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

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#401 L I U Y I C O N G

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Posted 24 June 2013 - 08:09 PM

thanks lot 。thankyou very much

#402 Heffay

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Posted 28 June 2013 - 05:37 AM

SOUNDS





For all the animations/videos I've done, sound has been a big issue. I've been resorting to going in game, performing a few actions that match up with my desired goal, recording that, stripping out the sound, and then trying to make the video match up with the sound. A bit backwards, but sometimes it works out ok.



However, that's annoying when you have to drop and spend the first few minutes of the match off in a corner hoping you don't get sniped or other sounds creep into the recording. I've always wanted to use the game files, but... .fsb format? What the hell is that?

WELL I FOUND OUT!

http://aezay.site11....y/fsbextractor/

Introducing FSBExtractor. It does pretty much what you expect: Extracts sound clips out of FSB files! Now for your animations, you don't have to waste other people's match dropping time providing no value to your lance. You can dig up the sound files you need right from the game!

I won't go into the details about how to use this program or where to find the sound files, as if you read the original post you can pretty much figure that out. And BE SURE TO GIVE CREDIT to PGI and all rights holders if you use this!

Edited by Heffay, 28 June 2013 - 03:56 PM.


#403 RotS Targe

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Posted 28 June 2013 - 02:42 PM

Heffay, I love you.
I have found the start up sequence, it now plays when I log in to my computer.
This is a good day.

#404 Skadi

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Posted 04 July 2013 - 02:57 PM

Any chance anyone has a copy of the mech scale updated with the victor?

#405 Adridos

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Posted 05 July 2013 - 01:34 AM

View PostSkadi, on 04 July 2013 - 02:57 PM, said:

Any chance anyone has a copy of the mech scale updated with the victor?

You mean these?

http://img856.images...6/6382/868r.jpg

http://img42.imagesh...2/5605/tvsm.jpg

#406 Sparks Murphey

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Posted 05 July 2013 - 03:02 AM

View PostAdridos, on 05 July 2013 - 01:34 AM, said:


Ah, the Quickdraw. Equal lightest of all the heavy 'Mechs so far, and taller than each of them.

#407 Agent Cooper

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Posted 09 July 2013 - 08:00 PM

Why is the Jenner so small? It should be almost as big as the Raven shouldnt it?

#408 Liquid Leopard

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Posted 10 July 2013 - 10:52 AM

Other valid questions, for which we have no answers, include:
"Why is the Centurion so much bigger than the Hunchback?"
"Why is the Awesome disproportionately wide?"
"If the Catapult is 65 tons, and the Stalker is 85, why is the Catapult a bigger target at all angles?"

Maybe PGI will rescale some mechs by the time of the launch in September. Maybe not. They have a lot to do by then, and I'm not getting my hopes up.

#409 Adridos

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Posted 10 July 2013 - 11:10 AM

View PostAgent Cooper, on 09 July 2013 - 08:00 PM, said:

Why is the Jenner so small? It should be almost as big as the Raven shouldnt it?

View PostLiquid Leopard, on 10 July 2013 - 10:52 AM, said:

Other valid questions, for which we have no answers, include:
"Why is the Centurion so much bigger than the Hunchback?"
"Why is the Awesome disproportionately wide?"
"If the Catapult is 65 tons, and the Stalker is 85, why is the Catapult a bigger target at all angles?"

Maybe PGI will rescale some mechs by the time of the launch in September. Maybe not. They have a lot to do by then, and I'm not getting my hopes up.


No offense, but isn't this thread the wrong place for such a discussion? :rolleyes:

#410 Nakamura Takeshi

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Posted 12 July 2013 - 03:00 PM

I was just wondering does anyone know of a viable path to import the animations of the 'mechs into Cinema 4d with Cryengine or without?

#411 Leafia Barrett

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Posted 13 July 2013 - 04:25 AM

So, I found this... thing while looking for a good screenshot of MWO:
Posted Image
and decided I felt like being silly, and creating it.

View PostSparks Murphey, on 17 February 2013 - 05:51 PM, said:

I don't think I've seen this mentioned before in the thread, but I figured I'd give a guide to the fourth type of texture file floating around in the assets, the [mech]_[part]_rgb. Unless you want a brightly coloured rainbow 'Mech, they aren't much use for direct colour, so what are they for? Well, the rgb files are the key to the mechlab's camospec system. You select colour 1, it gets mapped to the red channel, you pick colour 2, it gets mapped to green, and so on (note: I haven't actually checked to see which colours map to which channels, but that's the basic principle).
*snip because huge post*
Um... This is nice and all, but how do I use it to alter the actual textures? (3dsmax) Do I copy it over on top of the diffuse map before doing all that in GIMP, or is there some channel I add it to on the material in 3dsmax, or... what?

Edited by Leafia Barrett, 13 July 2013 - 04:38 AM.


#412 Sparks Murphey

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Posted 13 July 2013 - 06:55 AM

View PostLeafia Barrett, on 13 July 2013 - 04:25 AM, said:

So, I found this... thing while looking for a good screenshot of MWO:
Posted Image
and decided I felt like being silly, and creating it.

