https://wiki.mechlivinglegends.net/api.php?action=feedcontributions&user=Fire-hound&feedformat=atomMechWarrior: Living Legends Wiki - User contributions [en]2024-03-29T00:36:46ZUser contributionsMediaWiki 1.29.0https://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14574AlienArt2023-12-11T09:15:57Z<p>Fire-hound: rephrased and tried to explain better the scope and intent of this article</p>
<hr />
<div>{{ Stub }}<br />
"Art" can be a rock, a building or even a working factory.<br><br />
This article documents each step of art import from recent 3.x blender into Cryengine 2. This will cover non animated objects and game assets only.<br><br />
By Alien (perhaps a misnomer) it's meant as totally new, possibly even strange "art" in respect of what's present in the present Asset Pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid blender and the aging cryengine2.<br><br />
Just get any blender past 3.x release.<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how some compromises were made.<br><br />
It is a ''convention'' and if one sticks to it good results will ensue.<br><br />
# No more than two triangles should share same edge.<br />
# There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (''primitives'')...<br />
# There should be no triangles of surfaces of size zero (degenerate faces).<br />
# It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br><br />
Only a single UV map per mesh is supported in Cryengine<br><br />
<br />
<br />
The Object is to be assigned To a ''Collection'' (no more ''Groups'' in blender 3.x) that shares the same name<br><br />
The '''.blend''' file is to be saved with the same name, so that it shares (again) the same name as the object and collection.<br><br />
<br />
<br />
We should now be ready for the export to collada ('''.dae''' file)<br><br />
<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually safe to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parent-children chains!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ''ugly''<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for Cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
We need working '''ColladaCGF''' in '''wine''', for this we need working '''PyFFI''' in '''wine''', and for this we need working '''Python''' in '''wine''' in the first place.<br />
For this all to work at all certain versions are to be downloaded and fed to '''wine''':<br><br />
* Python 2.6.6 (or earlier, but ideally ''exactly'' 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer ones require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your '''Linux''' to be either "''multilib''" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that exact order (Python, PyFFI, Collada).<br><br />
The very installation process:<br />
# Locate the repositories<br />
# Download the corresponding versions and to what place locally<br />
# Point a file manager or ''explorer'' inside of wine to the downloaded files in order to install them<br />
Is left as an exercise to the reader as the web locations are documented in another article on this wiki.<br><br />
<br />
To make certain they are in the right wine prefix check that both files:<br><br />
"C:\Python26\python.exe"<br />
and<br />
"C:\Python26\Scripts\colladacgf.py"<br />
should be present.<br />
<br />
<br />
Now if you are not using '''XFCE4''' as your GUI, ''too bad you're just out of luck''. Otherwise open the Custom Actions chooser via the Edit menu of '''Thunar''' and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the default python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the ''text files'' (since '''.dae''' files look like '''XML''' files) and ''other files'', just in case. Never mind this impossible screenshot - it is CGI - so you have it all on one place for '''''maximum convenience'''''.<br />
<br />
Apply, close and restart '''Thunar'''. Now on You should have a context option for each '''.dae''' file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''.dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press ['''enter'''] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the ''convention'' mentioned earlier.<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a highly customized, overly patched VERY recent version wine-staging that has support for child-window our '''Sandbox2''' editor uses to render the game within it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, re-run the above command. Install the new '''wine''' and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more '''winetricks'''...<br><br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br><br />
add (via winetricks) the following:<br><br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br><br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Orion&diff=14555Orion2023-10-28T13:58:41Z<p>Fire-hound: /* Variant G - "Tacitus" */ shortened the fluff due to feedback in that favor</p>
<hr />
<div>{{Mech|<br />
| Image = File:Orion.png<br />
| ImageGif = <br />
| Class = Heavy<br />
| Faction = Inner Sphere<br />
| Tickets = 10<br />
| Tier = 11<br />
| Tonnage = 75<br />
| Speed = 65<br />
| Rotation = 250<br />
| PitchStand = -28° to +31°<br />
| PitchCrouch = -28° to +41°<br />
<br />
| Price Prime = 83 900<br />
| ArmorT Prime = 70 257<br />
| Engine Prime = Light Fusion Vlar 300<br />
| Weapons Prime = <ul><br />
<li>1x [[UAC10]]<br />
<li>3x [[ERML]]<br />
<li>1x [[LRM20]]<br />
<li>1x [[NARC]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>5 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 90 750<br />
| ArmorT A = 70 257<br />
| Engine A = Light Fusion Vlar 300<br />
| Weapons A = <ul><br />
<li>3x [[Standard_AutoCannons|LAC5]]<br />
<li>2x [[PPC]]<br />
<li>3x [[TBolt5]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip A = <ul><br />
<li> [[EOptics]]<br />
<li>3 [[DHS]]<br />
<li>0 [[free ton]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 87 900<br />
| ArmorT B = 70 257<br />
| Engine B = Hermes 340 XL<br />
| AltSpeed B = 76<br />
| Weapons B = <ul><br />
<li>1x [[HPPC]]<br />
<li>2x [[RAC5]]<br />
<li>1x [[SRM2]]<br />
<li>1x [[SRM4]]<br />
</ul><br />
| Equip B = <ul><br />
<li> [[EOptics]]<br />
<li>6 [[DHS]]<br />
<li>4 [[free ton]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 92 000<br />
| ArmorT C = 70 257<br />
| Engine C = Hermes 340 XL<br />
| AltSpeed C = 76<br />
| Weapons C = <ul><br />
<li>1x [[Blazer]]<br />
<li>1x [[HGauss]]<br />
<li>2x [[MRM10]]<br />
<li>2x [[Mgun]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip C = <ul><br />
<li>2 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 85 750<br />
| ArmorT D = 70 257<br />
| Engine D = Hermes 340 XL<br />
| AltSpeed D = 76<br />
| Weapons D = <ul><br />
<li>1x [[HVAC2]]<br />
<li>1x [[HVAC5]]<br />
<li>2x [[LRM15]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip D = <ul><br />
<li> [[EOptics]]<br />
<li> [[BAP]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 94 900<br />
| ArmorT E = 70 257<br />
| Engine E = Hermes 340 XL<br />
| AltSpeed E = 76<br />
| Weapons E = <ul><br />
<li>2x [[ERSL]]<br />
<li>1x [[LBX20]]<br />
<li>1x [[SSRM4]]<br />
<li>2x [[SSRM6]]<br />
</ul><br />
| Equip E = <ul><br />
<li> [[EOptics]]<br />
<li> [[iJJ]]<br />
<li> [[GECM]]<br />
<li>3 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>14.5t [[Stealth Armor]]<br />
</ul><br />
<br />
| Price F = 92 400<br />
| ArmorT F = 70 257<br />
| Engine F = Hermes 300 XL<br />
| Weapons F = <ul><br />
<li>2x [[ERPPC]]<br />
<li>1x [[Gauss]]<br />
<li>4x [[Standard_AutoCannons|LAC2]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip F = <ul><br />
<li> [[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 96 050<br />
| ArmorT G = 70 257<br />
| Engine G = Light Fusion Vlar 300<br />
| Weapons G = <ul><br />
<li>1x [[Blazer]]<br />
<li>1x [[SRM6]]<br />
<li>2x [[UAC5]]<br />
<li>2x [[Mgun]]<br />
</ul><br />
| Equip G = <ul><br />
<li> [[EOptics]]<br />
<li> [[GECM]]<br />
<li> [[C3]]<br />
<li> [[BAP]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 10387<br />
| Armor LRT = 6752<br />
| Armor B = 6232<br />
| Armor LRA = 5973<br />
| Armor LRL = 7946<br />
| Armor INT = 4768<br />
<br />
| Version153 = 0.16.1<br />
}}<br />
<br />
The '''Orion''' is [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]]. Though in production for well over 500 years, the Orion remains a mainstay of the Free World’s heavy ’Mech forces, as its mix of firepower and resilience appeals to a wide range of MechWarriors. Over the centuries countless thousands have poured off the production line, but the last two decades have seen something of a renaissance for the Orion as the inclusion of recovered technologies has allowed the design to push its way to the forefront of the FWLM’s military exports. The Orion is a dependable workhorse design that can handle almost any combat role, thanks to its mix of long and short-range weaponry and its Valiant Lamellor armor. Unlike other Mechs that have diverse [[engine]] options, the Orion actually has different max speeds based on which engine each [[variant]] is equipped with. Orions with the more common XL engines travel at 76 km/h, the F Variant carries a smaller XL engine and travels at 65 km/h, while Orions with the less common light fusion engine also travel more slowly at 65 km/h, but benefit from greater survivability. Between the engine options and the Orion's 14.5 tons of armor (tied for the highest armor of any [[Inner Sphere]] heavy Mech) the Orion is a very durable Mech.<br />
<br />
Note: Only the variants with a speed of 65 km/h (Prime, A, F, and G) can be bought at forward factories.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Orion Prime is a solid [[Gameplay_Tactics#Self-NARCing/TAGing|self-NARCing]] Mech with its [[LRM20]] and [[NARC]]. But unlike most other self-NARCing assets, the Prime has enough independent weaponry to contribute in medium- and short-[[range]] engagements. It can use its [[NARC]] to self-target enemies or to [[supporting|support]] allies. Between its 3 [[ML]]s and [[UAC10]] the Prime is equipped like an aggressive light Mech so long as it's in medium [[range]]. The Prime has 2 [[free tons]] of ammo and generally one ton of LRM ammo and one ton of UAC10 ammo is called for. Although it slows the Prime down to 65 km/h, it is also equipped a compact light [[engine]] making it one of the most durable Inner Sphere heavy Mechs.<br />
<br />
===Variant A===<br />
Unlike the similarly-equipped [[Argus#E_Variant|Argus E]] the Orion A struggles to accommodate its dual [[PPC]] energy weapons which should nearly always be [[chain fire]]ed. Even the A's trio of [[Tbolt5]]s should be chain fired when able, if enemy [[LAMS]] are active, [[group fire]] may be necessary. Group fire may also be necessary when [[damage spreading]] or [[brawling]]. Players will have to weigh the speed of the Argus vs the [[armor]] of the Orion, especially since the Argus E boasts superior [[range]]. While the Argus E dips into long-range, the Orion A is more solidly in medium-range. For anti-[[BA]] activity, the A should [[chain fire]] its trio of [[Standard_AutoCannons|LAC5]]s and be prepared to use its [[B-Pod]]. Although it slows the A down to 65 km/h, it is also equipped a compact light [[engine]] making it one of the most durable Inner Sphere heavy Mechs.<br />
<br />
===Variant B===<br />
The Orion B can serve multiple roles. Its [[SRM4]] and [[SRM2]] compliment both a [[poking]]- or [[staring]]-playstyle. Meanwhile, the B's [[HPPC]] lends itself to poking and its pair of [[RAC5]]s lend themselves to staring. Additionally, all the B's weapons can be conserved while its RAC5s are on [[cooldown]] allowing the B to [[damage spread]] in some situations. The B has 4 [[free tons]] of ammo and all four tons should be dedicated to the ammo-hungry RAC5s. The B differentiates itself from other double RAC5 heavies with a modest top speed of 76 km/h allowing it to get in and out of combat more easily.<br />
<br />
===Variant C - ''"Imperator-6"''===<br />
The Imperator-6 is a formidable short- to mid-[[range]] asset. While it does have 2 [[Mgun|Mguns]], the Imperator-6 doesn't benefit from [[staring]] at all, and is a full-blown [[damage spreading|twist-fighter]] or [[poke|poking]] Mech (if cover is available). Both of the Imperator-6's main weapons, the [[Binary Laser Cannon]] and [[HGauss]] have long [[weapons|recycle]] times, and while the recycle time of the Imperator-6's pair of [[MRM10]]s isn't as long, they are easily saved up for a single [[alpha strike]] before damage-spreading resumes. Both of the Imperator-6's [[free tons]] of ammo are best saved for HGauss ammo. While the Imperator-6 doesn't have the durability of the compact light engine [[variant]]s, its poke-and-hide playstyle, coming from its high [[burst damage]] weaponry and modest top speed of 76 km/h, can dramatically improve its staying power.<br />
<br />
===Variant D===<br />
More focused on long-[[range]] support than the Prime, the Orion D extremely focused. At 1500m, the HVAC2, and at 1400m the HVAC5 provide the D with significant long-range suppression. The hail of bullets these weapons lay down make many [[assets]] hide behind cover. Even though the D's primary damage is in the 1000m range pair of [[LRM15]]s, their effective range can easily be stretched out to 1300m with the use of [[TAG]] making the Orion D an excellent [[Gameplay_Tactics#Self-NARCing.2FTAGing|self-TAGing]] asset. Considering the TAG... The D's [[BAP]] seems almost unnecessary except for warning the pilot of incoming enemies a little bit sooner. This heads up can mean life or death for a Mech like the D when its weapons are so terrible at [[brawling]]. It needs every bit of warning and every single one of its 76 km/h to reposition before being charged and overwhelmed.<br />
<br />
===Variant E - ''"Tiberius"''===<br />
Although moderate in speed, at 76 km/h, the Tiberius is an agile, stealthy, hard-hitting, seek-and-destroy Mech. The Tiberius is the only [[stealth armor]] heavy Mech. Except for its [[Improved Jump Jets]], the Tiberius lacks the quick escape potential of faster heavies, depending on its stealth armor to make sure [[hit and run]] attacks don't turn into [[suicide run]]s. Unlike other heavies, though, the Tiberius is more than capable of getting in close to an enemy [[Long Tom]] or [[LRM Camper]] and eliminating them quickly before their allies can react. It's recommended to buy [[free ton|one ton]] of ammo for the [[LBX20]], and two tons for the [[SSRM|SSRMs]]. When it comes to extended [[brawler|brawling]], the Tiberius can struggle with its limited ammo and fast-firing SSRM6s. Pilots are advised to carefully aim their SRM shots.<br />
<br />
===Variant F===<br />
Similar loadouts on most other Mechs would be accompanied with [[JJ]]s. This is not so for the Orion F. The F sacrifices the ability to [[jump snipe]] for 4 [[Standard_AutoCannons|LAC2]]s that shoot out to 900m, perfectly matching its pair of [[ERPPC]]s and [[Gauss Rifle]]. In lengthy engagements at long-[[range]], few other heavy Mechs will give pilots as much [[direct fire]] firepower potential. The F, being a sniper, never needed the compact light engine that other Orion [[variant]]s nor the speed of other variants, and so the F has a smaller XL engine than the others and only travels at 65 km/h.<br />
<br />
===Variant G - ''"Tacitus"''===<br />
This Orion is right half way between the [[Thanatos]] scout and the [[Atlas]] scout. The [[C3]] coupled with [[GECM]] pretty much alleviates any concern for running the radar active the whole time. With the [[BAP]] the area will be illuminated somewhat further but it still won't help find [[APC|shut down adversaries units parked around]], if you know what i mean...<br />
<br />
The weapons array compliments it's electronic package but it's nothing to lean excessively on. The [[Binary Laser Cannon]], while dreaded by the ground asset drivers, will tax the [[DHS]] pair pretty soon which could not only lead to a premature shutdown, but more importantly to a sensor spike across the whole satellite map. Furthermore caution is advised to avoid jamming the [[UAC5]] pair as [[SRM6]] and the [[MG]] array will have to serve as a backup for the while the mech cools down from the [[Binary Laser Cannon|BLaser]] and the [[UAC5]]s un-jam too. Noteworthy is to mention the [[Engines#Compact_Fusion_Engine|compact engine]] will reduce destroyed side torso damage spill over to the center torso.<br />
<br />
==Trivia==<br />
As the folklore has been told:<br><br />
Since his time of conception into the world of Mechwarrior, Invictus has felt the calling to battle with one of the most formidable mechs ever...<br />
Thus the Orion was gifted to the project director to be included into MWLL.<br />
<br />
According to CW/Γ Andrew co-director the reality is.<br />
"let me change this up a little: thus in october of 2019 CW/Γ Andrew started Project Orion together with [SA] Bird_Thing™ and [CJF] Leeko. Previous active artists (Nighthawk, Chezzar, Pajama Boy and Nathan) consulted and created the mech secretly over a time frame of roughly 2 and a half years. When it was ready it was gifted to project director invictus."<br />
<br />
An as they say the rest is History!<br />
<br />
==Canon==<br />
[[File:liberation_of_terra.jpg|212px|topM=20px|leftM=40px|right]]<br />
Sometimes called “a poor man’s Atlas” since the introduction of that behemoth, the Orion is a venerable, general-duty heavy ’Mech—and a famous one. Everyone has seen the images of Aleksandr Kerensky storming Amaris’ last defenses on Terra, making the Orion one of the best known ’Mechs in history. Commissioned by the Terran Hegemony in response to improving ’Mech designs used by other Houses, the Orion is nearly half a millennium old. The roomy chassis has allowed it to be readily upgraded and maintained over the centuries. The Orion remains a mainstay of the Free World’s heavy ’Mech forces, as its mix of firepower and resilience appeals to a wide range of MechWarriors.<br />
Like the Marauder, the Orion's armor is Valiant Lamellor, less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost to time.<br />
<br />
Date Introduced 2453 during the Era known as "Era Age of War" (2005 - 2570) - Unit Role: Brawler<br />
<br />
[https://www.sarna.net/wiki/Orion BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Orion&diff=14554Orion2023-10-28T13:30:06Z<p>Fire-hound: /* Variant G - "Tacitus" */ removed out of date banner</p>
<hr />
<div>{{Mech|<br />
| Image = File:Orion.png<br />
| ImageGif = <br />
| Class = Heavy<br />
| Faction = Inner Sphere<br />
| Tickets = 10<br />
| Tier = 11<br />
| Tonnage = 75<br />
| Speed = 65<br />
| Rotation = 250<br />
| PitchStand = -28° to +31°<br />
| PitchCrouch = -28° to +41°<br />
<br />
| Price Prime = 83 900<br />
| ArmorT Prime = 70 257<br />
| Engine Prime = Light Fusion Vlar 300<br />
| Weapons Prime = <ul><br />
<li>1x [[UAC10]]<br />
<li>3x [[ERML]]<br />
<li>1x [[LRM20]]<br />
<li>1x [[NARC]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>5 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 90 750<br />
| ArmorT A = 70 257<br />
| Engine A = Light Fusion Vlar 300<br />
| Weapons A = <ul><br />
<li>3x [[Standard_AutoCannons|LAC5]]<br />
<li>2x [[PPC]]<br />
<li>3x [[TBolt5]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip A = <ul><br />
<li> [[EOptics]]<br />
<li>3 [[DHS]]<br />
<li>0 [[free ton]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 87 900<br />
| ArmorT B = 70 257<br />
| Engine B = Hermes 340 XL<br />
| AltSpeed B = 76<br />
| Weapons B = <ul><br />
<li>1x [[HPPC]]<br />
<li>2x [[RAC5]]<br />
<li>1x [[SRM2]]<br />
<li>1x [[SRM4]]<br />
</ul><br />
| Equip B = <ul><br />
<li> [[EOptics]]<br />
<li>6 [[DHS]]<br />
<li>4 [[free ton]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 92 000<br />
| ArmorT C = 70 257<br />
| Engine C = Hermes 340 XL<br />
| AltSpeed C = 76<br />
| Weapons C = <ul><br />
<li>1x [[Blazer]]<br />
<li>1x [[HGauss]]<br />
<li>2x [[MRM10]]<br />
<li>2x [[Mgun]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip C = <ul><br />
<li>2 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 85 750<br />
| ArmorT D = 70 257<br />
| Engine D = Hermes 340 XL<br />
| AltSpeed D = 76<br />
| Weapons D = <ul><br />
<li>1x [[HVAC2]]<br />
<li>1x [[HVAC5]]<br />
<li>2x [[LRM15]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip D = <ul><br />
<li> [[EOptics]]<br />
<li> [[BAP]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 94 900<br />
| ArmorT E = 70 257<br />
| Engine E = Hermes 340 XL<br />
| AltSpeed E = 76<br />
| Weapons E = <ul><br />
<li>2x [[ERSL]]<br />
<li>1x [[LBX20]]<br />
<li>1x [[SSRM4]]<br />
<li>2x [[SSRM6]]<br />
</ul><br />
| Equip E = <ul><br />
<li> [[EOptics]]<br />
<li> [[iJJ]]<br />
<li> [[GECM]]<br />
<li>3 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>14.5t [[Stealth Armor]]<br />
</ul><br />
<br />
| Price F = 92 400<br />
| ArmorT F = 70 257<br />
| Engine F = Hermes 300 XL<br />
| Weapons F = <ul><br />
<li>2x [[ERPPC]]<br />
<li>1x [[Gauss]]<br />
<li>4x [[Standard_AutoCannons|LAC2]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip F = <ul><br />
<li> [[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 96 050<br />
| ArmorT G = 70 257<br />
| Engine G = Light Fusion Vlar 300<br />
| Weapons G = <ul><br />
<li>1x [[Blazer]]<br />
<li>1x [[SRM6]]<br />
<li>2x [[UAC5]]<br />
<li>2x [[Mgun]]<br />
</ul><br />
| Equip G = <ul><br />
<li> [[EOptics]]<br />
<li> [[GECM]]<br />
<li> [[C3]]<br />
<li> [[BAP]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 10387<br />
| Armor LRT = 6752<br />
| Armor B = 6232<br />
| Armor LRA = 5973<br />
| Armor LRL = 7946<br />
| Armor INT = 4768<br />
<br />
| Version153 = 0.16.1<br />
}}<br />
<br />
The '''Orion''' is [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]]. Though in production for well over 500 years, the Orion remains a mainstay of the Free World’s heavy ’Mech forces, as its mix of firepower and resilience appeals to a wide range of MechWarriors. Over the centuries countless thousands have poured off the production line, but the last two decades have seen something of a renaissance for the Orion as the inclusion of recovered technologies has allowed the design to push its way to the forefront of the FWLM’s military exports. The Orion is a dependable workhorse design that can handle almost any combat role, thanks to its mix of long and short-range weaponry and its Valiant Lamellor armor. Unlike other Mechs that have diverse [[engine]] options, the Orion actually has different max speeds based on which engine each [[variant]] is equipped with. Orions with the more common XL engines travel at 76 km/h, the F Variant carries a smaller XL engine and travels at 65 km/h, while Orions with the less common light fusion engine also travel more slowly at 65 km/h, but benefit from greater survivability. Between the engine options and the Orion's 14.5 tons of armor (tied for the highest armor of any [[Inner Sphere]] heavy Mech) the Orion is a very durable Mech.<br />
<br />
Note: Only the variants with a speed of 65 km/h (Prime, A, F, and G) can be bought at forward factories.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Orion Prime is a solid [[Gameplay_Tactics#Self-NARCing/TAGing|self-NARCing]] Mech with its [[LRM20]] and [[NARC]]. But unlike most other self-NARCing assets, the Prime has enough independent weaponry to contribute in medium- and short-[[range]] engagements. It can use its [[NARC]] to self-target enemies or to [[supporting|support]] allies. Between its 3 [[ML]]s and [[UAC10]] the Prime is equipped like an aggressive light Mech so long as it's in medium [[range]]. The Prime has 2 [[free tons]] of ammo and generally one ton of LRM ammo and one ton of UAC10 ammo is called for. Although it slows the Prime down to 65 km/h, it is also equipped a compact light [[engine]] making it one of the most durable Inner Sphere heavy Mechs.<br />
<br />
===Variant A===<br />
Unlike the similarly-equipped [[Argus#E_Variant|Argus E]] the Orion A struggles to accommodate its dual [[PPC]] energy weapons which should nearly always be [[chain fire]]ed. Even the A's trio of [[Tbolt5]]s should be chain fired when able, if enemy [[LAMS]] are active, [[group fire]] may be necessary. Group fire may also be necessary when [[damage spreading]] or [[brawling]]. Players will have to weigh the speed of the Argus vs the [[armor]] of the Orion, especially since the Argus E boasts superior [[range]]. While the Argus E dips into long-range, the Orion A is more solidly in medium-range. For anti-[[BA]] activity, the A should [[chain fire]] its trio of [[Standard_AutoCannons|LAC5]]s and be prepared to use its [[B-Pod]]. Although it slows the A down to 65 km/h, it is also equipped a compact light [[engine]] making it one of the most durable Inner Sphere heavy Mechs.<br />
<br />
===Variant B===<br />
The Orion B can serve multiple roles. Its [[SRM4]] and [[SRM2]] compliment both a [[poking]]- or [[staring]]-playstyle. Meanwhile, the B's [[HPPC]] lends itself to poking and its pair of [[RAC5]]s lend themselves to staring. Additionally, all the B's weapons can be conserved while its RAC5s are on [[cooldown]] allowing the B to [[damage spread]] in some situations. The B has 4 [[free tons]] of ammo and all four tons should be dedicated to the ammo-hungry RAC5s. The B differentiates itself from other double RAC5 heavies with a modest top speed of 76 km/h allowing it to get in and out of combat more easily.<br />
<br />
===Variant C - ''"Imperator-6"''===<br />
The Imperator-6 is a formidable short- to mid-[[range]] asset. While it does have 2 [[Mgun|Mguns]], the Imperator-6 doesn't benefit from [[staring]] at all, and is a full-blown [[damage spreading|twist-fighter]] or [[poke|poking]] Mech (if cover is available). Both of the Imperator-6's main weapons, the [[Binary Laser Cannon]] and [[HGauss]] have long [[weapons|recycle]] times, and while the recycle time of the Imperator-6's pair of [[MRM10]]s isn't as long, they are easily saved up for a single [[alpha strike]] before damage-spreading resumes. Both of the Imperator-6's [[free tons]] of ammo are best saved for HGauss ammo. While the Imperator-6 doesn't have the durability of the compact light engine [[variant]]s, its poke-and-hide playstyle, coming from its high [[burst damage]] weaponry and modest top speed of 76 km/h, can dramatically improve its staying power.<br />
