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

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#461 Sparks Murphey

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Posted 17 August 2013 - 08:50 PM

View PostLeafia Barrett, on 16 August 2013 - 04:48 AM, said:

So apparently there's not a single word anywhere in existence that explains how to make this not happen with any number, type, placement, size, or distance of light(s).
Posted Image
I have looked ****ing EVERYWHERE, and there's absolutely nothing.

Has your exposure control been accidentally messed with? If it's been set to an outdoor setting and you don't have a sun or similar in the scene, the lights may need to be hundreds or thousands of times more powerful to produce a visible result, though if you take all of the lights out, 3dsMax adds a default point light at the camera to light the scene with an intensity of "whatever is enough". The easiest way for this to accidentally happen in 3dsMax is to drop a sunlight or daylight system into the scene, click through the dialogue box that pops up that recommends changing the exposure settings automatically for you, and then delete the sunlight/daylight system, leaving the exposure settings still changed.

To find them, click Rendering -> Exposure Control. From the dropdown box immediately under the "Exposure Control" header, select "<no exposure control>", or just untick the "Active" checkbox. Alternatively, leave them on and add a daylight system to the scene to bring the overall light levels back up to a level that the render can represent them.

Posted Image

The other possibility I can think of is that you've got a material on there that your renderer can't interpret. I'm assuming you're using the default Quicksilver renderer for your viewports, though, so it would have to be something quite exotic since Quicksilver is pretty good at delivering something even if it doesn't understand everything. It's an unlikely reason, but if you want to test it, make a new primitive (like a box) and don't assign it a material at all. If it appears coloured and shaded, your problem is most likely in the material on the Jenner; if it's entirely black, your problem lies in the lighting system somewhere.

#462 Leafia Barrett

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Posted 18 August 2013 - 04:04 AM

View PostRadical Roy, on 17 August 2013 - 04:29 AM, said:

Other things i was thinking about was if you had managed to flip the normals on the model, of if you simply needed to press ctrl+L in the viewport.

I have no idea what the hell this does, but it worked. Thanks.

#463 Leafia Barrett

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Posted 21 August 2013 - 07:58 AM

Posted Image

I'd really love to know where the hip joints are for the Kintaro, because I'll tell you where they aren't: in the game. The hip models are not in any part of any section of any game files included in Mechwarrior Online. I've looked through every folder, every compressed file, every everything, and nothing. The game doesn't even define where the hips are supposed to be placed in the model assembly file. It literally is not even mentioned anywhere in the model assembly. I have pored over the game files, and they are nowhere. They're not attached to any of the leg or pelvis/torso model parts either, I already checked that. They flat-out don't exist. I'm rather incensed by this, as I just spent the better part of a week turning this:

Posted ImagePosted Image

into this:

Posted Image

which meant pretty much recreating every single finger and knuckle from scratch, only to now find that the model isn't actually possible to assemble.

Edited by Leafia Barrett, 21 August 2013 - 08:08 AM.


#464 Heffay

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Posted 22 August 2013 - 05:19 AM

Are they using the hips from another mech? I know they share UV maps in the cockpits (for obvious reasons). It's possible that they are doing that with mech parts now too.

#465 Eleventor

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Posted 23 August 2013 - 12:00 PM

I am using Cinema4d, so how do i manage it with the Camo and the Joints to move the mech?!

First Test: Posted Image

Edited by Eleventor, 23 August 2013 - 12:41 PM.


#466 Leafia Barrett

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Posted 25 August 2013 - 11:11 AM

Has anyone figured out where the animation files for the mechs' movements are, and how they can be used, if at all?

#467 NetoMX

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Posted 26 August 2013 - 12:51 PM

Anyone got a problem with the catapult texture? I don't like the color my mech got from the file:

https://www.dropbox....cq0/Catapult.7z

And the image file:

Posted Imagehttps://www.dropbox....k/catapult1.png

Thanks!

