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

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#41 Nacon

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Posted 28 December 2012 - 08:47 PM

View PostAdridos, on 28 December 2012 - 04:28 AM, said:


Nice one. Is the Abrams scaled down or are the mechs really 20 meter tall (I mean, they are scaled to that pilot, but without knowing how teh pilot scales to the characters from other games, I wasn't sure)?

If it isn't, it would make one hell of a spectator mode from a normal FPS infantry camera. :ph34r:


I didn't change the scale, they're actuate. The ground is uneven, btw...

And those people, the pilot and the mechanic are from MWO. They were shown and used in making MWO's first teaser trailer.


But yes, they're in normal height like another characters for a game.

I have the access to everything except the map, scripts and few animations.

Edited by Nacon, 29 December 2012 - 04:25 AM.


#42 RotS Targe

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Posted 04 January 2013 - 01:11 PM

Any idea how to get variants?

#43 Seijin Dinger

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Posted 05 January 2013 - 09:26 AM

are map files available (and given permission to use) for scenery?

#44 Adridos

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Posted 05 January 2013 - 09:36 AM

View PostSeijin Dinger, on 05 January 2013 - 09:26 AM, said:

are map files available (and given permission to use) for scenery?

We'd have to create a file that loads a level. Devs deleted them so I don't know if it's possible.

#45 Seijin Dinger

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Posted 06 January 2013 - 06:21 PM

I keep getting "This file cannot be previewed" when opening the scale cgf file

#46 Adridos

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Posted 07 January 2013 - 03:50 AM

View PostSeijin Dinger, on 06 January 2013 - 06:21 PM, said:

I keep getting "This file cannot be previewed" when opening the scale cgf file

What re you opening it in?

CryEngine way or the Blender way?

#47 Seijin Dinger

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Posted 07 January 2013 - 06:07 AM

Thats as Im trying to open it with noesis v 4.02

#48 Adridos

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Posted 07 January 2013 - 01:32 PM

View PostSeijin Dinger, on 07 January 2013 - 06:07 AM, said:

Thats as Im trying to open it with noesis v 4.02

Do you have the plug-in from the second page placed in the right directory?

#49 Ironhawk

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Posted 07 January 2013 - 06:57 PM

This thread is epic!

#50 Seijin Dinger

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Posted 07 January 2013 - 09:41 PM

View PostAdridos, on 07 January 2013 - 01:32 PM, said:

Do you have the plug-in from the second page placed in the right directory?


...thanks *goes off to hide hide stupidity*
I thought the rest of the replies were just people showing their work so I didnt go past page 1 and the initial post with the directions

#51 Bishop Steiner

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Posted 07 January 2013 - 10:10 PM

View PostAdridos, on 07 January 2013 - 01:32 PM, said:

Do you have the plug-in from the second page placed in the right directory?

hey Adridos, took your scale a little further......
Posted Image

#52 Adridos

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Posted 08 January 2013 - 12:23 AM

View PostBishop Steiner, on 07 January 2013 - 10:10 PM, said:

hey Adridos, took your scale a little further......


Did you actually rescale those models, or did you just modify the image (probably the latter, but it doesn't hurt to ask, right?)?

Just looking at your scale, it has some problems, too. For instance, Centurion has Jenner's legs, or the Catapult's rockets must be stuffed really closely and receive a massive buff in the process. Cicada and Raven also get massive buffs and the former is too small for the arament it carries. :P

Edited by Adridos, 08 January 2013 - 12:24 AM.


#53 Heffay

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Posted 08 January 2013 - 08:34 AM

View PostJoe3142, on 07 January 2013 - 04:48 PM, said:

I had a quick play around with the raven in blender and got this out of it:

Posted Image


As the OP, I need to know how you got the skins to work out right. Did you make your own UV maps? Because explain how you're typing blind then. ;-) I want to use their skins, but I'll be damned if I can figure out how to get them to load up.

Edited by Heffay, 08 January 2013 - 08:34 AM.


#54 CutterWolf

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Posted 08 January 2013 - 09:24 AM

Need more ppl to post up finished high res renders of each mech please?? :)

#55 Kodiak Jorgensson

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Posted 08 January 2013 - 09:25 AM

View PostHeffay, on 08 January 2013 - 08:34 AM, said:


As the OP, I need to know how you got the skins to work out right. Did you make your own UV maps? Because explain how you're typing blind then. ;-) I want to use their skins, but I'll be damned if I can figure out how to get them to load up.


im no expert in blender but wouldnt it be a simple matter of creating a material for the mesh applying it, then adding in the texture files? which im assumeing that blender supports .DDS ,if not you can try loading them in photoshop and save them off into a diffrent format.

#56 Heffay

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Posted 08 January 2013 - 11:50 AM

View PostJoe3142, on 08 January 2013 - 09:37 AM, said:


These are the UV Maps that I found in the same folder as the actual model. The ones I used here were:
raven_body_ddn.dds & raven_body_dif.dds

The first thing I tried to do was just assign them in blender to the uv layout, but it did not work. After playing with the maps in GIMP for a couple of minuites, I realised that the maps are probably all rotated and flipped a bit wrong for blender or something, and it appears that they were.


Go into GIMP and open up the UV map, then select Image>Transform>Rotate 180, then after this, Image>Transform>Flip Horizontally, then re- saved the Image as something. Do this for both of the images.

After this, go to blender & Create a new material. Then go to the textures tab and create a new texture, then load up the diffuse UV Map and set the co-ordinates to UV. Do the same for the ddn file, but then scroll down to the bottom of the options in the Texture tab, deselect colour and select normal- then whack it up to 5 or something you like.

When you render you should now see that the model is textured. Also if it is too shiny just take the material specular intensity down. Hope it makes sense how I have written it :)


I can't thank you enough for this info. You've saved me dozens of hours of work. I'll update my original post with this info!

#57 Koniving

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Posted 08 January 2013 - 12:20 PM

The Noesis program on the listed website cannot "recognize" the cgf files of mechname_Scale.cgf

Has anyone found another program that works? Trying to export them.

#58 Seijin Dinger

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Posted 08 January 2013 - 12:30 PM

View PostKoniving, on 08 January 2013 - 12:20 PM, said:

The Noesis program on the listed website cannot "recognize" the cgf files of mechname_Scale.cgf

Has anyone found another program that works? Trying to export them.

check my question on that, and grab the plugin listed off on page 2

#59 Heffay

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Posted 09 January 2013 - 06:47 AM

Tutorial updated with the additional plugins needed (for GIMP and Noesis), and a new section on how to import the diffuse maps.

Come on, PGI, let's get a little sticky love here! :)

#60 Nakamura Takeshi

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Posted 09 January 2013 - 11:45 AM

I would love to see a sticky on this thread and will bookmark it until then. Great information here, I used the advice and was able to export a Caraphract 'mech into Cinema 4d with ease (with the plug-in), so far just the model no texture on it yet...but it was a very promising test run.

Is there any chance to export animation and other effects such as weapons fire as such from CE3 into another 3d program, or is the export for the static model only at this time?

Thanks in advance :).





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