<br />
===Variant D===<br />
More focused on long-[[range]] support than the Prime, the Orion D extremely focused. At 1500m, the HVAC2, and at 1400m the HVAC5 provide the D with significant long-range suppression. The hail of bullets these weapons lay down make many [[assets]] hide behind cover. Even though the D's primary damage is in the 1000m range pair of [[LRM15]]s, their effective range can easily be stretched out to 1300m with the use of [[TAG]] making the Orion D an excellent [[Gameplay_Tactics#Self-NARCing.2FTAGing|self-TAGing]] asset. Considering the TAG... The D's [[BAP]] seems almost unnecessary except for warning the pilot of incoming enemies a little bit sooner. This heads up can mean life or death for a Mech like the D when its weapons are so terrible at [[brawling]]. It needs every bit of warning and every single one of its 76 km/h to reposition before being charged and overwhelmed.<br />
<br />
===Variant E - ''"Tiberius"''===<br />
Although moderate in speed, at 76 km/h, the Tiberius is an agile, stealthy, hard-hitting, seek-and-destroy Mech. The Tiberius is the only [[stealth armor]] heavy Mech. Except for its [[Improved Jump Jets]], the Tiberius lacks the quick escape potential of faster heavies, depending on its stealth armor to make sure [[hit and run]] attacks don't turn into [[suicide run]]s. Unlike other heavies, though, the Tiberius is more than capable of getting in close to an enemy [[Long Tom]] or [[LRM Camper]] and eliminating them quickly before their allies can react. It's recommended to buy [[free ton|one ton]] of ammo for the [[LBX20]], and two tons for the [[SSRM|SSRMs]]. When it comes to extended [[brawler|brawling]], the Tiberius can struggle with its limited ammo and fast-firing SSRM6s. Pilots are advised to carefully aim their SRM shots.<br />
<br />
===Variant F===<br />
Similar loadouts on most other Mechs would be accompanied with [[JJ]]s. This is not so for the Orion F. The F sacrifices the ability to [[jump snipe]] for 4 [[Standard_AutoCannons|LAC2]]s that shoot out to 900m, perfectly matching its pair of [[ERPPC]]s and [[Gauss Rifle]]. In lengthy engagements at long-[[range]], few other heavy Mechs will give pilots as much [[direct fire]] firepower potential. The F, being a sniper, never needed the compact light engine that other Orion [[variant]]s nor the speed of other variants, and so the F has a smaller XL engine than the others and only travels at 65 km/h.<br />
<br />
===Variant G - ''"Tacitus"''===<br />
This Orion is right half way between the [[Thanatos]] scout and the [[Atlas]] scout, where it somewhat upgrades the lesser, but still does not surpass the bigger with the electronic package it brings to the field. The [[C3]] coupled with [[GECM]] pretty much alleviates any concern for running the radar active the whole time. The only exception might be should an [[AECM]] asset be near by and the fighting is still in the opening/assuming-positions phase. With the [[BAP]] the area will be lit further but it still won't help find [[APC|shut down adversaries units parked around]], if you know what i mean...<br />
<br />
The weapons array compliments it's electronic package but it's nothing to lean excessively on. The [[Binary Laser Cannon]], while dreaded by the ground asset drivers, will tax the [[DHS]] pair pretty soon wich could not only lead to a premature shutdown, but more importantly to a sensor spike across the whole satellite map. Furthermore caution is advised to avoid jamming the [[UAC5]] pair as it leads to prolonged delays and drops in the already moderate damage output. The [[SRM6]] and the [[MG]] array will hardly be a deterrence for a seasoned BA mainer, but surely will serve as a backup for the while the mech cools down from the [[Binary Laser Cannon|BLaser]] and the [[UAC5]]s un-jam. Noteworthy is to mention the [[Engines#Compact_Fusion_Engine|compact engine]] will effectively protect damaged side torsos along being boringly slow at 65KPH pace when running.<br />
<br />
Should you use this asset to supplement an already substantial assault lance or wave it might thrive in sharing armor and adding to the damage pool 800 meter out and closer, but it is very ill advised to use it as a 1v1 opponent to an asset of the same class or higher. It has a punch but well in line if not below of the usual heavy class mech.<br />
<br />
==Trivia==<br />
As the folklore has been told:<br><br />
Since his time of conception into the world of Mechwarrior, Invictus has felt the calling to battle with one of the most formidable mechs ever...<br />
Thus the Orion was gifted to the project director to be included into MWLL.<br />
<br />
According to CW/Γ Andrew co-director the reality is.<br />
"let me change this up a little: thus in october of 2019 CW/Γ Andrew started Project Orion together with [SA] Bird_Thing™ and [CJF] Leeko. Previous active artists (Nighthawk, Chezzar, Pajama Boy and Nathan) consulted and created the mech secretly over a time frame of roughly 2 and a half years. When it was ready it was gifted to project director invictus."<br />
<br />
An as they say the rest is History!<br />
<br />
==Canon==<br />
[[File:liberation_of_terra.jpg|212px|topM=20px|leftM=40px|right]]<br />
Sometimes called “a poor man’s Atlas” since the introduction of that behemoth, the Orion is a venerable, general-duty heavy ’Mech—and a famous one. Everyone has seen the images of Aleksandr Kerensky storming Amaris’ last defenses on Terra, making the Orion one of the best known ’Mechs in history. Commissioned by the Terran Hegemony in response to improving ’Mech designs used by other Houses, the Orion is nearly half a millennium old. The roomy chassis has allowed it to be readily upgraded and maintained over the centuries. The Orion remains a mainstay of the Free World’s heavy ’Mech forces, as its mix of firepower and resilience appeals to a wide range of MechWarriors.<br />
Like the Marauder, the Orion's armor is Valiant Lamellor, less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost to time.<br />
<br />
Date Introduced 2453 during the Era known as "Era Age of War" (2005 - 2570) - Unit Role: Brawler<br />
<br />
[https://www.sarna.net/wiki/Orion BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Orion&diff=14553Orion2023-10-28T13:29:44Z<p>Fire-hound: /* Variant G - "Tacitus" */ updated to 16.1</p>
<hr />
<div>{{Mech|<br />
| Image = File:Orion.png<br />
| ImageGif = <br />
| Class = Heavy<br />
| Faction = Inner Sphere<br />
| Tickets = 10<br />
| Tier = 11<br />
| Tonnage = 75<br />
| Speed = 65<br />
| Rotation = 250<br />
| PitchStand = -28° to +31°<br />
| PitchCrouch = -28° to +41°<br />
<br />
| Price Prime = 83 900<br />
| ArmorT Prime = 70 257<br />
| Engine Prime = Light Fusion Vlar 300<br />
| Weapons Prime = <ul><br />
<li>1x [[UAC10]]<br />
<li>3x [[ERML]]<br />
<li>1x [[LRM20]]<br />
<li>1x [[NARC]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>5 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 90 750<br />
| ArmorT A = 70 257<br />
| Engine A = Light Fusion Vlar 300<br />
| Weapons A = <ul><br />
<li>3x [[Standard_AutoCannons|LAC5]]<br />
<li>2x [[PPC]]<br />
<li>3x [[TBolt5]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip A = <ul><br />
<li> [[EOptics]]<br />
<li>3 [[DHS]]<br />
<li>0 [[free ton]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 87 900<br />
| ArmorT B = 70 257<br />
| Engine B = Hermes 340 XL<br />
| AltSpeed B = 76<br />
| Weapons B = <ul><br />
<li>1x [[HPPC]]<br />
<li>2x [[RAC5]]<br />
<li>1x [[SRM2]]<br />
<li>1x [[SRM4]]<br />
</ul><br />
| Equip B = <ul><br />
<li> [[EOptics]]<br />
<li>6 [[DHS]]<br />
<li>4 [[free ton]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 92 000<br />
| ArmorT C = 70 257<br />
| Engine C = Hermes 340 XL<br />
| AltSpeed C = 76<br />
| Weapons C = <ul><br />
<li>1x [[Blazer]]<br />
<li>1x [[HGauss]]<br />
<li>2x [[MRM10]]<br />
<li>2x [[Mgun]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip C = <ul><br />
<li>2 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 85 750<br />
| ArmorT D = 70 257<br />
| Engine D = Hermes 340 XL<br />
| AltSpeed D = 76<br />
| Weapons D = <ul><br />
<li>1x [[HVAC2]]<br />
<li>1x [[HVAC5]]<br />
<li>2x [[LRM15]]<br />
<li>1x [[TAG]]<br />
</ul><br />
| Equip D = <ul><br />
<li> [[EOptics]]<br />
<li> [[BAP]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 94 900<br />
| ArmorT E = 70 257<br />
| Engine E = Hermes 340 XL<br />
| AltSpeed E = 76<br />
| Weapons E = <ul><br />
<li>2x [[ERSL]]<br />
<li>1x [[LBX20]]<br />
<li>1x [[SSRM4]]<br />
<li>2x [[SSRM6]]<br />
</ul><br />
| Equip E = <ul><br />
<li> [[EOptics]]<br />
<li> [[iJJ]]<br />
<li> [[GECM]]<br />
<li>3 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>14.5t [[Stealth Armor]]<br />
</ul><br />
<br />
| Price F = 92 400<br />
| ArmorT F = 70 257<br />
| Engine F = Hermes 300 XL<br />
| Weapons F = <ul><br />
<li>2x [[ERPPC]]<br />
<li>1x [[Gauss]]<br />
<li>4x [[Standard_AutoCannons|LAC2]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip F = <ul><br />
<li> [[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 96 050<br />
| ArmorT G = 70 257<br />
| Engine G = Light Fusion Vlar 300<br />
| Weapons G = <ul><br />
<li>1x [[Blazer]]<br />
<li>1x [[SRM6]]<br />
<li>2x [[UAC5]]<br />
<li>2x [[Mgun]]<br />
</ul><br />
| Equip G = <ul><br />
<li> [[EOptics]]<br />
<li> [[GECM]]<br />
<li> [[C3]]<br />
<li> [[BAP]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>14.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 10387<br />
| Armor LRT = 6752<br />
| Armor B = 6232<br />
| Armor LRA = 5973<br />
| Armor LRL = 7946<br />
| Armor INT = 4768<br />
<br />
| Version153 = 0.16.1<br />
}}<br />
<br />
The '''Orion''' is [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]]. Though in production for well over 500 years, the Orion remains a mainstay of the Free World’s heavy ’Mech forces, as its mix of firepower and resilience appeals to a wide range of MechWarriors. Over the centuries countless thousands have poured off the production line, but the last two decades have seen something of a renaissance for the Orion as the inclusion of recovered technologies has allowed the design to push its way to the forefront of the FWLM’s military exports. The Orion is a dependable workhorse design that can handle almost any combat role, thanks to its mix of long and short-range weaponry and its Valiant Lamellor armor. Unlike other Mechs that have diverse [[engine]] options, the Orion actually has different max speeds based on which engine each [[variant]] is equipped with. Orions with the more common XL engines travel at 76 km/h, the F Variant carries a smaller XL engine and travels at 65 km/h, while Orions with the less common light fusion engine also travel more slowly at 65 km/h, but benefit from greater survivability. Between the engine options and the Orion's 14.5 tons of armor (tied for the highest armor of any [[Inner Sphere]] heavy Mech) the Orion is a very durable Mech.<br />
<br />
Note: Only the variants with a speed of 65 km/h (Prime, A, F, and G) can be bought at forward factories.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Orion Prime is a solid [[Gameplay_Tactics#Self-NARCing/TAGing|self-NARCing]] Mech with its [[LRM20]] and [[NARC]]. But unlike most other self-NARCing assets, the Prime has enough independent weaponry to contribute in medium- and short-[[range]] engagements. It can use its [[NARC]] to self-target enemies or to [[supporting|support]] allies. Between its 3 [[ML]]s and [[UAC10]] the Prime is equipped like an aggressive light Mech so long as it's in medium [[range]]. The Prime has 2 [[free tons]] of ammo and generally one ton of LRM ammo and one ton of UAC10 ammo is called for. Although it slows the Prime down to 65 km/h, it is also equipped a compact light [[engine]] making it one of the most durable Inner Sphere heavy Mechs.<br />
<br />
===Variant A===<br />
Unlike the similarly-equipped [[Argus#E_Variant|Argus E]] the Orion A struggles to accommodate its dual [[PPC]] energy weapons which should nearly always be [[chain fire]]ed. Even the A's trio of [[Tbolt5]]s should be chain fired when able, if enemy [[LAMS]] are active, [[group fire]] may be necessary. Group fire may also be necessary when [[damage spreading]] or [[brawling]]. Players will have to weigh the speed of the Argus vs the [[armor]] of the Orion, especially since the Argus E boasts superior [[range]]. While the Argus E dips into long-range, the Orion A is more solidly in medium-range. For anti-[[BA]] activity, the A should [[chain fire]] its trio of [[Standard_AutoCannons|LAC5]]s and be prepared to use its [[B-Pod]]. Although it slows the A down to 65 km/h, it is also equipped a compact light [[engine]] making it one of the most durable Inner Sphere heavy Mechs.<br />
<br />
===Variant B===<br />
The Orion B can serve multiple roles. Its [[SRM4]] and [[SRM2]] compliment both a [[poking]]- or [[staring]]-playstyle. Meanwhile, the B's [[HPPC]] lends itself to poking and its pair of [[RAC5]]s lend themselves to staring. Additionally, all the B's weapons can be conserved while its RAC5s are on [[cooldown]] allowing the B to [[damage spread]] in some situations. The B has 4 [[free tons]] of ammo and all four tons should be dedicated to the ammo-hungry RAC5s. The B differentiates itself from other double RAC5 heavies with a modest top speed of 76 km/h allowing it to get in and out of combat more easily.<br />
<br />
===Variant C - ''"Imperator-6"''===<br />
The Imperator-6 is a formidable short- to mid-[[range]] asset. While it does have 2 [[Mgun|Mguns]], the Imperator-6 doesn't benefit from [[staring]] at all, and is a full-blown [[damage spreading|twist-fighter]] or [[poke|poking]] Mech (if cover is available). Both of the Imperator-6's main weapons, the [[Binary Laser Cannon]] and [[HGauss]] have long [[weapons|recycle]] times, and while the recycle time of the Imperator-6's pair of [[MRM10]]s isn't as long, they are easily saved up for a single [[alpha strike]] before damage-spreading resumes. Both of the Imperator-6's [[free tons]] of ammo are best saved for HGauss ammo. While the Imperator-6 doesn't have the durability of the compact light engine [[variant]]s, its poke-and-hide playstyle, coming from its high [[burst damage]] weaponry and modest top speed of 76 km/h, can dramatically improve its staying power.<br />
<br />
===Variant D===<br />
More focused on long-[[range]] support than the Prime, the Orion D extremely focused. At 1500m, the HVAC2, and at 1400m the HVAC5 provide the D with significant long-range suppression. The hail of bullets these weapons lay down make many [[assets]] hide behind cover. Even though the D's primary damage is in the 1000m range pair of [[LRM15]]s, their effective range can easily be stretched out to 1300m with the use of [[TAG]] making the Orion D an excellent [[Gameplay_Tactics#Self-NARCing.2FTAGing|self-TAGing]] asset. Considering the TAG... The D's [[BAP]] seems almost unnecessary except for warning the pilot of incoming enemies a little bit sooner. This heads up can mean life or death for a Mech like the D when its weapons are so terrible at [[brawling]]. It needs every bit of warning and every single one of its 76 km/h to reposition before being charged and overwhelmed.<br />
<br />
===Variant E - ''"Tiberius"''===<br />
Although moderate in speed, at 76 km/h, the Tiberius is an agile, stealthy, hard-hitting, seek-and-destroy Mech. The Tiberius is the only [[stealth armor]] heavy Mech. Except for its [[Improved Jump Jets]], the Tiberius lacks the quick escape potential of faster heavies, depending on its stealth armor to make sure [[hit and run]] attacks don't turn into [[suicide run]]s. Unlike other heavies, though, the Tiberius is more than capable of getting in close to an enemy [[Long Tom]] or [[LRM Camper]] and eliminating them quickly before their allies can react. It's recommended to buy [[free ton|one ton]] of ammo for the [[LBX20]], and two tons for the [[SSRM|SSRMs]]. When it comes to extended [[brawler|brawling]], the Tiberius can struggle with its limited ammo and fast-firing SSRM6s. Pilots are advised to carefully aim their SRM shots.<br />
<br />
===Variant F===<br />
Similar loadouts on most other Mechs would be accompanied with [[JJ]]s. This is not so for the Orion F. The F sacrifices the ability to [[jump snipe]] for 4 [[Standard_AutoCannons|LAC2]]s that shoot out to 900m, perfectly matching its pair of [[ERPPC]]s and [[Gauss Rifle]]. In lengthy engagements at long-[[range]], few other heavy Mechs will give pilots as much [[direct fire]] firepower potential. The F, being a sniper, never needed the compact light engine that other Orion [[variant]]s nor the speed of other variants, and so the F has a smaller XL engine than the others and only travels at 65 km/h.<br />
<br />
===Variant G - ''"Tacitus"''===<br />
{{Section out of date|0.16.1}}<br />
This Orion is right half way between the [[Thanatos]] scout and the [[Atlas]] scout, where it somewhat upgrades the lesser, but still does not surpass the bigger with the electronic package it brings to the field. The [[C3]] coupled with [[GECM]] pretty much alleviates any concern for running the radar active the whole time. The only exception might be should an [[AECM]] asset be near by and the fighting is still in the opening/assuming-positions phase. With the [[BAP]] the area will be lit further but it still won't help find [[APC|shut down adversaries units parked around]], if you know what i mean...<br />
<br />
The weapons array compliments it's electronic package but it's nothing to lean excessively on. The [[Binary Laser Cannon]], while dreaded by the ground asset drivers, will tax the [[DHS]] pair pretty soon wich could not only lead to a premature shutdown, but more importantly to a sensor spike across the whole satellite map. Furthermore caution is advised to avoid jamming the [[UAC5]] pair as it leads to prolonged delays and drops in the already moderate damage output. The [[SRM6]] and the [[MG]] array will hardly be a deterrence for a seasoned BA mainer, but surely will serve as a backup for the while the mech cools down from the [[Binary Laser Cannon|BLaser]] and the [[UAC5]]s un-jam. Noteworthy is to mention the [[Engines#Compact_Fusion_Engine|compact engine]] will effectively protect damaged side torsos along being boringly slow at 65KPH pace when running.<br />
<br />
Should you use this asset to supplement an already substantial assault lance or wave it might thrive in sharing armor and adding to the damage pool 800 meter out and closer, but it is very ill advised to use it as a 1v1 opponent to an asset of the same class or higher. It has a punch but well in line if not below of the usual heavy class mech.<br />
<br />
==Trivia==<br />
As the folklore has been told:<br><br />
Since his time of conception into the world of Mechwarrior, Invictus has felt the calling to battle with one of the most formidable mechs ever...<br />
Thus the Orion was gifted to the project director to be included into MWLL.<br />
<br />
According to CW/Γ Andrew co-director the reality is.<br />
"let me change this up a little: thus in october of 2019 CW/Γ Andrew started Project Orion together with [SA] Bird_Thing™ and [CJF] Leeko. Previous active artists (Nighthawk, Chezzar, Pajama Boy and Nathan) consulted and created the mech secretly over a time frame of roughly 2 and a half years. When it was ready it was gifted to project director invictus."<br />
<br />
An as they say the rest is History!<br />
<br />
==Canon==<br />
[[File:liberation_of_terra.jpg|212px|topM=20px|leftM=40px|right]]<br />
Sometimes called “a poor man’s Atlas” since the introduction of that behemoth, the Orion is a venerable, general-duty heavy ’Mech—and a famous one. Everyone has seen the images of Aleksandr Kerensky storming Amaris’ last defenses on Terra, making the Orion one of the best known ’Mechs in history. Commissioned by the Terran Hegemony in response to improving ’Mech designs used by other Houses, the Orion is nearly half a millennium old. The roomy chassis has allowed it to be readily upgraded and maintained over the centuries. The Orion remains a mainstay of the Free World’s heavy ’Mech forces, as its mix of firepower and resilience appeals to a wide range of MechWarriors.<br />
Like the Marauder, the Orion's armor is Valiant Lamellor, less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost to time.<br />
<br />
Date Introduced 2453 during the Era known as "Era Age of War" (2005 - 2570) - Unit Role: Brawler<br />
<br />
[https://www.sarna.net/wiki/Orion BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Avatar&diff=14520Avatar2023-09-24T12:07:45Z<p>Fire-hound: /* Variant E */</p>
<hr />
<div>{{Mech|<br />
| Image = File:Avatar.png<br />
| ImageGif = File:Avatar_spin.gif<br />
| Class = Heavy<br />
| Faction = Inner Sphere<br />
| Tickets = 10<br />
| Tier = 11<br />
| Tonnage = 70<br />
| Speed = 76<br />
| SpeedWithMasc = 106<br />
| Rotation = 360<br />
| PitchStand = -34° to +45°<br />
| PitchCrouch = -34° to +55°<br />
<br />
| Price Prime = 83 500<br />
| ArmorT Prime = 60 258<br />
| Engine Prime = 280 XL<br />
| Weapons Prime = <ul><br />
<li>4x [[MXPL]]<br />
<li>2x [[TBolt10]]<br />
<li>1x [[LBX10]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>5 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 86 100<br />
| ArmorT A = 60 258<br />
| Engine A = 280 XL<br />
| Weapons A = <ul><br />
<li>2x [[ERML]]<br />
<li>1x [[Gauss]]<br />
<li>2x [[ERPPC]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>2 [[DHS]] <br />
<li>1 [[free ton]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 84 000<br />
| ArmorT B = 60 258<br />
| Engine B = 280 XL<br />
| Weapons B = <ul><br />
<li>5x [[ERML]]<br />
<li>3x [[ERLL]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>[[iJJ]]<br />
<li>9 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 87 800<br />
| ArmorT C = 60 258<br />
| Engine C = 280 XL<br />
| Weapons C = <ul><br />
<li>3x [[MPL]]<br />
<li>2x [[SRM6]]<br />
<li>1x [[HGauss]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>4 [[free ton]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 79 700<br />
| ArmorT D = 60 258<br />
| Engine D = 280 XL<br />
| Weapons D = <ul><br />
<li>3x [[ML]]<br />
<li>2x [[SSRM6]]<br />
<li>1x [[AC20]]<br />
</ul><br />
| Equip D = <ul><br />
<li> [[iJJ]]<br />
<li>2 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 94 100<br />
| ArmorT E = 60 258<br />
| Engine E = 280 XL<br />
| Weapons E = <ul><br />
<li>2x [[RAC5]]<br />
<li>2x [[MPL]]<br />
<li>2x [[SRM2]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[MASC]]<br />
<li>[[iJJ]]<br />
<li>7 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 87 900<br />
| ArmorT F = 65 049<br />
| Engine F = 280 XL<br />
| Weapons F = <ul><br />
<li>1x [[UAC10]]<br />
<li>3x [[ERML]]<br />
<li>2x [[LRM5]]<br />
<li>1x [[HPPC]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>5 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>13.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 82 600<br />
| ArmorT G = 60 258<br />
| Engine G = 280 XL<br />
| Weapons G = <ul><br />
<li>2x [[PPC]]<br />
<li>2x [[ERML]]<br />
<li>2x [[LRM15]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[AECM]]<br />
<li>4 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 9502<br />
| Armor LRT = 6108<br />
| Armor B = 5430<br />
| Armor LRA = 4751<br />
| Armor LRL = 6515<br />
| Armor INT = 3909<br />
<br />
| Version153 = 0.16.1<br />
}}<br />
<br />
The '''Avatar''' is a [[Heavy_Mechs|heavy Omnimech]] built by the [[Inner Sphere]]. Comparable to the [[Clan]] [[Thor]], it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso [[yaw|twist]]. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Avatar Prime is defined by its mix of medium to long range weapons supported by [[Eoptics|enhanced optics]]. Its duo of [[TBolt10|Thunderbolt10]] launchers allow it to provide long range fire support and a [[LBX10|Lubalin Ballistics-X AutoCannon 10]] is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four [[MXPL|Medium X-Pulse Lasers]] significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 [[DHS]] can somewhat manage to dissipate the heat of its arsenal, but fire discipline is required.<br />
[[B-Pod]], should enemy [[Battle Armor]] get too close.<br />
<br />
===Variant A===<br />
A variant focusing on long range firepower, the Avatar A's main armaments are its [[gauss|Gauss Rifle]] and dual [[ERPPC]]. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its [[Eoptics|enhanced optics]] and [[JJ|jumpjets]] make the Avatar A capable of [[Gameplay Tactics|Poptarting]]. The pair of [[ERML|Medium Lasers]] standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A single [[Free tons | free ton]] keeps its gauss rifle fed and 2 [[DHS]] somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.<br />
<br />
===Variant B - ''"The Flying Red"''===<br />
<div style="width:102px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:1px 1px 2px 1px; float:left; margin-right:10px; margin-top:12px;"><br />
[[File:Flyingred.jpg|100px|center|The Flying Red]]<br />
</div><br />
Dubbed "'''''The Flying Red'''''," The Avatar B is the Inner Sphere's ultimate answer to [[Clan]] long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of [[ERLL]] on its right arm, while carrying an additional set of five [[ERML]] spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty [[Gameplay Tactics#Alpha Strike|alpha strike]], hitting with extreme precision from great range supported by [[Eoptics|enhanced optics]]. [[Jump Jets|Improved Jump Jets]] further allow [[Gameplay Tactics#Poptarting|poptart]] tactics and increased maneuverability, while 9 [[Double Heat Sinks|double heat sinks]] keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.<br />
<div style="clear: left"></div> <!-- Stops the text flow beside the small picture--><br />
<br />
===Variant C===<br />
