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

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#721 ssm

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Posted 14 February 2014 - 03:02 AM

View PostIacov, on 14 February 2014 - 12:48 AM, said:

don't know how to fix it, but be careful with the right torso and the left arm
the right torso still has the "closing" part...therefore it will cut off most off the ppc underneath
the same with the left arm: a missile box is still active and you'll miss out the nicely articulated ppc
and beneath the left torso, there's still another LRM launcher...that's why it is part black part grey....

haven't yet tried to flip normals in blender
but try hitting space...type flip ... and see what options it gives you for choice
maybe flipping normals really does the trick

I do know all of this - I just made this screenshot before any kind of cleanup to illustrate "black parts" problem. Fortunately, it looks as it's like Heffay said - it a display bug - When I export models into .stl to make some cleanup in netfabb, they do not appear there.

#722 Heffay

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Posted 14 February 2014 - 06:54 PM

I checked the normals (you have to do it in Edit mode), but they are all pointing in the right direction. It's weird. Gets in the way of assigning the proper material for the black objects, but it's not too annoying.

#723 Pando

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Posted 14 February 2014 - 10:31 PM

View PostBhael Fire, on 30 October 2013 - 02:03 PM, said:


That's awesome. REALLY wished the lighting could be this good in MWO's levels.


agree, that scale is amazing

#724 Iacov

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Posted 15 February 2014 - 08:47 AM

have encountered the black boxes too...they go away as soon as i join the parts...weird xD

but i've run into a much greater issue and i don't know where the error is
when i import the catapult, i have found at least 2 spots where something has gone wrong
first is the calf
Posted Image
its not aligned properly and you have to move the calf by hand a few units to the left

the second is in the catapult's back
Posted Image
the gap is not the same at those two regions and of course everwhere else down from this spot

moving the calf is easy and does not seem to interfer with anything else in the model
if i move the rear torso to decrease the gap on the right side, i tear open a whole bunch of holes in the model

the catapult_scale.obj does not have this issue

is the .cdf wrong?
have i messed up something?
or should i "update" the (copied) game files i use?
if you guys import the catapult via script, do you have the same problem-spots?

Edited by Iacov, 15 February 2014 - 08:47 AM.


#725 Heffay

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Posted 15 February 2014 - 09:05 AM

Looks like you have it set to perspective mode? It could be that the camera is not lined up perfectly with the midpoint of the middle object, making it look like there is a gap. Or there could actually be a gap, and it's just the way the models are. I'll take a look later.

#726 Iacov

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Posted 15 February 2014 - 09:33 AM

thanks:)
I thin there actually is a gap... or at least a misalignment on the calf, because this one is obvious
I just don't think that it might be something with the script... I rather think that there's something awry with the cdf (mistake from pgi maybe?) the scale model seems to be fine though... But there's no way I see to properly attach/align the k2 parts to it though
am excited what you find... maybe it's only something with my (older) object files

it does not seem to be the game files...
just converted the up2date files and the problem persists
i think it might be an error by pgi
just wondering why the catapult_scale.obj is "perfect"...just with a lot of holes xD

edit: apparently the catapult_scale model seems to be a very old one...with a very bright cockpit in comparison to the script-assembled catapult

Edited by Iacov, 15 February 2014 - 10:32 AM.


#727 Level1Firebolt

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Posted 15 February 2014 - 03:22 PM

The gap is not a huge problem is it? The way you describe it there only seems to be a few pieces that are off. Just move them and you should be fine, at least 3d printing wise. Especially with the smaller gaps, given the resolution of the printer you would barely notice them anyways.

#728 Pando

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Posted 15 February 2014 - 03:29 PM

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? ;)

Posted Image
Posted Image
Posted Image
Posted Image

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:




The scale is what has be my the balls. It looks amazing, thanks for taking the time to put it together.

#729 Andodx

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Posted 16 February 2014 - 01:14 AM

So, Pando basically presents us the proof that PGI/IGP, who ever is really in control of the development, does not want to make the game MWO could be, simply because they are not committed enough to care for the details the engine could supply?

My motivation to spend money or just play MWO just decreased further....

#730 Iacov

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Posted 16 February 2014 - 02:09 AM

View PostAndodx, on 16 February 2014 - 01:14 AM, said:

So, Pando basically presents us the proof that PGI/IGP, who ever is really in control of the development, does not want to make the game MWO could be, simply because they are not committed enough to care for the details the engine could supply?

