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

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#1781 Wonderdog

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Posted 12 March 2016 - 07:56 AM

View PostMetus regem, on 12 March 2016 - 07:46 AM, said:

They need to be painted with kilts... Maybe one in Blue and White....


I was going to do em Gold/Silver/Bronze, but primed them grey instead as a lot of people expressed an interest in painting them if they won!

#1782 Metus regem

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Posted 12 March 2016 - 08:31 AM

View PostWonderdog, on 12 March 2016 - 07:56 AM, said:


I was going to do em Gold/Silver/Bronze, but primed them grey instead as a lot of people expressed an interest in painting them if they won!


As a decedent of Clan Macbeth (on my Mom's side), I would want it to have my tartan.... :D

#1783 M-Lee

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Posted 13 March 2016 - 05:50 AM

Greetings mechwarriors. Please help me with my problem. My importer dont want working. Noesis work good, and anothers commands too. I rename path in mech-importer, but this no help. Whats is problem ? My PowerShell v. 3.0. Soon we see Archer, but not me ! Posted Image Posted Image

#1784 Wonderdog

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Posted 13 March 2016 - 06:49 AM

View PostKK195, on 13 March 2016 - 05:50 AM, said:

Greetings mechwarriors. Please help me with my problem. My importer dont want working. Noesis work good, and anothers commands too. I rename path in mech-importer, but this no help. Whats is problem ? My PowerShell v. 3.0. Soon we see Archer, but not me ! Posted Image


Hi KK195,

I believe there are issues with cyrillic characters in the tool - you should perhaps try moving things into a location with a simple folder name and retry.

There was a similiar report a few pages back in the thread.

#Wonderdog

#1785 M-Lee

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Posted 13 March 2016 - 07:04 AM

Damn it... Its not help. Give me link with this problem, if this possible. Where is HEFFAY ? He need me Posted Image Posted Image

#1786 Wonderdog

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Posted 13 March 2016 - 07:09 AM

Do you have a copy of the script in that sub folder? (i.e. in the king crab folder)

#1787 M-Lee

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Posted 13 March 2016 - 07:52 AM

Yes. I see next.Posted Image

#1788 M-Lee

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Posted 13 March 2016 - 10:59 PM

Ok. Tell me please, how fix this bag in Blender ? I see Iacov have this problem, but I not understand how fix. I weary leaf 90 pages.
Posted Image

#1789 Wonderdog

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Posted 14 March 2016 - 03:14 AM

View PostKK195, on 13 March 2016 - 10:59 PM, said:

Ok. Tell me please, how fix this bag in Blender ? I see Iacov have this problem, but I not understand how fix. I weary leaf 90 pages.



Whats up?

If its related to texturing, I'm afraid I can't help - as I only work on the models for 3d printing so dont use them - sorry.

#1790 Heffay

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Posted 14 March 2016 - 08:16 AM

Hmm... I'm not exactly sure what is up with that model, although I've seen it before. Did you delete all the LOD models prior to doing the export? It also sort of looks like it's trying to smooth it. There should be a button to let you use flat shading instead, which generally works better for mechs.

You also might want to re-export the files as well. I'm not sure how prevalent this is is, but I have see other weird exports like this that for some reason don't always repeat themselves.

#1791 M-Lee

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Posted 14 March 2016 - 08:47 AM

Now I trying importing model of Raven, and I have this problem too. LOD files i delete with command - get-childitem -recurse -filter "*lod*" | remove-item. One interesting thing, this is i include mech-importer in file of mech (look screenshot) and them write command with .\ command mech-importer.ps1 do no work. Maybe in this i have error ?Posted Image
Posted Image

#1792 Heffay

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Posted 14 March 2016 - 09:01 AM

For the .\ notation, that means the path doesn't have the directory where the script is. I have my scripts in a directory e:\scripts, so at the end of my path statement I added that directory. So whenever I need to run mech importer, I don't have to use the whole path.

Try changing the shading from smooth to flat for each of the object. That might make it look a bit better.