A brawler at heart, the Avatar C is capable of dealing modest damage out to 700m, but it needs to break into medium and even close range to bring its full firepower to bear. A [[gauss|Heavy Gauss Rifle]] with the help of [[Eoptics|enhanced optics]] lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three [[MPL|Medium Pulse Lasers]] and a pair of [[SRM|SRM6]] launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso [[yaw|twist]] allows it to maneuver while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain [[Radar|passive radar]] most of the time. 2 [[DHS]] are passable for its relatively low heat arsenal and its 4 [[Free tons]] allow an extended combat period.<br />
<br />
===Variant D - ''"Fallschirmjaeger"''===<br />
The Avatar D, known as the "'''''Fallschirmjaeger'''''", is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted [[AC20]] easily blows holes in opposing 'Mechs which its two [[SSRM6]] packs can then exploit. Three [[ML|Medium Lasers]] provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary [[Battle Armor]]. On top of all this, three [[Free tons]] for reloads allows the Avatar D to carry more than enough ammo for extended combat. [[Jump Jets|Improved Jump Jets]] provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m, ideal range of 350m, and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.<br />
<br />
===Variant E===<br />
This variant leans heavily on it's twin [[RAC5]] array rather than on anything else and then rightly so. There aren't many mechs sporting more of- or are able to tank more of- for any reasonable amount of time. That being said (and done), the two [[MPL|Medium Pulse]] Lasers will happily jump in for the time the two main weapons have to reload or heavens forbid un-jam. An ocassional bitch-slap with the two [[SRM2]] will add more than just insult to injury. Long story short; [[MASC]] to the ambush position, cool down, [[iJJ]] in front (or, even better yet - behind it's back!) of the unsuspecting target (the smaller the better), perform your act and jump out of the fray for the while the armor still serves. All weapons perform at their full capacity with the radar turned off on this unit, something to take note of.<br />
<br />
===Variant F - ''"Scorpio"''===<br />
Dubbed "Scorpio" The Avatar F has a much clearer focus towards medium range combat. A pounding [[UAC10]], 3 [[ERML]] to drill further into the armor and [[HPPC|Heavy PPC]] to reap your foes soul. Unleash the Hell Fire of the Scorpio, watch your attackers abandon the fight. Use it's duo [[LRM5]] supported by [[EOptics|Enhanced Optics]] provides a significant long range boost to soften incoming combatants thus luring them into their doom. Its 1 [[Free ton|free ton]] is usually dedicated to its ultra autocannon. 5 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. Extra 1.5t of armor and [[B-Pod]] to maim irritant [[BA]], help with staying alive.<br />
<br />
===Variant G===<br />
The Avatar G is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an [[AECM]], allowing it to hide the radar signals of its teammates and offer protection from [[NARC]]s. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of [[LRM15]] launchers more straightforward when used as direct fire support. Additionally, the Avatar's 360 degree torso [[yaw|twist]] makes the G a great mech for [[Combat_Guide#Movement|kiting]] making it easy to keep enemies outside of the LRMs [[minimum range]]. Enemies that close into middle range will have to contend with a pair of [[PPC]]s, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two [[ERML]] offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. 4 [[DHS]] keep the asset's heat manageable.<br />
<br />
<br />
==Canon==<br />
The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its "first generation", the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.<br />
<br />
Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Brawler<br />
<br />
[http://www.sarna.net/wiki/Avatar_(BattleMech) BattleTech Reference]<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14141AlienArt2023-03-08T12:12:39Z<p>Fire-hound: Added stub</p>
<hr />
<div>{{ Stub }}<br />
By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid blender and the aging cryengine2.<br><br />
Just get any blender past 3.x release.<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how some compromises were made.<br><br />
It is a ''convention'' and if one sticks to it good results will ensue.<br><br />
# No more than two triangles should share same edge.<br />
# There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (''primitives'')...<br />
# There should be no triangles of surfaces of size zero (degenerate faces).<br />
# It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br><br />
Only a single UV map per mesh is supported in Cryengine<br><br />
<br />
<br />
The Object is to be assigned To a ''Collection'' (no more ''Groups'' in blender 3.x) that shares the same name<br><br />
The '''.blend''' file is to be saved with the same name, so that it shares (again) the same name as the object and collection.<br><br />
<br />
<br />
We should now be ready for the export to collada ('''.dae''' file)<br><br />
<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually safe to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parent-children chains!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ''ugly''<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for Cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
We need working '''ColladaCGF''' in '''wine''', for this we need working '''PyFFI''' in '''wine''', and for this we need working '''Python''' in '''wine''' in the first place.<br />
For this all to work at all certain versions are to be downloaded and fed to '''wine''':<br><br />
* Python 2.6.6 (or earlier, but ideally ''exactly'' 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer ones require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your '''Linux''' to be either "''multilib''" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that exact order (Python, PyFFI, Collada).<br><br />
The very installation process:<br />
# Locate the repositories<br />
# Download the corresponding versions and to what place locally<br />
# Point a file manager or ''explorer'' inside of wine to the downloaded files in order to install them<br />
Is left as an exercise to the reader as the web locations are documented in another article on this wiki.<br><br />
<br />
To make certain they are in the right wine prefix check that both files:<br><br />
"C:\Python26\python.exe"<br />
and<br />
"C:\Python26\Scripts\colladacgf.py"<br />
should be present.<br />
<br />
<br />
Now if you are not using '''XFCE4''' as your GUI, ''too bad you're just out of luck''. Otherwise open the Custom Actions chooser via the Edit menu of '''Thunar''' and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the default python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the ''text files'' (since '''.dae''' files look like '''XML''' files) and ''other files'', just in case. Never mind this impossible screenshot - it is CGI - so you have it all on one place for '''''maximum convenience'''''.<br />
<br />
Apply, close and restart '''Thunar'''. Now on You should have a context option for each '''.dae''' file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''.dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press ['''enter'''] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the ''convention'' mentioned earlier.<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a highly customized, overly patched VERY recent version wine-staging that has support for child-window our '''Sandbox2''' editor uses to render the game within it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, re-run the above command. Install the new '''wine''' and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more '''winetricks'''...<br><br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br><br />
add (via winetricks) the following:<br><br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br><br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14140AlienArt2023-03-05T14:49:50Z<p>Fire-hound: /* Importing into engine on Linux */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid blender and the aging cryengine2.<br><br />
Just get any blender past 3.x release.<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how some compromises were made.<br><br />
It is a ''convention'' and if one sticks to it good results will ensue.<br><br />
# No more than two triangles should share same edge.<br />
# There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (''primitives'')...<br />
# There should be no triangles of surfaces of size zero (degenerate faces).<br />
# It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br><br />
Only a single UV map per mesh is supported in Cryengine<br><br />
<br />
<br />
The Object is to be assigned To a ''Collection'' (no more ''Groups'' in blender 3.x) that shares the same name<br><br />
The '''.blend''' file is to be saved with the same name, so that it shares (again) the same name as the object and collection.<br><br />
<br />
<br />
We should now be ready for the export to collada ('''.dae''' file)<br><br />
<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually safe to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parent-children chains!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ''ugly''<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for Cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
We need working '''ColladaCGF''' in '''wine''', for this we need working '''PyFFI''' in '''wine''', and for this we need working '''Python''' in '''wine''' in the first place.<br />
For this all to work at all certain versions are to be downloaded and fed to '''wine''':<br><br />
* Python 2.6.6 (or earlier, but ideally ''exactly'' 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer ones require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your '''Linux''' to be either "''multilib''" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that exact order (Python, PyFFI, Collada).<br><br />
The very installation process:<br />
# Locate the repositories<br />
# Download the corresponding versions and to what place locally<br />
# Point a file manager or ''explorer'' inside of wine to the downloaded files in order to install them<br />
Is left as an exercise to the reader as the web locations are documented in another article on this wiki.<br><br />
<br />
To make certain they are in the right wine prefix check that both files:<br><br />
"C:\Python26\python.exe"<br />
and<br />
"C:\Python26\Scripts\colladacgf.py"<br />
should be present.<br />
<br />
<br />
Now if you are not using '''XFCE4''' as your GUI, ''too bad you're just out of luck''. Otherwise open the Custom Actions chooser via the Edit menu of '''Thunar''' and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the default python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the ''text files'' (since '''.dae''' files look like '''XML''' files) and ''other files'', just in case. Never mind this impossible screenshot - it is CGI - so you have it all on one place for '''''maximum convenience'''''.<br />
<br />
Apply, close and restart '''Thunar'''. Now on You should have a context option for each '''.dae''' file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''.dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press ['''enter'''] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the ''convention'' mentioned earlier.<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a highly customized, overly patched VERY recent version wine-staging that has support for child-window our '''Sandbox2''' editor uses to render the game within it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, re-run the above command. Install the new '''wine''' and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more '''winetricks'''...<br><br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br><br />
add (via winetricks) the following:<br><br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br><br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14139AlienArt2023-03-05T14:43:55Z<p>Fire-hound: /* Point the ColladaCGF to the .dae file */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid blender and the aging cryengine2.<br><br />
Just get any blender past 3.x release.<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how some compromises were made.<br><br />
It is a ''convention'' and if one sticks to it good results will ensue.<br><br />
# No more than two triangles should share same edge.<br />
# There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (''primitives'')...<br />
# There should be no triangles of surfaces of size zero (degenerate faces).<br />
# It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br><br />
Only a single UV map per mesh is supported in Cryengine<br><br />
<br />
<br />
The Object is to be assigned To a ''Collection'' (no more ''Groups'' in blender 3.x) that shares the same name<br><br />
The '''.blend''' file is to be saved with the same name, so that it shares (again) the same name as the object and collection.<br><br />
<br />
<br />
We should now be ready for the export to collada ('''.dae''' file)<br><br />
<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually safe to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parent-children chains!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ''ugly''<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for Cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
We need working '''ColladaCGF''' in '''wine''', for this we need working '''PyFFI''' in '''wine''', and for this we need working '''Python''' in '''wine''' in the first place.<br />
For this all to work at all certain versions are to be downloaded and fed to '''wine''':<br><br />
* Python 2.6.6 (or earlier, but ideally ''exactly'' 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer ones require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your '''Linux''' to be either "''multilib''" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that exact order (Python, PyFFI, Collada).<br><br />
The very installation process:<br />
# Locate the repositories<br />
# Download the corresponding versions and to what place locally<br />
# Point a file manager or ''explorer'' inside of wine to the downloaded files in order to install them<br />
Is left as an exercise to the reader as the web locations are documented in another article on this wiki.<br><br />
<br />
To make certain they are in the right wine prefix check that both files:<br><br />
"C:\Python26\python.exe"<br />
and<br />
"C:\Python26\Scripts\colladacgf.py"<br />
should be present.<br />
<br />
<br />
Now if you are not using '''XFCE4''' as your GUI, ''too bad you're just out of luck''. Otherwise open the Custom Actions chooser via the Edit menu of '''Thunar''' and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the default python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the ''text files'' (since '''.dae''' files look like '''XML''' files) and ''other files'', just in case. Never mind this impossible screenshot - it is CGI - so you have it all on one place for '''''maximum convenience'''''.<br />
<br />
Apply, close and restart '''Thunar'''. Now on You should have a context option for each '''.dae''' file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''.dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press ['''enter'''] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the ''convention'' mentioned earlier.<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14138AlienArt2023-03-05T14:42:29Z<p>Fire-hound: /* Prepare your Linux */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid blender and the aging cryengine2.<br><br />
Just get any blender past 3.x release.<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how some compromises were made.<br><br />
It is a ''convention'' and if one sticks to it good results will ensue.<br><br />
# No more than two triangles should share same edge.<br />
# There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (''primitives'')...<br />
# There should be no triangles of surfaces of size zero (degenerate faces).<br />
# It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br><br />
Only a single UV map per mesh is supported in Cryengine<br><br />
<br />
<br />
The Object is to be assigned To a ''Collection'' (no more ''Groups'' in blender 3.x) that shares the same name<br><br />
The '''.blend''' file is to be saved with the same name, so that it shares (again) the same name as the object and collection.<br><br />
<br />
<br />
We should now be ready for the export to collada ('''.dae''' file)<br><br />
<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually safe to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parent-children chains!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ''ugly''<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for Cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
We need working '''ColladaCGF''' in '''wine''', for this we need working '''PyFFI''' in '''wine''', and for this we need working '''Python''' in '''wine''' in the first place.<br />
For this all to work at all certain versions are to be downloaded and fed to '''wine''':<br><br />
* Python 2.6.6 (or earlier, but ideally ''exactly'' 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer ones require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your '''Linux''' to be either "''multilib''" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that exact order (Python, PyFFI, Collada).<br><br />
The very installation process:<br />
# Locate the repositories<br />
# Download the corresponding versions and to what place locally<br />
# Point a file manager or ''explorer'' inside of wine to the downloaded files in order to install them<br />
Is left as an exercise to the reader as the web locations are documented in another article on this wiki.<br><br />
<br />
To make certain they are in the right wine prefix check that both files:<br><br />
"C:\Python26\python.exe"<br />
and<br />
"C:\Python26\Scripts\colladacgf.py"<br />
should be present.<br />
<br />
<br />
Now if you are not using '''XFCE4''' as your GUI, ''too bad you're just out of luck''. Otherwise open the Custom Actions chooser via the Edit menu of '''Thunar''' and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the default python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the ''text files'' (since '''.dae''' files look like '''XML''' files) and ''other files'', just in case. Never mind this impossible screenshot - it is CGI - so you have it all on one place for '''''maximum convenience'''''.<br />
<br />
Apply, close and restart '''Thunar'''. Now on You should have a context option for each '''.dae''' file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14137AlienArt2023-03-05T14:26:06Z<p>Fire-hound: /* Export settings */ clarifications and typos</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid blender and the aging cryengine2.<br><br />
Just get any blender past 3.x release.<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how some compromises were made.<br><br />
It is a ''convention'' and if one sticks to it good results will ensue.<br><br />
# No more than two triangles should share same edge.<br />
# There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (''primitives'')...<br />
# There should be no triangles of surfaces of size zero (degenerate faces).<br />
# It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br><br />
Only a single UV map per mesh is supported in Cryengine<br><br />
<br />
<br />
The Object is to be assigned To a ''Collection'' (no more ''Groups'' in blender 3.x) that shares the same name<br><br />
The '''.blend''' file is to be saved with the same name, so that it shares (again) the same name as the object and collection.<br><br />
<br />
<br />
We should now be ready for the export to collada ('''.dae''' file)<br><br />
<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually safe to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parent-children chains!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ''ugly''<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for Cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14136AlienArt2023-03-05T14:22:59Z<p>Fire-hound: /* Get it ready */ emphasis and clarification</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid blender and the aging cryengine2.<br><br />
Just get any blender past 3.x release.<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how some compromises were made.<br><br />
It is a ''convention'' and if one sticks to it good results will ensue.<br><br />
# No more than two triangles should share same edge.<br />
# There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (''primitives'')...<br />
# There should be no triangles of surfaces of size zero (degenerate faces).<br />
# It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br><br />
Only a single UV map per mesh is supported in Cryengine<br><br />
<br />
<br />
The Object is to be assigned To a ''Collection'' (no more ''Groups'' in blender 3.x) that shares the same name<br><br />
The '''.blend''' file is to be saved with the same name, so that it shares (again) the same name as the object and collection.<br><br />
<br />
<br />
We should now be ready for the export to collada ('''.dae''' file)<br><br />
<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14135AlienArt2023-03-05T14:18:15Z<p>Fire-hound: /* now with blender 3.x */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid blender and the aging cryengine2.<br><br />
Just get any blender past 3.x release.<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br><br />
It is a convention and if one sticks to it good results won't fail to materialize.<br><br />
# No more than two triangles should share same edge.<br />
# There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
# There shoudl be no triangles of surface size zero (degenerate faces).<br />
# It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br><br />
Only a single UV map per mesh is supported in Cryengine<br><br />
<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br><br />
The .blend file is to be saved with the same name as the object and collection.<br><br />
<br />
<br />
We should now be ready for the export to collada (.dae file)<br><br />
<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14134AlienArt2023-03-05T14:17:24Z<p>Fire-hound: /* Get it ready */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br><br />
It is a convention and if one sticks to it good results won't fail to materialize.<br><br />
# No more than two triangles should share same edge.<br />
# There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
# There shoudl be no triangles of surface size zero (degenerate faces).<br />
# It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br><br />
Only a single UV map per mesh is supported in Cryengine<br><br />
<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br><br />
The .blend file is to be saved with the same name as the object and collection.<br><br />
<br />
<br />
We should now be ready for the export to collada (.dae file)<br><br />
<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14126AlienArt2023-02-14T21:42:19Z<p>Fire-hound: /* Run the editor */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map (['''TC_Reference'''] comes to mind) and try add an ''brush''. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14125AlienArt2023-02-14T21:38:05Z<p>Fire-hound: /* How to get the editor working (Glitch TKG's github) */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
<br />
No configuration files need to be modified in the [wine-tkg-git] directory, You merely cd to it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14124AlienArt2023-02-14T21:37:03Z<p>Fire-hound: /* Importing into engine on Linux */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
I assume Your Linux has ''multilib'' capability here on. I assume You understand what that means and know where to ask for details for Your distro of choice.<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14123AlienArt2023-02-14T21:35:26Z<p>Fire-hound: /* How to get the editor working (Glitch TKG's github) */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended off yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the following:<br />
#d3dcompiler_43<br />
#d3dcompiler_47<br />
#dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
#dxvk (i have dxvk1101 so far)<br />
#vcrun2005 (MWLL needs it won't run w/o)<br />
#(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14122AlienArt2023-02-14T21:33:56Z<p>Fire-hound: /* How to get the editor working (Glitch TKG's github) */ typos</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shell with info and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14121AlienArt2023-02-14T21:31:37Z<p>Fire-hound: /* Importing into engine */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine on Linux ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shel with inof and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14119AlienArt2023-02-14T20:28:16Z<p>Fire-hound: /* Run the editor */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shel with inof and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing ['''MWLLeditor.sh'''] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14118AlienArt2023-02-14T20:27:35Z<p>Fire-hound: /* Prepare your Linux */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|Custom Actions setup with Thunar and XFCE4]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|ColladaCGF usage in XFCE on Linux]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shel with inof and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing [MWLLeditor] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14117AlienArt2023-02-14T20:26:32Z<p>Fire-hound: /* Export settings */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|Collada export options]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|alt text]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|alt text]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shel with inof and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing [MWLLeditor] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=File:Step05.png&diff=14116File:Step05.png2023-02-14T20:25:02Z<p>Fire-hound: Usage example of ColladaCGF with XFCE4, on Linux.</p>
