#1001
Posted 05 August 2014 - 02:51 PM
#1002
Posted 05 August 2014 - 04:26 PM
#1004
Posted 06 August 2014 - 03:44 AM
#1005
Posted 06 August 2014 - 11:35 AM
#1006
Posted 06 August 2014 - 12:45 PM
I never got past stick figures; I doubt I could make sense of all this art stuff. Oh well! It's cool that it's here; thanks for posting!
Now to go beg some of my more artistic friends to make me a custom BattleMech.
#1007
Posted 08 August 2014 - 01:01 PM
Also nice Black Sheep Squadron referance BaaBaa
#1008
Posted 08 August 2014 - 01:05 PM
Nightmare1, on 06 August 2014 - 12:45 PM, said:
I never got past stick figures; I doubt I could make sense of all this art stuff. Oh well! It's cool that it's here; thanks for posting!
Now to go beg some of my more artistic friends to make me a custom BattleMech.
I can try and do a custom one, though I am not all that good with 3D Modeling, and mainly only work with the existing assets
#1009
Posted 08 August 2014 - 02:00 PM
http://www.richwhite...nc_projects.php
is where Noesis is located.
#1010
Posted 08 August 2014 - 04:39 PM
#1011
Posted 10 August 2014 - 09:46 AM
Seijin Dinger, on 08 August 2014 - 01:05 PM, said:
I can try and do a custom one, though I am not all that good with 3D Modeling, and mainly only work with the existing assets
Hey there! I got your message and want to thank you for your offer! However, I'm not terribly serious about making a custom Mech right now - got too much RL stuff at the moment. I appreciate your willingness to help though!
Have a great day!
#1013
Posted 11 August 2014 - 09:02 AM
If there's a different procedure, I hope they can update the post to reflect that.
#1014
Posted 11 August 2014 - 09:21 AM
Tolderian, on 11 August 2014 - 09:02 AM, said:
If there's a different procedure, I hope they can update the post to reflect that.
The scale model only exists for about 8 of the oldest mechs. The new models are all parts that need to be assembled. I've created a script that does this for you automatically.
The first youtube tutorial deals with the scale model (and contains generic information useful for future work). The second and third video tutorial (including the supplement) are more specific to the mech importer script and how to work with the modern mech files.
#1015
Posted 16 August 2014 - 10:24 PM
kuangmk11, on 16 August 2014 - 10:45 AM, said:
<ShaderList> <Shader name="Cloth" /> <Shader name="Eye" /> <Shader name="Fx_velocitybeamparticles" /> <Shader name="Glass" /> <Shader name="Hair" /> <Shader name="Humanskin" /> <Shader name="Illum" /> <Shader name="Mech" /> <Shader name="MechCockpit" /> <Shader name="Monitor" /> <Shader name="Nodraw" /> <Shader name="Particles" /> <Shader name="Terrain.Layer" /> <Shader name="Vegetation" /> <Shader name="Water" /> <Shader name="Waterfall" /> <Shader name="Common.Cloud" /> <Shader name="Distanceclouds" /> <Shader name="Frozenlayerwip" /> <Shader name="Hologram" /> <Shader name="Ice" /> <Shader name="Light.Flare" /> <Shader name="Lightbeam.LightBeam" /> <Shader name="Lightflares.Flare" /> <Shader name="Liquid" /> <Shader name="Methagen" /> <Shader name="Ping" /> <Shader name="Referenceimage" /> <Shader name="Scopes" /> <Shader name="Sky" /> <Shader name="Skyhdr" /> <Shader name="Specialeffects" /> <Shader name="GeometryBeam" /> <Shader name="Templbeamproc" /> <Shader name="Volumeobject" /> </ShaderList>
Having the "mech" shader available in cryengine fixes many things and lets you color just like the mechlab.
Here is what we see using the "Ilum" shader:
Here is what it looks like only switching to "mech" shader:
Notice the new options we get under "shader params". There are the color settings!
and now we can easily apply the skins by changing "subsurface texture" the the desired skin.
#1016
Posted 17 August 2014 - 06:45 PM
#1017
Posted 17 August 2014 - 07:55 PM
WmLowFlyer, on 17 August 2014 - 06:45 PM, said:
here is my copy: noesisv40989
#1018
Posted 17 August 2014 - 08:12 PM
kuangmk11, on 17 August 2014 - 07:55 PM, said:
ahh tyvm you're a lifesaver Kuangmk11
This will make importing the map object files to SDK a lot easier than doing everything manually.
#1019
Posted 17 August 2014 - 09:27 PM
Edited by kuangmk11, 17 August 2014 - 09:50 PM.
#1020
Posted 18 August 2014 - 01:39 PM
Below you see how I set up my material with some comments on the important stuff you have to consider.
Eventually you end up with something like this (woodland camo):
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