

#1861
Posted 22 April 2016 - 10:24 PM
I'm trying the CGF converter, and it seems to work well, but my import goes the same as for Seijin Dinger.
If i have the starting cube selected, I have all the parts seem to become a child of the cube... In the top right you can "expand" the cube in the scene area and see all the mech parts sitting in there.
#1862
Posted 23 April 2016 - 07:35 AM
There seems to be an issue with the output from the CGF converter. All my wolfhound .obj files had _out appended.
IE:
wlf_right_torso_ppc_eh1.obj was created from the converter as wlf_right_torso_ppc_eh1_out.obj
the mech-importer script didn't seem to accomodate that change.
I used powershell to remove the _out from all the models, and re-ran the importer script. it's working now, at least for the wolfhound
*edit*
can confirm that it's working for all other models I had left to convert
Edited by Kantas, 23 April 2016 - 07:54 AM.
#1863
Posted 23 April 2016 - 09:21 AM
Kantas, on 23 April 2016 - 07:35 AM, said:
There seems to be an issue with the output from the CGF converter. All my wolfhound .obj files had _out appended.
IE:
wlf_right_torso_ppc_eh1.obj was created from the converter as wlf_right_torso_ppc_eh1_out.obj
Please add "-allowconflict" to the arguments at the command line for cgf-converter. I thought I made the default to not need it, but maybe I haven't finished that build yet. Sorry for the confusion.

#1864
Posted 23 April 2016 - 09:55 AM
get-childItem '*_out.obj' | rename-item -newname { $_.name -replace '_out.obj','.obj' } get-childItem '*_out.mtl' | rename-item -newname { $_.name -replace '_out.mtl','.mtl' }
#1865
Posted 23 April 2016 - 10:09 AM
Seijin Dinger, on 23 April 2016 - 09:55 AM, said:
get-childItem '*_out.obj' | rename-item -newname { $_.name -replace '_out.obj','.obj' } get-childItem '*_out.mtl' | rename-item -newname { $_.name -replace '_out.mtl','.mtl' }
I did similar, but i just went with "_out." to "."
On a side note... these models are a pain to get ready for 3d printing!! at least, they are for a novice to 3d modelling... I'm learning alot about how to properly prep models for printing though.
#1866
Posted 23 April 2016 - 10:10 AM
Kantas, on 23 April 2016 - 10:09 AM, said:
I did similar, but i just went with "_out." to "."
On a side note... these models are a pain to get ready for 3d printing!! at least, they are for a novice to 3d modelling... I'm learning alot about how to properly prep models for printing though.
Thanks, I will update the script in my document (was having trouble figuring how to do both sets at once)
And I figure they are a pain, its all learning for me
#1867
Posted 23 April 2016 - 04:02 PM
#1868
Posted 23 April 2016 - 04:06 PM

#1869
Posted 24 April 2016 - 02:18 AM
#1871
Posted 27 April 2016 - 03:36 PM
The atlas's eyes dont seem to want to work right, but not a big deal,
and the lasers on the arms seem to have picked up some of the texture for PPCs

The bigger of the issues was with the Griffin.
The Right Torso PPC, and Left Arm (all weapons) seem to not like the variant material

#1872
Posted 27 April 2016 - 05:25 PM
#1873
Posted 27 April 2016 - 05:32 PM
#1874
Posted 28 April 2016 - 04:04 AM
#1875
Posted 04 May 2016 - 09:57 AM
I converted all files by dran and drop for the converter.exe because powersheel just won´t find files otherwise.
Now, I have a file system set up like this
F:zzvindicator - here are all the files from the Vindicator I want to use. it contains
F:zzvindicatorbody with all the dds files.
Now I copied the mech-converter.ps1 to F:zzvindicator and run it. I have to write .mech-converter.ps1 to get Powershell to run it at all, but I get an error then:
get-content : Cannot find path 'F:zzVindicatorobjectsmechsvindicatorbodyvindicator_body.mtl' because it does
not exist.
At F:zzvindicatormech-importer.ps1:121 char:17
+ [xml]$matfile = get-content ("$basedir$modeldirbody$mech" + "_body.mtl")
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : ObjectNotFound: (F:zzVindicato...icator_body.mtl:String) [Get-Content], ItemNotFoundEx
ception
+ FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetContentCommand
Get-Content : Cannot find path
'F:zzVindicatorobjectsmechsvindicatorcockpit_standardvindicator_a_cockpit_standard.mtl' because it does not
exist.
At F:zzvindicatormech-importer.ps1:122 char:24
+ [xml]$matcockpitfile = Get-Content ("$basedir$modeldircockpit_standard$mech" ...
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : ObjectNotFound: (F:zzVindicato...it_standard.mtl:String) [Get-Content], ItemNotFoundEx
ception
+ FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetContentCommand
I changed the path in the *ps1 file to $basedir = "f:\zz\Vindicator" but I seem to miss sth. Can you help me with this?
-------------------------------------------
Edit
Now I seem to have no error in mech importer anymore, but now it won't load the mech in blender - at all.
Udes the import.txt and the python console, but nada. Jeez, complicated

Edited by Krellshand, 04 May 2016 - 11:55 AM.
#1876
Posted 05 May 2016 - 03:13 PM
#1877
Posted 07 May 2016 - 04:33 AM
Does anyone of you know in which PAK it is located?
#1878
Posted 11 May 2016 - 12:18 AM
Thanks for the turorials and tips!
I've managed to extract the Clan 'mechs and applied the Invader Clan textures in 3ds Max. I've started working on rigging on Max but it's not as straightforward as the video tutorial on blender so it's taking me much longer.
Quick question, how do I extract just the LOD parts so I can make papercrafts out of them? I tried removing the highpoly versions in the body folder before runing mech-importer.ps1 but the script does not appear to load them on blender.
#1879
Posted 11 May 2016 - 11:22 AM
#1880
Posted 11 May 2016 - 03:23 PM
EDIT: oop nevermind, got it! i used the string from your 1st video that changes cga to cgf to delete the _LOD1 to _LOD3 in batches! thanks again!!!
EDITagain: okay, it worked but the coordinates were all wrong

Edited by Volt, 11 May 2016 - 03:59 PM.
10 user(s) are reading this topic
0 members, 10 guests, 0 anonymous users