<hr />
<div>Usage example of ColladaCGF with XFCE4, on Linux.</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=File:Step04.png&diff=14115File:Step04.png2023-02-14T20:23:58Z<p>Fire-hound: Thunar Special Actions set up for ColladaCGF</p>
<hr />
<div>Thunar Special Actions set up for ColladaCGF</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=File:Step03.png&diff=14114File:Step03.png2023-02-14T20:22:02Z<p>Fire-hound: Collada export options in 3.x blender</p>
<hr />
<div>Collada export options in 3.x blender</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14113AlienArt2023-02-14T20:21:16Z<p>Fire-hound: /* Prepare your Linux */</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|alt text]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
[[File:Step04.png|200px|thumb|center|alt text]]<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
[[File:Step05.png|200px|thumb|center|alt text]]<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shel with inof and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing [MWLLeditor] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14112AlienArt2023-02-14T20:20:38Z<p>Fire-hound: /* Export settings */ graphics</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
[[File:Step03.png|200px|thumb|center|alt text]]<br />
<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
Step04.png<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
Step05.png<br />
<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shel with inof and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing [MWLLeditor] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14111AlienArt2023-02-14T20:19:37Z<p>Fire-hound: /* Get it ready */ edited how images display</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png|200px|thumb|center|Prepare Collection]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png|200px|thumb|center|Prepare Export]]<br />
<br />
=== Export settings ===<br />
Step03.png<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
Step04.png<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
Step05.png<br />
<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shel with inof and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing [MWLLeditor] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=File:Step02.png&diff=14110File:Step02.png2023-02-14T20:17:36Z<p>Fire-hound: Preparing Alien Art for export to Collada</p>
<hr />
<div>Preparing Alien Art for export to Collada</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14109AlienArt2023-02-14T20:16:54Z<p>Fire-hound: /* Get it ready */ added links</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
[[File:Step01.png]]<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
[[File:Step02.png]]<br />
<br />
=== Export settings ===<br />
Step03.png<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
Step04.png<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
Step05.png<br />
<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shel with inof and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing [MWLLeditor] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=File:Step01.png&diff=14108File:Step01.png2023-02-14T20:14:41Z<p>Fire-hound: Alien Art Preparing in Blender</p>
<hr />
<div>Alien Art Preparing in Blender</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=AlienArt&diff=14107AlienArt2023-02-14T16:01:43Z<p>Fire-hound: How to make assets from scratch in Blender and import them into Cryengine, initial commit, not linked anywhere yet</p>
<hr />
<div>By Alien it's meant as totally new, possibly even strange art in respect of what's present in the Asset Pool.<br><br />
In effect successfully following this procedure will hopefully lead to gradual expansion and enrichment of the aforementioned Asset pool.<br><br />
<br />
<br />
The process:<br />
<br />
== Preparing The geometry ==<br />
=== now with blender 3.x ===<br />
This is a procedure covering the ever growing technology gap between the free and ever livid<br />
blender and the aging cryengine2. Just get any blender past 3.x release.<br />
<br />
<br />
=== Get it ready ===<br />
Step01.png<br />
<br />
For a Mesh to be fit for cryengine it has to fulfill several criteria due to how compromises were made.<br />
It is a convention and if one sticks to it good results won't fail to materialize.<br />
1. No more than two triangles should share same edge.<br />
2. There should be nothing but triangles (or quads) as the final result - remove all and any nodes and or lines (primitives)...<br />
3. There shoudl be no triangles of surface size zero (degenerate faces).<br />
4. It is desirable for the mesh be airtight, but there are valid exceptions.<br />
<br />
The Object is to be investigated for the quality and errors for UV mapping.<br />
Only a single UV map per mesh is supported in Cryengine<br />
<br />
The Object is to be assigned To a Collection (no more Groups in blender 3.x) that has the same name<br />
The .blend file is to be saved with the same name as the object and collection.<br />
<br />
We should now be ready for the export to collada (.dae file)<br />
<br />
Step02.png<br />
<br />
<br />
=== Export settings ===<br />
Step03.png<br />
As seen on the image the favorable settings differ from defaults. It is therefore advisable to<br />
create a operator preset (i aptly named "cryengine export") for further convenience.<br />
<br />
{| class="wikitable" style="margin:auto"<br />
|+ Parameter Meaning<br />
|-<br />
! Parameter name !! Explanation<br />
|-<br />
| Transform || Decomposed (this means rotation, translation and scale are decomposed)<br />
|-<br />
| Triangulate || leave no uncertain surfaces unresolved by blender.<br />
|-<br />
| Apply Transforms || Viewport (it is usually save to assume this is true)<br />
|-<br />
| Selection Only || we rarely need everything from the file - watch for proper parenting!<br />
|-<br />
| Include children || if parenting is properly laid out - this works miracles!<br />
|-<br />
| Use Object Instances || don't use this - i tried it once and it was ugly<br />
|-<br />
| Use Blender Profile || this is best left off - always leave it off for cryengine export.<br />
|}<br />
<br />
== Converting the format ==<br />
=== Prepare your Linux ===<br />
For this to work at all some prerequisites are to be met. You didn't think you'll get off<br />
the hook as easy, didn't you?<br><br />
# We need working ColladaCGF in wine, for this we need working PyFFI in wine, and for this we need working Python in wine in the first place. For this all to work at all certain versions are to be downloaded and fed to wine:<br><br />
* Python 2.6.6 (or ealrier, but idealy exactly 2.6.6 (32bit release only)<br />
* PyFFI 2.1.11 (the last one that works with 2.x python, newer require python 3.x)<br />
* ColladaCGF 0.3.9 (the last one available)<br />
<br />
For this to work you will need your linux to be either "multilib" (more likely applies to you) or 32bit (less likely but possible)<br />
<br />
Install In that order (Python, PyFFI, Collada) and see it is in the right wine prefix:<br />
<br />
both files:<br><br />
"C:\Python26\python.exe"<br />
<br />
and<br />
<br />
"C:\Python26\Scripts\colladacgf.py"<br />
<br />
should be present.<br />
<br />
Now if you are not using XFCE4 as your GUI too bad you're just out of luck. Otherwise open the Custom Actions chooser via the Edit menu of Thunar and make a new custom action:<br />
<br />
Step04.png<br />
<br />
I named the action [ ColladaCGF ] and gave it the usual python icon. The description should be obvious: [ Convert a dae file into cgf ]. The command that worked for me was:<br />
<br />
[ wineconsole "C:\Python26\python.exe" "C:\Python26\Scripts\colladacgf.py" %F --pause ]<br />
<br />
where %F is a list of selected files with the full path.<br />
<br />
The filters on the other tab are to be set accordingly:<br><br />
[ *.dae;*.DAE ]<br />
<br />
mind the semicolon. And the affected files are the text files (.dae files look like XML files) and other files, just in case. Never mind this crazy screenshot - it is CGI - so you have it all on one place.<br />
<br />
Apply close and restart Thunar. Now on You should have a context option for each dae file:<br />
<br />
Step05.png<br />
<br />
<br />
=== Point the ColladaCGF to the .dae file ===<br />
The '''dae''' file is to be selected, '''rightclick > ColladaCGF''' and voila! by ''automagic'' a bunch of murr-murr and computer speak will fill a dark frame, once you notice the computer has stopped spewing insults and dark magic, there might be a blinking cursor waiting no you to press [enter] key and close the window. You might have just converted your first '''CGF''' file on Linux. Or you will be in due time. Conversions often fail due to not adhering to the convention mentioned above.<br />
<br />
<br />
=== Find the cgf file ===<br />
The newly generated '''.CGF''' file and it's belonging '''.MTL''' file should lay next to each other and next to the source '''.DAE''' file. There might be leftovers in the form of logs and dumps. This can be<br />
safely ignored, they can safely be deleted too.<br />
<br />
<br />
== Importing into engine ==<br />
<br />
=== How to get the editor working (Glitch TKG's github) ===<br />
I see not too many casualties to this point. Good; good, here onward it gets tough as nails, and by that i mean eating chains to fart back nails!.<br />
https://github.com/Tk-Glitch (kudos to Tk-Glitch o/ )<br />
https://github.com/Tk-Glitch/PKGBUILDS/wiki/wine-tkg-git#dependencies<br />
You want to build a not only custom version of wine (as if that wasn't intimidating enough!).<br />
No sir, you want a higly customized, overly patched VERY recent version wine-staging that has support for child-window our Sandbox2 editor uses to render the game withing it's app window.<br />
No configurationfiles need to be modified in the [wine-tkg-git] directory, You merely cd to<br />
it and run [./non-makepkg-build.sh]<br />
<br />
first time you will be dropped to a shel with inof and stuff...<br />
<br />
make the following file:<br />
<br />
file: ['''~/.config/frogminer/wine-tkg.cfg''']:<br />
<pre><br />
<br />
_LOCAL_PRESET="none"<br />
_use_GE_patches="true"<br />
_plain_version=""<br />
_use_staging="true"<br />
_staging_version="v7.22"<br />
_use_fastsync="false"<br />
_use_esync="true"<br />
_use_fsync="true"<br />
_fsync_futex_waitv="true"<br />
_use_vkd3dlib="true"<br />
_dxvk_dxgi="true"<br />
<br />
_proton_battleye_support="false"<br />
_proton_eac_support="false"<br />
_warframelauncher_fix="false"<br />
_mwo_fix="false"<br />
_re4_fix="false"<br />
<br />
_childwindow_fix="true"<br />
<br />
_use_josh_flat_theme="true"<br />
<br />
<br />
</pre><br />
<br />
<br />
And once saved, rerun the above command. Install the new wine and make MWLL run in it's prefix.<br />
<br />
to run the editor you will need few more winetricks...<br />
Fended of yet? no? Good, because that isn't nearly the end of the desert :D.<br />
add (via winetricks) the follwing:<br />
d3dcompiler_43<br />
d3dcompiler_47<br />
dotnet472 (needed for the launcher anyway (will pull in much down to dotnet40) )<br />
dxvk (i have dxvk1101 so far)<br />
vcrun2005 (MWLL needs it won't run w/o)<br />
(add the two redists from the MWLL package, 32bit ones)<br />
Now on the editor should launch:<br />
(note there is no newline at the top of the file)<br />
<br />
<br />
<br />
file: ['''~/.local/bin/MWLLeditor.sh''']:<br />
<pre><br />
#! /bin/bash<br />
<br />
v=0.10-beta<br />
#executable=Crysis.exe<br />
executable=Editor.exe<br />
shaderspath=~/Documents/My\ Games/Crysis\ Wars/Shaders<br />
<br />
i=${1:-3}<br />
<br />
if [ "X"$i != "X" ] ; then<br />
pass=$i<br />
echo $i<br />
fi<br />
<br />
if (( $pass > 3 )) || (( $pass < 1 )); then<br />
echo " uasge:"<br />
echo $0 "{1|2|3}"<br />
echo "1 = winecfg, 2 = winetricks, 3 = editor"<br />
exit 2<br />
fi<br />
<br />
echo $pass<br />
<br />
# switch comment whats appropriate<br />
# export WINEARCH=win32<br />
# winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin32'<br />
# windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin32\'<br />
<br />
export WINEARCH=win64<br />
winegamepath='/drive_c/Program Files (x86)/Electronic Arts/Crytek/Crysis Wars/Bin64'<br />
windowsgamepath='C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\'<br />
<br />
#here we do "magic" to run DX9 (only supported so far)<br />
#and tell Crysis we want the MWLL mod not the OEM game :^)<br />
OPT="-dx9 -mod MWLL"<br />
#OPT="-mod MWLL"<br />
#OPT="-dx9"<br />
<br />
# reducing what wine spews at us<br />
#export WINEDEBUG=-fixme-all,-warn-all,-err-all,-all<br />
export WINEDEBUG=-all<br />
<br />
WINEFSYNC=1<br />
WINEESYNC=1<br />
DXVK_HUD=1<br />
DXVK_FILTER_DEVICE_NAME="NVIDIA GeForce GTX 1060 3GB"<br />
<br />
# we controll which directory we want be runned by the script<br />
export WINEPREFIX=~/.wine<br />
<br />
#this can really beak things if enabled but try it?<br />
# export MESA_DEBUG=1<br />
<br />
<br />
# we the humans check here what renders our stuff<br />
# if not "Gallium" then it's software = too slow<br />
REND=$(glxinfo | grep "OpenGL renderer" | awk -F: '{print $2}' | awk -F"(" '{print $1}')<br />
echo "Renderer:"$REND<br />
echo "if the above is llvm and not an actual card the game will not work"<br />
<br />
#cleaning leftovers from late dinner ;)<br />
killall $executable<br />
killall -9 $executable<br />
<br />
#cleaning shader cache for better performance each time<br />
#rm -r "${shaderspath}/*"<br />
<br />
#here I cleverly avoid calling the path with my user name :)<br />
cd "${WINEPREFIX}${winegamepath}/${binpath}"<br />
#here i cleverly ask to show the path so we see what WINEPREFIX was called<br />
pwd<br />
<br />
case $WINEARCH in<br />
win64)<br />
echo 64bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
wine64 "${windowsgamepath}${executable}" $OPT # 2>/dev/null # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
win32)<br />
echo 32bit<br />
case $pass in<br />
1)<br />
winecfg<br />
;;<br />
2)<br />
winetricks<br />
;;<br />
3)<br />
#here (hopefully) no shit hits the fan, and we land in game menu<br />
wine ${windowsgamepath}${executable} $OPT # &> MWLL_debug.log<br />
#if uncommented, the last line's comment dumps a log file to the game folder - might prove usefull or a vaste of disk space<br />
;;<br />
esac<br />
;;<br />
esac<br />
# to restore resolution put here what's appropriate or leave as is and just uncomment<br />
xrandr -s 0 # last good resolution<br />
<br />
</pre><br />
<br />
This should have you all set.<br />
<br />
<br />
=== Run the editor ===<br />
You can now start the file by typing [MWLLeditor] in a command prompt and pressing enter.<br />
Pick a map ([TC_Reference] comes to mind) and try add an brush. Here on is uncharted territory, keep me posted!<br />
<br />
=== What breaks in the editor and how to work around it ===<br />
<br />
''TODO''</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Warhammer&diff=12745Warhammer2021-08-22T08:04:27Z<p>Fire-hound: /* Variant B */ clarified</p>
<hr />
<div>{{Mech|<br />
| Image = File:Warhammer.png<br />
| ImageGif = File:Warhammer_spin.gif<br />
| Class = Heavy<br />
| Faction = Inner Sphere<br />
| Tickets = 8<br />
| Tier = 10<br />
| Tonnage = 70<br />
| Speed = 64<br />
| SpeedWithMasc = <br />
| Rotation = 260<br />
| PitchStand = -33° to +41°<br />
| PitchCrouch = -33° to +51°<br />
<br />
| Price Prime = 67 900<br />
| ArmorT Prime = 64 474<br />
| Engine Prime = VOX 280 STD<br />
| Weapons Prime = <ul><br />
<li>2x [[PPC]]<br />
<li>2x [[ML]]<br />
<li>2x [[SL]]<br />
<li>1x [[SRM6]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>4 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price A = 89 200<br />
| ArmorT A = 61 312<br />
| Engine A = VOX 280 XL<br />
| Weapons A = <ul><br />
<li>3x [[LPL]]<br />
<li>2x [[SSRM6]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[GECM]]<br />
<li>[[EOptics]]<br />
<li>8 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 77 500<br />
| ArmorT B = 61 312<br />
| Engine B = VOX 280 XL<br />
| Weapons B = <ul><br />
<li>2x [[HVAC10]]<br />
<li>2x [[ERSL]]<br />
<li>1x [[SRM6]]<br />
<li>2x [[HMG]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>0 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 89 150<br />
| ArmorT C = 64 474<br />
| Engine C = VOX 280 XL<br />
| Weapons C = <ul><br />
<li>2x [[SPL]]<br />
<li>1x [[LBX20]]<br />
<li>4x [[LPPC]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[LAMS]]<br />
<li>[[GECM]]<br />
<li>[[BAP]]<br />
<li>[[EOptics]]<br />
<li>5 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price D = 80 500<br />
| ArmorT D = 64 474<br />
| Engine D = VOX 280 XL<br />
| Weapons D = <ul><br />
<li>1x [[UAC20]]<br />
<li>2x [[ERLL]]<br />
<li>2x [[TBolt5]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>4 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price E = 73 000<br />
| ArmorT E = 64 474<br />
| Engine E = VOX 280 XL<br />
| Weapons E = <ul><br />
<li>1x [[AC10]]<br />
<li>2x [[AC5]]<br />
<li>1x [[LRM20]]<br />
<li>1x [[MPL]]<br />
<li>2x [[SL]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price F = 79 250<br />
| ArmorT F = 64 474<br />
| Engine F = VOX 280 XL<br />
| Weapons F = <ul><br />
<li>2x [[RAC5]]<br />
<li>1x [[MRM30]]<br />
<li>3x [[Flamer]]<br />
</ul><br />
| Equip F = <ul><br />
<li>3 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>13t [[Armor]]<br />
</ul><br />
<br />
| Price G = 77 500<br />
| ArmorT G = 61 312<br />
| Engine G = VOX 280 XL<br />
| Weapons G = <ul><br />
<li>2x [[ERPPC]]<br />
<li>1x [[ELRM15]]<br />
<li>4x [[AC2]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>12.5t [[Armor]]<br />
</ul><br />
<br />
| Pods = RE<br />
| Armor H = 2760<br />
| Armor CT = 9138<br />
| Armor LRT = 5939<br />
| Armor B = 5483<br />
| Armor LRA = 5254<br />
| Armor INT = 3947<br />
| Armor LRL = 6579<br />
| Armor RE = 3655<br />
<br />
| Version142 = 0.14.2<br />
}}<br />
<br />
The '''Warhammer''' is a heavily armed and moderately [[Armor|armored]] [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]], possessing modest speed and maneuverability. Able to dish it out and take it in, the Warhammer is a powerful force on the battlefield, capable of shredding [[Light Mechs]] and [[Vehicles]], as well as standing toe to toe against other Heavies.<br />
<br />
Warhammer's large spotlight can be turned on with the ['''L'''] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting [[Battle Armor]] in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. The Mech also has a narrow vertical field of view, which may make it hard to deal with [[Aerospace]] fighters and [[VTOL]]s.<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
<p>The Warhammer Prime is the signature mech of Natasha Kerensky. It is also a Knights of the Inner Sphere favorite. With its low price the Prime is a budget favorite and a well-armed mech, possessing a variety of weapons capable of inflicting significant damage at short range and modest damage at medium range. 2 [[PPC]]s provide the initial mid-range punch, disorienting enemy mechwarriors with cockpit shake and disabling [[night vision]]. The Prime's mid-range output is supplemented by 2 [[ML]]s, but it reaches its full damage potential as it closes within 250m. The Prime's 2 [[SL]]s and an [[SRM6]] allow it to step up its firepower as it closes on its foes. The [[SRM6]] provides the primary defense against [[Battle Armor]], allowing the Warhammer Prime to defend both itself and nearby allies from BA ambushes. Being primarily [[Energy Weapon]] based, the Prime sports 4 [[Double Heat Sinks]] allowing a disciplined mechwarrior to output fire continuously without fear of excess heat.</p><p> The Prime has a major difference from all other variants. It is equipped with a [[Engines|standard engine]] which causes no bonus damage to be transferred to its vital center torso from a busted side torso. Spreading damage by torso twisting can allow a Prime to survive far longer than its already hard to kill brethren. The Prime can often escape damaging encounters that would have destroyed many other mechs. The Warhammer Prime is dangerous mech capable of handling a variety of threats at a variety of ranges.</p><br />
<br />
===Variant A===<br />
The Warhammer A operates a bit [[heat|hot]], but is a formidable asset with robust [[pinpoint]] accuracy and [[screen shake]] backup weapons - an excellent medium range mech that can turn into a [[brawler]] in a pinch. The A, however, has no [[spare ammo]] for its pair of [[SSRM6]]s. The A should focus on being sustainable medium range firepower when in long engagements and avoid close combat unless [[resupply]] is near. Players should utilize [[group fire]] for the A's impressive array of three [[LPL|Large Pulse Lasers]] and [[chain fire]] for its SSRM6s to maximize screen shake. If more than two mouse buttons are available, a third, chain fired group containing the three pulse lasers will help when trying to even out heat or shoot at pesky [[BA]].<br />
<br />
===Variant B===<br />
Many famous warriors where seduced by beauty, several by that of weapons yet only few came to know the [[HVAC10]]. If there ever where warriors guided by the beauty of the weapon, then the admirers of the HVAC10 certainly are some of those.<br><br />
This War Hammer puts its stakes on the fact that the two HVAC10 deliver more damage than two [[AC10|heavy Auto Cannons]] would all the while still reaching beyond even the nimbler [[AC5|standard Auto Cannon]], rivaling the Gauss and ERPPC. In contrast to all but ERPPC it also induces heavy screen shake to the target.<br><br />
This alone makes this asset capable of shaking the object of his attention almost out of the ability to retaliate all the way up to 900m out.<br><br />
Besides the 4 tons for spare reloads, most certainly reserved for the HVAC10s, the Mech also carries an somewhat disparate array of tertiary (in the sense of weapons grouping) backup weapons:<br><br />
Once we realize the bulk of that arrays damage reaches out up to between 350 and 200m, we can see the group is less unfortunate but rather a dissonant one. Just fire it all and at once - to your hearts content, or until the two "Beauties" come to wake again.<br><br />
<br />
This one is devoted for those who are able to step in the thick of the battle and are intimate to the intricacies of the equipment.<br />
<br />
===Variant C===<br />
Nothing reaches beyond 500 meters on this one - [[GECM]] suite ensures not even radar microwaves. With the least of an firing discipline the 4 [[LPPC]] can be fired indefinitely and in short succession - rendering any opponent blind at night, out to 450m. This sole property renders this variant an night hunter of supreme potential. The 2 [[SPL]], reaching out to 250m bring on the hurt at close range. While the main trump card of this variant, however, is the persuading potential of the [[LBX20]] cannon and it is backed up by the usual ton of spare ammunition. Utmost care is to be taken that each hit counts as the LBX20 cannon does the majority of the C variant's damage. The selling points of this top priced Warhammer is its night hunting potential backed up by the [[GECM]] suite's stealth and extended sensor range provided by [[BAP]], although note that the stealth can be too easily broken by any stray enemy missile on a fly-by, by the treacherous [[LAMS]]. This only applies if the radar is held in the active mode. 5 [[DHS]] and 13t [[Armor]] round out this Whammy that has all the toys. God help the fool that gets in your way!<br />
<br />
===Variant D===<br />
The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 [[ERLL]]s and 2 [[Tbolt5]]s will lure your targets in for an easy kill of an long ranged helpless low DPS sniper. Brawlers will weather the storm, closing on you with the intent of scoring a quick kill. Once they arrive, however, they'll be in for a nasty surprise as the D variant's main weapon, a single [[UAC20]], roars into life. This weapon is capable of immense burst damage, and will quickly tear into any dents the enemy took from their approach, coring smaller enemy mechs in a few seconds of fire. Furthermore, it is also placed high on the mech's shoulder, allowing the mechwarrior to fire double AC rounds at enemies while in partial cover. 4 [[DHS]] give the D variant acceptable heat management, and an extra ton of [[free tons|free space]] ensures that its autocannon has more ammo should the enemy prove tougher than expected.<br><br />
The selling point of this Variant is to have a foot in both of the worlds - snipers and brute brawlers.<br />
<br />
===Variant E===<br />
The E is a vicious and inexpensive, but somewhat unfocused, Warhammer. It is more than capable of serving as a back-of-the-line- or midrange-, fire support mech with its [[LRM20]] and two [[AC5]]s. Unlike most fire support mechs, the E can fend for itself in close combat. While its LRM20 becomes useless in close combat, all of its other weapons remain effective, including one [[AC10]], two [[Small laser]]s, and one [[Medium pulse laser]].<br />
<br />
Players that constantly position the E for midrange combat will find themselves juggling many different weapon groups while simultaneously attempting to maintain missile lock. Although difficult, this tactic allows the player to put down withering fire on their opponents, especially with the [[screen shake]] from the AC10. Players will also find that the E particularly shines when allies are using [[TAG]] or [[NARC]] effectively, as this allows the E to focus on its other weapons and allows it to [[damage spreading|damage spread]] since it doesn't have to [[stare]] to maintain [[missile lock]].<br />
<br />
Weapon groups should be customized depending on the number of available mouse buttons. For four or more mouse buttons, group the [[MPL]] and two [[SL]]s together. When only three mouse buttons are available, the [[AC10]] can be grouped with the [[AC5]]s at only a slight reduction in effectiveness. Regardless of how many mouse buttons are available, players should ensure that the AC10 is mapped to a button that can be held down continually.<br />
