Recently started looking into doing this because of the clan mechs. So I'm not sure if someone has done this already, but posting anyway.
Created a little python script for GIMP to simply camo modding, it creates a base black layer for testing and creates a red, green, and a blue layer that is desaturated. If I can get it to auto-adjust the curve or level to appropriately scale the layers with actual user input, this could turn an rgb.png camo file into a gimp file ready to edit. All you would need to know how to do is use the GIMP paint bucket, and know how to flatten an image if you aren't saving in jpg and you are good.
Load up the rgb file, and paste this into the python console and then just press enter (once, or twice just to be sure) and it allows you to skip a few steps, now to see if I can't take it further.
My issue is not necessarily the look, but the size. The double-barreled look of the UAC10/20 actually looks SMALLER than the gatling-look of the UAC5. That is what I don't like. I would prefer it be roughly 50% bigger, or a 50% bigger version of the UAC5 (with more barrels, ideally).
That depended exclusively on the model in MWO. (In fact at least one mech does have a 3 barrel UAC/10; I was horrendously disappointed when I saw it, "Okay that's just the same model for UAC/2, 5, and 10, just slightly thicker." Then I did it on another mech, and I was like (*o)_(*o) "I wants!")
I can agree though the scale between weapon models in MWO is beyond wonky. Now if different variants were truly different that'd be awesome!
Spoiler
Say a Raven 4x's AC/20 being lower caliber and spamming more shots at less damage per shot than a bigger mech's AC/20, or the 100mm Deathgiver [Atlas; 15 shot at 1.333333333333333 damage per shot] compared to the King Crab's 120mm Deathgiver [12 shot at 1.666666666666667 damage per shot], then compared to the Crusher Super Heavy AC/20 (150mm, 10 shots at 2 damage) and finally to the Chemjet Gun (185mm, 4 shot burst of 5 damage per shot).
Gotta say you'd react to every AC based on how big it is. Of course, the heavier it is the more adverse its effects.
Then there's the burst fire (with reloads) versus the automatics (belt/chain fed, better fire control).
If an AC/10 of 80mm came in both burst and automatic:
The burst would pump out damage in a much shorter period of time, but leave you unable to fire while it changes magazines [cassettes].
The automatic would pump it out slower, but like an MG slinging Sabot HEAP rounds the only pauses would be between shots as each one gets chambered and fired. While not as good at 'burst damage', it'll be much more readily available for spam fire and you'll have better ammunition control.
Between the two, burst fire is much better for urban combat and areas where you can pop in and out of cover. The automatic would probably be better suited for open field combat.
Once I can really sit down and dissect how to slap mechs together (gotta learn how to use Blender just enough to use Heffey's script, then convert it all to OBJ or 3DS files, then I can do whatever I want with them and maybe work on my own little animated videos. Still in love with the idea of the airborne Blackjack realizing he's about to be hit with something nasty in a low gravity environment, then using his burst fire AC/2s to begin changing direction to turn what would have been a direct hit into a glancing blow; saving him from the fate of eternally spinning through space with no way down).
Alright, finished messing with this little script, as with before, just copy and paste the script into the python console in gimp after loading up an rgb camo and this should do all the dirty work for you, though it may need some adjustment on some of the math, it seems to do alright. Tried to comment so those with a little knowledge can understand what is going on or those with better knowledge can improve.
Slight warning, this applies the camo treatment to ALL images currently loaded into GIMP so if you have other stuff loaded as well, it may do some funky but hopefully reversible stuff to them. It also makes it so if you loaded all the camos, you can 'convert' them in one swoop.
I am having some problems with that one. I exported it as an object file and imported that into 3DS Max, and got this: http://i292.photobuc...zps105e104c.jpg
I am having some problems with that one. I exported it as an object file and imported that into 3DS Max, and got this: http://i292.photobuc...zps105e104c.jpg
It looks like the normals on the duplicate cannon got flipped when you mirrored it. To fix it in 3DS Max, select all the faces of the second cannon in face or element sub-object mode, then click the Flip button on the rollout.
K, I got to page 20 then jumped to the end to see if this thread was "still alive!".. since it's not all that long ago since the last post, I'll ask here..
I have a need for all the mechs in thumbnail format, like what we see in the mech lab picker.. just need all the basic mechs (don't need hero/champion version)... but I can't find a good source of "all of them" anywhere.
I'm presuming that since you guys are pulling object model data out of files that it should be a simple matter to grab all the icons/thumnails for all the mechs (I'd guess they have the 2d images in the assets someplace, as oposed to having to pull the model, render it, then save a cap of it). I've found a good number of them already, but I don't have the complete list.
Anyone know how I can pull them from the .pak files, or know where a nice -full- list of the images/icons are?
Edited by CmdrPoopyPants, 12 July 2014 - 02:10 PM.
If you cant finc those, couldnt you just make the Thumbnails? Skin the mechs and then export a pic
Sure, but that's a LOT of work for something that should already exist. In fact, I pulled quite a few from smurfy-net's site, but I just have the base list at present (and not every one, I don't think).. What I might do is just pull all of them from there; it will take longer than just exporting everything from a game file, but it will be a lot quicker and easier than rendering every mech through 3 or 4 tools just to save an icon. (I don't have all the tools needed, nor the skill set to quickly load/skin them in those tools.. it would be quite the endeavor for me, at present).
Looks to have everything there, as used on our stats/profile pages for our owned mechs..
guess that solves that
Edit: I saved a copy of all the images.. that's around 40 meg at the 500x500 resolution for most of them. I didn't want to have that much pulled into my app, so I ran them all through Gimp (with BIMP plugin for batch processing) and set them all to 100 high (scale width with locked aspect ratio). The final result are .png files that are slightly cleaner than what I got from other locations, so I'll be using these in my app.
final size is just over 2.5 meg for all 235 images (got a few founder, and a few generic in there too). I have the zip up on the web here: https://www.amazon.c...xR4Igczufu2EJ98 if anyone is interested in the full current set (including clan w/ gold as well)
Edited by CmdrPoopyPants, 13 July 2014 - 02:42 PM.
I dont have the talent for this, but i was curious if anyone here is willing to create this using the ingame assets (obv dont haft to use the MG models all considered, just need 7 barrels)
And for those who are curious, its a custom Warhawk hero mech i made, although something like this will never happen i decided to do it anyway.
I dont have the talent for this, but i was curious if anyone here is willing to create this using the ingame assets (obv dont haft to use the MG models all considered, just need 7 barrels)
And for those who are curious, its a custom Warhawk hero mech i made, although something like this will never happen i decided to do it anyway.