#1793 M-Lee

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Posted 14 March 2016 - 02:46 PM

The optimal version Blender for work this files - 2.69. This is glitch of paths next programm version.Posted Image

Edited by KK195, 14 March 2016 - 02:55 PM.


#1794 Seijin Dinger

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Posted 17 March 2016 - 02:36 PM

Heffy, I remember a while back you said you were working on a newer way to import assets and a new tutorial. Im wondering how that is coming

#1795 Heffay

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Posted 18 March 2016 - 10:20 AM

View PostSeijin Dinger, on 17 March 2016 - 02:36 PM, said:

Heffy, I remember a while back you said you were working on a newer way to import assets and a new tutorial. Im wondering how that is coming


Slowly. I actually have it so that I can export to Collada format now for the geometry, including materials. It works pretty slick too, but I want to get the program working so that it can do the armature files as well. Then I'll have to come up with updated versions of mech-importer and asset-importer to work with .dae files. Still a lot to do, but I'm making progress.

I don't have a lot of time to work on it, unfortunately. And 4 hours of week on a program like this doesn't get you far, but I keep plugging away.

#1796 Minimalistix

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Posted 19 March 2016 - 03:35 PM

I wrote a small script that loops through the objects in the scene and turns off auto smooth.

open your mech in blender, then paste this into the python window.

import bpy
bpy.ops.object.select_all(action='SELECT')
if bpy.context.selected_objects != []:
for obj in bpy.context.selected_objects:
  print(obj.name, obj, obj.type)
  if obj.type == 'MESH':
   print(">>>>", obj.name)
   bpy.context.scene.objects.active = obj
   bpy.ops.object.editmode_toggle()
   bpy.ops.mesh.select_all(action='TOGGLE')
   bpy.ops.mesh.faces_shade_flat()
   bpy.ops.mesh.remove_doubles()
   bpy.context.object.data.use_auto_smooth = False
   bpy.ops.object.editmode_toggle()


it will also remove your doubles on every object.

I also wrote a second script that i use after the first one to group all the parts into more relevant groups. I still manually add variant groups after this one, but its an excellent start to a project.