<br />
===Variant F===<br />
The Warhammer F excels at close combat and can provide modest mid-range support. 2 [[RAC5]]s, the F's primary weapon systems, are able to dish out serious damage allowing the F to engage other heavies as well as strip the armor from assaults at close range. A single [[MRM30]] supplements the already great damage provided by the rotary autocannons, and 3 [[flamers]] give the Warhammer F the ability to punish any energy-focused mechs that are foolish enough to get close. 3 [[DHS]] help dump the waste heat flamers will saddle you with, while 3 [[free tons]] give you some staying power before returning to rearm.<br />
<br />
===Variant G===<br />
When we speak about this War Hammer, we speak about minding busyness in our neighbor's back yard and in his neighbor's back yard too. We are speaking serious long range and serious punch.<br><br />
Speaking of serious, be sure you will be facing serious heat levels as well, for the while the two [[DHS|Double Heat Sinks]] struggle to cool off the waste heat from the two mighty [[ERPPC]]. The trusty [[ELRM15|Extended Long Range Missile launcher of class 15]] isn't too cold either, so the only slack that's cut to you is from the four extremely ranged [[AC2]].<br><br />
If you come to haste, due to an stray Battle Armor trying to take it out on you, the very situational [[BPod]] might bring the tide of the battle in your favor, but only if you manage to capitalize on it otherwise - alone it won't matter too much.<br><br />
On the other hand, if you look on the ELRM15 launcher as a spare weapon, and use the two ERPPC as a primary group each, putting the four AC2 in the tertiary group, forgoing any [[DPS]] plan in favor of opportune lucky strikes by either single ERPPC jolt or "Alpha" shooting form a totally cold state, you might actually secure a kill steal from an unsuspected angle. This implies superb position seeking and that extrasensory feeling for the battle tide.<br><br />
A long range sniper with a backup ELRM15 launcher.<br />
<br />
<br />
==Canon==<br />
The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots.<br />
Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry.<br />
Date Introduced 2515 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Brawler<br />
<br />
Amongst BT fans, the Warhammer, along with other Mechs designed for the ''Macross'' Anime series, is referred as the ''Unseen''. Another ''Unseen'' Mech (which was originally planned to appear in MWLL) is the [[Marauder]].<br />
<br />
[http://www.sarna.net/wiki/Warhammer BattleTech Reference]<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Atlas&diff=11251Atlas2020-10-24T17:08:26Z<p>Fire-hound: /* Variant C "The Big Bully" */ reworked the replaced AC20 fluff</p>
<hr />
<div>{{Mech|<br />
| Image = File:Atlas.png<br />
| ImageGif = File:Atlas_spin.gif<br />
| Class = Assault<br />
| Faction = Inner Sphere<br />
| Tickets = 14<br />
| Tier = 15<br />
| Tonnage = 100<br />
| Speed = 53<br />
| SpeedWithMasc = <br />
| Rotation = 180<br />
| PitchStand = -35° to +45°<br />
| PitchCrouch = -35° to +55°<br />
<br />
| Price Prime = 106 100<br />
| ArmorT Prime = 92 755<br />
| Engine Prime = Vlar 300 STD<br />
| Weapons Prime = <ul><br />
<li>2x [[ERPPC]]<br />
<li>2x [[ERML]]<br />
<li>2x [[LRM5]]<br />
<li>1x [[Gauss]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[LAMS]]<br />
<li>4 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>19t [[Armor]]<br />
</ul><br />
<br />
| Price A = 114 900<br />
| ArmorT A = 94 359<br />
| Engine A = Vlar 300 STD<br />
| Weapons A = <ul><br />
<li>3x [[RAC5]]<br />
<li>2x [[DSRM4]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[GECM]]<br />
<li>2 [[DHS]]<br />
<li>8 [[free tons]]<br />
<li>19.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 121 700<br />
| ArmorT B = 94 359<br />
| Engine B = Vlar 300 STD<br />
| Weapons B = <ul><br />
<li>2x [[PPC]]<br />
<li>2x [[SRM4]]<br />
<li>1x [[iHGauss]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[AECM]]<br />
<li>[[EOptics]]<br />
<li>5 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>19.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 102 400<br />
| ArmorT C = 94 359<br />
| Engine C = Vlar 300 STD<br />
| Weapons C = <ul><br />
<li>2x [[AC10]]<br />
<li>1x [[HPPC]]<br />
<li>2x [[DSRM4]]<br />
</ul><br />
| Equip C = <ul><br />
<li>4 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>19.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 100 400<br />
| ArmorT D = 94 359<br />
| Engine D = Vlar 300 STD<br />
| Weapons D = <ul><br />
<li>4x [[ML]]<br />
<li>1x [[AC20]]<br />
<li>1x [[LRM20]]<br />
<li>1x [[SRM6]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[LAMS]]<br />
<li>6 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>19.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 116 100<br />
| ArmorT E = 91 146<br />
| Engine E = Vlar 300 STD<br />
| Weapons E = <ul><br />
<li>2x [[ERLL]]<br />
<li>2x [[LRM15]]<br />
<li>2x [[ERML]]<br />
<li>1x [[iNARC]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[C3|C3 Master]]<br />
<li>[[BHP]]<br />
<li>[[GECM]]<br />
<li>[[EOptics]]<br />
<li>2 [[LAMS]]<br />
<li>4 [[DHS]]<br />
<li>1 [[free ton]]<br />
<li>18.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 111 000<br />
| ArmorT F = 94 359<br />
| Engine F = Vlar 300 STD<br />
| Weapons F = <ul><br />
<li>3x [[LPL]]<br />
<li>2x [[TBolt10]]<br />
<li>2x [[TBolt5]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>9 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>19.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 98 100<br />
| ArmorT G = 94 359<br />
| Engine G = Vlar 300 STD<br />
| Weapons G = <ul><br />
<li>2x [[MRM30]]<br />
<li>4x [[HMG]]<br />
<li>1x [[UAC20]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>3 [[free tons]]<br />
<li>19.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 13849<br />
| Armor RT = 11080<br />
| Armor LT = 9002<br />
| Armor B = 8310<br />
| Armor LRA = 6925<br />
| Armor LRL = 10595<br />
| Armor INT = 6357<br />
<br />
| Version130 = 0.13.0<br />
}}<br />
<br />
<!--Fluff current for 0.13.0--><br />
<br />
The '''Atlas''' is an iconic [[Inner Sphere]] [[Assault Mech]] well recognized by Battletech fans for generations. With it's awe-inspiring [[Weapons]], and extremely tough [[Armor]], the Atlas has built itself a reputation as one of the most fearsome Inner Sphere [[Mechs]] available. With a surprisingly low price tag for a 100 ton [[Mech]], the Atlas is relatively easy to field compared to its better-armed cousins, yet raw firepower is hardly lacking in any Atlas variant. Furthermore, the primary feature of the Atlas isn't the weaponry itself - it is the incredible longevity provided by extremely thick armor, coupled with the use of the [[Engines#Standard Engine|Standard Engine]], netting it an additional survivability bonus. This allows the Atlas to take inordinate amounts of punishment before succumbing to enemy fire, and makes the Atlas an ideal choice for defending positions from enemy attack. Furthermore, the Atlas is able to carry a wide array of electronics, allowing it to fill a support role while it takes punishment for the rest of its team.<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Atlas Prime is built towards command and control of large areas of the [[Maps|Map]] with its heavy, long-range firepower. 2 [[ERPPC]]s on the arms and twin [[LRM5]]s give it firepower at long range, while a [[Gauss|Gauss Rifle]] provides a powerful punch at any range. If an enemy approaches too close to use the [[LRM]]s, the [[ERML]]s come into the fight to keep the pressure on. A single [[LAMS]] protects the Atlas Prime from enemy missile fire while it supports its allies from afar. Single [[B-Pod]] helps fending off enemy [[Battle Armor]], 4 [[DHS]] are somewhat enough to keep heat in check, so long as the pilot doesn't lean too heavily on the PPCs.<br />
<br />
<br />
===Variant A - ''"Mr. Bubbles"''===<br />
The ''Atlas A'', dubbed '''''"Mr. Bubbles"''''', is armed with 3 [[RAC5]], giving it incredible damage-per-second against enemy targets.<br />
This style of combat is very suited for the Atlas, as its heavy armor allows it to endure the return fire such an exposed method of combat brings with it, a luxury many other DPS based Mechs and tanks do not have. The twin [[DSRM4]]s require a different lead then the [[RAC]]s, and thus are best used while your [[RAC|rotary cannons]] cool down or reload to screen yourself behind their exhaust and to shake the enemy, reducing the effectiveness of its counterstrike. They can also finish off heavily damaged targets in a pinch given their strong damage output. The biggest downside to this variant is its short effective range of only around 250 - 300m, especially since almost every other asset is faster then the Atlas. The [[RAC]]s can be used further out, but the spread and damage falloff prevents them from dealing significant damage behind 500m, and the [[DSRM]]s alone are not enough to threaten anything bigger then a light Mech. Furthermore, this variant lacks [[LAMS]] to dissuade enemy missile fire, leaving the pilot vulnerable to screen shake from retaliatory fire, meaning that pilots should carefully approach their targets under the cover of [[GECM]] rather than march across the open field to fight. 8 tons of extra ammo are enough to keep all its weapons firing for a while, but caution must still be applied, because the Atlas is too slow to retreat should its ammo run out during combat.<br />
<br />
===Variant B===<br />
The B Variant is one of only 3 mechs armed with a [[iHGauss|Improved Heavy Gauss]], giving it serious firepower at medium- to short-range. This terrifying weapon is supported by two [[PPC]]s, complimenting the iHGauss' 800m range bracket. For even more close-range firepower, this variant is equipped with two [[SRM4]] launchers. This leaves the Atlas B with excellent mid- and close-range firepower. Its 5 [[DHS]] are sufficient to handle almost continuous firing of the IS PPCs. A good tactic is to chain fire them to maximize enemy screen shake while the Improved Heavy Gauss reloads between shots. [[AECM]] makes this range bracket ideal for this Atlas, allowing it to provide an umbrella of radar protection to allies while they march toward the enemy. However, the lack of [[LAMS]] means that this Atlas is quite vulnerable to enemy missile fire while it moves in - such coverage would need to be provided by friendly units instead.<br />
<br />
===Variant C ''"The Big Bully"''===<br />
Informally called '''''"The Big Bully"''''', this variant is designed to be a return fire disruptor. It is mounting an array of aim disrupting weaponry consisting of 2 [[AC10|AutoCannon10]]s, twin [[DSSRM4|dual SSRM4s]] launchers, and the massive [[HPPC]], the Atlas C has the capacity to keep in check anything that gets within it's range for quite a while. 4 [[DHS]] easily allow the Mechwarrior to continuously fire all weapons in close succession.<br><br />
However, its greatest weakness lays right in its greatest strength - The AC10 array and the formidable HPPC while quite aim disrupting are ill suited for quick depleting an heavy armored asset by them selves. This designates this unit as an second line attacker, perhaps skirmisher where its extra armor can keep it in massive firefights for extended periods of time. As such, the Atlas C is the perfect supplement for an attack lance consisting of shorter ranged units in need of medium range fire disruption.<br />
<br />
===Variant D - ''"Ol' Daddy"''===<br />
An homage to the classic AS7-D Atlas, the Atlas D is an economy solution. Snubbing advanced weaponry and electronics for older, cheaper tech, the Atlas D provides players with the chance to field the heavily-armored Atlas chassis relatively early compared to other [[Assault Mech]]s. Its firepower is primarily brought to bear at close range, with an [[AC20]] being the main damage-dealer, while a [[SRM6]] exploits weakened sections. 4 [[ML|Medium Lasers]] provide some support fire at slightly further ranges, and a single [[LRM20]] allows this Atlas to reach out and hit enemies at long-range, at once allowing it to soften enemies up while moving into closer ranges and also giving it the ability to retaliate against long-range snipers that outrun it. 4 [[free tons]] of ammo allow the pilot to have two AC20 reloads and two LRM l reloads for extended time in combat. Lacking any electronics except for the [[LAMS]] to speak of leaves this Atlas inferior in the electronics warfare department, though this also helps keep costs down. While the Atlas D may lack the raw firepower compared to some Atlas variants and the extensive electronics packages of others, the Atlas D is still a powerful asset in the right hands, and the low price tag allows it to get into more hands.<br />
<br />
===Variant E - ''"Master & Commander"''===<br />
The Atlas Variant E is outfitted with the most sophisticated electronics available. [[BHP]] gives it enormous sensor range, an advantage it can share with its comrades due to the [[C3|C3 Master]], while [[GECM]] keeps it hidden from detection. Dual [[LAMS]] offer itself and nearby allies good protection from missile barrages, and the [[NARC|iNARC]] enables it to select targets for friendly missile artillery. The armament of 2 [[ERLL]]s and 2 [[LRM15]]s give it long range firepower similar to most long-range IS heavy Mechs and 2 [[ERML]] add a little extra firepower at medium ranges. Overall, it cannot expect to defeat [[Clan]] heavy and assault Mechs on its own. But, as the anchor that keeps the forces rallied, single combat is not amongst its abilities. It is supposed to be the leader of a pack, giving them cover, giving them information, giving them protection, and giving them their targets to slay. The Atlas E only has [[Free tons|1 ton for extra ammo]], meaning the player will have to choose: NARC ammo or LRM ammo? Even if the player chooses LRM ammo, they will find their damage output dramatically reduced as only one of the two LRM15s will be able to reload. It is the least [[Armor|Armored]] in the group and carries an additional 4 [[DHS]].<br />
<br />
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].<br />
<br />
===Variant F===<br />
A unique variant, the Atlas F heavily relies on the mechwarrior's ability to use the four heavy hitting [[Thunderbolt]] missile launchers as effectively as possible. Their lock on range is 700m but will still do massive damage to targets up to 1000m away. They do have a rather slow turning radius, thus are quite ineffective against agile targets. Instead, mechwarriors should unleash the pinpoint accuracy of the long range three [[LPL|Large Pulse Lasers]] against said targets. Furthermore, mastering the ability to dumbfire the Thunderbolt missiles at brawling range is somewhat difficult but oh so rewarding when accomplished successfully. Careful maneuvering is required for the F to get into position, trying to get a down the throat or up the kilt shot that'll maximize the chance of the Tbolts hitting. This is far easier against slower targets while quick mechs can dodge out of the way relatively easily unless at close range. 2 [[free tons]] of ammo are insufficient for longer combat engagements. The Atlas F lacks any defensive electronics equipment, so mechwarriors should not be caught out in the open against enemy missile boats or dedicated long range snipers.<br />
<br />
===Variant G===<br />
The punishing power of the G is a bargin at only 98100 CBills for a brutal close in warrior. Any enemy mechs that are on the receiving end of its [[Gameplay_Tactics#Alpha_Strike|alpha strike]] consisting of a [[UAC20]] and twin [[MRM30]]s, plus four [[HMG]]s can attest to its awesome firepower that shreds opponents in mere seconds. Two [[DHS]] are sufficient for extended autocannon & heavy machine guns fire but may pose a problem when incorporating the MRM30's, so keep an eye on your temperature. 3 [[free tons]] of ammo are just enough for an average battle time period, know your reload locations. Though, its slow movement must be accounted for thus wise pilots should always be situationally aware of the ebb and flow of the battle to not get over-extended and swarmed by the enemy. Furthermore, a clever opponent can partially mitigate this Atlas's firepower by closing *inside* of the [[MRM30]]'s [[minimum range]], so be wary of fast brawlers and take them down quickly!<br />
{{Clear}}<br />
<br />
<br />
==History==<br />
[[File:Atlas.jpg|thumb|175px|Original "Fishbowl" head Atlas from pre-0.3.0]]<br />
Before version 0.3.0, the Atlas was referred to as a ''swimming pool'' or ''glass bulb''. The top part of the head was made entirely of glass, appearing for units or [[BA]] above it as an empty space, often leading to surprise when a direct hit on the pilot didn't result in a kill. In the 0.3.0 release, a metal helmet-like cover was added to the head, changing the appearance of the unit, though still not giving it the instantly recognizable skull-head/death's mask due to technical limitations. A head modeled entirely as a skull would make it nearly impossible to pilot the unit, due to obscured vision.<br />
<br />
<br />
==Canon==<br />
{{Quote|"A ’Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."|Aleksandr Kerensky}}<br />
The Atlas, or "''Death's Head''" as it was nicknamed by MechWarriors, is a 100 ton Assault 'Mech built in the period leading up to the fall of the Star League. The first appearance of this 'Mech on the battlefield was during the [https://www.sarna.net/wiki/Amaris_Civil_War Amaris Civil War], as the forces of General Kerensky sought to retake Terra and end the rule of Stefan the Usurper. When Kerensky sounded the call that was to become the Exodus, most of the Atlas pilots in the SLDF refused to respond, and thus the 'Mech remained in the Inner Sphere where it would go on to many years of glory.<br />
<br />
Originally the Atlas was one of the first units to mount the [[AC20]], supported by a uniquely configured [[LRM20]]. Utilizing a faster than usual reload mechanism, the launcher fired 20 missiles from five tubes in the time a traditional LRM20 launcher would shoot a single salvo and reload. Additional support weapons were 4 [[ML|Medium Lasers]] and a single [[SRM6]] launcher. A small dish antenna mounted on the Atlas' head allowed communication with orbital units or satellites, and it could be folded inside of head. Until the rediscovery of ferro-fibrous armor in the mid-3030s, the Atlas was the most heavily armored 'Mech to ever walk the battlefield.<br />
<br />
Date Introduced 2755 during the Era known as "Star League" (2571 - 2780) - Unit Role: Juggernaut<br />
<br />
[http://www.sarna.net/wiki/Atlas_(BattleMech) BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Download_MWLL&diff=10377Download MWLL2020-05-26T06:37:53Z<p>Fire-hound: </p>
<hr />
<div>{{Stub}}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|[https://mechlivinglegends.net/ Official Servers]|<br />
While certainly at all times the most up to date version; official download speeds can be slow during high-demand times.<br><br />
}}<br />
{| style="width: 100%"<br />
{{ContentCell|50%|[https://mechlivinglegends.net/download/MWLL-Installer.exe Downloader Client]|<br />
<br><br />
'''[https://mechlivinglegends.net/download/MWLL-Installer.exe MWLL + Crysis Wars installer]'''<br><br />
(60MB)<br><br />
Usually you get this, let it run and it will download just about everything in one pass or two. While it might not be the fastest option, it will be the most recent one and the actual original source of every other download option.<br><br />
It will reliably continue interrupted downloads at the same file it failed to successfully complete.<br />
<br />
}}<br />
{{ContentCell|50%|[https://mechlivinglegends.net/download/Offline-Installer/ Offline Installer]|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer Offline-Installer]'''<br><br />
(7GB)<br><br />
Like former, but contains all game data (download all files) in one big chunk.<br><br />
Available as direct download or as a [https://mechlivinglegends.net/download/Offline-Installer/ torrent].<br><br />
Those versions are generated only after the former version is put to service, usually the same day of release or sooner.<br><br />
<br />
}}<br />
|}<br />
<br />
{|<br />
{| style="width: 100%; text-align: center"<br />
{|[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]|<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Mod DB|<br />
'''[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB]'''<br><br />
Often has better download speeds than the official server.}}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|12th VR Network|<br />
'''[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ 12th VR Network]'''<br><br />
Another fast backup mirror.<br />
}}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Torrent|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]'''<br><br />
Try the [https://mechlivinglegends.net/download/Offline-Installer/ torrent] as an alternative to direct download when official servers are busy or slow.<br><br />
Alternative location of the [https://mwll-tc.12vr.org/mechlivinglegends.net/MWLL012TorrentFile/ torrent] file.<br><br />
The torrent is the only source of download that has finer grained resume mechanism than the Launcher/Downloader.<br />
}}<br />
|}<br />
<br />
{{ContentCell|100%|[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ Extras for Experts]|<br />
''Only for those who absolutely know what they are doing''<br><br />
'''[https://mechlivinglegends.net/download/CrysisWars-1.5.zip Crysis Wars 1.5 archive only]'''<br><br />
(3.5GB)<br />
<br><br />
Zip archive - Trial version, without maps, with Editor.<br />
<br>Patched to use our replacement GameSpy service.<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/ Individual Patches and Other Files]'''<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/old/ Old Versions]'''<br><br />
In the case you contract nostalgia or something.}}<br />
|}<br />
<br />
<br />
=== The History of Why Downloading MW:LL Can Be Hard ===<br />
<br />
Historically this mod has been difficult to find and install. Around 0.7.1 [https://web.archive.org/web/20160312164449/http://forum.mechlivinglegends.net/index.php/topic,19022.0.html Gouty] made an installer to streamline the process of installation. Since then, and up to the revival of the project by the community, this very installer served through what is sometimes called the "dark age" of MW:LL.<br><br />
<br />
Around 2016 MW:LL development was revived, this time carried by the community led by '''xInViCtuSx''' and '''Star Wraith'''; as the original development team of [[Mechwarrior: Living Legends/Legacy Team| Wandering Samurai Studios]] dissolved already earlier around the unfortunate pseudo-C&D event. Year 2017 had already seen a vivid release cycle with a new launcher that was able to download, re-download, and repair corrupted files of the game. It was also able to perform additional tasks and roles like the [[actionmapper]], server setup, and more.<br><br />
<br />
The infrastructure bearing the game files that the downloader points to, now and then, have remained the same: A voluntary dedicated server with a personal ISP data plan. And as such it is easy to over burden the setup with even moderate download spikes that usually occur around release days.<br><br />
<br />
The community has been struggling every since to provide alternate download links and options - the most obvious being a torrent seeded by the beefier ISP subscribers who happen to get the ''Offline installer'' first, alas this was not always met with luck. We, the community, where lucky to have our good host and member '''Rick Hunter''' who not only hosts the excellent ''Neucasson'' game servers alongside the ever trusty [[Clan Jade Wolf| HAARP's]] ''Funbocks'', but Rick also has put in substantial effort and resources, to provide alternate fast download links for other community needs as well.<br><br />
<br />
<br />
=== Why resort first to the Launcher/Downloader ===<br />
<br />
As one might infer, historically, majority of issues players had with MW:LL were related to having the downloaded content match current game version. Once the team moved to the automated procedure endorsed by the Launcher, the community tech support effort shifted to mainly pointing troubled users to the few launchers file-checking facilities and system optimizations related to our ancient engine system quirks (Windows changed a lot since XP era the underlying Crysis Wars were developed on). Thus players are encouraged to get familiar with the Launcher in the sense of file checking if they receive error messages from the game systems in that regard.<br><br />
Besides file checking, the handy Launcher is also the first thing to resort to when in need of a freshly generated player profile - in case the used one becomes corrupt. This might usually happen between game versions among other causes. You backed up your player profile on time, right?</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Download_MWLL&diff=10367Download MWLL2020-05-25T20:50:35Z<p>Fire-hound: </p>
<hr />
<div>{{Stub}}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|[https://mechlivinglegends.net/ Official Servers]|<br />
Official download speeds can be slow during high-demand times.<br><br />
}}<br />
{| style="width: 100%"<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/MWLL-Installer.exe Downloader Client]|<br />
<br><br />
'''[https://mechlivinglegends.net/download/MWLL-Installer.exe MWLL + Crysis Wars installer]'''<br><br />
(60MB)<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/Offline-Installer/ Offline Installer]|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer Offline-Installer]'''<br><br />
(7GB)<br><br />
Like above, but contains all game data (download all files)<br><br />
Available as direct download or as a [https://mechlivinglegends.net/download/Offline-Installer/ torrent].<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ Alternative Downloads]|<br />
''Only for those who absolutely know what they are doing''<br><br />
