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

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#261 Sparks Murphey

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Posted 01 April 2013 - 10:38 PM

View PostAgent Cooper, on 01 April 2013 - 09:52 PM, said:

Hey Sparks, I could use your help again with the Atlas if you feel like it.
Im trying to figure out the shoulder assembly and shoulder guard. Any shots in that area would be awesome.

Here you go!
Spoiler


#262 Adridos

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Posted 02 April 2013 - 01:06 PM

A sneak peak of things to come.
They can leave that silly pink walking box for girls... here's a true manly Highlander.

Posted Image

Yep, I went a bit crazy on the config, but who wouldn't? :P

Edited by Adridos, 02 April 2013 - 01:07 PM.


#263 name40455

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Posted 02 April 2013 - 01:23 PM

I love the shots with people in them. It drives home the scale.

I always wanted to do a repair bay scene with the mech partly opened up. Similar to the drop ship trailer.

#264 Agent Cooper

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Posted 02 April 2013 - 07:20 PM

Thanx Sparks, that's a HUGE help. :)

#265 Koniving

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Posted 02 April 2013 - 09:32 PM

Okay here's my issues. I have two of them.

I can get the models out. But at the moment the only file version I can do is obj. It comes out with no textures, no materials...so nothing to attach textures to unless they're one piece textures... but what I seen so far is not one piece.

So... Yeah, um. How can I export them into a usable 3-D format to animate them with their texture information intact so I can just attach the textures to them? Or, if someone has them readily available and with textures on and/or available to them, could they be uploaded here? I can't read MDF files without that converter, and can't seem to get textures when I convert.

My other thing is how to pick a specific variant?

Thank you. Please when replying, quote so I get a notification on the reply. Thanks!

#266 Adridos

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Posted 03 April 2013 - 03:14 AM

View PostKoniving, on 02 April 2013 - 09:32 PM, said:

I can get the models out. But at the moment the only file version I can do is obj. It comes out with no textures, no materials...so nothing to attach textures to unless they're one piece textures... but what I seen so far is not one piece.

So... Yeah, um. How can I export them into a usable 3-D format to animate them with their texture information intact so I can just attach the textures to them? Or, if someone has them readily available and with textures on and/or available to them, could they be uploaded here? I can't read MDF files without that converter, and can't seem to get textures when I convert.

My other thing is how to pick a specific variant?


What program are you using? I can assure you the UV maps are retained and if your program supports adding each layer separately (texture, bumpmap, etc.), you won't have problems applying them.

As far as variants go, you can only get those by going to the "Body" file, finding the right pieces, renaming those from .cga to .cgf, exporting them and only then adding them to the mech's mesh.

#267 Sparks Murphey

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Posted 03 April 2013 - 04:23 AM

View PostKoniving, on 02 April 2013 - 09:32 PM, said:

Okay here's my issues. I have two of them.

I can get the models out. But at the moment the only file version I can do is obj. It comes out with no textures, no materials...so nothing to attach textures to unless they're one piece textures... but what I seen so far is not one piece.

So... Yeah, um. How can I export them into a usable 3-D format to animate them with their texture information intact so I can just attach the textures to them? Or, if someone has them readily available and with textures on and/or available to them, could they be uploaded here? I can't read MDF files without that converter, and can't seem to get textures when I convert.

My other thing is how to pick a specific variant?

Thank you. Please when replying, quote so I get a notification on the reply. Thanks!


View PostAdridos, on 03 April 2013 - 03:14 AM, said:


What program are you using? I can assure you the UV maps are retained and if your program supports adding each layer separately (texture, bumpmap, etc.), you won't have problems applying them.

As far as variants go, you can only get those by going to the "Body" file, finding the right pieces, renaming those from .cga to .cgf, exporting them and only then adding them to the mech's mesh.

^ What he said. Obj works fine (I use it all the time when I'm moving MWO assets into 3DS Max). The texture files are in .dds format, and are UV mapped (relating the 3D triangles to a 2D space on an image) onto 2 texture sets, one for the main body, one for the other variants. 3DS Max can open .dds files natively (though it appears to have some trouble with a setting PGI are using for their normal maps), you can find a plug-in that allows Photoshop to read .dds files here, and Noesis itself can export the files to .tga format. I don't use GIMP or Blender, so I can't talk about them, but they should at least load .tga files.