import bpy   
for ob in bpy.context.scene.objects:
    ob.select = ob.type == 'MESH' and (ob.name.count("_head")) and not (ob.name.count("_ppc") or ob.name.count("_ams") or ob.name.count("_narc") or ob.name.count("_flamer") or ob.name.count("_laser") or ob.name.count("_missile") or ob.name.count("_gauss") or ob.name.count("_lbx") or ob.name.count("_mg") or ob.name.count("_uac") or ob.name.count("_ac"))
bpy.ops.group.create(name="Head")
bpy.ops.mesh.select_all(action='TOGGLE')
for ob in bpy.context.scene.objects:
    ob.select = ob.type == 'MESH' and (ob.name.count("_pelvis")) and not (ob.name.count("_ppc") or ob.name.count("_ams") or ob.name.count("_narc") or ob.name.count("_flamer") or ob.name.count("_laser") or ob.name.count("_missile") or ob.name.count("_gauss") or ob.name.count("_lbx") or ob.name.count("_mg") or ob.name.count("_uac") or ob.name.count("_ac"))
bpy.ops.group.create(name="Pelvis")
bpy.ops.mesh.select_all(action='TOGGLE')
for ob in bpy.context.scene.objects:
    ob.select = ob.type == 'MESH' and (ob.name.count("_centre_torso") or ob.name.count("_left_torso") or ob.name.count("_right_torso")) and not (ob.name.count("_pelvis") or ob.name.count("_ppc") or ob.name.count("_ams") or ob.name.count("_narc") or ob.name.count("_flamer") or ob.name.count("_laser") or ob.name.count("_missile") or ob.name.count("_gauss") or ob.name.count("_lbx") or ob.name.count("_mg") or ob.name.count("_uac") or ob.name.count("_ac"))
bpy.ops.group.create(name="Torso")
bpy.ops.mesh.select_all(action='TOGGLE')
for ob in bpy.context.scene.objects:
    ob.select = ob.type == 'MESH' and ob.name.count("_left_arm") and not (ob.name.count("_ppc") or ob.name.count("_ams") or ob.name.count("_narc") or ob.name.count("_flamer") or ob.name.count("_laser") or ob.name.count("_missile") or ob.name.count("_gauss") or ob.name.count("_lbx") or ob.name.count("_mg") or ob.name.count("_uac") or ob.name.count("_ac"))
bpy.ops.group.create(name="Left Arm")
bpy.ops.mesh.select_all(action='TOGGLE')
for ob in bpy.context.scene.objects:
    ob.select = ob.type == 'MESH' and ob.name.count("_right_arm") and not (ob.name.count("_ppc") or ob.name.count("_ams") or ob.name.count("_narc") or ob.name.count("_flamer") or ob.name.count("_laser") or ob.name.count("_missile") or ob.name.count("_gauss") or ob.name.count("_lbx") or ob.name.count("_mg") or ob.name.count("_uac") or ob.name.count("_ac"))
bpy.ops.group.create(name="Right Arm")
bpy.ops.mesh.select_all(action='TOGGLE')
for ob in bpy.context.scene.objects:
    ob.select = ob.type == 'MESH' and ob.name.count("_left_leg") and not (ob.name.count("_ppc") or ob.name.count("_ams") or ob.name.count("_narc") or ob.name.count("_flamer") or ob.name.count("_laser") or ob.name.count("_missile") or ob.name.count("_gauss") or ob.name.count("_lbx") or ob.name.count("_mg") or ob.name.count("_uac") or ob.name.count("_ac"))
bpy.ops.group.create(name="Left Leg")
bpy.ops.mesh.select_all(action='TOGGLE')
for ob in bpy.context.scene.objects:
    ob.select = ob.type == 'MESH' and ob.name.count("_right_leg") and not (ob.name.count("_ppc") or ob.name.count("_ams") or ob.name.count("_narc") or ob.name.count("_flamer") or ob.name.count("_laser") or ob.name.count("_missile") or ob.name.count("_gauss") or ob.name.count("_lbx") or ob.name.count("_mg") or ob.name.count("_uac") or ob.name.count("_ac"))
bpy.ops.group.create(name="Right Leg")
bpy.ops.mesh.select_all(action='TOGGLE')
for ob in bpy.context.scene.objects:
    ob.select = ob.type == 'MESH' and (ob.name.count("_ppc") or ob.name.count("_ams") or ob.name.count("_narc") or ob.name.count("_flamer") or ob.name.count("_laser") or ob.name.count("_missile") or ob.name.count("_gauss") or ob.name.count("_lbx") or ob.name.count("_mg") or ob.name.count("_uac") or ob.name.count("_ac"))
bpy.ops.group.create(name="Weapons")
bpy.ops.mesh.select_all(action='TOGGLE')


#1797 Anastasiuss

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Posted 23 March 2016 - 03:48 AM

View PostHeffay, on 03 March 2016 - 05:21 AM, said:


Err... maybe -allowconflict? No s. Sorry, gave the wrong command.


help me too best thx :-)

foreach ($file in (Get-ChildItem *.cga)) {.\cgf-converter.exe $file -allowconflict -objectdir "f:\MWOMod\" }

Edited by Anastasiuss, 23 March 2016 - 03:51 AM.


#1798 MATRAKA14

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Posted 23 March 2016 - 06:22 AM

Im testing mudbox and i'm trying to make a camo pattern for a mech, but all the models are unusable because multiple uv errors, anyone has a model properly prepared for this task? can i borrow it?

#1799 Seijin Dinger

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Posted 29 March 2016 - 01:05 PM

I had a bit of a problem redoing a few mechs so I recorded the errors as they happened.
The first issue was when I ran mech-importer.ps1 and it failed on the Atlas, Hunchback, and Jener


The other issue was when I used the import script that mech-importer.ps1 made in Blender and it failed on the Highlander IIC.


These were the only mechs I had any issue with (other than a few misplaced objects)

#1800 Seijin Dinger

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Posted 31 March 2016 - 01:57 PM

Anyone else have the same problems with those listed mechs?





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