'''[https://mechlivinglegends.net/download/CrysisWars-1.5.zip Crysis Wars 1.5 archive only]'''<br><br />
(3.5GB)<br />
<br><br />
Zip archive - Trial version, without maps, with Editor.<br />
<br>Patched to use our replacement GameSpy service.<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/ Individual Patches and Other Files]'''<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/old/ Old Versions]'''<br><br />
In the case you contract nostalgia or something.}}<br />
|}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Torrent|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]'''<br><br />
Try the [https://mechlivinglegends.net/download/Offline-Installer/ torrent] as an alternative to direct download when official servers are busy.<br><br />
Alternative location of the [https://mwll-tc.12vr.org/mechlivinglegends.net/MWLL012TorrentFile/ torrent] file.<br />
}}<br />
|}<br />
{|<br />
{| style="width: 100%; text-align: center"<br />
{|[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]|<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Mod DB|<br />
'''[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB]'''<br><br />
Often has better download speeds.}}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|12th VR Network|<br />
'''[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ 12th VR Network]'''<br><br />
Another backup mirror.<br />
}}<br />
|}<br />
<br />
<br />
=== Why Downloading MW:LL can be hard ===<br />
<br />
Historically this mod has been one of the less easy to find and install ones out there. Around 0.7.1 [https://web.archive.org/web/20160312164449/http://forum.mechlivinglegends.net/index.php/topic,19022.0.html Gouty] made an installer to streamline the process of installation. Since then and up to the revival of the project by the community, this very installer served thru what is now known as the "dark age" of MW:LL.<br><br />
Around 2016 efforts put in place resulted in the revival of MW:LL development, this time carried by the community led by '''xInViCtuSx''' and '''Star Wraith'''; as the original development team of '''Wandering Samurai Studios''' dissolved already earlier around the unfortunate C&D event. Year 2017 already saw a vivid release cycle with a new launcher that not only was able to download, re-download and repair corrupted files of the game, but can perform additional tasks and roles besides of obviously bearing several useful links. However, the infrastructure bearing the files now and then remained the same - a voluntary dedicated server with a personal ISP data plan - showed times and again that is easy over burdened by even moderate download spikes that usually occur around release days.<br><br />
The community has been struggling every since to provide alternate download links and options - the most obvious being a torrent seeded by the beefier ISP subscribers who happen to get the ''Offline installer'' first, alas this was not always met with luck. We, the community, where lucky to have our good host and member '''Rick Hunter''' who not only hosts the excellent ''Neucasson'' game servers alongside the ever trusty '''HAARP's''' ''Funbocks'', but Rick also has put in substantial effort and resources, to provide alternate fast download links for other community needs as well.<br></div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Download_MWLL&diff=10366Download MWLL2020-05-25T20:49:57Z<p>Fire-hound: </p>
<hr />
<div>{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|[https://mechlivinglegends.net/ Official Servers]|<br />
Official download speeds can be slow during high-demand times.<br><br />
}}<br />
{| style="width: 100%"<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/MWLL-Installer.exe Downloader Client]|<br />
<br><br />
'''[https://mechlivinglegends.net/download/MWLL-Installer.exe MWLL + Crysis Wars installer]'''<br><br />
(60MB)<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/Offline-Installer/ Offline Installer]|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer Offline-Installer]'''<br><br />
(7GB)<br><br />
Like above, but contains all game data (download all files)<br><br />
Available as direct download or as a [https://mechlivinglegends.net/download/Offline-Installer/ torrent].<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ Alternative Downloads]|<br />
''Only for those who absolutely know what they are doing''<br><br />
'''[https://mechlivinglegends.net/download/CrysisWars-1.5.zip Crysis Wars 1.5 archive only]'''<br><br />
(3.5GB)<br />
<br><br />
Zip archive - Trial version, without maps, with Editor.<br />
<br>Patched to use our replacement GameSpy service.<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/ Individual Patches and Other Files]'''<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/old/ Old Versions]'''<br><br />
In the case you contract nostalgia or something.}}<br />
|}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Torrent|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]'''<br><br />
Try the [https://mechlivinglegends.net/download/Offline-Installer/ torrent] as an alternative to direct download when official servers are busy.<br><br />
Alternative location of the [https://mwll-tc.12vr.org/mechlivinglegends.net/MWLL012TorrentFile/ torrent] file.<br />
}}<br />
|}<br />
{|<br />
{| style="width: 100%; text-align: center"<br />
{|[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]|<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Mod DB|<br />
'''[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB]'''<br><br />
Often has better download speeds.}}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|12th VR Network|<br />
'''[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ 12th VR Network]'''<br><br />
Another backup mirror.<br />
}}<br />
|}<br />
<br />
<br />
=== Why Downloading MW:LL can be hard ===<br />
<br />
Historically this mod has been one of the less easy to find and install ones out there. Around 0.7.1 [https://web.archive.org/web/20160312164449/http://forum.mechlivinglegends.net/index.php/topic,19022.0.html Gouty] made an installer to streamline the process of installation. Since then and up to the revival of the project by the community, this very installer served thru what is now known as the "dark age" of MW:LL.<br><br />
Around 2016 efforts put in place resulted in the revival of MW:LL development, this time carried by the community led by '''xInViCtuSx''' and '''Star Wraith'''; as the original development team of '''Wandering Samurai Studios''' dissolved already earlier around the unfortunate C&D event. Year 2017 already saw a vivid release cycle with a new launcher that not only was able to download, re-download and repair corrupted files of the game, but can perform additional tasks and roles besides of obviously bearing several useful links. However, the infrastructure bearing the files now and then remained the same - a voluntary dedicated server with a personal ISP data plan - showed times and again that is easy over burdened by even moderate download spikes that usually occur around release days.<br><br />
The community has been struggling every since to provide alternate download links and options - the most obvious being a torrent seeded by the beefier ISP subscribers who happen to get the ''Offline installer'' first, alas this was not always met with luck. We, the community, where lucky to have our good host and member '''Rick Hunter''' who not only hosts the excellent ''Neucasson'' game servers alongside the ever trusty '''HAARP's''' ''Funbocks'', but Rick also has put in substantial effort and resources, to provide alternate fast download links for other community needs as well.<br></div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Download_MWLL&diff=10365Download MWLL2020-05-25T20:46:26Z<p>Fire-hound: 2nd torrent link</p>
<hr />
<div>{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|[https://mechlivinglegends.net/ Official Servers]|<br />
Official download speeds can be slow during high-demand times.<br><br />
}}<br />
{| style="width: 100%"<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/MWLL-Installer.exe Downloader Client]|<br />
<br><br />
'''[https://mechlivinglegends.net/download/MWLL-Installer.exe MWLL + Crysis Wars installer]'''<br><br />
(60MB)<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/Offline-Installer/ Offline Installer]|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer Offline-Installer]'''<br><br />
(7GB)<br><br />
Like above, but contains all game data (download all files)<br><br />
Available as direct download or as a [https://mechlivinglegends.net/download/Offline-Installer/ torrent].<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ Alternative Downloads]|<br />
''Only for those who absolutely know what they are doing''<br><br />
'''[https://mechlivinglegends.net/download/CrysisWars-1.5.zip Crysis Wars 1.5 archive only]'''<br><br />
(3.5GB)<br />
<br><br />
Zip archive - Trial version, without maps, with Editor.<br />
<br>Patched to use our replacement GameSpy service.<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/ Individual Patches and Other Files]'''<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/old/ Old Versions]'''<br><br />
[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB] for faster speeds.<br>}}<br />
|}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Torrent|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]'''<br><br />
Try the [https://mechlivinglegends.net/download/Offline-Installer/ torrent] as an alternative to direct download when official servers are busy.<br><br />
Alternative location of the [https://mwll-tc.12vr.org/mechlivinglegends.net/MWLL012TorrentFile/ torrent] file.<br />
}}<br />
|}<br />
{|<br />
{| style="width: 100%; text-align: center"<br />
{|[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]|<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Mod DB|<br />
'''[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB]'''<br><br />
Often has better download speeds.}}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|12th VR Network|<br />
'''[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ 12th VR Network]'''<br><br />
Another backup mirror.<br />
}}<br />
|}<br />
<br />
<br />
=== Why Downloading MW:LL can be hard ===<br />
<br />
Historically this mod has been one of the less easy to find and install ones out there. Around 0.7.1 [https://web.archive.org/web/20160312164449/http://forum.mechlivinglegends.net/index.php/topic,19022.0.html Gouty] made an installer to streamline the process of installation. Since then and up to the revival of the project by the community, this very installer served thru what is now known as the "dark age" of MW:LL.<br><br />
Around 2016 efforts put in place resulted in the revival of MW:LL development, this time carried by the community led by '''xInViCtuSx''' and '''Star Wraith'''; as the original development team of '''Wandering Samurai Studios''' dissolved already earlier around the unfortunate C&D event. Year 2017 already saw a vivid release cycle with a new launcher that not only was able to download, re-download and repair corrupted files of the game, but can perform additional tasks and roles besides of obviously bearing several useful links. However, the infrastructure bearing the files now and then remained the same - a voluntary dedicated server with a personal ISP data plan - showed times and again that is easy over burdened by even moderate download spikes that usually occur around release days.<br><br />
The community has been struggling every since to provide alternate download links and options - the most obvious being a torrent seeded by the beefier ISP subscribers who happen to get the ''Offline installer'' first, alas this was not always met with luck. We, the community, where lucky to have our good host and member '''Rick Hunter''' who not only hosts the excellent ''Neucasson'' game servers alongside the ever trusty '''HAARP's''' ''Funbocks'', but Rick also has put in substantial effort and resources, to provide alternate fast download links for other community needs as well.<br></div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Download_MWLL&diff=10361Download MWLL2020-05-25T10:57:52Z<p>Fire-hound: </p>
<hr />
<div>{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|[https://mechlivinglegends.net/ Official Servers]|<br />
Official download speeds can be slow during high-demand times.<br><br />
}}<br />
{| style="width: 100%"<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/MWLL-Installer.exe Downloader Client]|<br />
<br><br />
'''[https://mechlivinglegends.net/download/MWLL-Installer.exe MWLL + Crysis Wars installer]'''<br><br />
(60MB)<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/Offline-Installer/ Offline Installer]|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer Offline-Installer]'''<br><br />
(7GB)<br><br />
Like above, but contains all game data (download all files)<br><br />
Available as direct download or as a [https://mechlivinglegends.net/download/Offline-Installer/ torrent].<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ Alternative Downloads]|<br />
'''[https://mechlivinglegends.net/download/CrysisWars-1.5.zip Crysis Wars 1.5 archive only]'''<br><br />
(3.5GB)<br />
<br><br />
Zip archive - Trial version, without maps, with Editor.<br />
<br>Patched to use our replacement GameSpy service.<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/ Individual Patches and Other Files]'''<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/old/ Old Versions]'''<br><br />
[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB] for faster speeds.<br>}}<br />
|}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Torrent|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]'''<br><br />
Try the [https://mechlivinglegends.net/download/Offline-Installer/ torrent] as an alternative to direct download when official servers are busy.<br />
}}<br />
|}<br />
{|<br />
{| style="width: 100%; text-align: center"<br />
{|[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]|<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Mod DB|<br />
'''[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB]'''<br><br />
Often has better download speeds.}}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|12th VR Network|<br />
'''[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ 12th VR Network]'''<br><br />
Another backup mirror.<br />
}}<br />
|}<br />
<br />
<br />
=== Why Downloading MW:LL can be hard ===<br />
<br />
Historically this mod has been one of the less easy to find and install ones out there. Around 0.7.1 [https://web.archive.org/web/20160312164449/http://forum.mechlivinglegends.net/index.php/topic,19022.0.html Gouty] made an installer to streamline the process of installation. Since then and up to the revival of the project by the community, this very installer served thru what is now known as the "dark age" of MW:LL.<br><br />
Around 2016 efforts put in place resulted in the revival of MW:LL development, this time carried by the community led by '''xInViCtuSx''' and '''Star Wraith'''; as the original development team of '''Wandering Samurai Studios''' dissolved already earlier around the unfortunate C&D event. Year 2017 already saw a vivid release cycle with a new launcher that not only was able to download, re-download and repair corrupted files of the game, but can perform additional tasks and roles besides of obviously bearing several useful links. However, the infrastructure bearing the files now and then remained the same - a voluntary dedicated server with a personal ISP data plan - showed times and again that is easy over burdened by even moderate download spikes that usually occur around release days.<br><br />
The community has been struggling every since to provide alternate download links and options - the most obvious being a torrent seeded by the beefier ISP subscribers who happen to get the ''Offline installer'' first, alas this was not always met with luck. We, the community, where lucky to have our good host and member '''Rick Hunter''' who not only hosts the excellent ''Neucasson'' game servers alongside the ever trusty '''HAARP's''' ''Funbocks'', but Rick also has put in substantial effort and resources, to provide alternate fast download links for other community needs as well.<br></div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Download_MWLL&diff=10360Download MWLL2020-05-25T10:55:47Z<p>Fire-hound: /* Why Downloading MW:LL can be hard */</p>
<hr />
<div>{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|[https://mechlivinglegends.net/ Official Servers]|<br />
Official download speeds can be slow during high-demand times.<br><br />
}}<br />
{| style="width: 100%"<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/MWLL-Installer.exe Downloader Client]|<br />
<br><br />
'''[https://mechlivinglegends.net/download/MWLL-Installer.exe MWLL + Crysis Wars installer]'''<br><br />
(60MB)<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/Offline-Installer/ Offline Installer]|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer Offline-Installer]'''<br><br />
(7GB)<br><br />
Like above, but contains all game data (download all files)<br><br />
Available as direct download or as a [https://mechlivinglegends.net/download/Offline-Installer/ torrent].<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ Alternative Downloads]|<br />
'''[https://mechlivinglegends.net/download/CrysisWars-1.5.zip Crysis Wars 1.5 archive only]'''<br><br />
(3.5GB)<br />
<br><br />
Zip archive - Trial version, without maps, with Editor.<br />
<br>Patched to use our replacement GameSpy service.<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/ Individual Patches and Other Files]'''<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/old/ Old Versions]'''<br><br />
[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB] for faster speeds.<br>}}<br />
|}<br />
|}<br />
<br><br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Torrent|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]'''<br><br />
Try the [https://mechlivinglegends.net/download/Offline-Installer/ torrent] as an alternative to direct download when official servers are busy.<br />
}}<br />
|}<br />
{|<br />
{| style="width: 100%; text-align: center"<br />
{|[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]|<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Mod DB|<br />
'''[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB]'''<br><br />
Often has better download speeds.}}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|12th VR Network|<br />
'''[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ 12th VR Network]'''<br><br />
Another backup mirror.<br />
}}<br />
|}<br />
<br />
<br />
=== Why Downloading MW:LL can be hard ===<br />
<br />
Historically this mod has been one of the less easy to find and install ones out there. Around 0.7.1 [https://web.archive.org/web/20160312164449/http://forum.mechlivinglegends.net/index.php/topic,19022.0.html Gouty] made an installer to streamline the process of installation. Since then and up to the revival of the project by the community, this very installer served thru what is now known as the "dark age" of MW:LL.<br><br />
Around 2016 efforts put in place resulted in the revival of MW:LL development, this time carried by the community led by '''xInViCtuSx''' and '''Star Wraith'''; as the original development team of '''Wandering Samurai Studios''' dissolved already earlier around the unfortunate C&D event. Year 2017 already saw a vivid release cycle with a new launcher that not only was able to download, re-download and repair corrupted files of the game, but can perform additional tasks and roles besides of obviously bearing several useful links. However, the infrastructure bearing the files now and then remained the same - a voluntary dedicated server with a personal ISP data plan - showed times and again that is easy over burdened by even moderate download spikes that usually occur around release days.<br><br />
The community has been struggling every since to provide alternate download links and options - the most obvious being a torrent seeded by the beefier ISP subscribers who happen to get the ''Offline installer'' first, alas this was not always met with luck. We, the community, where lucky to have our good host and member '''Rick Hunter''' who not only hosts the excellent ''Neucasson'' game servers alongside the ever trusty '''HAARP's''' ''Funbocks'', but Rick also has put in substantial effort and resources, to provide alternate fast download links for other community needs as well.<br></div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Download_MWLL&diff=10359Download MWLL2020-05-25T10:54:55Z<p>Fire-hound: fluff :D</p>
<hr />
<div>{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|[https://mechlivinglegends.net/ Official Servers]|<br />
Official download speeds can be slow during high-demand times.<br><br />
}}<br />
{| style="width: 100%"<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/MWLL-Installer.exe Downloader Client]|<br />
<br><br />
'''[https://mechlivinglegends.net/download/MWLL-Installer.exe MWLL + Crysis Wars installer]'''<br><br />
(60MB)<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/Offline-Installer/ Offline Installer]|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer Offline-Installer]'''<br><br />
(7GB)<br><br />
Like above, but contains all game data (download all files)<br><br />
Available as direct download or as a [https://mechlivinglegends.net/download/Offline-Installer/ torrent].<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ Alternative Downloads]|<br />
'''[https://mechlivinglegends.net/download/CrysisWars-1.5.zip Crysis Wars 1.5 archive only]'''<br><br />
(3.5GB)<br />
<br><br />
Zip archive - Trial version, without maps, with Editor.<br />
<br>Patched to use our replacement GameSpy service.<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/ Individual Patches and Other Files]'''<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/old/ Old Versions]'''<br><br />
[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB] for faster speeds.<br>}}<br />
|}<br />
|}<br />
<br><br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Torrent|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]'''<br><br />
Try the [https://mechlivinglegends.net/download/Offline-Installer/ torrent] as an alternative to direct download when official servers are busy.<br />
}}<br />
|}<br />
{|<br />
{| style="width: 100%; text-align: center"<br />
{|[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]|<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Mod DB|<br />
'''[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB]'''<br><br />
Often has better download speeds.}}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|12th VR Network|<br />
'''[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ 12th VR Network]'''<br><br />
Another backup mirror.<br />
}}<br />
|}<br />
<br />
<br />
=== Why Downloading MW:LL can be hard ===<br />
<br />
Historically this mod has been one of the less easy to find and install ones out there. Around 0.7.1 [https://web.archive.org/web/20160312164449/http://forum.mechlivinglegends.net/index.php/topic,19022.0.html Gouty] made an installer to streamline the process of installation. Since then and up to the revival of the project by the community, this very installer served thru what is now known as the "dark age" of MW:LL.<br><br />
Around 2016 efforts put in place resulted in the revival of MW:LL development, this time carried by the community led by '''xInViCtuSx''' and '''Star Wraith'''; as the original development team of '''Wandering Samurai Studios''' dissolved already earlier around the unfortunate C&D event. Year 2017 already saw a vivid release cycle with a new launcher that not only was able to download, re-download and repair corrupted files of the game, but can perform additional tasks and roles besides of obviously bearing several useful links. However, the infrastructure bearing the files now and then remained the same - a voluntary dedicated server with a personal ISP data plan - showed times and again that is easy over burdened by even moderate download spikes that usually occur around release days.<br><br />
The community has been struggling every since to provide alternate download links and options - the most obvious being a torrent seeded by the beefier ISP subscribers who happen to get the ''Offline installer'' first, alas this was not always met with luck. We, the community, where lucky to have our good host and member '''Rick Hunter''' who not only hosts the excellent ''Neucasson'' game servers alongside the ever trusty '''HAARP's''' ''Funbocks'', but also has put in substantial effort and resources, to provide alternate fast download links for other community needs as well.<br></div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Download_MWLL&diff=10353Download MWLL2020-05-25T10:00:11Z<p>Fire-hound: proposal for better ovrsight</p>
<hr />
<div>{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|[https://mechlivinglegends.net/ Official Website]|<br />
Official download speeds can be slow during high-demand times.<br><br />
}}<br />
|}<br />
{| style="width: 100%"<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/MWLL-Installer.exe Online Downloader]|<br />
<br><br />
'''[https://mechlivinglegends.net/download/MWLL-Installer.exe MWLL + Crysis Wars installer]'''<br><br />
(60MB)<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/Offline-Installer/ Offline Installer]|<br />
'''[https://mechlivinglegends.net/download/Offline-Installer Offline-Installer]'''<br><br />
(7GB)<br><br />
Like above, but contains all game data (download all files)<br><br />
Available as direct download or as a [https://mechlivinglegends.net/download/Offline-Installer/ torrent].<br><br />
<br><br />
}}<br />
{{ContentCell|25%|[https://mechlivinglegends.net/download/Offline-Installer/ Torrent download]|<br />
Try the [https://mechlivinglegends.net/download/Offline-Installer/ torrent] for alternative network resources as the officially dedicated ones might be contested at times.<br><br />
}}<br />
{{ContentCell|25%|[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ Alternative Downloads]|<br />
