

#1661
Posted 14 December 2015 - 09:53 PM
at first I extracted as normal the objects.pak,but then I realised that there are no mechs in there anymore... there is a new folder called mechs and in there are able mechs separately in a pak
that's why there is this marauder/objects/mechs/marauder structure
to be honest I don't even know if the textures are included in this pak
and just to make sure.... how important is it to have an exact /objects/mechs/mech name/body structure?
again, thanks a lot!
#1662
Posted 14 December 2015 - 11:33 PM

here is my PS version

how possible to resolve this problem?
#1663
Posted 15 December 2015 - 04:44 AM
spiritus infernus, on 14 December 2015 - 11:33 PM, said:
how possible to resolve this problem?
Change -objectdir to e:\mwo instead of the mech directory. It's supposed to point to where you extracted the pak files to, not any of the subdirectories.
#1664
Posted 15 December 2015 - 04:52 AM
Iacov, on 14 December 2015 - 09:53 PM, said:
at first I extracted as normal the objects.pak,but then I realised that there are no mechs in there anymore... there is a new folder called mechs and in there are able mechs separately in a pak
that's why there is this marauder/objects/mechs/marauder structure
to be honest I don't even know if the textures are included in this pak
and just to make sure.... how important is it to have an exact /objects/mechs/mech name/body structure?
again, thanks a lot!
Windows 7 .Net upgrade:
http://www.microsoft...s.aspx?id=36359
It's pretty important to use the proper paths. A lot of the data stored in the Cryengine data files is relative to where the top level is stored. For example, the MaterialName chunk stores the name of the material file, but in the .cgf file it can be either just the file name, or the path if it's not in the same directory. My program has to sort out where it is to get the names of the materials, since they aren't stored in the .cgf file.
In addition, the .dds files can be located outside the mech directory as well, which is why it needs to know the top level. It's annoying, but I don't really know a way around it yet. In addition, mech-importer.ps1 uses the same info (you have to manually edit that) to make sure it knows what mech it's working on. So much is assumed in Cryengine based on the location that I basically have to have that info to make the programs work reliably.
If I ever get the time, I'll work on a graphical interface that can help make the process a lot easier to understand.
#1666
Posted 15 December 2015 - 08:16 AM
e:\3d\cgf-converter.exe $file -objectdir "e:\mwo" -obj
#1667
Posted 15 December 2015 - 09:22 AM
it's strange that the structure changed with the last patch (mechs not in "objects.pak" anymore, but in separate paks)
thank you heffay for all the work you put in this!
#1668
Posted 15 December 2015 - 01:44 PM
#1669
Posted 15 December 2015 - 02:07 PM
Wonderdog, on 15 December 2015 - 01:44 PM, said:
Yup, there seems to be a 2 GB limit to the file sizes. This provides a logical structure so it's easier to maintain.
Star Citizen has a different philosophy: Fill up a file to the max size, then increment a number and do it again.

#1670
Posted 16 December 2015 - 02:23 AM
i.e. rather than launching each mech convertion individually from the \body directory.
Not a big drama, would just be handy to parse a full set at once!
I've got:-
foreach ($file in (Get-ChildItem -recurse *.cga)) { .\cgf-converter.exe -objectdir g:\whatever }
but the cgf-convertor is complaining about args.
Edited by Wonderdog, 16 December 2015 - 02:24 AM.
#1672
Posted 16 December 2015 - 07:56 AM
Wonderdog, on 16 December 2015 - 02:23 AM, said:
i.e. rather than launching each mech convertion individually from the \body directory.
Not a big drama, would just be handy to parse a full set at once!
I've got:-
foreach ($file in (Get-ChildItem -recurse *.cga)) { .\cgf-converter.exe -objectdir g:\whatever }
but the cgf-convertor is complaining about args.
It changed recently, so be sure to grab the latest copy. Here is what I would do.
1) Extract all the .pak files to a new directory. Let's say e:\mwo for example.
2) From e:\mwo\objects>, get rid of all the LOD files (optional, but a good idea since you don't need them)
get-childitem -recurse *lod* | remove-item (Note that I think this removes a Davion cockpit item, but who cares about Davions!)
3) from e:\mwo\objects>, convert all the .cga files. Repeat for .cgf and .skin (in case you want pilot models!
foreach ($file in (get-childitem -recurse *.cga)) { cgf-converter.exe $file -obj -objectdir "e:\mwo" }
... That should just about do it. That assumes that cgf-converter is in the path, and honestly, it probably should be. It just makes everything a lot easier.
Please note I haven't tested the commands above. That's all from memory, so I'm not guaranteeing it to be 100% accurate.

