Jump to content

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

Art Misc

2252 replies to this topic

#781 Goose Igaly

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 282 posts

Posted 07 March 2014 - 03:05 PM

Try this link to my photobucket: <a href="http://s105.photobucket.com/user/Goose29153/media/spiderscreencap.jpg.html" target="_blank"><img src="http://i105.photobucket.com/albums/m218/Goose29153/spiderscreencap.jpg" border="0" alt=" photo spiderscreencap.jpg"/></a>

same image, 1080p.

Edited by Goose Igaly, 07 March 2014 - 03:06 PM.


#782 Goose Igaly

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 282 posts

Posted 07 March 2014 - 06:11 PM

And here we go. Done using the updated importer script. Got more time invested in than was needed, but I made some goofs when exporting the files fresh. Heffay, your script is working beautifully.

Posted Image


Edit: Also

Posted Image

Edited by Goose Igaly, 07 March 2014 - 08:16 PM.


#783 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 10 March 2014 - 07:43 PM

Asset and Mech importer: UPDATED! Some pretty big bug fixes, especially in Asset Importer. Much more robust.

Asset Importer 0.92: Fixed objects that had only one material (lots of purchasables, for example). Fixed a bug where the wrong image file would be assigned to an object. Now can identify the material type (diffuse, spec, bump) and assign the proper nodes to it, instead of guessing based on position in array. Adds a line feed at the end to finish entering last item.

Mech importer 1.33: Fixed a bug where the wrong image file would be assigned to an object. Now can identify the material type (diffuse, spec, bump) and assign the proper nodes to it, instead of guessing based on position in array. Adds a line feed at the end to finish entering last item.

So what have I been doing with this? Nothing useful...

Posted Image

#784 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 11 March 2014 - 05:56 AM

I just noticed this: Apparently the current (latest) version of Blender (2.69) can natively read .dds files! With the proper amount of alpha as well!

What does this mean?

1) When you are batch exporting in Noesis, you don't need to convert all the .dds files to .png or .jpg (saves a LOT of time).
2) Since you don't have to convert, you don't have to worry about alpha issues (.png) or no alpha issues (.jpg)
3) When using mech or asset importer, set the $imageformat variable to .dds.

#785 Andreas80

    Member

  • PipPipPip
  • 51 posts
  • Twitter: Link
  • LocationGermany, Hesse, Darmstadt

Posted 11 March 2014 - 06:24 AM

TY for this thread, Just because of this I started with Blender.

Just 3 snippets from my current work:



Posted ImagePosted Image

Edited by Andreas80, 11 March 2014 - 06:24 AM.


#786 Iqfish

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,488 posts
  • Google+: Link
  • LocationGermany, CGN

Posted 11 March 2014 - 06:29 AM

View PostAndreas80, on 11 March 2014 - 06:24 AM, said:

TY for this thread, Just because of this I started with Blender.


This guy is doing an amazing job!
Hire him.

#787 Goose Igaly

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 282 posts

Posted 11 March 2014 - 09:52 AM

Heffay

Awesome stuff with the cockpit items. Thanks again for your continued work on this effort. I'm curious if you are using a skybox in that render or if you're importing into e CryEngine.

Also, awesome find on the native dds support.

#788 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 11 March 2014 - 10:12 AM

View PostGoose Igaly, on 11 March 2014 - 09:52 AM, said:

Awesome stuff with the cockpit items. Thanks again for your continued work on this effort. I'm curious if you are using a skybox in that render or if you're importing into e CryEngine.

Also, awesome find on the native dds support.


I just used a screenshot I took from in game and projected it onto a plane. ;) Nothing fancy.

#789 Goose Igaly

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 282 posts

Posted 11 March 2014 - 10:38 AM

Well, there's always that. I've thought about doing a cockpit render and using some custom stuff for the monitors. I don't think it would be hard to take some screenshots in game of the various monitors and then apply those screenshots as textures.

#790 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 11 March 2014 - 10:54 AM

View PostGoose Igaly, on 11 March 2014 - 10:38 AM, said:

Well, there's always that. I've thought about doing a cockpit render and using some custom stuff for the monitors. I don't think it would be hard to take some screenshots in game of the various monitors and then apply those screenshots as textures.


The monitor image files are somewhere in the game files as well. I toyed with the idea of making custom monitor images as well, but I'm not creative and I was running out of time as my wife wanted to give me the rundown of the latest episode of Dance Moms.


.... fml ;)

#791 Goose Igaly

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 282 posts

Posted 11 March 2014 - 11:37 AM

When you say they're in game (and I would assume such), do you think they're in the cockpit textures or do you think they'd be stored in the shared cockpit files someone posted about earlier? I'm at work right now but will look into this some when I get home.

#792 Cimarb

    Member

  • PipPipPipPipPipPipPipPipPip
  • Caladbolg
  • Caladbolg
  • 3,912 posts
  • Twitter: Link
  • Twitch: Link
  • LocationA hop, skip and jump from Terra

Posted 11 March 2014 - 12:31 PM

View PostHeffay, on 11 March 2014 - 10:54 AM, said:


The monitor image files are somewhere in the game files as well. I toyed with the idea of making custom monitor images as well, but I'm not creative and I was running out of time as my wife wanted to give me the rundown of the latest episode of Dance Moms.


