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

Art Misc

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#481 Heffay

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Posted 06 September 2013 - 01:09 PM

Don't you hate having to choose between sending your money to PGI or CIS?

Posted Image

(For anyone interested, the instructions in the OP also work just fine for Star Citizen. :( )

#482 Grrzoot

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Posted 06 September 2013 - 01:31 PM

View PostHeffay, on 06 September 2013 - 01:09 PM, said:

Don't you hate having to choose between sending your money to PGI or CIS?

Posted Image

(For anyone interested, the instructions in the OP also work just fine for Star Citizen. :( )


omg heffay thats awesome. now for that i would get into start citizen. RSI should just buy IGP, then use then star citizen game to make dropships for CW where then you need to have dropship and fighter pilots to hold the worlds while the mechs fight on the planet. NOW THAT i would bankrupt my account for.

#483 Leafia Barrett

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Posted 08 September 2013 - 09:55 AM

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Honestly, the only reason the left hand is unclenched is to show that yes, the hands are articulated.

Posted Image
I dunno how to do smoke. :)

#484 nemesis271989

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Posted 08 September 2013 - 11:08 AM

Guys, I'm not that cool with 3d could you please make for me a hunchback walking from your left to your right (a pose). And I will Photoshop this guy?!

Thank you XD

#485 CrashieJ

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Posted 11 September 2013 - 07:55 PM

I just got 3DS max 2014 from my college, and I was saddened to the fact that CryExport15.dlu was the latest Crytek had and only supported towards Max2013

http://source.crydev...08113&view=next

I will be waiting

#486 Tekadept

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Posted 11 September 2013 - 08:05 PM

View PostHeffay, on 06 September 2013 - 01:09 PM, said:

Don't you hate having to choose between sending your money to PGI or CIS?

Posted Image

(For anyone interested, the instructions in the OP also work just fine for Star Citizen. :D )

Thanks for that Info! Guess what I'm doing now :)

#487 Sparks Murphey

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Posted 11 September 2013 - 09:40 PM

View Postgavilatius, on 11 September 2013 - 07:55 PM, said:

I just got 3DS max 2014 from my college, and I was saddened to the fact that CryExport15.dlu was the latest Crytek had and only supported towards Max2013

http://source.crydev...08113&view=next

I will be waiting

Wait, the CryExport for 3DS Max 2013 is out. Woo! It was nowhere to be seen a couple of months ago.

#488 Goose Igaly

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Posted 15 September 2013 - 05:29 PM

Any chance of an update for the Blender 2.68 node settings. Seems they've removed the Diffuse BSDF and Image Texture nodes. I've managed to get the diffused texture mapped in, but I'm not sure about tying the others in

#489 CrashieJ

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Posted 18 September 2013 - 07:27 PM

I have a quick question... where is the Jagermech CFG file?

#490 Sparks Murphey

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Posted 18 September 2013 - 08:31 PM

View Postgavilatius, on 18 September 2013 - 07:27 PM, said:

I have a quick question... where is the Jagermech CFG file?

If you're looking for a config file for the JagerMech, you'll find a table with the positions and quaternion rotations of the parts in jagermech.cdf in the jager's folder. You can learn about quaternions either here (for the mathematically advanced) or here (for the slightly less mathematically advanced). Or just do what I do and position them by hand.

If you're after a CGF file (as opposed to a CFG), there isn't one. Unlike the earlier models, the JagerMech and later 'Mechs in general don't have a single centralised .cgf file containing the 'mech as a single-piece mesh. Instead, they come as multiple .cga files for each seperate component. If you rename those files to .cgf (NOT IN YOUR GAME DIRECTORY, THAT'LL BREAK THE GAME), Noesis should be able to open them just fine.

#491 kiriage

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Posted 18 September 2013 - 08:31 PM

nm..sparks beat me to it B)

Edited by kiriage, 18 September 2013 - 08:32 PM.


#492 Sparks Murphey

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Posted 18 September 2013 - 08:32 PM

View Postkiriage, on 18 September 2013 - 08:31 PM, said:

nm..sparks beat me to it B)

Like a ninja :)

#493 Heffay

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Posted 18 September 2013 - 08:32 PM

View PostGoose Igaly, on 15 September 2013 - 05:29 PM, said:

Any chance of an update for the Blender 2.68 node settings. Seems they've removed the Diffuse BSDF and Image Texture nodes. I've managed to get the diffused texture mapped in, but I'm not sure about tying the others in


My guess is you're using the composition nodes, not the material nodes.

Posted Image

You probably have the left one selected, and you need the right one.