As a demo for assembling a variant, let's go with putting together a Centurion CN9-AL. Most of it's going to be pretty much stock, so you'll want the following files:
cn9_centre_torso_a.cga
cn9_centre_torso_pelvis_a.cga
cn9_centre_torso_pelvis_rear_a.cga
cn9_centre_torso_rear_a.cga
cn9_head_cockpit_a.cga
cn9_left_arm_clavicle_a.cga
cn9_left_arm_forearm_a.cga
cn9_left_arm_upperarm_a.cga
cn9_left_leg_calf_a.cga
cn9_left_leg_foot_a.cga
cn9_left_leg_hip_a.cga
cn9_left_leg_thigh_a.cga
cn9_left_leg_toes_a.cga
cn9_left_torso_a.cga
cn9_left_torso_rear_a.cga
cn9_right_arm_clavicle_a.cga
cn9_right_arm_upperarm_a.cga
cn9_right_leg_calf_a.cga
cn9_right_leg_foot_a.cga
cn9_right_leg_hip_a.cga
cn9_right_leg_thigh_a.cga
cn9_right_leg_toes_a.cga
cn9_right_torso_a.cga
cn9_right_torso_rear_a.cga

Basically, all the bits that are common to all Centurions. Rename those files so their extensions end with .cgf instead of .cga so you can open them with Noesis (or, if you're paranoid like me, make copies of them, and rename the copies). You'll also need to find all the .cga files that refer to the variant you're after: cn9_right_arm_forearm_al_laser.cga for the laser, and the additional cn9_left_torso_a_lrm10.cga, centurion_cn9_left_torso_a_lrm10_flap_left.cga and centurion_cn9_left_torso_a_lrm10_flap_right.cga files for the missile launcher that used in all but the Yen-Lo-Wang.

You can take a shortcut, and instead of handling all those files, find the centurion_scale.cgf file and use that. This is actually more complicated than it seems for two reasons. Firstly, it's got all the parts for the CN9-A, not the AL, so we'll have to find a way to remove the forearm. Secondly, the window textures on the _scale files tend to be a bit off with their UV mapping compared to the individual _head files. Thirdly, the more recent 'Mechs don't have _scale files, so this tutorial wouldn't help you with them.

So, now you've got them all renamed to .cgfs, chuck them through Noesis and make a bunch of objs out of them. Import them into your 3D modeller of choice, and you have the meshs. To get the textures, you'll be looking for a total of nine files.

Centurion_dif.dds - the diffuse (normal colour) texture for the main parts
Centurion_spc.dds - the specularity (how shiny and what colour shine) texture for the main parts
Centurion_ddn.dds - the normal map (fine bumpy detail) texture for the main parts

You also need Centurion_variant_dif.dds (and the spc and ddn) to apply to the -AL's laser, and Centurion_window_dif (and the spc and ddn) to apply to the cockpit window (which should be a separate object to the head itself once you've imported it. The techniques for attaching these files vary based on what program you're rendering in, so I won't go into detail on that, but Heffay's got a good tutorial on doing so for Blender on the first page.

#268 Koniving

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Posted 03 April 2013 - 07:30 AM

View PostAdridos, on 03 April 2013 - 03:14 AM, said:


What program are you using? I can assure you the UV maps are retained and if your program supports adding each layer separately (texture, bumpmap, etc.), you won't have problems applying them.

As far as variants go, you can only get those by going to the "Body" file, finding the right pieces, renaming those from .cga to .cgf, exporting them and only then adding them to the mech's mesh.


Anim8or and Wings 3D. Anim8or say that the OBJ has no materials at all. Wings gives it default material because it has none of its own.

Actually this time (I went and exported another model) Wings 3D gave it Commando_Scaleout material. So this one might work. I should probably mention I'm using the files and data from the October patch, before the open beta. Throwing a random picture worked. Wonder why Anim8or isn't recognizing the material. That's gonna be an issue for my 3D animated skits considering I already made the bones and some animations. Blender's too unnecessarily complicated.

I suppose the next issue is turning DDS to jpg so I can actually see the textures...as they're unrecognized by any programs I have to include photoshop. Suggestions there?

(P.S. Editing these guys together is gonna be a pain... but so worth it for youtube intros and red vs. blue style skits.)

Edited by Koniving, 03 April 2013 - 07:33 AM.


