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

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#561 Heffay

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Posted 02 November 2013 - 05:45 PM

View PostTHATONE, on 02 November 2013 - 03:57 PM, said:


Could you expand on that Excel part? I've gotten the position/rotational data out into a text file like you do in the video. Could you link the contents of what's in each cell (I'm assuming Blender operators, but I have no clue on how to use them correctly).

From what I understand, Heffay's quick code also eliminates the misc stuff included in the .cdf file. But what to do once I get those coordinates?



I'm going to make a video to explain how to use it. But essentially, once you have the text, you can just cut and paste it into the Blender Python console. It'll import, rotate and translate everything you need.

#562 Tekadept

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Posted 02 November 2013 - 06:06 PM

Here is a google spreadsheet to help you out hopefully.

Mech Blender Helper

#563 Level1Firebolt

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Posted 02 November 2013 - 06:24 PM

Thanks guys!

#564 Level1Firebolt

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Posted 03 November 2013 - 10:31 AM

So I tried that excel spreadsheet with the jagermech (my next printed miniature, I think):

It works, mostly. Of course, the jagermech cdf file includes ALL possible guns and missile bays, so it's just about picking out which guns I want on the mech. Some items didn't place correctly as you can maybe tell by the photo (like the rear torso), but that's easily correctable within Blender itself.

This is definitely awesome; this means I can now print any mech instead of just the pre assembled ones!

Posted Image

Edited by THATONE, 03 November 2013 - 10:36 AM.


#565 Tekadept

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Posted 03 November 2013 - 03:50 PM

OH sorry forgot to mention, you will find the odd case where parts wont import properly. What is happening here is that OBJ file contains 2 Objects, and they both are named differently to the filename. ie sometimes a autocannon is 2 parts, the "mount" and the barrell. What i do in those cases, is just copy and past the import only part, then i PARENT one part to another, then i select the parent object, then copy and paste the rest of the python which does the rotation and placement.

For the multiple weaponry, i use all the layers to store all that stuff, ie 1 layer for PPCS, 1 for missiles etc etc, then i do a layer copy of just the weaponry i want to another layer and merge with the chassis.

#566 Kayzu

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Posted 08 November 2013 - 01:32 PM

Guys I checked all files of the client now but plz could you tell me where I can find the Model for the "Clamp" which holds the Mechs which is shown on Page 19??? Or let´s say its the Crane which holds the mech before he drops them.
Would be great if anyone could tell me that.
Thanks

Edited by Kayzu, 09 November 2013 - 02:18 AM.


#567 baabaa214

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Posted 09 November 2013 - 07:54 AM

Going through the updated Catapult files and doing some editing and modifying.
Here is the mkIII Catapult.

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#568 Heffay

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Posted 13 November 2013 - 09:07 PM

Ah, the fun you can have with Blender. This style (or something similar) will be used quite a bit in our next music video project!



#569 Lord Perversor

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Posted 26 November 2013 - 09:56 AM

View PostHeffay, on 13 November 2013 - 09:07 PM, said:

Ah, the fun you can have with Blender. This style (or something similar) will be used quite a bit in our next music video project!




I have an odd feeling about a Gank or Poptart on me video.... :P

#570 Aiden Whitefield

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Posted 28 November 2013 - 11:14 AM

View PostTekadept, on 02 November 2013 - 06:06 PM, said:

Here is a google spreadsheet to help you out hopefully.

Mech Blender Helper

How exactly do I go about implementing that into Blender? is there a tutorial or a read-me or something I could look at?

#571 Level1Firebolt

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Posted 29 November 2013 - 07:17 AM

Save the video he posted a few pages ago. He imports a shadowhawk very quickly, but it's not hard to follow if you pause the video at each of his steps.

#572 Heffay

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Posted 29 November 2013 - 06:11 PM

View PostAiden Whitefield, on 28 November 2013 - 11:14 AM, said:

How exactly do I go about implementing that into Blender? is there a tutorial or a read-me or something I could look at?