My motivation to spend money or just play MWO just decreased further....

if you want to exclude a lot of players that simply don't have the necessary hardware for such detail...yeah, go ahead, pump up the detail level

#731 Heffay

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Posted 16 February 2014 - 05:16 AM

View PostAndodx, on 16 February 2014 - 01:14 AM, said:

So, Pando basically presents us the proof that PGI/IGP, who ever is really in control of the development, does not want to make the game MWO could be, simply because they are not committed enough to care for the details the engine could supply?

My motivation to spend money or just play MWO just decreased further....


If they made maps with that level of detail, no computer on earth would be able to model a 12v12 match. Not even a 4v4.

#732 Arkatrex

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Posted 16 February 2014 - 05:20 AM

View PostIacov, on 16 February 2014 - 02:09 AM, said:

if you want to exclude a lot of players that simply don't have the necessary hardware for such detail...yeah, go ahead, pump up the detail level


/irony on: Why it doesn't run on my Nintendo Entertainment System ;-(((( /irony off

*move hands mystically* A brand new invention: options to set the level detail. Not seen yet? Welcome to the present.

View PostHeffay, on 16 February 2014 - 05:16 AM, said:


If they made maps with that level of detail, no computer on earth would be able to model a 12v12 match. Not even a 4v4.


Erm...that isn't right. But with the speed they're developing on MWO, the project will not be finished until 5th November 3050 ;-)

Edited by Arkatrex, 16 February 2014 - 05:21 AM.


#733 Heffay

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Posted 16 February 2014 - 05:42 AM

View PostArkatrex, on 16 February 2014 - 05:20 AM, said:

Erm...that isn't right. But with the speed they're developing on MWO, the project will not be finished until 5th November 3050 ;-)


The gun in those scenes is made of over a thousand polygons. If they created that many objects of that size in the MWO levels, there is no amount of LOD objects you could make that any i7 with a 780Ti could handle.

The test level is designed to show what Cryengine is capable of for human sized players. It's a tiny fraction of the size of an MWO map. While it looks good for taking pretty pictures, it is not a realistic example of what MWO could look like.

#734 Saggachi

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Posted 16 February 2014 - 09:58 AM

Is posting the .blend file with all of the mechs' and textures on them not allowed?
Why are we individually ripping the same game of it's files instead of working out of a pool?

#735 Heffay

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Posted 16 February 2014 - 10:31 AM

View PostSUBWAYJAROD, on 16 February 2014 - 09:58 AM, said:

Is posting the .blend file with all of the mechs' and textures on them not allowed?
Why are we individually ripping the same game of it's files instead of working out of a pool?


I think if you did that, you'd run into some issues with distribution as opposed to accessing something you already have.

Of course, if someone wants to make & host a pool, I'd have no problem using those assets as well. But right now I don't really want to play around in legal uncertainties.

#736 MechWarriorZero

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Posted 16 February 2014 - 10:52 PM

its too hard for me to do, can you send me the files already done so I can import them to cryengine 3

#737 Iacov

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Posted 17 February 2014 - 12:52 AM

to be honest, it is quite fun to learn how to do it yourself
it took me quite some time and i still don't really understand what i am doing, but you learn a lot, when working with 3d programs
the ability to (at least basically) use 3d programs will be as obvious as it is using photoshop-esque today

heffay has already done the most time consuming part:
he invested his time to not only write a script that makes assembling mechs as easy as baking a frozen pizza, but he took his time to record tutorial videos that basically to the work for you

in the beginning i also thought it was to hard and/or too difficult...but once the first few steps are taken, it becomes more and more self explanatory

#738 MechWarriorZero

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Posted 17 February 2014 - 04:36 AM

We'll I don't have the skills or the knowledge to do it

#739 Heffay

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Posted 17 February 2014 - 04:51 AM

View Postthemechwarriorzero, on 17 February 2014 - 04:36 AM, said:

We'll I don't have the skills or the knowledge to do it


Then what are you doing to do with it when you get it into Cryengine?

#740 MechWarriorZero

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Posted 17 February 2014 - 05:19 AM

Probley videos, turn them into AI's and have them move around?





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