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#1841
Posted 19 April 2016 - 02:20 PM
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#1842
Posted 19 April 2016 - 09:25 PM
#1843
Posted 19 April 2016 - 09:39 PM
The Rivet City one is all 1 piece, but very low to no detail which I assume is handled via textures.
One labeled just "Leopard" which is the front and midsection and no side doors.
The one I have been working with is the Invasion Leopard. It loads 47 objects at once, all but the lower doors are off screen, but having Blender move them to the origin point works to find them. This one is also quite nicely detailed and includes object files to build the inside of the dropship's hangar, but sadly isn't designed to allow the side doors to open, just the bottom ones.
(when I get back to my computer I can record video of the ship in Blender)
Edited by Seijin Dinger, 19 April 2016 - 11:57 PM.
#1844
Posted 20 April 2016 - 12:33 AM
#1846
Posted 20 April 2016 - 10:55 AM
#1847
Posted 20 April 2016 - 11:12 AM
Seijin Dinger, on 20 April 2016 - 10:55 AM, said:
There's a known bug with Noesis that leads to exploded geometry like that. It's fixed in cgf-exporter, although I do see it happen still with some Star Citizen models.
#1848
Posted 20 April 2016 - 11:30 AM
And see if I can find an archived list of the mechs that exploded out like that and see if it gives me a better model
#1849
Posted 20 April 2016 - 01:45 PM
#1850
Posted 20 April 2016 - 01:49 PM
#1851
Posted 20 April 2016 - 03:08 PM
#1852
Posted 20 April 2016 - 03:21 PM
Made sure I had the newest script, and the path was set properly
#1853
Posted 21 April 2016 - 11:42 AM
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It says no such file or directory yet the dir in question looks like this: http://i.imgur.com/bXbLMK2.jpg and the import file was created one level up, here: http://i.imgur.com/mCVriVT.jpg
#1854
Posted 21 April 2016 - 12:37 PM
NotIntruder, on 21 April 2016 - 11:42 AM, said:
It says no such file or directory yet the dir in question looks like this: http://i.imgur.com/bXbLMK2.jpg and the import file was created one level up, here: http://i.imgur.com/mCVriVT.jpg
It looks like you made an e:\mwo\catapult directory, put the pak files and extracted from there? Based on that, your ObjectDir should be e:\mwo\catapult, as that is where the Object directory ended up.
You should put all the pak files into e:\mwo, extract from there. Then your ObjectDir (which you have to set by editing mech-importer) will be e:\mwo, and the .cdf you run it against will be e:\mwo\objects\mechs\catapult.
Preserving the directory structure is very important.
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#1855
Posted 21 April 2016 - 12:44 PM
Seijin Dinger, on 20 April 2016 - 03:21 PM, said:
Made sure I had the newest script, and the path was set properly
Looks like your objectdir is d:\mwo models\, and everything for the crab is under d:\mwo models\objects\mechs\crab?
At around the 0:50 mark, I see it trying to import d:\mwo models\objects\mechs\crab\body\crb_crb_right_arm_forearm_claw_act_damaged.obj... which is weird because it starts off with "crb_crb". Can you verify which file is in your directory, as well as what import.txt is showing? Did you do a global find/replace on import.txt by any chance?
#1856
Posted 21 April 2016 - 02:47 PM
Heffay, on 21 April 2016 - 12:44 PM, said:
Looks like your objectdir is d:\mwo models\, and everything for the crab is under d:\mwo models\objects\mechs\crab?
At around the 0:50 mark, I see it trying to import d:\mwo models\objects\mechs\crab\body\crb_crb_right_arm_forearm_claw_act_damaged.obj... which is weird because it starts off with "crb_crb". Can you verify which file is in your directory, as well as what import.txt is showing? Did you do a global find/replace on import.txt by any chance?
I can verify that the object is named crb_crb (most the models I had issues with had objects named that way)
I did not do any global find and replaces
(Working with the crab as an example)
The objects for the mech are located at: D:\MWO Models\objects\mechs\crab\body
the ps1 script is set up like this: $basedir = "D:\MWO Models"
I didnt change any directory structure between when I was able to get the import script to work and now, though I accidentally deleted the ps1 and had to re-set it up
Here is the text from the import file concerning that object
bpy.ops.import_scene.obj(filepath="D:\\MWO Models\\objects\\mechs\\crab\\body\\crb_crb_right_arm_forearm_claw_act_damaged.obj",use_groups_as_vgroups=True,split_mode='OFF')
bpy.context.scene.objects.active=bpy.data.objects["crb_crb_right_arm_forearm_claw_act_damaged"]
bpy.context.active_object.rotation_mode="QUATERNION"
bpy.context.active_object.rotation_quaternion=[0.65508,-0.492462,-0.262747,0.509229]
bpy.ops.transform.translate(value=(4.53218,0.146492,9.3514))
bpy.context.object.data.materials.clear(update_data=True)
bpy.ops.object.mode_set(mode = "EDIT")
bpy.ops.object.vertex_group_add()
bpy.context.object.vertex_groups.active.name = "Bip01_R_Forearm"
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.object.vertex_group_assign()
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.object.mode_set(mode = "OBJECT")
bpy.context.object.data.materials.append(crab_body)
Edited by Seijin Dinger, 21 April 2016 - 02:53 PM.
#1857
Posted 21 April 2016 - 03:05 PM
#1858
Posted 22 April 2016 - 02:41 AM
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#1859
Posted 22 April 2016 - 11:02 AM
#1860
Posted 22 April 2016 - 11:23 AM
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