#401
Posted 24 June 2013 - 08:09 PM
#402
Posted 28 June 2013 - 05:37 AM
SOUNDS
For all the animations/videos I've done, sound has been a big issue. I've been resorting to going in game, performing a few actions that match up with my desired goal, recording that, stripping out the sound, and then trying to make the video match up with the sound. A bit backwards, but sometimes it works out ok.
However, that's annoying when you have to drop and spend the first few minutes of the match off in a corner hoping you don't get sniped or other sounds creep into the recording. I've always wanted to use the game files, but... .fsb format? What the hell is that?
WELL I FOUND OUT!
http://aezay.site11....y/fsbextractor/
Introducing FSBExtractor. It does pretty much what you expect: Extracts sound clips out of FSB files! Now for your animations, you don't have to waste other people's match dropping time providing no value to your lance. You can dig up the sound files you need right from the game!
I won't go into the details about how to use this program or where to find the sound files, as if you read the original post you can pretty much figure that out. And BE SURE TO GIVE CREDIT to PGI and all rights holders if you use this!
Edited by Heffay, 28 June 2013 - 03:56 PM.
#403
Posted 28 June 2013 - 02:42 PM
I have found the start up sequence, it now plays when I log in to my computer.
This is a good day.
#404
Posted 04 July 2013 - 02:57 PM
#405
Posted 05 July 2013 - 01:34 AM
Skadi, on 04 July 2013 - 02:57 PM, said:
You mean these?
http://img856.images...6/6382/868r.jpg
http://img42.imagesh...2/5605/tvsm.jpg
#406
#407
Posted 09 July 2013 - 08:00 PM
#408
Posted 10 July 2013 - 10:52 AM
"Why is the Centurion so much bigger than the Hunchback?"
"Why is the Awesome disproportionately wide?"
"If the Catapult is 65 tons, and the Stalker is 85, why is the Catapult a bigger target at all angles?"
Maybe PGI will rescale some mechs by the time of the launch in September. Maybe not. They have a lot to do by then, and I'm not getting my hopes up.
#409
Posted 10 July 2013 - 11:10 AM
Agent Cooper, on 09 July 2013 - 08:00 PM, said:
Liquid Leopard, on 10 July 2013 - 10:52 AM, said:
"Why is the Centurion so much bigger than the Hunchback?"
"Why is the Awesome disproportionately wide?"
"If the Catapult is 65 tons, and the Stalker is 85, why is the Catapult a bigger target at all angles?"
Maybe PGI will rescale some mechs by the time of the launch in September. Maybe not. They have a lot to do by then, and I'm not getting my hopes up.
No offense, but isn't this thread the wrong place for such a discussion?
#410
Posted 12 July 2013 - 03:00 PM
#411
Posted 13 July 2013 - 04:25 AM
and decided I felt like being silly, and creating it.
Sparks Murphey, on 17 February 2013 - 05:51 PM, said:
*snip because huge post*
Edited by Leafia Barrett, 13 July 2013 - 04:38 AM.
#412
Posted 13 July 2013 - 06:55 AM
Leafia Barrett, on 13 July 2013 - 04:25 AM, said:
and decided I felt like being silly, and creating it.
Um... This is nice and all, but how do I use it to alter the actual textures? (3dsmax) Do I copy it over on top of the diffuse map before doing all that in GIMP, or is there some channel I add it to on the material in 3dsmax, or... what?
If you're using 3DSMax, you can do the compositing directly in the material editor. Click the diffuse slot, and instead of selecting bitmap, choose "composite". This will create a stack you can put layers in much like the layers in GIMP. Each layer has a slot on the left hand side you can put maps into, such as the diffuse map for the 'mech, and a slot on the right for the opacity mask. Put the default diffuse map on the bottom layer, then add your repaint on the layers above using the mask to control their opacity. That way, the colour ends up where you want it.
It's also worth noting that you can use separate UV channels for each layer, so you can have your bottom layer be the default diffuse, the next layer for your overall repaint, and a third layer with a localised planar map on UV channel 2 and a neat decal. I'd love to show you what I mean, but I'm typing this on my phone, so it'll have to wait til I can get on the PC.
#413
Posted 16 July 2013 - 11:39 AM
Never mind, I fixed it.
Edited by Link2262, 16 July 2013 - 11:50 AM.
#414
Posted 16 July 2013 - 05:46 PM
What am I doing wrong? To clarify: It only does that in the render; it looks fine while modeling, as seen here:
#415
Posted 16 July 2013 - 09:17 PM
Leafia Barrett, on 16 July 2013 - 05:46 PM, said:
What am I doing wrong? To clarify: It only does that in the render; it looks fine while modeling, as seen here:
Because the diffuse maps have an alpha channel in them, 3DS Max defaults to setting that to controlling their opacity (over a grey basic colour).
There was someone with a similar problem back in Feb, below is my more detailed reply.
Sparks Murphey, on 28 February 2013 - 03:54 AM, said:
#416
Posted 17 July 2013 - 01:57 AM
Sparks Murphey, on 15 February 2013 - 06:03 PM, said:
That one looks like it should spin wildly whenever firering that gauss
Bishop Steiner, on 16 February 2013 - 06:57 PM, said:
I can pitcutre it Now imagine it ingame... Suthron on her bike chasing a preoccupied Atlas... good bikers can catch up with them depending on terrain
@All: Great stuff here
#417
Posted 17 July 2013 - 08:18 AM
I dare say this is actually starting to resemble a mech proper now.
Now for the hard part. ...I have no idea how to create a skeleton to rig it to, despite knowing how to rig things to an existing skeleton.
#418
Posted 18 July 2013 - 12:57 PM
The mech has no textures associated with it aside from flat squares with "placeholder" across them
so I just arbitrarily assigned colors to different model parts (though all related parts are given similar colors, i.e. back torso is dark blue while front is teal). Obviously I'm not done, though.
#419
Posted 18 July 2013 - 01:19 PM
Leafia Barrett, on 17 July 2013 - 08:18 AM, said:
I dare say this is actually starting to resemble a mech proper now.
Now for the hard part. ...I have no idea how to create a skeleton to rig it to, despite knowing how to rig things to an existing skeleton.
presenting the inner sphere megazord
i love it
#420
Posted 19 July 2013 - 01:49 PM
The Mecha MCH-0B. The default template PGI uses for creating mechs, or I assume as such from the name of its folder (_mech_templates) and the placeholder graphics. It's a sketch of the Highlander (I guess the HGN was the first mech to be made in such a way?). I call it the Mecha MCH-0B because when the files aren't calling it a Highlander, they refer to it as either mecha or mch.
With colors to differentiate the model parts. It's worth noting that I had to fill in the stomach myself (nothing major, just a couple of polygons), where the dark blue patch is, as there was no model part that fit the gap.
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users