spiritus infernus, on 16 December 2015 - 03:56 AM, said:
Can you confirm that you're using the latest cgf-converter.exe? I ran it against that file a day or two ago and it didn't have any problems.
#1673
Posted 17 December 2015 - 02:23 AM

Test prints with my new bigger FDM printer are working great - going to see if I can get a couple of action figure scale print outs done as christmas presents for folk!
Also, super happy to discover that the new IIC mechs are all put together by the same noble soul as most of the other recent mechs, and they're close to printable straight out of the gate.
#Wonderdog
#1674
Posted 17 December 2015 - 05:16 AM
Wonderdog, on 17 December 2015 - 02:23 AM, said:

Test prints with my new bigger FDM printer are working great - going to see if I can get a couple of action figure scale print outs done as christmas presents for folk!
Also, super happy to discover that the new IIC mechs are all put together by the same noble soul as most of the other recent mechs, and they're close to printable straight out of the gate.
#Wonderdog
Glad to hear it! And if you ever want to make a tutorial on how to print them up, it would be much appreciated. I think printing mechs is something that interests a TON of people!
#1675
Posted 17 December 2015 - 06:21 AM
Heffay, on 16 December 2015 - 07:56 AM, said:
Can you confirm that you're using the latest cgf-converter.exe? I ran it against that file a day or two ago and it didn't have any problems.
downloaded from link in 1st post two days ago, so think converter have latest version. but will redownload and try again
#1676
Posted 19 December 2015 - 07:06 AM
has anyone advice for me, how i can rotate the arms properly to match the ingame model?
because everytime i "mark" one arm, it rotates from the center of of all marked parts (so around the ellbow)
any idea how i can rotate it within the joint?
and what degree are you using? currently i think 15 might work best
best!
#1677
Posted 19 December 2015 - 09:48 AM
Heffay, on 17 December 2015 - 05:16 AM, said:
Glad to hear it! And if you ever want to make a tutorial on how to print them up, it would be much appreciated. I think printing mechs is something that interests a TON of people!
Happy to!
What is the toughest bit for people, I could do a video demo? You'll all struggle to understand my Scottish tones though...
Edited by Wonderdog, 19 December 2015 - 10:17 AM.
#1678
Posted 19 December 2015 - 10:47 AM
Iacov, on 19 December 2015 - 07:06 AM, said:
has anyone advice for me, how i can rotate the arms properly to match the ingame model?
because everytime i "mark" one arm, it rotates from the center of of all marked parts (so around the ellbow)
any idea how i can rotate it within the joint?
and what degree are you using? currently i think 15 might work best
best!
You need to change the pivot point mode to active element mode - here's a picture.
http://i.stack.imgur.com/vs4TT.png
Make sure the sub part (eg upper arm) you want to pivot using is the one that's selected last (or focus on it) to set it as active
#1679
Posted 19 December 2015 - 11:35 AM
Wonderdog, on 19 December 2015 - 10:47 AM, said:
http://i.stack.imgur.com/vs4TT.png
Make sure the sub part (eg upper arm) you want to pivot using is the one that's selected last (or focus on it) to set it as active
thanks a lot

only thing is, that as soon as i remove doubles and turn tris to quads, the model looks like this:

i guess its just a visual thing, without influencing the actual model - but does anyone know what's causing this?
best
#1680
Posted 20 December 2015 - 07:42 AM
11 user(s) are reading this topic
0 members, 11 guests, 0 anonymous users