#2061
Posted 19 April 2017 - 07:17 AM
#2062
Posted 23 April 2017 - 05:14 AM
Jacob Soloman, on 18 April 2017 - 01:49 PM, said:
Whilst running PS ISE in admin mode, I get the following:
PS C:\Windows\system32> E:\00_Private\Main\Hobby\BT\MWO\objects\battlemaster\mech-importer.ps1
Directory set to system32
Unable to find .cdf file.
Usage: mech-importer <mech .cdf file>
If .cdf file isn't specified, Mech Importer checks the current directory
Please update the script before running. The following variables need to be properly defined:
$basedir: Where you extracted the object.pak files (and skins)
$imageformat: What image format you are using (default .dds)
Please use Noesis with the cryengine plug-in to convert all the .cgf files to .obj with -flipUV first
See https://www.youtube....GKeU_LBODtkh29b for tutorials.
Is there a battlemaster.cdf fie in that directory? And have you modified the mech-importer.ps1 script (you can use notepad) to change the variables in there that are listed?
Bugbot, on 17 April 2017 - 02:27 PM, said:
https://lh6.googleus...k=w1680-h920-rw
These are the errors I'm getting in powershell.
https://lh6.googleus...Amek=w1680-h920
And these are the errors I'm getting in blender. It seems to stem from name 't' not being defined, as well as key "" not found, but I have no idea how to fix this.
I'm not able to see those. It says I don't have permission to view the files.
#2063
Posted 23 April 2017 - 08:12 AM
When I run it, it starts with:
Cannot index into a null array.
At C:\Documents\Models\Mechwarrior\Objects\mechs\awesome\mech-importer.ps1:56 char:40
+ $directory = (Get-ChildItem).directory[ <<<< 0].name # $directory should have the name of the mech
+ CategoryInfo : Invalid Operation: (0:Int32) [], RuntimeException
+FullyQualifiedErrorId : NullArray
Then, after it states the directory, the mech, and the modeldir, and finds the materials, the errors continue:
Method invocation failed because [System.String[]] doesn't contain a method named 'split'.
At C:\Documents\Models\Mechwarrior\Objects\mechs\awesome\mech-importer.ps1:271 char:44
+ $objectname = $binding.split("/").split <<<< ("\\")
+CategoryInfo : InvalidOperation: (split:String) [], Runtime Exception
+FullyQualifiedErrorId : MethodNotFound
Cannot index into a null array.
At C:\Documents\Models\Mechwarrior\Objects\mechs\awesome\mech-importer.ps1:272 char:31
+ $objectname = $objectname[ <<<< -1] #grabs the last part of path
+ CategoryInfo : Invalid Operation: (-1:Int32) [], RuntimeException
+FullyQualifiedErrorId : NullArray
You cannot call a method on a null-valued expression.
At C:\Documents\Models\Mechwarrior\Objects\mechs\awesome\mech-importer.ps1:273 char:40
+ $objectname = $objectname.substring <<<< (0,$objectname.length-4) #strip last 4 characters
+ CategoryInfo : Invalid Operation: (substring:String) [], RuntimeException
+FullyQualifiedErrorId : InvokeMethodOnNull
And it just repeats these errors at different place in the code over and over until it finishes.
In blender, I'm getting these errors repeatedly. It repeats with different commands, but still has the same errors, and it seems to stem from name 't' not being defined and key "" not being found, as I said earlier.
>> bpy.context.object.data.materials.append(t)
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
NameError: name 't' is not defined
>>> bpy.context.scene.objects.active=bpy.data.objects[""]
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
KeyError: 'bpy_prop_collection[key]: key "" not found'
#2064
Posted 03 May 2017 - 01:52 AM
you sad you have archived the original weapon arms... i really hope the Centurion was part of that.
Would great if you might provide them (I take the pak file or the *.cga files as well)
#2065
Posted 16 May 2017 - 04:00 PM
So I made this timber a while back using Heffay's program to construct the mech in blender, which I then exported as an obj file to print. However, the timber in game has been modified to 'squat' further down. Heffay, any idea how to fix this?
Thanks!