'''[https://mechlivinglegends.net/download/CrysisWars-1.5.zip Crysis Wars 1.5 archive only]'''<br><br />
(3.5GB)<br />
<br><br />
Zip archive - Trial version, without maps, with Editor.<br />
<br>Patched to use our replacement GameSpy service.<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/ Individual Patches and Other Files]'''<br><br />
<br><br />
'''[https://mechlivinglegends.net/download/old/ Old Versions]'''<br><br />
[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB] for faster speeds.<br>}}<br />
|}<br />
<br />
<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|Mod DB|<br />
'''[https://www.moddb.com/mods/mechwarrior-living-legends/downloads Mod DB]'''<br><br />
Often has better download speeds.}}<br />
|}<br />
{| style="width: 100%; text-align: center"<br />
{{ContentCell|100%|12th VR Network|<br />
'''[https://mwll-tc.12vr.org/mechlivinglegends.net/install/MWLL-012-Offline-Installer/ 12th VR Network]'''<br><br />
Another backup mirror.<br />
}}<br />
|}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Osiris&diff=10186Osiris2020-05-08T14:00:43Z<p>Fire-hound: /* Variant D */ fluff update</p>
<hr />
<div>{{Mech|<br />
| Image = File:Osiris.png<br />
| ImageGif = File:Osiris_spin.gif<br />
| Name = Osiris<br />
| Class = Light<br />
| Faction = Inner Sphere<br />
| Tickets= 2<br />
| Tier = 3<br />
| Tonnage = 30<br />
| Speed = 118.8<br />
| SpeedWithMasc = 166<br />
| Rotation = 360<br />
| PitchStand = -25° to +35°<br />
| PitchCrouch = -25° to +45°<br />
<br />
| Price Prime= 34 600<br />
| ArmorT Prime = 29 693<br />
| Engine Prime = Pharaoh 240 XL<br />
| Weapons Prime = <ul><br />
<li>4x [[ERML]]<br />
<li>1x [[SRM6]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[iJJ]]<br />
<li>2 [[DHS]]<br />
<li>0 [[Free tons]]<br />
<li>6t [[Armor]]<br />
</ul><br />
<br />
<br />
| Price A = 33 400<br />
| ArmorT A = 29 693<br />
| Engine A = Pharaoh 240 XL<br />
| Weapons A = <ul><br />
<li>3x [[MXPL]]<br />
<li>1x [[SSRM4]]<br />
</ul><br />
| Equip A = <ul><br />
<li>3 [[DHS]]<br />
<li>0 [[Free tons]]<br />
<li>6t [[Armor]]<br />
</ul><br />
<br />
| Price B = 33 400<br />
| ArmorT B = 28 255<br />
| Engine B = Pharaoh 240 XL<br />
| Weapons B = <ul><br />
<li>1x [[LPPC]]<br />
<li>1x [[TBolt10]]<br />
<li>2x [[SPL]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[iJJ]]<br />
<li>2 [[DHS]]<br />
<li>1 [[Free ton]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 36 650<br />
| ArmorT C = 26 031<br />
| Engine C = Pharaoh 240 XL<br />
| Weapons C = <ul><br />
<li>3x [[SL]]<br />
<li>1x [[PPC]]<br />
<li>1x [[SRM6]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[iJJ]]<br />
<li>3 [[DHS]]<br />
<li>0 [[Free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 33 500<br />
| ArmorT D = 31 524<br />
| Engine D = Pharaoh 240 XL<br />
| Weapons D = <ul><br />
<li>2x [[RAC2]]<br />
<li>3x [[MG]]<br />
</ul><br />
| Equip D = <ul><br />
<li>0 [[DHS]]<br />
<li>2 [[Free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 33 800<br />
| ArmorT E = 23 811<br />
| Engine E = Pharaoh 240 XL<br />
| Weapons E = <ul><br />
<li>3x [[MG]]<br />
<li>1x [[LtGauss]]<br />
<li>1x [[ERML]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[iJJ]]<br />
<li>0 [[DHS]]<br />
<li>2 [[Free tons]]<br />
<li>5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 41 000<br />
| ArmorT F = 31 524<br />
| Engine F = Pharaoh 240 XL<br />
| Weapons F = <ul><br />
<li>6x [[ERSL]]<br />
<li>1x [[SSRM6]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[MASC]]<br />
<li>[[iJJ]]<br />
<li>3 [[DHS]]<br />
<li>1 [[Free tons]]<br />
<li>6.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 32 500<br />
| ArmorT G = 26 031<br />
| Engine G = Pharaoh 240 XL<br />
| Weapons G = <ul><br />
<li>2x [[AC2]]<br />
<li>1x [[ERPPC]]<br />
<li>1x [[LRM5]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>0 [[DHS]]<br />
<li>0 [[Free tons]]<br />
<li>5.5t [[Armor]]<br />
</ul><br />
<br />
<br />
| Armor H = 1380<br />
| Armor CT = 4086<br />
| Armor LRT = 2656<br />
| Armor LRA = 2349<br />
| Armor LRL = 3677<br />
| Armor INT = 2206 <br />
| Armor B = 2451<br />
<br />
| Version121 = 0.12.1<br />
}}<br />
<br />
The '''Osiris''' is an [[Inner Sphere]] [[Light Mech]] that mostly concentrates on firepower and maneuverability. Advantageous 360 degree torso rotation helps spreading the damage, increasing the survivability of this lightly armored mech. Most Osirises are also equipped with [[Jump Jets]], giving pilots more options to approach and escape combat situations.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
{{Starter}}<br />
The Osiris Prime packs a heavy-hitting close- to mid-range arsenal on a fairly maneuverable platform with the heavier armor of the Osiris brawler trio. Four [[ERML]]s provide the main punch, reaching out and damaging the enemy at appreciable range, while an [[SRM6]] gives it an extra little boost in firepower at close range. The Prime Variant is a brawler at heart, and is meant to dash into enemy lines aided by its [[iJJ|improved jump jets]], disrupting coordination and line-of-sight, all the while pummeling targets with its varied weaponry. Thanks to its battery of lasers, it also excels at hunting [[Battle Armor]], allowing larger friendly Mechs to focus on juicier targets in relative safety.<br />
<br />
===Variant A===<br />
{{Starter}}<br />
The A variant focuses on [[Energy Weapons]]. Its 3 [[MXPL]]s offer impressive firepower at medium-range, and its [[SSRM4]] pack give the Osiris A a well-rounded profile. The A variant is an effective Light Mech hunter using its speed and impressive torso rotation to lay down a wall of pulse fire, even while at a full run. This variant lacks jump jets, and also has a very long window of engagement, owing to the fast-firing but low-damage per shot nature of its lasers. The second of the Osiris brawler trio, it's one of the better armored variants.<br />
<br />
===Variant B===<br />
{{Starter}}<br />
The B variant carries 5.5 tons of [[Armor|armor]]. Most of its punch comes from its [[Tbolt10]] and [[LPPC]]. Both weapons are difficult to land on smaller, faster targets, but allow the variant to prey upon heavier assets, preferably jumping from cover with its [[iJJ|Improved Jumpjets]]s, against which more experienced players will find they can consistently land salvoes even while running passive radar. 2 [[SPL|Small Pulse Lasers]]s turns the Osiris B into a in your face Mech or for zapping those pesky [[BA]]s. Make sure you load up the extra 1 [[Free tons | free ton]] and be a bit mindful of your heat as this unit carries two [[DHS]].<br />
<br />
===Variant C===<br />
{{Starter}}<br />
The C variant mounts 1 standard IS [[PPC]], which gives it impressive striking power for a light Mech. This is backed by 3 [[SL]]s and an [[SRM6]] pack for close-range work. Thanks to its high speed, 360° torso twist and good range, it can be used as a effective harasser and hit-and-run Mech, well suited to kiting enemies at range and finishing them off up close. A brawler at heart, it may find itself outgunned by other units at long range, but dedicated brawlers can still overwhelm it if not softened from afar.<br />
<br />
===Variant D===<br />
{{Starter}}<br />
The Osiris D is capable of providing sustained direct fire support and limited Anti-Air duties- in a pinch. The pair of [[RAC2]] can reach out to 800m, however it takes a skilled pilot to lead these projectiles against fast, light mechs effectively that far out. The bulk of the damage lies within 250m where the three [[MG|Machine Guns]] sting in full effect. Focusing this deadly spray of lead on one component will make quick work of any mech that close, and possibly quicker work of [[ASF]] or [[VTOL]]; which [[RAC2]] and [[MG]] deal [[damage type|bonus damage]] to. Osiris D pilots need to exercise caution, in combination with good map awareness and [[radar]] discipline- this variants thickened armor won't make up too long for a big mistake or miss calculation.<br><br />
If fleeing from the enemy, remember to twist away the most ablated sections, possibly shooting back at him for the while navigation permits for it.<br />
<br />
===Variant E===<br />
{{Starter}}<br />
The E variant is the least armored Osiris at 5 tons; a compromise in order to carry its signature [[Light Gauss]]. One [[ERML]] and 3x [[MG|Machine Guns]] give it some backup weaponry, but this variant also sacrifices a lot of damage potential to enjoy its range advantage- and won't be able to go toe-to-toe against more aggressive light 'mechs. Combined with [[EOptics]], its [[iJJ]]s and a 2 [[Free tons|free tons]] for carrying additional ammunition, the Osiris E is capable of striking at extreme distance and [[Gameplay Tactics#poptarting|jump sniping]] with relative ease. The Osiris E pilot should always be thinking of ways to use the [[iJJ|improved jumpjets]] to put an obstacles and distance between them and their enemies; and to keep an eye on the sky for pesky [[Aerospace]] that you can send scurrying back to repair with carefully aimed shots of [[Light Gauss]].<br />
<br />
===Variant F - ''"Rudolph"''===<br />
{{Starter}}<br />
Known as "Rudolph", the Osiris F is the most armored variant of the brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the ERMLs, the F carries 6 ERSLs which trade range for efficiency and fire rate. The Prime's SRM6 pack is replaced with an SSRM6 and this modification yields 1 free ton for carrying additional SSRMs. Equipped with [[MASC|Myomer Accelerator Signal Circuitry]], allows it to very quickly close the gap and cripple other light Mechs, and combined with [[iJJ|Improved Jumpjets]] makes it the most agile Osiris variant. However, half of the F's lasers are carried in its right arm, so care must be taken to protect it from fire. In addition, the Osiris F is the most expensive variant available, costing 41 000 CBills. It excels at the beginning of terrain control game mode, dashing quickly with its MASC and improved jump jets to take over capture zones.<br />
<br />
===Variant G===<br />
{{Starter}}<br />
A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively anaemic, full firepower from a less extreme 900m out. The E's shortest ranged armament is an [[ERPPC]] accompanied by an [[LRM5]] and a duo of [[AC2]], with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of [[Gameplay Tactics#poptarting|jump sniping]], although it carries less armor than some variants and should avoid brawls at all costs. This short-range weakness is excaberated by the loss of [[iJJ]]s, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the AC2s can be extremely useful in hunting down [[Battle Armor]], especially when they're in mid-jump.<br />
<br />
<br />
==Canon==<br />
The Osiris was essentially modeled after the Clan Dragonfly and designed by the same engineers who designed the Anubis. While the limits of Inner Sphere technology forced the designers to skimp on the specifications somewhat, the Osiris does maintain the same speed as the design it is based off of with its powerful Pharaoh 240 XL. The armor and jump capacity are sadly lacking, however, as the Osiris can only jump half as far as the Dragonfly with its four Rawlings 61 jump jets and is armored with StarGuard Ferro-Fibrous. The Osiris was designed to be a fast, hit-and-fade style offensive platform and can perform well in that capacity with its awesome speed, although it does appear to rely too heavily on its mobility to protect it from damage.<br />
<br />
Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker<br />
<br />
[http://www.sarna.net/wiki/Osiris BattleTech Reference]<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Rifleman&diff=10177Rifleman2020-05-07T18:52:04Z<p>Fire-hound: /* Variant E - "DrillBit" */ we can only have endorsed nicks if any, also put the proposed nick in comments as our firstling</p>
<hr />
<div>{{Mech|<br />
| Image = File:Rifleman.png<br />
| ImageGif = File:Rifleman_spin.gif<br />
| Class = Heavy<br />
| Faction = Inner Sphere<br />
| Tickets = 7<br />
| Tier = 8<br />
| Tonnage = 60<br />
| Speed = 64<br />
| SpeedWithMasc = 91<br />
| Rotation = 360<br />
| PitchStand = -33° to +96°<br />
| PitchCrouch = -33° to +96°<br />
<br />
| Price Prime = 72 100<br />
| ArmorT Prime = 56 623<br />
| Engine Prime = Pitban 240 XL<br />
| Weapons Prime = <ul><br />
<li>2x [[ERLL]]<br />
<li>2x [[ERML]]<br />
<li>2x [[UAC5]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>2 [[LAMS]]<br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>11.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 68 300<br />
| ArmorT A = 45 532<br />
| Engine A = Pitban 240 XL<br />
| Weapons A = <ul><br />
<li>4x [[AC5]]<br />
<li>2x [[SSRM4]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>0 [[HS]]<br />
<li>2 [[free tons]]<br />
<li>9.5t [[Armor]]<br />
</ul><br />
<br />
| Price B = 67 700<br />
| ArmorT B = 50 282<br />
| Engine B = Pitban 240 XL<br />
| Weapons B = <ul><br />
<li>4x [[ERML]]<br />
<li>2x [[LBX10]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[LAMS]]<br />
<li>2 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>10.5t [[Armor]]<br />
</ul><br />
<br />
| Price C = 67 500<br />
| ArmorT C = 42 363<br />
| Engine C = Pitban 240 XL<br />
| Weapons C = <ul><br />
<li>2x [[LtGauss]]<br />
<li>2x [[HVAC2]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[EOptics]]<br />
<li>0 [[HS]]<br />
<li>2 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 78 500<br />
| ArmorT D = 50 282<br />
| Engine D = Pitban 240 XL<br />
| Weapons D = <ul><br />
<li>4x [[RAC2]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[AECM]]<br />
<li>2 [[LAMS]]<br />
<li>2 [[DHS]]<br />
<li>4 [[free tons]]<br />
<li>10.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 76 500<br />
| ArmorT E = 53 453<br />
| Engine E = Pitban 240 XL<br />
| Weapons E = <ul><br />
<li>4x [[ERLL]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[BHP]]<br />
<li>2 [[LAMS]]<br />
<li>9 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>11t [[Armor]]<br />
</ul><br />
<br />
| Price F = 64 500<br />
| ArmorT F = 45 532<br />
| Engine F = Pitban 240 XL<br />
| Weapons F = <ul><br />
<li>2x [[AC10]]<br />
<li>2x [[PPC]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[EOptics]]<br />
<li>1 [[DHS]]<br />
<li>2 [[free tons]]<br />
<li>9.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 78 500<br />
| ArmorT G = 51 870<br />
| Engine G = Pitban 240 XL<br />
| Weapons G = <ul><br />
<li>6x [[MXPL]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>[[GECM]]<br />
<li>[[MASC]]<br />
<li>10 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>10.5t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 8034<br />
| Armor LRT = 5624<br />
| Armor B = 4821<br />
| Armor LRA = 5624<br />
| Armor INT = 3471<br />
| Armor LRL = 5785<br />
<br />
| Version120 = 0.12.0<br />
}}<br />
<br />
<!-- Fluff current for 0.11.0 --><br />
The Rifleman is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.6.0 update as a surprise.<br><br />
As it is intended primarily as an anti-air mech it sports only moderate speed and armor, but it has the best torso pitch and rotation of any mech, as it can look almost straight up while rotating 360 degrees.<br />
<br />
All variants are equipped for anti-aircraft duty and are therefore somewhat efficient against [[BA]], [[VTOL]] and light, medium and some heavy [[ASF]]. However, their performance against mechs or tanks of similar weight is poor, and Rifleman pilots might find themselves getting easily overwhelmed by medium or even few light assets due to its huge size and poor armor.<br />
<br />
Thats why Riflemans mostly serve as direct fire support, since they sacrificed speed and armor in favor of weapons.<br />
<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Rifleman Prime is a well-balanced [[AA]] mech. Despite its 2 [[DHS]] the Prime runs very hot, as it boasts 2 [[ERLL]]s and 2 [[ERML]]s. These energy weapons are complemented by 2 [[UAC5]]s, making the Prime an good all-round mech. The fact that the Prime is the most armored rifleman with its 11.5t of armor and is mostly an energy-based mech, give it decent staying power. The Prime has [[EOptics]] that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise. 2 [[LAMS]] are attached to fend off missile attacks.<br />
<br />
===Variant A===<br />
The Rifleman A is a mid-range firesupport meant to be in second line. 4 [[AC5]] autocannon's can deal a good amount of damage up to 800m, and them being [[Damage Types| Light Kinetic]] weapon means extra damage against tanks and ASF. Despite 2 [[SSRM4]] launchers, A is not meant for front lines and [[SSRM]] are there for an extra punch and screenshake should opponent gets too close, as 9.5 t of [[armor]] are not enough to go face to face with brawlers. One method would be using its 360° torso twist and running away at full speed, while softening target that is in pursuit of Rifleman A, and if he gets too close for [[SSRM]] to be locked on, you better hope it has been softened enough. [[GECM]] will be a huge help staying undetected, while [[AC5]] can still reach its target. Despite no extra [[heat sink|heatsinks]], A will not overheat under normal circumstances.<br />
<br />
===Variant B===<br />
A variant designed for mid range engagements, a relative rarity among Riflemen, the Rifleman B packs the meanest alpha of the bunch. Two [[LBX10]] can engage targets from 700m, but the spread of the pellets means the closer the target the more drastic the results, while a battery of four [[ERML]]s deals a pinpoint blow to the weakened components. Make no mistake though, despite its relatively short reach, the hitscan nature of its lasers and the spread of its Autocannons allow it to punish aircraft that enter its range. Like the Prime this unit also carries 2 LAMS to fend off missile attacks and 2 [[DHS]] which are more than enough for the Laser Battery.<br />
<br />
===Variant C===<br />
While other Rifleman variants rely on putting up a wall of projectiles or a laser show to deter enemy aerospace, the Rifleman C trusts in the cool killing power of the [[Gauss Rifle| Light Gauss Rifle]]. Two [[HVAC2]]s provide some additional damage and 250m of range, but their main purpose is to help calculate the lead of the two [[LtGauss]] rifles, as the two weapons have nearly the same projectile speed. The Rifleman C carries no other equipment, only [[EOptics]] and only 8.5t of [[armor]], it should be even more wary of close combat with other ground assets than other Rifleman variants. 2 [[Free tons | Free tons]] will keep the gauss fed for a while, but ocasional ressuply will be necessary.<br />
<br />
===Variant D - ''"Patriot"''===<br />
Though the Rifleman D has the same four [[RAC2]] armament as the much cheaper Partisan B, it still has its own niche. The D variant is meant as a group support mech, intended to shield its lance-mates from both radar and aerospace alike while keeping up with them over rough or uneven terrain. An [[AECM]] unit gives nearby friendlies radar cover, the 2 [[LAMS]] protect from missiles, while a [[BAP]] helps the Rifleman D sniff out incoming air or ground assets. Enemy aerospace will have to deal with the hailstorm of RAC2 rounds sent their way, and enemy mech assets will stumble into your lance, expecting only a single heavy mech to deal with. Four [[Free tons | Extra Tons]] of ammo and 2 [[DHS]] round out this package.<br />
<br />
===Variant E===<br />
The Rifleman E brings a frightening light show of four [[ERLL]]s to the fight. Though the resulting heat spike from firing all four lasers at once can be worrying, the immense amount of heat dissipation provided by the 9 [[DHS]] it carries means that it's possible to start to overheat after intense fighting. With a steady enough hand, the Rifleman E can quickly deal death to any enemy aerospace that is unwise enough to linger inside its 800m range, and can strip enemy mechs of weapons or armor from the relative safety of the second line. A [[BHP]] gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares. Double [[LAMS]] for protection against missiles, all rounded up by 11t of armor gives E decent battlefield presence.<br />
{{Commentbox <br />
| Comment1= Discovered the joy of the ERLL rifleman on that Dune match the other day. Sweet Christ, please rename that thing to Drill Bit<br />
| Writer1= [CJF]SanchitoEscobar<br />
}}<br />
<br />
===Variant F - ''"Aftershock"''===<br />
The F variant is somewhat of an oddball. Theoretically, its armament of two [[AC10]]s and two [[PPC]]s can deal a great amount of damage to anything it manages to hit. However, the fairly slow projectile speed of each, coupled with their restrictive (for anti-aero work) ranges of 550m and 700m, respectively, means that the Rifleman F will have a hard time landing hits on aerospace with either weapon. Rather, the Rifleman F is meant as a direct fire-support mech, intended to sit behind the front lines and pound away at otherwise distracted targets. Unlike other Rifleman variants, the F carries no active probes, and must thus be careful it isn't caught alone. Though its armaments can cause a significant amount of damage, its slow speed and light armor of only 9.5t mean that any assets in its own weight class will easily overpower it. [[EOptics]] almost seem wasted on this unit and having only 1 [[DHS]] pilots must keep an eye on their temps. [[B-Pod]] provides some help with [[Battle Armor]] ambushes.<br />
<br />
===Variant G - ''"Boogie"''===<br />
Instead of running from engagements like other fire support Riflemans, the G rushes in with a blistering array of 6 [[MXPL]]s at 279 shots/min, 28.5 damage per shot - capable of removing arms and melting armor off opponents that make the mistake of underestimating the G's power. 10 [[DHS]] is enough to handle the heat under normal fire, but keeping an eye on you temperature is well advised. Rushing in at 91 km/h with [[MASC]], it's a good idea to give this mech a few seconds to cool down before opening fire. [[GECM]] will keep you under cover right up until your firing range so utilizing the [[EOptics]] will help you determine the battle assessment while closing in.<br />
<br />
Bear in mind that any Rifleman is still a Rifleman, with its huge size and inadequate armor for a heavy mech. But if the G travels with an ally who will draw fire away, the G is open to unload plenty of damage.<br />
<br />
==Canon==<br />
The definitive anti-aircraft 'Mech, the Rifleman was first fielded in 2505, making it amont the first 'Mechs ever built. Its combination of long-ranged weaponry, including rapid-fire autocannons and it's excellent targeting and tracking system ensured it would remain a viable battlefield unit through half a millennium of combat. The Rifleman's focus on anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. The 'Mech's heat sinks are grossly inadequate for constant fire, but in an anti-aircraft role, the Rifleman is expected to have time to dissipate heat while the target aircraft turns for its next pass. <br />
<br />
Notable pilots include: Gray Noton "Legend-Killer", Conner Rhys-Monroe "Former Knight of the Sphere", John "Gentleman Johnny" Clavell, and Davis McCall of the Gray Death Legion.<br />
<br />
Date Introduced 2770 during the Era known as "Star League" (2571 - 2780) - Unit Role: Sniper<br />
<br />
[http://www.sarna.net/wiki/Rifleman BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Chimera&diff=10167Chimera2020-05-06T17:12:32Z<p>Fire-hound: /* Variant C */ updated fluff</p>
<hr />
<div>{{Mech|<br />
| Image = File:Chimera.png<br />
| ImageGif = File:Chimera_spin.gif<br />
| Class = Medium<br />
| Faction = Inner Sphere<br />
| Tickets = 4<br />
| Tier = 4<br />
| Tonnage = 40<br />
| Speed = 86<br />
<!-- | SpeedWithMasc = 125 --><br />
| Rotation = 260<br />
| PitchStand = -35° to +45°<br />
| PitchCrouch = -35° to +55°<br />
<br />
| Price Prime = 46 600<br />
| ArmorT Prime = 40 881<br />
| Engine Prime = GM 240 XL<br />
| Weapons Prime = <ul><br />
<li>2x [[ERML]]<br />
<li>1x [[ERLL]]<br />
<li>1x [[MRM20]]<br />
<li>2x [[MG]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[JJ]]<br />
<li>3 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 48 600<br />
| ArmorT A = 39 294<br />
| Engine A = 385 GM 240 XL<br />
| Weapons A = <ul><br />
<li>2x [[ERML]]<br />
<li>1x [[ERPPC]]<br />
<li>1x [[ELRM15]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Price B = 53 200<br />
| ArmorT B = 39 294<br />
| Engine B = 385 GM 240 XL<br />
| Weapons B = <ul><br />
<li>4x [[MG]]<br />
<li>2x [[LPPC]]<br />
<li>1x [[DSSRM6]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[iJJ]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Price C = 48 000<br />
| ArmorT C = 40 881<br />
| Engine C = 385 GM 240 XL<br />
| Weapons C = <ul><br />
<li>4x [[SL]]<br />
<li>1x [[MRM30]]<br />
<li>1x [[PPC]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[JJ]]<br />
<li>2 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 47 650<br />
| ArmorT D = 40 881<br />
| Engine D = 385 GM 240 XL<br />
| Weapons D = <ul><br />
<li>5x [[ML]]<br />
<li>1x [[TBolt10]]<br />
<li>1x [[HMG]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[BAP]]<br />
<li>3 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 51 200<br />
| ArmorT E = 40 881<br />
| Engine E = 385 GM 240 XL<br />
| Weapons E = <ul><br />
<li>2x [[MPL]]<br />
<li>2x [[LBX5]]<br />
<li>1x [[SSRM4]]<br />
<li>2x [[HMG]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 46 600<br />
| ArmorT F = 40 881<br />
| Engine F = 385 GM 240 XL<br />
| Weapons F = <ul><br />
<li>1x [[AC10]]<br />
<li>2x [[ERML]]<br />
<li>2x [[ERSL]]<br />
<li>1x [[DSRM4]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[JJ]]<br />
<li>0 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 50 900<br />
| ArmorT G = 39 294<br />
| Engine G = 385 GM 240 XL<br />
| Weapons G = <ul><br />
<li>2x [[ERML]]<br />
<li>2x [[ERSL]]<br />
<li>1x [[LRM20]]<br />
<li>1x [[iNARC]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 5671<br />
| Armor LT = 3800<br />
| Armor RT = 5671<br />
| Armor B = 3403<br />
| Armor LRA = 3119<br />
| Armor INT = 2188<br />
| Armor LRL = 4168<br />
<br />
| Version = 0.11.2<br />
}}<br />
<br />
<!--Current Stats for 0.11.1--><br />
