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

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#1201 Heffay

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Posted 10 December 2014 - 06:16 PM

View PostMcgral18, on 10 December 2014 - 03:27 PM, said:


Yes, that was the issue. Thank you.

It loaded fine, with just those black textures as issues. I must try and make my Nova U now.


Someone mentioned how to fix it earlier; you unassign the material and then reassign it. The black texture will go away and it'll look like a properly textured part.

#1202 Mcgral18

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Posted 11 December 2014 - 01:09 AM

View PostHeffay, on 10 December 2014 - 06:16 PM, said:


Someone mentioned how to fix it earlier; you unassign the material and then reassign it. The black texture will go away and it'll look like a properly textured part.


Well...

Posted Image

Posted Image


I think I need help on that whole material thing, since it wasn't changing the black bits, only the already textured items.
To the tutorials again.

#1203 Andreas80

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Posted 11 December 2014 - 11:15 AM

View PostMcgral18, on 11 December 2014 - 01:09 AM, said:


Well...

Posted Image

Posted Image


I think I need help on that whole material thing, since it wasn't changing the black bits, only the already textured items.
To the tutorials again.


ok, this purple color indicates that a texture file is missing or not found!

Please drag the upper bar (file, etc) down. Then click file - external data - report missing files.
Then click again - file - external data - find missing data - and select the right folder - click accept.

That might fix your problem ;)

#1204 Mcgral18

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Posted 11 December 2014 - 05:23 PM

View PostAndreas80, on 11 December 2014 - 11:15 AM, said:


ok, this purple color indicates that a texture file is missing or not found!

Please drag the upper bar (file, etc) down. Then click file - external data - report missing files.
Then click again - file - external data - find missing data - and select the right folder - click accept.

That might fix your problem ;)


I couldn't get that method to work, but I did manage to get some textures eventually.

Not quite right...half of my MGs have missile textures on them.

Posted Image

Acceptable. Now I just need to photoshop a Jesus box in the head, and we'll have most of a Nova-U.


I probably should play around the the textures, since I don't think the Body is right either. At least they're showing, which is an improvement.


That said, I'm wondering why PGI hasn't given us missile hardpoints yet; the slots are there, the textures are there. There's an additional E slot in the other ST as well as another AMS on the opposite ST. Perhaps sometime soon.

#1205 Heffay

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Posted 11 December 2014 - 06:21 PM

Your textures still don't look right. :( Can you show the node layout for your nova_body texture?

#1206 HlynkaCG

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Posted 11 December 2014 - 10:10 PM

View PostMcgral18, on 11 December 2014 - 05:23 PM, said:


I couldn't get that method to work, but I did manage to get some textures eventually.

Not quite right...half of my MGs have missile textures on them.

Posted Image

Acceptable. Now I just need to photoshop a Jesus box in the head, and we'll have most of a Nova-U.


I probably should play around the the textures, since I don't think the Body is right either. At least they're showing, which is an improvement.


That said, I'm wondering why PGI hasn't given us missile hardpoints yet; the slots are there, the textures are there. There's an additional E slot in the other ST as well as another AMS on the opposite ST. Perhaps sometime soon.


your UVs are backwards, you need to have the exporter flip them.

#1207 Mcgral18

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Posted 12 December 2014 - 01:43 AM

View PostHlynkaCG, on 11 December 2014 - 10:10 PM, said:


your UVs are backwards, you need to have the exporter flip them.


I'm pretty sure I did include that...for the OBJ files at least.

I suppose I was supposed to for the DDS(?) ones as well?

#1208 Heffay

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Posted 12 December 2014 - 04:58 AM

View PostMcgral18, on 12 December 2014 - 01:43 AM, said:


I'm pretty sure I did include that...for the OBJ files at least.

I suppose I was supposed to for the DDS(?) ones as well?


Don't have to do anything to the DDS files. Blender can use those natively as of 2.6...something. Which is super nice, because converting all those .dds files to .png took forever.

#1209 baabaa214

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Posted 12 December 2014 - 06:57 AM

i believe the maps need to be flipped or the noesis batch obj file did not have -flipuv option

when running noesis and converting to obj.s files I use these options so i do not need to change the any of the maps (flip).

$inpath$\$inname$.$outext$
-flipuv

#1210 Sparks Murphey

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Posted 14 December 2014 - 11:31 PM

For those who don't read the meme thread, some art produced by way of Heffay's guide:
Posted Image

#1211 Mcgral18

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Posted 15 December 2014 - 12:31 AM

View PostHeffay, on 12 December 2014 - 04:58 AM, said:


Don't have to do anything to the DDS files. Blender can use those natively as of 2.6...something. Which is super nice, because converting all those .dds files to .png took forever.


When I take the DDS files, it doesn't seem to work properly. Render is the pink. Perhaps user error.

View Postbaabaa214, on 12 December 2014 - 06:57 AM, said:

i believe the maps need to be flipped or the noesis batch obj file did not have -flipuv option

when running noesis and converting to obj.s files I use these options so i do not need to change the any of the maps (flip).

$inpath$\$inname$.$outext$
-flipuv


I did do that...but perhaps incorrectly, since the UV map is without a doubt broken.

Posted Image

Guess I'll try exporting the OBJs again, but I'm certain I did the -flipUV this time, as well as last time.

#1212 Mcgral18

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Posted 17 December 2014 - 03:13 PM

Finally got it working properly. Not sure what went wrong, but the only difference was using the DDS rather than the converted PNGs.

Posted Image

All we need now is for PGI to bring glory to the Nova by giving us the Nova-U STs.


I think I'll make a thread asking for some of these omnipods. Perhaps not that Timby-A ST though...that might be bad; rather, exceedingly good.

#1213 baabaa214

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Posted 19 December 2014 - 11:10 AM

Here is the Kingcrab.
Still working on it and also waiting for the camo RGB to be released.

Enjoy.

Posted Image

#1214 Heffay

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Posted 19 December 2014 - 11:14 AM

Did you put that together by hand? You are a very, very patient man! :)

#1215 baabaa214

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Posted 19 December 2014 - 12:31 PM

I was able to use your script to pull the parts.
The KGC came together with one problem.

The claws were merged together by Noesis but took a little time to figure it out.
I have just finsihed getting the Bones attached to the mech.

Really KEWL.... Mech.

#1216 Ra-ul

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Posted 19 December 2014 - 02:17 PM

View PostMcgral18, on 10 December 2014 - 03:27 PM, said:

It loaded fine, with just those black textures as issues. I must try and make my Nova U now.

There's a solution to that as well:
http://mwomercs.com/...ost__p__3657703

have fun :)

#1217 Seijin Dinger

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Posted 25 December 2014 - 07:33 PM

I have been having issues with the wave 2 clan mechs
keep getting errors when I paste the import script

#1218 Heffay

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Posted 27 December 2014 - 04:41 PM

View PostSeijin Dinger, on 25 December 2014 - 07:33 PM, said:

I have been having issues with the wave 2 clan mechs
keep getting errors when I paste the import script


Yup, there's some sort of bug that I need to make a workaround for. Should be simple, just need a little time...

#1219 PSYB0RG

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Posted 28 December 2014 - 12:15 PM

Could anybody please post a link to the Cryengine plugin for Noesis? All the links I've been through are no longer valid and I can't seem to find it anywhere on the web... :(

EDIT:
NVM, I found it eventually. You can get it in this repository if you click "View Raw File"

Edited by PSYB0RG, 28 December 2014 - 02:02 PM.


#1220 Heffay

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Posted 29 December 2014 - 05:43 AM

Doesn't the link in the OP work? It should point to my Dropbox version.





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