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

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#861 Waylandx

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Posted 07 April 2014 - 10:15 AM

Thanks for showing me this!

#862 Goose Igaly

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Posted 07 April 2014 - 10:45 AM

Much appreciated. I must have blown right past this file.

#863 zagibu

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Posted 19 April 2014 - 06:36 AM

Hey, wouldn't it be possible to fix the CPLT-A1 and K2 "enhancements" ourselves? Just move the tacked on launcher within the box, so that it becomes invisible. And if someone still has the old game files, we could even replace the PPC barrels I think.

Edited by zagibu, 19 April 2014 - 06:36 AM.


#864 Heffay

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Posted 19 April 2014 - 08:03 AM

View Postzagibu, on 19 April 2014 - 06:36 AM, said:

Hey, wouldn't it be possible to fix the CPLT-A1 and K2 "enhancements" ourselves? Just move the tacked on launcher within the box, so that it becomes invisible. And if someone still has the old game files, we could even replace the PPC barrels I think.


You mean in Blender? Yes, that's easy to do.

You can use PPC barrels from any number of mechs and get the desired results. With Blender (or any 3D program), you can kit-bash parts all day long until you realize you spent all day kit-bashing the models. ;)

#865 zagibu

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Posted 19 April 2014 - 09:40 AM

No, i mean doing it and then reimporting it into the game. It's only client side changes, so shouldn't get you banned.

#866 Heffay

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Posted 19 April 2014 - 04:11 PM

View Postzagibu, on 19 April 2014 - 09:40 AM, said:

No, i mean doing it and then reimporting it into the game. It's only client side changes, so shouldn't get you banned.


People have tried to modify the client files, but it usually ends up crashing the client. And you don't want people doing that anyway, because it would be a huge exploit if they could.

#867 Iqfish

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Posted 20 April 2014 - 07:10 AM

Heffay, again, you are a hero.


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#868 Sparks Murphey

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Posted 20 April 2014 - 07:19 AM

As an example for how being able to modify the game files client side could be cheating, imagine updating an Atlas's geometry so that the word "Atlas" was spelled out in mesh a hundred metres above it's head, with a triangle pointing to it's location, then doing that for each other 'Mech in the game. Instant scouting. So, no, we're not going to see that any time soon.

Also, nice Atlas, Iqfish!

#869 Iqfish

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Posted 20 April 2014 - 01:13 PM

View PostIqfish, on 20 April 2014 - 09:41 AM, said:

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This was achieved by Heffays awesome Mech Importer.

I can't thank you enough :lol:

#870 NautilusCommand

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Posted 20 April 2014 - 02:00 PM

View PostIqfish, on 20 April 2014 - 01:13 PM, said:


This was achieved by Heffays awesome Mech Importer.

I can't thank you enough :lol:

You should throw some of the in game camo specs on it.

#871 Cimarb

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Posted 20 April 2014 - 03:11 PM

View PostIqfish, on 20 April 2014 - 01:13 PM, said:


This was achieved by Heffays awesome Mech Importer.

I can't thank you enough :lol:

What is that, an AweMando?

#872 Heffay

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Posted 26 April 2014 - 04:56 PM

View PostNautilusCommand, on 20 April 2014 - 02:00 PM, said:

You should throw some of the in game camo specs on it.


Finally figured out how to do that. Complete with being able to set up any 3 colors you want! The node group for it was really tricky.

Posted Image


I'll be posting the details on this soon!

Edited by Heffay, 26 April 2014 - 04:57 PM.


#873 zagibu

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Posted 29 April 2014 - 01:15 PM

I'm also trying to get the camos to work, and I have some partial success, but I haven't found the correct blending equation yet and the joints are full black for some reason (also, there's no camo on the weapons yet):

Posted Image

#874 Heffay

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Posted 29 April 2014 - 01:54 PM

There should be a <camo>_variant file in with the camo files. Those should be applied to the weapons. The camo doesn't cover all parts of the mech, so you'll still need to apply the regular patterns as well.

Now that I think about it, the default diffuse, spec and normal files (well, maybe just diffuse) probably aren't used at all short of for mech lab or mechs for sale. Since even the default pattern is actually a camo, it should have an RGB version that also goes with the mech. I'll have to dig that up.

#875 zagibu

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Posted 29 April 2014 - 02:32 PM

Yeah, that's the one I used. What i did was basically load the default RGB camo (it's in the same folder as the diff, spec and normalmap textures, btw.), swap the colors around a bit to prove I can use it (they will later be replaced by selectable palette thingies), then blend it with the diff texture using its alpha channel to determine how much to take from each texture and apply the result to the model. I can also do it with Woodland or any other camo texture, and it works fine (aside from the mentioned problems).

Edited by zagibu, 29 April 2014 - 02:33 PM.


#876 Iqfish

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Posted 29 April 2014 - 02:45 PM

Oh yes finally. As you see we are currently working with a selfmade nodelayout that kind of messes up the texture, like you see on "UNIT-1"

#877 Tekadept

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Posted 29 April 2014 - 04:55 PM

View PostHeffay, on 26 April 2014 - 04:56 PM, said:


Finally figured out how to do that. Complete with being able to set up any 3 colors you want! The node group for it was really tricky.
I'll be posting the details on this soon!

I've been doing that since the beginning, I thought I posted my initial nodes on that waay back when. I have completely refined it since then, I actually use it for painting terrain in other scenes I do :lol:
Be interesting to see what you came up with.

Edit: Here it was but It seems i deleted that node image from IMGUR oooops ;)
http://mwomercs.com/...ost__p__2222815

Edited by Tekadept, 29 April 2014 - 04:57 PM.


#878 zagibu

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Posted 30 April 2014 - 02:11 PM

So I uploaded most of the patterns. Buccaneer seems to have a problem, and the blending is still wrong on all patterns, leaving the joints black. Also, the weapons aren't patterned yet.

Hit CTRL+F5 when you've already been on the page before. Also, be patient when you have clicked a button, it takes a while to load all the stuff (maybe I should add a loading indicator): http://node23.net/zagibu/mwoViewer

#879 DevilCrayon

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Posted 30 April 2014 - 03:01 PM

Is it still just the Orion or ...?

#880 Heffay

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Posted 30 April 2014 - 03:13 PM

View Postzagibu, on 30 April 2014 - 02:11 PM, said:

So I uploaded most of the patterns. Buccaneer seems to have a problem, and the blending is still wrong on all patterns, leaving the joints black. Also, the weapons aren't patterned yet.

Hit CTRL+F5 when you've already been on the page before. Also, be patient when you have clicked a button, it takes a while to load all the stuff (maybe I should add a loading indicator): http://node23.net/zagibu/mwoViewer


I'm really happy you got the camo patterns to work! I suspect a lot of websites may link to your site once you get it set up. Are you going to set up APIs so that people can access the renderer inline in their web sites?





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