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

Art Misc

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#701 Heffay

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Posted 12 February 2014 - 07:52 AM

Iacov, the latest version (which has a ton of bug fixes and creates the materials for you) has you put in the base path into the code. Just edit with notepad. For example, I extracted everything to e:\blender projects\mechs, so that is what is set in the current script. All the pak files get extracted there, including the textures and lib subdirs. Those contain the image files for making the materials. Be sure to convert all the dds files in those dirs too.

I really need to make an amended video #2...

View PostIqfishLP, on 12 February 2014 - 07:50 AM, said:

Umm, it tells me I can't run scripts on my system..?

Yes I ran PS as admin


Run:

Set-executionpolicy unrestricted

#702 Iacov

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Posted 12 February 2014 - 08:00 AM

thanks heffay :(

what would happen if i didn't convert the .dds files? it would simply not asign a material/image to the part?

#703 Iqfish

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Posted 12 February 2014 - 08:02 AM

Okay, got the script to work.

BUT

I get errors, he can't find the mech's files in the objects directory, because there is no such file.
I checked and inside each .pak file of MWO there is another objects directory, so the correct path for the script to search in would be e:\Sample Directory\objects\objects\firestarter\body\firestarter_body.mtl, but the script only opens 1 objects directory.

Posted Image

#704 Heffay

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Posted 12 February 2014 - 08:09 AM

Oh no. Bad Iqfishlp! Bad! Rule #0 from post #1 in this thread! :(

Copy all the .pak files to a unique directory. Let's call it e:\mwogame. Extract them all there, so you'll have e:\mwogame\objects, e:\mwogame\textures, e:\mwogame\libs, and a bunch of other ones (e:\mwogame\environment has lots of map assets!).

Then under e:\mwogame\objects\mechs, you'll see all the mech directories. Go into each of those, and you'll see that mech's .cdf file. That is where you want to run mech-importer.ps1 from.

Under this structure, the base dir you want to set in the script would be e:\mwogame. That should be all you need!

#705 Iqfish

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Posted 12 February 2014 - 08:14 AM

:( Tehehe, I'm sorry, that was kind of stupid of me. I will do that as soon as I can.

Again: Thank you two guys, you rock!

#706 Heffay

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Posted 12 February 2014 - 08:24 AM

No worries.

Wife and I are driving to Vegas here in about 30 minutes. My next post will probably be from jail, so if you don't hear from me today, wait until I make bail on Monday. :(

#707 Iacov

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Posted 12 February 2014 - 08:32 AM

hope that jail has a good wifi ;P
have fun and get rich :(

#708 Iqfish

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Posted 12 February 2014 - 08:37 AM

Dat pink! I love missing textures. Gonna have to figure out why the hell it did not load them...

Posted Image

Could it be this?
"0.0020 sec
loading materials and images...
Material not found MTL: b'e:\\MWO Game Files zum Bearbeiten\\Game\\objects\\mechs\\firestarter\\body\\unused.mtl'"

#709 Iacov

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Posted 12 February 2014 - 08:49 AM

i wonder if this b' is intentional before e:\\
(i assume the files are located on e:?)

#710 Iqfish

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Posted 12 February 2014 - 08:52 AM

I have no idea where that "b' " comes from. What does it even mean?

yes they are on E: :(

Edited by IqfishLP, 12 February 2014 - 08:57 AM.


#711 Heffay

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Posted 12 February 2014 - 04:39 PM

Unused.mtl is what Noesis puts in the obj file when you don't tell it to use the mtl file. My script just ignores that though.

It looks like you loaded the model twice? Some of the parts look duplicated and unrotated. If you get a bad load, just close blender without saving and try again. Otherwise it'll load the objects with .001 on the name and won't be able to work on them properly.

#712 Iqfish

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Posted 12 February 2014 - 05:22 PM

Well, after the second load (and the third) the mech gets loaded, some parts are duplicated and I have no textures.

Do I have to REPLACE the .cgf files with the .obj files, when I converted them with Noesis or is it okay to have the files duplicated, like firestarter_lowerarm.cgf and firestarter_lowerarm.obj in the same directory?

EDIT: This is how it looks now. It seems like all the files have been imported now, but yea no textures. Does the script even import textures?

Posted Image

Edited by IqfishLP, 12 February 2014 - 05:26 PM.


#713 Heffay

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Posted 12 February 2014 - 10:22 PM

The .cgf and .obj files can happily coexist. I think the issue is in import.txt. Be sure to delete the old one before running mech importer. It just appends so it's probably getting a bit long. Will add a bug fix to that soon.

#714 NautilusCommand

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Posted 13 February 2014 - 03:29 AM

View PostIqfishLP, on 12 February 2014 - 05:22 PM, said:

Well, after the second load (and the third) the mech gets loaded, some parts are duplicated and I have no textures.

Do I have to REPLACE the .cgf files with the .obj files, when I converted them with Noesis or is it okay to have the files duplicated, like firestarter_lowerarm.cgf and firestarter_lowerarm.obj in the same directory?

EDIT: This is how it looks now. It seems like all the files have been imported now, but yea no textures. Does the script even import textures?

Posted Image

Stuff like this just hurts my head when I look at it.

#715 Iqfish

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Posted 13 February 2014 - 04:22 AM

Yea it can get kinda complicated but when you are abled to understand Java the python code is quite understandable, the ps1 script is genius but easy to understand. I just did some stupid mistakes yesterday

#716 ssm

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Posted 13 February 2014 - 03:25 PM

Hi guys, I'm slowly making my way through this thread, and as I just begun importing meodels into blender using Heffay's script, I encountered a problem:

Posted Image

Namely - those "black" parts - why are they like this? Is there any easy way to either fix them or replace them with others without having to align them manually ?

Edited by ssm, 13 February 2014 - 03:38 PM.


#717 Heffay

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Posted 13 February 2014 - 04:36 PM

As far as I can tell, the black parts are just a display bug. If you set the 3D viewer to material or rendered mode, it'll show the objec with the proper node layout/material.

#718 Iqfish

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Posted 13 February 2014 - 04:44 PM

Well, I have exactly the same problem, with some "black" parts. No nodes or materials are created.

#719 Valcrow

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Posted 14 February 2014 - 12:33 AM

I don't use blender, but that's sometimes an indication of reversed normals.

Try flipping the normals on the black parts.

(not that I would know how to do that in blender...)

#720 Iacov

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Posted 14 February 2014 - 12:48 AM

View Postssm, on 13 February 2014 - 03:25 PM, said:

Hi guys, I'm slowly making my way through this thread, and as I just begun importing meodels into blender using Heffay's script, I encountered a problem:

Posted Image

Namely - those "black" parts - why are they like this? Is there any easy way to either fix them or replace them with others without having to align them manually ?

don't know how to fix it, but be careful with the right torso and the left arm
the right torso still has the "closing" part...therefore it will cut off most off the ppc underneath
the same with the left arm: a missile box is still active and you'll miss out the nicely articulated ppc
and beneath the left torso, there's still another LRM launcher...that's why it is part black part grey....

haven't yet tried to flip normals in blender
but try hitting space...type flip ... and see what options it gives you for choice
maybe flipping normals really does the trick





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