#494 kiriage

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Posted 18 September 2013 - 08:36 PM

View PostSparks Murphey, on 18 September 2013 - 08:32 PM, said:

Like a ninja :)

I didnt know they had ninjas in Canberra..but then again if theyre ninjas..I dont suppose you would.. B)

#495 CrashieJ

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Posted 18 September 2013 - 08:40 PM

View PostSparks Murphey, on 18 September 2013 - 08:31 PM, said:

If you're looking for a config file for the JagerMech, you'll find a table with the positions and quaternion rotations of the parts in jagermech.cdf in the jager's folder. You can learn about quaternions either here (for the mathematically advanced) or here (for the slightly less mathematically advanced). Or just do what I do and position them by hand.

If you're after a CGF file (as opposed to a CFG), there isn't one. Unlike the earlier models, the JagerMech and later 'Mechs in general don't have a single centralised .cgf file containing the 'mech as a single-piece mesh. Instead, they come as multiple .cga files for each seperate component. If you rename those files to .cgf (NOT IN YOUR GAME DIRECTORY, THAT'LL BREAK THE GAME), Noesis should be able to open them just fine.


I already have the objects file on another HDD

so if I were to get the whole Jagermech in 3DS max I would have to rename all the CGA files to CGF, reformat them all to OBJ or FBX and then import each and every single part of my choice into MAX and the assemble it?

geebus

#496 Sparks Murphey

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Posted 18 September 2013 - 08:52 PM

View Postgavilatius, on 18 September 2013 - 08:40 PM, said:


I already have the objects file on another HDD

so if I were to get the whole Jagermech in 3DS max I would have to rename all the CGA files to CGF, reformat them all to OBJ or FBX and then import each and every single part of my choice into MAX and the assemble it?

geebus

Yep.

I did it recently with the Quickdraw, and it took most of a morning. The script-savvy could probably write a script to automate some of it, but I'm not amongst them.

View Postkiriage, on 18 September 2013 - 08:36 PM, said:

I didnt know they had ninjas in Canberra..but then again if theyre ninjas..I dont suppose you would.. B)

Don't tell anyone, but I've actually got a green belt in ninjutsu. Which mostly means I can quite effectively run away in fear, but still.

#497 Valcrow

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Posted 18 September 2013 - 09:04 PM

There's a batch export in noesis for converting stuff to OBJ, check the menus at the top for batch. It puts them in annoying folders for each object for some reason, but easy to do a *.obj search and cut them all and paste them back into root.

Also, if you have a macro keyboard renaming all the stuff is quick. At least that's 2 out of 3 tedious steps to skip. B) Or I'm sure you could find a similar macro script or program that doesn't require any scripting abilities.

just do: macro start:
<f2> (rename)
<end>
<backspace> to get rid of the A in CGA
<F> to make it CGF
<enter>
<down arrow> to go to the next file.
Macro end.

Hit that button a buncha times until you have all your stuff renamed.

I don't recall if there was a batch importer for max, but importing a bunch of OBJ's isnt too bad, since you can rename/reposition anyways.

#498 Heffay

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Posted 18 September 2013 - 09:13 PM

View PostValcrow, on 18 September 2013 - 09:04 PM, said:

There's a batch export in noesis for converting stuff to OBJ, check the menus at the top for batch. It puts them in annoying folders for each object for some reason, but easy to do a *.obj search and cut them all and paste them back into root.


You can fix that by changing where it writes the output. By default the output path is:

$inpath$\$inname$_files\$inname$out.$outext$

Change it to:
$inpath$\$inname$.$outext$

It'll put the .obj files in the same directory as the .cgf files.

#499 kiriage

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Posted 18 September 2013 - 09:49 PM

View PostSparks Murphey, on 18 September 2013 - 08:52 PM, said:


Don't tell anyone, but I've actually got a green belt in ninjutsu. Which mostly means I can quite effectively run away in fear, but still.



Yes, but you're running away in fear like a ninja!! Which is an entirely different and altogether legitimate pastime.

#500 Leafia Barrett

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Posted 19 September 2013 - 05:32 AM

I prefer to export in .dae, because in .obj the polygons are all considered different elements, while in .dae you can fuse them by doing edit mesh, selecting all vertices, and using "weld" with a threshold of 0.001.

If anyone is looking for general use lasers, the Kintaro's arm-mounted energy weapon models work wonders for externally mounted ones (i.e. arm), and the Stalker's side torso lasers (I forget the variant, 5 something) are good for large torso weapons. The Kintaro also has a great arm-mounted PPC.

Posted Image
Arm is using resized Kintaro lasers, chest is using Stalker laser.

Posted Image
Kintaro PPC.





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