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

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#2261 Panther Across the Sky

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Posted 29 March 2025 - 02:54 PM

I don't want to sound ungrateful, Heffay obviously put a lot of work into helping us do this, it's just that I am so far over my head I don't even know what questions to ask. I expected this to be an easier process, but it's obviously going to take me a long time to learn how to do this.

#2262 Panther Across the Sky

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Posted 29 March 2025 - 03:13 PM

View PostZabuSama, on 07 January 2025 - 04:10 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:




great information!

#2263 Volt

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Posted 30 March 2025 - 12:10 AM

is there a way to import the DAE directly to 3ds max (without having to import in blender then export as say FBX to import to max) with the proper position of the parts?

#2264 Panther Across the Sky

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Posted 30 March 2025 - 01:26 AM

I'm following the original videos from page 1.

I followed heffay's video precisely, copied and extracted all the pak files into a c:\depot, (got the files extracted from the pak using zip 7), and put Heffay's latest converter into it's own scripts directory. c:\scripts

https://www.heffaypr...ngine-Converter

but when I go to c:\scripts and type "dir" there is no *.exe file. I've also looked through his cryengine converter via normal windows browser and I don't see any exe files at all.

it's worth noting that Heffay's git hub does not have the same files available as shown in the original video (obviously it's been over a decade and MWO and windows and blender etc have been through a lot of change).

#2265 Panther Across the Sky

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Posted 30 March 2025 - 02:21 AM

I think I found the issue, one of the links sent me to the "converter master" which does not have the *.exe file.

looking back at the original post it has this link, which does have the *.exe file listed. /facepalm

https://github.com/M...verter/releases

#2266 Panther Across the Sky

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Posted 30 March 2025 - 02:28 AM

Test run, I just dragged and dropped "annihilator.chr" into it, and it spit out "annihilator.dae"


I'll say that's progress!

I've only be fighting this all night...

#2267 Panther Across the Sky

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Posted 30 March 2025 - 03:29 AM

well, I can see the armature, and figured out how to pose it, but nothing else., no big robot, just a skeleton.

#2268 Panther Across the Sky

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Posted 30 March 2025 - 04:06 AM

I dragged and dropped a copy of the the Annihilator.chr file onto the "cgf-converter" icon, which then automatically created the dae file. then put the new annihilator.dae file into the original annihilator folder, then used blender to open the annihilator.dae file (checked find bone chains and auto connect), all I see is the skeleton (armature?).

I did the same to Annihilator.chr and then added the annihilator_LOD1.dae file, no difference, still only see the bone chains, I can pose them, but no giant stompy robot is visible.

The video is terribly outdated, but I did my best to try and alter the variables he speaks of, materials, and textures, nothing new shows up..

Using blender 4.3

I'm wondering if something special happens to the files when running the converter through powershell, and if that is what is preventing me from seeing the (meshes?) robots.

Or if some other options needs to be clicked, to get the (is it called a mesh?" visible.


I really didn't want to have to fight through figuring out how to [put "whatever it is" into the "path" whatever that is.]

eta: did my best to play with lighting also, no robot is visible, just the armature skeleton shows up..

eta: I love how when it started getting ultra technical Heffay starts talking and typing super fast, lol. thankfully you can slow down youtube videos, cause even at 75% speed Heffay is wound up and talking like that micromachines guy from the 1980's. The more technical it gets the faster he goes. Posted Image Posted Image

Edited by Panther Across the Sky, 30 March 2025 - 04:14 AM.


#2269 Panther Across the Sky

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Posted 30 March 2025 - 04:15 AM

stupid question, can I just put a copy of cgf-converter.exe in the same folder with the *.chr files I want to conver to *.dae?

then run powershell?

#2270 Panther Across the Sky

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Posted 30 March 2025 - 04:18 AM

just hit me, he wasn't just converting chr files, he has two other files in that script he runs in the second video, the first video he just does the medallion on only does the *.chr file!

Edited by Panther Across the Sky, 30 March 2025 - 04:24 AM.


#2271 Panther Across the Sky

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Posted 30 March 2025 - 04:29 AM

it's 2:54 in the second video, he lists 4 file types, *chr, *.cgr, *.cga and *skin that must be why I wasn't see the rest of the Anni...



#2272 Panther Across the Sky

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Posted 30 March 2025 - 05:41 AM

omg, I finally did it!!!

I ran powershell as administrator, this provides the path, type cd.. enter, over and over until you are in c:\
then run this command

$env:Path += ";C:\scripts" (type that in the root director c:\)

and then this runs the script to convert all the files

foreach ($file in (Get-ChildItem -Recurse *.cgf,*.cga,*.chr,*.skin)) { cgf-converter.exe $file -objectdir "c:\depot\mwo" }

I went into c:\depot\mwo\Objects\mechs\archer\body and ran the script, and it took a minute or two to convert all the files. ran perfectly.

I put cgf-converter.exe in c:\scripts (although you can put it anywhere, as long as you put in the right path to it's location)

And I put my backup MWO files in c:\depot\mwo

following the directions from the first and second video. Now I just need to do this for each mech.

I could probably run it one level higher, maybe, but i'll just run it one mech at a time.

In blender you import- collada- find where you extracted the parts to (I did an archer) in the depot files, and you have to check every mech part you want to get visualized, (it's a bunch of parts!) just have to use your brain, there will be a armature file and I'm sure one of the files tells it where to put all the body parts, and there are a bunch of weapons, just pick what you want. Go wild!

p.s. my brain is cooked form being up all night, I can rewrite all that in the right order, for the next person. but not right now, lol

knock on wood I got it all right, I'll need to play with blender a lot more, to figure out how to tweek it, etc, but I got a 3d model of an archer looking at me.It's beautiful, now I can export it to the slicer... and some day I will buy a 3d printer.

Thank you Heffay!

I can't imagine how much work you spent on that labor of love.





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