#468 Leafia Barrett

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Posted 26 August 2013 - 06:16 PM

Posted Image
wheeeeeeee
I got muzzle flash working. Note that the gun barrels themselves are rigged, so I can slide them backwards (recoil). The hands are fully articulated, too. Also note that I was a bit of a stupid and forgot to cap one of the energy hardpoints. And yes, that is a Sarah heart on the upper arm. :3

#469 Nauht

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Posted 26 August 2013 - 10:36 PM

View PostEleventor, on 23 August 2013 - 12:00 PM, said:

I am using Cinema4d, so how do i manage it with the Camo and the Joints to move the mech?!

First Test: Posted Image

Something funny about that cannon placement....

#470 Eleventor

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Posted 27 August 2013 - 09:23 AM

Catapult, Catphract, Awesome (arm under the cocpit)

#471 Heffay

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Posted 27 August 2013 - 10:14 AM

View PostEleventor, on 27 August 2013 - 09:23 AM, said:

Catapult, Catphract, Awesome (arm under the cocpit)


Yes... yes. That is TOTALLY what I first saw... :(

To be honest, I thought it was a third leg... :)

Edited by Heffay, 27 August 2013 - 10:15 AM.


#472 Nauht

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Posted 27 August 2013 - 03:28 PM

View PostHeffay, on 27 August 2013 - 10:14 AM, said:


Yes... yes. That is TOTALLY what I first saw... :P

To be honest, I thought it was a third leg... :lol:

Least it wasn't a yellow laser.

#473 Skye Storm

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Posted 30 August 2013 - 06:59 AM

I can't find the mech files....

#474 Heffay

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Posted 30 August 2013 - 08:44 AM

View PostSkye Storm, on 30 August 2013 - 06:59 AM, said:

I can't find the mech files....


Did you extract the .pak files? The directions are pretty clear in the original post.

For those of you following the Star Citizen hanger release, these instructions work *great* with those files too! :D I made a version of this post over on the RSI forums.

#475 Skye Storm

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Posted 30 August 2013 - 09:17 AM

Oh I thought winrar covered that sorry. I got it now.

#476 Skye Storm

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Posted 30 August 2013 - 09:53 AM

And when noesis says the file .cgf file can not be viewed?

#477 Leafia Barrett

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Posted 30 August 2013 - 10:19 AM

View PostLeafia Barrett, on 25 August 2013 - 11:11 AM, said:

Has anyone figured out where the animation files for the mechs' movements are, and how they can be used, if at all?

Also, has anyone been able to figure out the PPC projectile? I know why Noesis can't export it, but not what to do about it.
Basically, the PPC projectile doesn't actually have a model. Like, at all. The projectile is made purely from particles.

View PostSkye Storm, on 30 August 2013 - 09:53 AM, said:

And when noesis says the file .cgf file can not be viewed?

Did you install the plugin for cgf files?

Edited by Leafia Barrett, 30 August 2013 - 10:20 AM.


#478 Skye Storm

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Posted 30 August 2013 - 10:45 AM

View PostLeafia Barrett, on 30 August 2013 - 10:19 AM, said:

Did you install the plugin for cgf files?

Yes... but I forgot to unzip it...
*facepalm.

#479 Stardust Reverie

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Posted 01 September 2013 - 10:40 PM

View PostLeafia Barrett, on 21 August 2013 - 07:58 AM, said:

Posted Image

I'd really love to know where the hip joints are for the Kintaro, because I'll tell you where they aren't: in the game. The hip models are not in any part of any section of any game files included in Mechwarrior Online. I've looked through every folder, every compressed file, every everything, and nothing. The game doesn't even define where the hips are supposed to be placed in the model assembly file. It literally is not even mentioned anywhere in the model assembly. I have pored over the game files, and they are nowhere. They're not attached to any of the leg or pelvis/torso model parts either, I already checked that. They flat-out don't exist. I'm rather incensed by this, as I just spent the better part of a week turning this:


There's a couple of files called kto_left_leg_thigh and kto_right_leg_thigh. They have the upper leg with the hip joints on them.

#480 Leafia Barrett

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Posted 04 September 2013 - 04:00 PM

Posted Image
Oh my GOD this was a nightmare to get right. F***ing lighting, man, how does it work. I had to resort to "max out the intensity then dial back until it works right". (That's a large pulse laser in the chest, if you're wondering.)





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