#481
Posted 06 September 2013 - 01:09 PM
(For anyone interested, the instructions in the OP also work just fine for Star Citizen. )
#482
Posted 06 September 2013 - 01:31 PM
Heffay, on 06 September 2013 - 01:09 PM, said:
(For anyone interested, the instructions in the OP also work just fine for Star Citizen. )
omg heffay thats awesome. now for that i would get into start citizen. RSI should just buy IGP, then use then star citizen game to make dropships for CW where then you need to have dropship and fighter pilots to hold the worlds while the mechs fight on the planet. NOW THAT i would bankrupt my account for.
#483
Posted 08 September 2013 - 09:55 AM
Honestly, the only reason the left hand is unclenched is to show that yes, the hands are articulated.
I dunno how to do smoke.
#484
Posted 08 September 2013 - 11:08 AM
Thank you XD
#485
Posted 11 September 2013 - 07:55 PM
http://source.crydev...08113&view=next
I will be waiting
#487
Posted 11 September 2013 - 09:40 PM
gavilatius, on 11 September 2013 - 07:55 PM, said:
http://source.crydev...08113&view=next
I will be waiting
Wait, the CryExport for 3DS Max 2013 is out. Woo! It was nowhere to be seen a couple of months ago.
#488
Posted 15 September 2013 - 05:29 PM
#489
Posted 18 September 2013 - 07:27 PM
#490
Posted 18 September 2013 - 08:31 PM
gavilatius, on 18 September 2013 - 07:27 PM, said:
If you're looking for a config file for the JagerMech, you'll find a table with the positions and quaternion rotations of the parts in jagermech.cdf in the jager's folder. You can learn about quaternions either here (for the mathematically advanced) or here (for the slightly less mathematically advanced). Or just do what I do and position them by hand.
If you're after a CGF file (as opposed to a CFG), there isn't one. Unlike the earlier models, the JagerMech and later 'Mechs in general don't have a single centralised .cgf file containing the 'mech as a single-piece mesh. Instead, they come as multiple .cga files for each seperate component. If you rename those files to .cgf (NOT IN YOUR GAME DIRECTORY, THAT'LL BREAK THE GAME), Noesis should be able to open them just fine.
#491
Posted 18 September 2013 - 08:31 PM
Edited by kiriage, 18 September 2013 - 08:32 PM.
#493
Posted 18 September 2013 - 08:32 PM
Goose Igaly, on 15 September 2013 - 05:29 PM, said:
My guess is you're using the composition nodes, not the material nodes.
You probably have the left one selected, and you need the right one.
#495
Posted 18 September 2013 - 08:40 PM
Sparks Murphey, on 18 September 2013 - 08:31 PM, said:
If you're after a CGF file (as opposed to a CFG), there isn't one. Unlike the earlier models, the JagerMech and later 'Mechs in general don't have a single centralised .cgf file containing the 'mech as a single-piece mesh. Instead, they come as multiple .cga files for each seperate component. If you rename those files to .cgf (NOT IN YOUR GAME DIRECTORY, THAT'LL BREAK THE GAME), Noesis should be able to open them just fine.
I already have the objects file on another HDD
so if I were to get the whole Jagermech in 3DS max I would have to rename all the CGA files to CGF, reformat them all to OBJ or FBX and then import each and every single part of my choice into MAX and the assemble it?
geebus
#496
Posted 18 September 2013 - 08:52 PM
gavilatius, on 18 September 2013 - 08:40 PM, said:
I already have the objects file on another HDD
so if I were to get the whole Jagermech in 3DS max I would have to rename all the CGA files to CGF, reformat them all to OBJ or FBX and then import each and every single part of my choice into MAX and the assemble it?
geebus
Yep.
I did it recently with the Quickdraw, and it took most of a morning. The script-savvy could probably write a script to automate some of it, but I'm not amongst them.
kiriage, on 18 September 2013 - 08:36 PM, said:
Don't tell anyone, but I've actually got a green belt in ninjutsu. Which mostly means I can quite effectively run away in fear, but still.
#497
Posted 18 September 2013 - 09:04 PM
Also, if you have a macro keyboard renaming all the stuff is quick. At least that's 2 out of 3 tedious steps to skip. Or I'm sure you could find a similar macro script or program that doesn't require any scripting abilities.
just do: macro start:
<f2> (rename)
<end>
<backspace> to get rid of the A in CGA
<F> to make it CGF
<enter>
<down arrow> to go to the next file.
Macro end.
Hit that button a buncha times until you have all your stuff renamed.
I don't recall if there was a batch importer for max, but importing a bunch of OBJ's isnt too bad, since you can rename/reposition anyways.
#498
Posted 18 September 2013 - 09:13 PM
Valcrow, on 18 September 2013 - 09:04 PM, said:
You can fix that by changing where it writes the output. By default the output path is:
$inpath$\$inname$_files\$inname$out.$outext$
Change it to:
$inpath$\$inname$.$outext$
It'll put the .obj files in the same directory as the .cgf files.
#499
Posted 18 September 2013 - 09:49 PM
Sparks Murphey, on 18 September 2013 - 08:52 PM, said:
Don't tell anyone, but I've actually got a green belt in ninjutsu. Which mostly means I can quite effectively run away in fear, but still.
Yes, but you're running away in fear like a ninja!! Which is an entirely different and altogether legitimate pastime.
#500
Posted 19 September 2013 - 05:32 AM
If anyone is looking for general use lasers, the Kintaro's arm-mounted energy weapon models work wonders for externally mounted ones (i.e. arm), and the Stalker's side torso lasers (I forget the variant, 5 something) are good for large torso weapons. The Kintaro also has a great arm-mounted PPC.
Arm is using resized Kintaro lasers, chest is using Stalker laser.
Kintaro PPC.