#2066
Posted 17 May 2017 - 04:48 AM
THE LAST JEDI, on 16 May 2017 - 04:00 PM, said:
So I made this timber a while back using Heffay's program to construct the mech in blender, which I then exported as an obj file to print. However, the timber in game has been modified to 'squat' further down. Heffay, any idea how to fix this?
I'm guessing the t-pose (or mech equivalent) has been modified? To position mechs properly, you need to add the armature and pose them. Watch my 2nd and 3rd (and 2nd supplemental) tutorial videos on how to import and parent an armature. It takes quite a bit of work at first, but once you get the process down it only takes about 10 minutes to fully rig a mech. And then you can pose it any way you want!
#2067
Posted 17 May 2017 - 12:34 PM
#2068
Posted 20 May 2017 - 06:31 PM
Edit: Nvm, got it. Was something wrong with the cgf converter.exe. I grabbed it from a previous project I worked on. Imported to blender with no problems.
Heffay, would it be possible to edit your OP to fix the broken links? Any plans to redo the tutorial
Edited by THE LAST JEDI, 21 May 2017 - 06:07 AM.
#2069
Posted 23 May 2017 - 10:00 AM
THE LAST JEDI, on 20 May 2017 - 06:31 PM, said:
Heffay, would it be possible to edit your OP to fix the broken links? Any plans to redo the tutorial
Updated all the links (I think) in the original post. I'll be working on an updated version of everything soon (when Star Citizen 3.0 comes out), and redo all the tutorials then as well.
#2070
Posted 29 May 2017 - 09:05 AM
Also, thanks for keeping up with this thread and updating the files after all these years.
#2072
Posted 08 June 2017 - 07:26 PM
Edit: What I have so far is this:
foreach ($file in (Get-ChildItem *.cg)) { E:\MWO\cgf-converter.exe $file -obj -objectdir "E:\MWO\Mech_Paks\Hunchback\" }
Doing this however has no effect whatsoever.
Edited by Valdemaar, 08 June 2017 - 10:26 PM.
#2073
Posted 09 June 2017 - 06:57 AM
Valdemaar, on 08 June 2017 - 07:26 PM, said:
Edit: What I have so far is this:
foreach ($file in (Get-ChildItem *.cg)) { E:\MWO\cgf-converter.exe $file -obj -objectdir "E:\MWO\Mech_Paks\Hunchback\" }
Doing this however has no effect whatsoever.
Change *.cg to *.cg*. That should fix it.
#2075
Posted 07 July 2017 - 08:58 AM
I want to work on a Stormcrow. There is no file for it anywhere other than png files.
Can someone tell me:
1. Where in the hell is the stormcrow?
2. What is the "EXACT" syntax I need to put in the mech converter to get this changed so I can open it in blender. I am a computer engineer but NOT a programmer, so some specific help here would be greatly appreciated.
#2076
Posted 07 July 2017 - 10:08 AM
Max OConnor, on 07 July 2017 - 08:58 AM, said:
I want to work on a Stormcrow. There is no file for it anywhere other than png files.
Can someone tell me:
1. Where in the hell is the stormcrow?
2. What is the "EXACT" syntax I need to put in the mech converter to get this changed so I can open it in blender. I am a computer engineer but NOT a programmer, so some specific help here would be greatly appreciated.
The Stormcrow mech files should be in Objects\Mechs\Stormcrow. If you don't see any files there, then you may not have unzipped the archive, or it unzipped somewhere else.
There are a number of steps to being able to open the files in Blender. I'm assuming you ran the cgf-converter program to convert them all to obj files already. Once that is done, you can use mech-importer.ps1 in Powershell (in the Stormcrow directory, where the stormcrow.cdf file is) to get the import.txt file, and then paste the contents of that into the Blender python console.
#2077
Posted 19 July 2017 - 12:26 AM
#2078
Posted 12 August 2017 - 09:24 AM
#2080
Posted 16 August 2017 - 09:40 AM
After getting the model in blender, has anyone tried exporting as .stl for the purpose of 3d printing?
There are some steps on exporting as .stl from blender, here: https://www.stratasy...-files/#blender
Edited by ThunderCough, 16 August 2017 - 09:42 AM.
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