Um... This is nice and all, but how do I use it to alter the actual textures? (3dsmax) Do I copy it over on top of the diffuse map before doing all that in GIMP, or is there some channel I add it to on the material in 3dsmax, or... what?

If you're using 3DSMax, you can do the compositing directly in the material editor. Click the diffuse slot, and instead of selecting bitmap, choose "composite". This will create a stack you can put layers in much like the layers in GIMP. Each layer has a slot on the left hand side you can put maps into, such as the diffuse map for the 'mech, and a slot on the right for the opacity mask. Put the default diffuse map on the bottom layer, then add your repaint on the layers above using the mask to control their opacity. That way, the colour ends up where you want it.

It's also worth noting that you can use separate UV channels for each layer, so you can have your bottom layer be the default diffuse, the next layer for your overall repaint, and a third layer with a localised planar map on UV channel 2 and a neat decal. I'd love to show you what I mean, but I'm typing this on my phone, so it'll have to wait til I can get on the PC.

#413 Iink

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Posted 16 July 2013 - 11:39 AM

OK, I know this sounds really stupid, but I cannot seem to do anything past the initial finding of the files. My 7zip, CE3 and Noesis don't seem to like the .pak files that my game is installed as. Can anyone help?

Never mind, I fixed it.

Edited by Link2262, 16 July 2013 - 11:50 AM.


#414 Leafia Barrett

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Posted 16 July 2013 - 05:46 PM

Posted Image
What am I doing wrong? To clarify: It only does that in the render; it looks fine while modeling, as seen here:
Posted Image

#415 Sparks Murphey

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Posted 16 July 2013 - 09:17 PM

View PostLeafia Barrett, on 16 July 2013 - 05:46 PM, said:

Posted Image
What am I doing wrong? To clarify: It only does that in the render; it looks fine while modeling, as seen here:
Posted Image

Because the diffuse maps have an alpha channel in them, 3DS Max defaults to setting that to controlling their opacity (over a grey basic colour).

There was someone with a similar problem back in Feb, below is my more detailed reply.

View PostSparks Murphey, on 28 February 2013 - 03:54 AM, said:

The [...] likely cause is an oddity in the texture files themselves. Some of the textures, mainly the older ones, have alpha channels in them, which results in blank spots on the model. You'll need to open the settings for the texture and change the Alpha Source settings to "None" rather than 3DSMax's default of "Image Alpha" - the areas with full alpha otherwise appear in 3DSMax default grey.
Posted Image


#416 Theodor Kling

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Posted 17 July 2013 - 01:57 AM

View PostSparks Murphey, on 15 February 2013 - 06:03 PM, said:

And, since I had the bits lying around already, I give you the modified RVN-4X "Gauss Raven"
Posted Image

That one looks like it should spin wildly whenever firering that gauss :)

View PostBishop Steiner, on 16 February 2013 - 06:57 PM, said:

Should repaint that in Camacho's Caballeros colors.. that would be Lt. Cassie Suthorn's bicycle then... and you don't wanna make fun of that chica's bike!

I can pitcutre it :D Now imagine it ingame... Suthron on her bike chasing a preoccupied Atlas... good bikers can catch up with them depending on terrain :D

@All: Great stuff here :)

#417 Leafia Barrett

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Posted 17 July 2013 - 08:18 AM

Posted Image
I dare say this is actually starting to resemble a mech proper now.
Now for the hard part. ...I have no idea how to create a skeleton to rig it to, despite knowing how to rig things to an existing skeleton.

#418 Leafia Barrett

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Posted 18 July 2013 - 12:57 PM

So, while I wait for Heffay to finish (he graciously offered to rig it for me), I decided I'd try putting together the template mech in the game files, and it looks like it's a very early draft (like, MW2 polygon count early) of the Highlander. ...Which, considering the model file parts are prefaced with HGN, makes sense, I guess.

Posted Image
The mech has no textures associated with it aside from flat squares with "placeholder" across them
Posted Image
so I just arbitrarily assigned colors to different model parts (though all related parts are given similar colors, i.e. back torso is dark blue while front is teal). Obviously I'm not done, though.

#419 Sentinel373

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Posted 18 July 2013 - 01:19 PM

View PostLeafia Barrett, on 17 July 2013 - 08:18 AM, said:

Posted Image
I dare say this is actually starting to resemble a mech proper now.
Now for the hard part. ...I have no idea how to create a skeleton to rig it to, despite knowing how to rig things to an existing skeleton.


presenting the inner sphere megazord ;)
i love it ;)

#420 Leafia Barrett

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Posted 19 July 2013 - 01:49 PM

Ladies and gentlemen, I present:
Posted Image
The Mecha MCH-0B. The default template PGI uses for creating mechs, or I assume as such from the name of its folder (_mech_templates) and the placeholder graphics. It's a sketch of the Highlander (I guess the HGN was the first mech to be made in such a way?). I call it the Mecha MCH-0B because when the files aren't calling it a Highlander, they refer to it as either mecha or mch.

Posted Image
With colors to differentiate the model parts. It's worth noting that I had to fill in the stomach myself (nothing major, just a couple of polygons), where the dark blue patch is, as there was no model part that fit the gap.





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