#269 Adridos

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Posted 03 April 2013 - 07:58 AM

View PostKoniving, on 03 April 2013 - 07:30 AM, said:

I suppose the next issue is turning DDS to jpg so I can actually see the textures...as they're unrecognized by any programs I have to include photoshop. Suggestions there?


Gimp has a DDS plugin that enables viewing them.

That inherently means Photoshop also has one and a quick search in Google gave me this: https://developer.nv...adobe-photoshop

Since it is directly from Nvidia, it should work.

Edited by Adridos, 03 April 2013 - 07:58 AM.


#270 Majer

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Posted 03 April 2013 - 08:04 AM

Is it possible that alpha channel on the textures are for determining base areas that are subject of colourising by paints purchased ingame?

#271 Koniving

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Posted 03 April 2013 - 08:07 AM

View PostAdridos, on 03 April 2013 - 07:58 AM, said:


Gimp has a DDS plugin that enables viewing them.

That inherently means Photoshop also has one and a quick search in Google gave me this: https://developer.nv...adobe-photoshop

Since it is directly from Nvidia, it should work.


Thanks.

Anything you'd like to see in terms of an animated skit? So far we have pilot calls tech support (many, many of them), creation of the madcat, how mechs were chosen for ECM, Watchful Cicada / Fright Night spoof, Dragon discovers machine guns, Commando versus Spider, Spider's letter to PGI for a buff, many spoofs on glitches, what happens when MWO encounters things from MWLL, etc.

------------

Also related to Majer's question for anyone to answer... how does paint get applied? Morbidly curious since I haven't pulled apart any current game files (been discouraged by my inability to get working sounds out of the current build's computer voice.)

#272 mwlue

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Posted 03 April 2013 - 10:18 PM

how do i add texture to the exported object in blender?

And what is the version of blender where those screenshot were taken in OP??

The ui options seem abit different in the current version of blender....

#273 Heffay

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Posted 04 April 2013 - 06:51 AM

View Postmwlue, on 03 April 2013 - 10:18 PM, said:

how do i add texture to the exported object in blender?

And what is the version of blender where those screenshot were taken in OP??

The ui options seem abit different in the current version of blender....


Adding the texture to the object should be detailed in the instructions, although I could probably give it another pass or two to make it more clear.

I was using 2.64 for the screenshots I believe. The current version is 2.66 and I highly recommend you upgrade. Lots of neat new features in the current release. But the UI option differences are probably due to me using the cycles render instead of the blender internal render. Applying textures is a bit different that way as well. I need to clean that up. :-(

#274 mwlue

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Posted 04 April 2013 - 08:55 AM

Thx Heffay,
I'm using 2.66, and using default blender mode. After googling abit and watched some utube clips on texture mapping, i finally managed to map texture so a simple plane mesh, and getting some not bad lighting too.

I'm still abit confused with those dds stuffs, ddn.dds is the bump maps, dif.dds is diffuse map & spc.dds is for specular. then which is the "normal" skin??

Thank you.

Posted Image
Posted Image

#275 Heffay

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Posted 04 April 2013 - 11:10 AM

The ddn files are the normal maps. Same thing as bump map.

#276 mwlue

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Posted 04 April 2013 - 11:59 AM

ok, finally got it working. \o/ and quick work of my raven template.

Posted Image

#277 Tekadept

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Posted 04 April 2013 - 07:30 PM

So PGI/IGP Completely approve of us doing this seeing as the thread hasn't been deleted? just checking if anybody has heard anything.

#278 Adridos

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Posted 04 April 2013 - 10:10 PM

View PostTekadept, on 04 April 2013 - 07:30 PM, said:

So PGI/IGP Completely approve of us doing this seeing as the thread hasn't been deleted? just checking if anybody has heard anything.

Just reading the OP would give you the answer....

#279 Tekadept

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Posted 04 April 2013 - 10:50 PM

View PostAdridos, on 04 April 2013 - 10:10 PM, said:

Just reading the OP would give you the answer....


I Re read it again.. nope no answer there as an official "It's ok" unless I have gotten selective reading syndrome.

#280 mwlue

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Posted 04 April 2013 - 11:26 PM

Err...btw, lets take catapult for example, only the C4 variant have the "full" model. so let say i want a K2,

i have to assemble all the L/R legs, Center torso & K2 L/R arms myself??

and the full normal still apply to those L/R legs parts?? K2 arms i assume it was mapped to those "variant" textures of course.





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