.... fml ;)

I lost about three hours of robot reckage last night to see the Bachelor finale, so I feel your pain, lol...

#793 Nakamura Takeshi

    Member

  • PipPipPipPipPip
  • The Vicious
  • The Vicious
  • 177 posts
  • LocationNew Jersey

Posted 11 March 2014 - 12:46 PM

View PostAndreas80, on 11 March 2014 - 06:24 AM, said:

TY for this thread, Just because of this I started with Blender.

Just 3 snippets from my current work:


I like the animation and the shadows cast on the table, great detail and great work!

#794 Iqfish

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,488 posts
  • Google+: Link
  • LocationGermany, CGN

Posted 12 March 2014 - 04:55 AM

This is what Andreas80 and RogerHawk did for our unit!

Posted Image

Again, Thanks Heffay for the awesome tutorial, without you this would not be possible.

#795 baabaa214

    Member

  • PipPipPipPipPipPip
  • 304 posts
  • LocationCentral Texas

Posted 12 March 2014 - 12:41 PM

Getting close.
Heffay; wanted to say thank you for your hard work on the videos; they REALLY help!!.

I have about finished the fully animated version of the Catapult. I applied the bones to the Catapult and controllers.

:D ;) :lol: :o

#796 Andreas80

    Member

  • PipPipPip
  • 51 posts
  • Twitter: Link
  • LocationGermany, Hesse, Darmstadt

Posted 14 March 2014 - 02:24 AM

Hello Heffay :P

Up to now i had built the assets and mechs by hand respectively with the xls helper. So thanks a lot for your importer PS Script :lol: (I'm thinking about an automatic rigging code fore some days, maybe i can help?)

Building an Mech is pretty easy BUT building the assets is a little bit more difficult. F.E. The Main Antenna on the Moon Map consists of several parts.
I'd like to believe there is a little minion in my PC who is building the assets from a earlier screenshot every time i play MWO but realistically be seen i guess he has some kind of blueprint with every instruction. So do YOU know where these Blueprints are stored?

#797 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 14 March 2014 - 05:25 AM

View PostAndreas80, on 14 March 2014 - 02:24 AM, said:

Hello Heffay :P

Up to now i had built the assets and mechs by hand respectively with the xls helper. So thanks a lot for your importer PS Script <_< (I'm thinking about an automatic rigging code fore some days, maybe i can help?)

Building an Mech is pretty easy BUT building the assets is a little bit more difficult. F.E. The Main Antenna on the Moon Map consists of several parts.
I'd like to believe there is a little minion in my PC who is building the assets from a earlier screenshot every time i play MWO but realistically be seen i guess he has some kind of blueprint with every instruction. So do YOU know where these Blueprints are stored?


That I'm still trying to figure out. For the mechs, the blueprint is the .cdf file. For game assets, I'm still not sure. This is also a problem in Star Citizen, where ships get exploded into 500 parts far apart, and while I'd like to be able to blow up ships, I'd prefer it to be on my own timing. :lol:

I have some leads I'm tracking down; there are some xml files that contain some positional data for maps (under levels/<mapname> that I think tells the engine where to put down sprites, decals, effects, etc. I'd love to find something like that which shows where all the objects go as well on a map, or the relative positions for non-mech assets like the radio dish. Still digging though.

#798 Goose Igaly

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 282 posts

Posted 14 March 2014 - 08:01 AM

So here's a question:

I've rendered multiple mechs in the same project before, but I had to import each one separately and do their texturing after import. I'm curious if there is a way to export a built/textured/rigged mech as a single object that can be imported into projects without having to run the import script each time. Would allow us to build the mechs and save them in way that we can simply import them into future projects. Also get problems when trying to import 2 of the same mech into 1 scene (the .001 issue), but I think that has to do with importing files with identical names.

Also, I've seen some nice looking projects in here that has had textured grounds. Are you guys able to import a map ground into blender or are you loading it up into CryEngine SDK. I started downloading the SDK last night but got wrapped up in other things.

#799 Heffay

    Rum Runner

  • PipPipPipPipPipPipPipPipPipPip
  • The Referee
  • The Referee
  • 6,458 posts
  • LocationPHX

Posted 14 March 2014 - 08:10 AM

For reusing assets, use the append function, just above import and export. You then go to the blend file, which blender treats like a file system. Dig into the objects portion (for assets) or armature (for rigged mechs). It'll make a copy of the object in your current scene.

You can also use the link function, which does essentially the same thing but always references the original blend file. That way if you make a change to the original object, it'll automatically be reflected in all the other blend files you have it linked.

#800 Goose Igaly

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 282 posts

Posted 14 March 2014 - 09:19 AM

Thanks. I'll give this a run when I get off today.





8 user(s) are reading this topic

0 members, 8 guests, 0 anonymous users