Here's the link to his video:

http://mwomercs.com/...ost__p__2847283

Here's my powershell script that can do all that just through powershell, which you can copy/paste right into Blender:

http://mwomercs.com/...ost__p__2874312

I still owe a few people a video on how that works, but... read the code? B)

Edited by Heffay, 29 November 2013 - 06:13 PM.


#573 Eleventor

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Posted 20 December 2013 - 07:22 AM

View Postkuangmk11, on 22 October 2013 - 03:25 PM, said:

Decided to install the SDK and do some messing around today (bye bye day). Thanks for all the tips in this thread!

Why can't PGI's levels look as good as the demo level? ;)

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Its fun running around at human size with all the mechs around. MWO doesn't give you a good idea of how big the mechs really are. I even added in some of the ai guys so I would have something to shoot at. Unfortunately the way I added the mechs in there are no collisions for some reason so the ai shot me through the mechs.... cheaters.

full album here

and a video (first 2/3 came out pretty dark, I turned the sun on at the end:



If i place an Awesome In the world, i can see it from the distance, but if i go near it, it magicly disappears.....

#574 kuangmk11

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Posted 20 December 2013 - 11:22 AM

View PostEleventor, on 20 December 2013 - 07:22 AM, said:


If i place an Awesome In the world, i can see it from the distance, but if i go near it, it magicly disappears.....

I was having an issue like that as well and I never figured it out. I am a total novice in cryengine though. Maybe somebody else here knows how to fix it?

for me It worked fine for a while and then all the mechs in the "bay" part of the level started to disappear as I got close to that stalker on the hill.

Try starting from a clean unedited demo level.

#575 Leafia Barrett

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Posted 22 December 2013 - 12:46 PM

So, uh... I don't use Blender. Like, at all. Is there a way to use that script for 3ds Max? It would make assembling mechs not take me 2 days to get the legs, toes, etc. right.

#576 Adridos

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Posted 22 December 2013 - 01:20 PM

View PostLeafia Barrett, on 22 December 2013 - 12:46 PM, said:

So, uh... I don't use Blender. Like, at all. Is there a way to use that script for 3ds Max? It would make assembling mechs not take me 2 days to get the legs, toes, etc. right.


You'd have to download a Python extension (only 2014 version has it, AFAIK) and then modify the script to suit 3Ds Max.

... in other words, you're better off writing a completely new one.

Or get Blender (it's a really tiny piece of software... less than 100MB), spend a few minutes to figure out the basics (where to find console, how to assemble the model and how to export) and then simply import the created .obj into Max. That is assuming you don't know how to write in MAXScript, nor can you find anyone to write it for you.

Edited by Adridos, 22 December 2013 - 01:39 PM.


#577 Dillek11

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Posted 22 December 2013 - 04:51 PM

Hi,

Very interesting thread, I have been following it and playing with the models a little, however there seems to be no easy way to extract the newer version... I think this has been answered somewhere in the thread, but I haven't found a clear answer... How do I import the models that don't have the _scale extention? Do I have to import every part and put it together?

#578 Sparks Murphey

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Posted 22 December 2013 - 04:57 PM

Yep, you will. Heffay's got a script that'll make things easier for Blender users, but 3DS Max or other software users will have to eye ball it (I'm considering learning MAXScript to throw something together myself).Be aware that some of the _scale models are also not representative of the in-game meshes, for example the Catapult's cockpit is too wide in the _scale version, while the Atlas is missing fingers in the _scale version.

#579 Dillek11

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Posted 22 December 2013 - 05:10 PM

Thanks Sparks...

Autodesk users get no love... I will see what I can do with Maya.

#580 Heffay

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Posted 24 December 2013 - 03:49 PM

Made a video for the steps discussed in the original post. This is part 1 of a 3 part training series on how to do this. The 2nd part will be about getting the latest game files into Blender using the script I wrote (and thanks to Tekadept for showing me the way), and the 3rd part will be rigging the mech and simple animations. Enjoy!







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