur.com/GI39q7M.jpeg
Edited by ZabuSama, 07 January 2025 - 04:18 PM.
#2257
Posted 28 March 2025 - 11:51 AM
#2258
Posted 29 March 2025 - 01:39 PM
#2259
Posted 29 March 2025 - 02:19 PM
https://www.heffaypr...ngine-Converter
"You generally don't need to worry about the directory structure unless you're using my cryengine-importer.ps1 script, but let's just call this the root directory for Cryengine assets."
/facepalm
"I won't go into how to modify the path on your computer, but I have my own d:\scripts directory with cgf-converter.exe in it, along with a few other commonly used scripts and programs. I recommend you do the same (or something similar), as from now on the Powershell commands I type out will assume that the programs are in the path. If they aren't, the commands I list will not work."
I don't even know what this means, "put it in the path"
Another example, it's like "thanks for downloading the program to do this, to bad it won't work unless you know how to do esoteric computer programing".
[indent]
"Aside 2.0: Be careful exporting stuff to .obj files, as it is no longer supported. A Cryengine file (in incredibly simplified terms) consists of a geometry file (ends in .cga/.cgf/.cgam/.skin) and the related material file (ends in .mtl). The Cryengine material file is an XML file that contains material info. This program will take that file and convert it by default to an .obj material file with the same name, which is not ideal. Use the -noconflict argument to make it write to a similar name that won't conflict.[/indent]
** Important:** Use the -objectdir argument whenever possible! The location of the material files is dependent on a number of factors, and the program does its best to find them. However, if it can't find the proper material file for the object you're trying to convert, it will just create default materials for the model."
He linked another tutorial, so I'll be watching it and seeing if any of this makes it through my thick skull. I suppose if anyone made this easy to do, then certain web sites would not be selling STL files for MWO mechs...
#2260
Posted 29 March 2025 - 02:29 PM
well, that's helpful...

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