<br />
The Chimera is a agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it mounts a rocket launcher on the right shoulder causing slightly obscured vision.<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLL]] reaching out to 800m and a pair of [[ERML]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three [[DHS|DHS]] can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual [[MG|Machine Guns]] provides some extra defence against [[BA|Battle Armor]] and scoring extra points. With one extra [[Free tons|ton]] for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.<br />
<br />
===Variant A===<br />
<br />
The Chimera A is a pretty straightforward long range fire support unit. Its main firepower comes in the form of an indirect [[LRM15]] launcher fed by a two [[Free tons|free tons]] and a direct fire [[ERPPC]] capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at reduced capacity against NARCed targets. Backing those up with 600m with a pair of [[ERML]], means the unit is somewhat capable to take a fight up close, although with significantly reduced capacity. Note that overtaxing the energy based weapons will put a strain on its [[DHS]] pair that is barely adequate to manage the heat generated.<br />
<br />
===Variant B===<br />
One mans sheep is the other mans wolf.<br><br />
This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray [[Battle Armor]]s that are left or just spawned to defend a base or choke point.<br><br />
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty [[DSSRM6]] provides a wide area of splash damage, each of the [[LPPC]] jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The [[iJJ|Improved Jump Jets]] will augment it's mobility to rival if not surpass that of an Longinus Battle armor.<br><br />
The quad [[MG|Machine guns]] array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.<br><br />
The units foremost flaw is the [[DSSRM6]] launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.<br><br />
The selling point for this unit is its incredible brawling potential against smaller and extremely mobile opponents.<br />
<br />
===Variant C===<br />
A mid range skirmisher similar to the Prime, the Chimera C emphasizes the [[MRM]] to the max for even more increased damage potential. Upgrading Primes' [[MRM20|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a more substantial punch at medium range, but increases the pilot's need to lead their aim and gives them a harder time against agile targets. The [[MRM]] launchers quirks and bulky fire power are best tapped into by adopting the combat routine to it - make sure to save his volleys for the least likely to move targets and moments, while softening the opponent, every so often, with the surgically accurate four [[SL]], or awarding it a electrifying [[PPC]] bolt for every wrong turn, ill avoided still stand or any other tiny mistake. Sooner or later every warrior makes a wrong turn into a wall or get's "zero throttled" just to receive the ponderous [[MRM30]] volley to the face.<br><br />
A single [[DHS]] necessitates avoiding prolonged engagements. One free ton for its missile launcher is just enough to see you thru the regular enemy wave - but not two.<br><br />
Features a omnidirectional firing [[B-Pod]] should enemy [[Battle Armor]] get too close.<br />
<br />
===Variant D===<br />
Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional ''"missiles first"'' paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 5 [[medium laser|medium lasers]]. The [[TBolt10]] still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The single [[HMG|Heavy Machine Gun]] acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty [[Battle Armor]] without affecting your limited heat capacity. The 3 [[DHS]] will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush [[coolant]] in tight situations. An extra half ton of [[armor]] helps this variant survive the sub-500m encounters it's designed for, and careful attention to your [[BAP]] equipped [[radar]] will help you avoid sticky situations before they arise.<br />
<br />
===Variant E===<br />
The third higest priced Chimera, Armed with 2x [[LBX5]] aided by [[EOptics]] and [[JJ | JumpJets]] it can used as a long ranged sniper variant. When you feel the need to get close, 2 [[MPL | Medium Pluse Lasers]] can unlease a flurry of concentrated hurt at 34.1 shots a minute and are great for disposing [[Battle Armor]] or finishing off wounded opponents. The final blow for rocking your opponent comes from [[SRM4| SRM4 missles]] widing the hole made with your 2 MPLs. Don't forget the 2 [[ HMgun|Heavy Machine Guns]] for wacking off armor. With all of it's power and armor the "E" is still better used with a comrade.<br />
<br />
===Variant F===<br />
Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. [[Gameplay Tactics#Poptarting|poptart]], combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing [[AC10]] and a pair of always reliable [[ERML]], giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of [[ERSL]] strengthens its pinpoint strike, quickly followed by the mighty [[DSRM4]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage, followed by a pinpoint energy strike. Two [[free tons]] for ammo is usually more than sufficient for the ammo-hungry missile launcher.<br><br />
The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the [[JJ|standard jump jets]] usually won't be an option.<br><br />
In the moments all else fails, remember to fire the [[BPod]] at the enemy battleramor (or any other weakened opponent for that matter) that is messing around your feet, it might just save your day.<br />
<br />
===Variant G===<br />
This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The [[iNARC|Improved NARC]] beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 800m is no easy feat- but will be rewarded with 25 seconds of free missile locks for your whole team, and your own [[LRM20]]. Two pairs of [[ERML]] and [[ERSL]] offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it- is a devastatingly effective actor in orchestrating a win through [[Gameplay_Tactics#LRM_Camping|missile oppression]].<br />
<br />
==Gallery==<br />
<gallery mode=packed heights=150px style="text-align:left"><br />
File:Chimera02.jpg|A Chimera Prime sporting desert camo (ca. 0.7.1)<br />
</gallery><br />
<br />
==History==<br />
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]<br />
<br />
In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.<br />
<br />
==Canon==<br />
Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.<br />
<br />
Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker<br />
<br />
[http://www.sarna.net/wiki/Chimera BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Chimera&diff=10166Chimera2020-05-06T16:55:40Z<p>Fire-hound: /* Variant F */</p>
<hr />
<div>{{Mech|<br />
| Image = File:Chimera.png<br />
| ImageGif = File:Chimera_spin.gif<br />
| Class = Medium<br />
| Faction = Inner Sphere<br />
| Tickets = 4<br />
| Tier = 4<br />
| Tonnage = 40<br />
| Speed = 86<br />
<!-- | SpeedWithMasc = 125 --><br />
| Rotation = 260<br />
| PitchStand = -35° to +45°<br />
| PitchCrouch = -35° to +55°<br />
<br />
| Price Prime = 46 600<br />
| ArmorT Prime = 40 881<br />
| Engine Prime = GM 240 XL<br />
| Weapons Prime = <ul><br />
<li>2x [[ERML]]<br />
<li>1x [[ERLL]]<br />
<li>1x [[MRM20]]<br />
<li>2x [[MG]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[JJ]]<br />
<li>3 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 48 600<br />
| ArmorT A = 39 294<br />
| Engine A = 385 GM 240 XL<br />
| Weapons A = <ul><br />
<li>2x [[ERML]]<br />
<li>1x [[ERPPC]]<br />
<li>1x [[ELRM15]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Price B = 53 200<br />
| ArmorT B = 39 294<br />
| Engine B = 385 GM 240 XL<br />
| Weapons B = <ul><br />
<li>4x [[MG]]<br />
<li>2x [[LPPC]]<br />
<li>1x [[DSSRM6]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[iJJ]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Price C = 48 000<br />
| ArmorT C = 40 881<br />
| Engine C = 385 GM 240 XL<br />
| Weapons C = <ul><br />
<li>4x [[SL]]<br />
<li>1x [[MRM30]]<br />
<li>1x [[PPC]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[JJ]]<br />
<li>2 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 47 650<br />
| ArmorT D = 40 881<br />
| Engine D = 385 GM 240 XL<br />
| Weapons D = <ul><br />
<li>5x [[ML]]<br />
<li>1x [[TBolt10]]<br />
<li>1x [[HMG]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[BAP]]<br />
<li>3 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 51 200<br />
| ArmorT E = 40 881<br />
| Engine E = 385 GM 240 XL<br />
| Weapons E = <ul><br />
<li>2x [[MPL]]<br />
<li>2x [[LBX5]]<br />
<li>1x [[SSRM4]]<br />
<li>2x [[HMG]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 46 600<br />
| ArmorT F = 40 881<br />
| Engine F = 385 GM 240 XL<br />
| Weapons F = <ul><br />
<li>1x [[AC10]]<br />
<li>2x [[ERML]]<br />
<li>2x [[ERSL]]<br />
<li>1x [[DSRM4]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[JJ]]<br />
<li>0 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 50 900<br />
| ArmorT G = 39 294<br />
| Engine G = 385 GM 240 XL<br />
| Weapons G = <ul><br />
<li>2x [[ERML]]<br />
<li>2x [[ERSL]]<br />
<li>1x [[LRM20]]<br />
<li>1x [[iNARC]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 5671<br />
| Armor LT = 3800<br />
| Armor RT = 5671<br />
| Armor B = 3403<br />
| Armor LRA = 3119<br />
| Armor INT = 2188<br />
| Armor LRL = 4168<br />
<br />
| Version = 0.11.2<br />
}}<br />
<br />
<!--Current Stats for 0.11.1--><br />
<br />
The Chimera is a agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it mounts a rocket launcher on the right shoulder causing slightly obscured vision.<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLL]] reaching out to 800m and a pair of [[ERML]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three [[DHS|DHS]] can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual [[MG|Machine Guns]] provides some extra defence against [[BA|Battle Armor]] and scoring extra points. With one extra [[Free tons|ton]] for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.<br />
<br />
===Variant A===<br />
<br />
The Chimera A is a pretty straightforward long range fire support unit. Its main firepower comes in the form of an indirect [[LRM15]] launcher fed by a two [[Free tons|free tons]] and a direct fire [[ERPPC]] capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at reduced capacity against NARCed targets. Backing those up with 600m with a pair of [[ERML]], means the unit is somewhat capable to take a fight up close, although with significantly reduced capacity. Note that overtaxing the energy based weapons will put a strain on its [[DHS]] pair that is barely adequate to manage the heat generated.<br />
<br />
===Variant B===<br />
One mans sheep is the other mans wolf.<br><br />
This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray [[Battle Armor]]s that are left or just spawned to defend a base or choke point.<br><br />
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty [[DSSRM6]] provides a wide area of splash damage, each of the [[LPPC]] jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The [[iJJ|Improved Jump Jets]] will augment it's mobility to rival if not surpass that of an Longinus Battle armor.<br><br />
The quad [[MG|Machine guns]] array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.<br><br />
The units foremost flaw is the [[DSSRM6]] launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.<br><br />
The selling point for this unit is its incredible brawling potential against smaller and extremely mobile opponents.<br />
<br />
===Variant C===<br />
A mid range skirmisher similar to the Prime, the Chimera C sacrifices its jumpjets for increased damage potential. Upgrading its [[MRM30|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a meaner alpha at medium range, but increases the pilot's need to lead their aim and gives them a harder time against small targets. 4 [[SL]] and the MRM launcher's short minimum range mean that despite not usually being the one to enter close combat, it's more likely to be the one to leave it, but at the same time it has a hard time bringing out its full firepower without being cornered. A single [[DHS]] necessitates avoiding prolonged engagements and no free tons for its missile launcher will leave it dry after just over a minute of continuous fire.<br><br />
Features a omnidirectional firing [[B-Pod]] should enemy [[Battle Armor]] get too close.<br />
<br />
===Variant D===<br />
Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional ''"missiles first"'' paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 5 [[medium laser|medium lasers]]. The [[TBolt10]] still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The single [[HMG|Heavy Machine Gun]] acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty [[Battle Armor]] without affecting your limited heat capacity. The 3 [[DHS]] will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush [[coolant]] in tight situations. An extra half ton of [[armor]] helps this variant survive the sub-500m encounters it's designed for, and careful attention to your [[BAP]] equipped [[radar]] will help you avoid sticky situations before they arise.<br />
<br />
===Variant E===<br />
The third higest priced Chimera, Armed with 2x [[LBX5]] aided by [[EOptics]] and [[JJ | JumpJets]] it can used as a long ranged sniper variant. When you feel the need to get close, 2 [[MPL | Medium Pluse Lasers]] can unlease a flurry of concentrated hurt at 34.1 shots a minute and are great for disposing [[Battle Armor]] or finishing off wounded opponents. The final blow for rocking your opponent comes from [[SRM4| SRM4 missles]] widing the hole made with your 2 MPLs. Don't forget the 2 [[ HMgun|Heavy Machine Guns]] for wacking off armor. With all of it's power and armor the "E" is still better used with a comrade.<br />
<br />
===Variant F===<br />
Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. [[Gameplay Tactics#Poptarting|poptart]], combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing [[AC10]] and a pair of always reliable [[ERML]], giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of [[ERSL]] strengthens its pinpoint strike, quickly followed by the mighty [[DSRM4]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage, followed by a pinpoint energy strike. Two [[free tons]] for ammo is usually more than sufficient for the ammo-hungry missile launcher.<br><br />
The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the [[JJ|standard jump jets]] usually won't be an option.<br><br />
In the moments all else fails, remember to fire the [[BPod]] at the enemy battleramor (or any other weakened opponent for that matter) that is messing around your feet, it might just save your day.<br />
<br />
===Variant G===<br />
This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The [[iNARC|Improved NARC]] beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 800m is no easy feat- but will be rewarded with 25 seconds of free missile locks for your whole team, and your own [[LRM20]]. Two pairs of [[ERML]] and [[ERSL]] offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it- is a devastatingly effective actor in orchestrating a win through [[Gameplay_Tactics#LRM_Camping|missile oppression]].<br />
<br />
==Gallery==<br />
<gallery mode=packed heights=150px style="text-align:left"><br />
File:Chimera02.jpg|A Chimera Prime sporting desert camo (ca. 0.7.1)<br />
</gallery><br />
<br />
==History==<br />
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]<br />
<br />
In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.<br />
<br />
==Canon==<br />
Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.<br />
<br />
Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker<br />
<br />
[http://www.sarna.net/wiki/Chimera BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Chimera&diff=10165Chimera2020-05-06T16:52:50Z<p>Fire-hound: /* Variant F */ updated fluff</p>
<hr />
<div>{{Mech|<br />
| Image = File:Chimera.png<br />
| ImageGif = File:Chimera_spin.gif<br />
| Class = Medium<br />
| Faction = Inner Sphere<br />
| Tickets = 4<br />
| Tier = 4<br />
| Tonnage = 40<br />
| Speed = 86<br />
<!-- | SpeedWithMasc = 125 --><br />
| Rotation = 260<br />
| PitchStand = -35° to +45°<br />
| PitchCrouch = -35° to +55°<br />
<br />
| Price Prime = 46 600<br />
| ArmorT Prime = 40 881<br />
| Engine Prime = GM 240 XL<br />
| Weapons Prime = <ul><br />
<li>2x [[ERML]]<br />
<li>1x [[ERLL]]<br />
<li>1x [[MRM20]]<br />
<li>2x [[MG]]<br />
</ul><br />
| Equip Prime = <ul><br />
<li>[[JJ]]<br />
<li>3 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price A = 48 600<br />
| ArmorT A = 39 294<br />
| Engine A = 385 GM 240 XL<br />
| Weapons A = <ul><br />
<li>2x [[ERML]]<br />
<li>1x [[ERPPC]]<br />
<li>1x [[ELRM15]]<br />
</ul><br />
| Equip A = <ul><br />
<li>[[EOptics]]<br />
<li>2 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Price B = 53 200<br />
| ArmorT B = 39 294<br />
| Engine B = 385 GM 240 XL<br />
| Weapons B = <ul><br />
<li>4x [[MG]]<br />
<li>2x [[LPPC]]<br />
<li>1x [[DSSRM6]]<br />
</ul><br />
| Equip B = <ul><br />
<li>[[iJJ]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Price C = 48 000<br />
| ArmorT C = 40 881<br />
| Engine C = 385 GM 240 XL<br />
| Weapons C = <ul><br />
<li>4x [[SL]]<br />
<li>1x [[MRM30]]<br />
<li>1x [[PPC]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip C = <ul><br />
<li>[[JJ]]<br />
<li>2 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price D = 47 650<br />
| ArmorT D = 40 881<br />
| Engine D = 385 GM 240 XL<br />
| Weapons D = <ul><br />
<li>5x [[ML]]<br />
<li>1x [[TBolt10]]<br />
<li>1x [[HMG]]<br />
</ul><br />
| Equip D = <ul><br />
<li>[[EOptics]]<br />
<li>[[BAP]]<br />
<li>3 [[DHS]]<br />
<li>1 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price E = 51 200<br />
| ArmorT E = 40 881<br />
| Engine E = 385 GM 240 XL<br />
| Weapons E = <ul><br />
<li>2x [[MPL]]<br />
<li>2x [[LBX5]]<br />
<li>1x [[SSRM4]]<br />
<li>2x [[HMG]]<br />
</ul><br />
| Equip E = <ul><br />
<li>[[EOptics]]<br />
<li>[[JJ]]<br />
<li>0 [[DHS]]<br />
<li>0 [[free tons]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price F = 46 600<br />
| ArmorT F = 40 881<br />
| Engine F = 385 GM 240 XL<br />
| Weapons F = <ul><br />
<li>1x [[AC10]]<br />
<li>2x [[ERML]]<br />
<li>2x [[ERSL]]<br />
<li>1x [[DSRM4]]<br />
<li>1x [[B-Pod]]<br />
</ul><br />
| Equip F = <ul><br />
<li>[[JJ]]<br />
<li>0 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8.5t [[Armor]]<br />
</ul><br />
<br />
| Price G = 50 900<br />
| ArmorT G = 39 294<br />
| Engine G = 385 GM 240 XL<br />
| Weapons G = <ul><br />
<li>2x [[ERML]]<br />
<li>2x [[ERSL]]<br />
<li>1x [[LRM20]]<br />
<li>1x [[iNARC]]<br />
</ul><br />
| Equip G = <ul><br />
<li>[[EOptics]]<br />
<li>3 [[DHS]]<br />
<li>2 [[free ton]]<br />
<li>8t [[Armor]]<br />
</ul><br />
<br />
| Armor H = 2760<br />
| Armor CT = 5671<br />
| Armor LT = 3800<br />
| Armor RT = 5671<br />
| Armor B = 3403<br />
| Armor LRA = 3119<br />
| Armor INT = 2188<br />
| Armor LRL = 4168<br />
<br />
| Version = 0.11.2<br />
}}<br />
<br />
<!--Current Stats for 0.11.1--><br />
<br />
The Chimera is a agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it mounts a rocket launcher on the right shoulder causing slightly obscured vision.<br />
<br />
==Roles and Gameplay Hints==<br />
===Prime===<br />
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLL]] reaching out to 800m and a pair of [[ERML]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three [[DHS|DHS]] can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual [[MG|Machine Guns]] provides some extra defence against [[BA|Battle Armor]] and scoring extra points. With one extra [[Free tons|ton]] for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.<br />
<br />
===Variant A===<br />
<br />
The Chimera A is a pretty straightforward long range fire support unit. Its main firepower comes in the form of an indirect [[LRM15]] launcher fed by a two [[Free tons|free tons]] and a direct fire [[ERPPC]] capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at reduced capacity against NARCed targets. Backing those up with 600m with a pair of [[ERML]], means the unit is somewhat capable to take a fight up close, although with significantly reduced capacity. Note that overtaxing the energy based weapons will put a strain on its [[DHS]] pair that is barely adequate to manage the heat generated.<br />
<br />
===Variant B===<br />
One mans sheep is the other mans wolf.<br><br />
This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray [[Battle Armor]]s that are left or just spawned to defend a base or choke point.<br><br />
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty [[DSSRM6]] provides a wide area of splash damage, each of the [[LPPC]] jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The [[iJJ|Improved Jump Jets]] will augment it's mobility to rival if not surpass that of an Longinus Battle armor.<br><br />
The quad [[MG|Machine guns]] array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.<br><br />
The units foremost flaw is the [[DSSRM6]] launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.<br><br />
The selling point for this unit is its incredible brawling potential against smaller and extremely mobile opponents.<br />
<br />
===Variant C===<br />
A mid range skirmisher similar to the Prime, the Chimera C sacrifices its jumpjets for increased damage potential. Upgrading its [[MRM30|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a meaner alpha at medium range, but increases the pilot's need to lead their aim and gives them a harder time against small targets. 4 [[SL]] and the MRM launcher's short minimum range mean that despite not usually being the one to enter close combat, it's more likely to be the one to leave it, but at the same time it has a hard time bringing out its full firepower without being cornered. A single [[DHS]] necessitates avoiding prolonged engagements and no free tons for its missile launcher will leave it dry after just over a minute of continuous fire.<br><br />
Features a omnidirectional firing [[B-Pod]] should enemy [[Battle Armor]] get too close.<br />
<br />
===Variant D===<br />
Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional ''"missiles first"'' paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 5 [[medium laser|medium lasers]]. The [[TBolt10]] still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The single [[HMG|Heavy Machine Gun]] acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty [[Battle Armor]] without affecting your limited heat capacity. The 3 [[DHS]] will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush [[coolant]] in tight situations. An extra half ton of [[armor]] helps this variant survive the sub-500m encounters it's designed for, and careful attention to your [[BAP]] equipped [[radar]] will help you avoid sticky situations before they arise.<br />
<br />
===Variant E===<br />
The third higest priced Chimera, Armed with 2x [[LBX5]] aided by [[EOptics]] and [[JJ | JumpJets]] it can used as a long ranged sniper variant. When you feel the need to get close, 2 [[MPL | Medium Pluse Lasers]] can unlease a flurry of concentrated hurt at 34.1 shots a minute and are great for disposing [[Battle Armor]] or finishing off wounded opponents. The final blow for rocking your opponent comes from [[SRM4| SRM4 missles]] widing the hole made with your 2 MPLs. Don't forget the 2 [[ HMgun|Heavy Machine Guns]] for wacking off armor. With all of it's power and armor the "E" is still better used with a comrade.<br />
<br />
===Variant F===<br />
Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. [[Gameplay Tactics#Poptarting|poptart]], combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing [[AC10]] and a pair of always reliable [[ERML]], giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of [[ERSL]] strengthens its pinpoint strike, quickly followed by the mighty [[DSRM4]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage, followed by a pinpoint energy strike. Two [[free tons]] for ammo is usually more than sufficient for the ammo-hungry missile launcher. The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the [[JJ|standard jump jets]] usually won't be an option<br />
<br />
===Variant G===<br />
This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The [[iNARC|Improved NARC]] beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 800m is no easy feat- but will be rewarded with 25 seconds of free missile locks for your whole team, and your own [[LRM20]]. Two pairs of [[ERML]] and [[ERSL]] offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it- is a devastatingly effective actor in orchestrating a win through [[Gameplay_Tactics#LRM_Camping|missile oppression]].<br />
<br />
==Gallery==<br />
<gallery mode=packed heights=150px style="text-align:left"><br />
File:Chimera02.jpg|A Chimera Prime sporting desert camo (ca. 0.7.1)<br />
</gallery><br />
<br />
==History==<br />
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]<br />
<br />
In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.<br />
<br />
==Canon==<br />
Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.<br />
<br />
Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker<br />
<br />
[http://www.sarna.net/wiki/Chimera BattleTech Reference]<br />
<br />
{{Template:Navbox_Assets_IS}}</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Old_Art&diff=10115Old Art2020-05-02T09:40:47Z<p>Fire-hound: /* Improving */</p>
<hr />
<div>The endorsed library of art and objects.<br />
==Tools==<br />
===Sandbox2===<br />
The [[Sandbox_2|editor]] of the game levels, we call maps.<br />
Besides the editor itself, there are external programs that ease some steps in creating the map. Most notably creating a terrain, or calculating the time of day light effect (ToD)<br />
<br />
NOTE: the '''Sandbox2''' editor was never intended to be used without underlying version control software preserving the progress of the map creation<br />
<br />
NOTE: Map creation by the means of '''Sandbox2''' was never conceived to be performed by a lone individual. This alone might be the reason why some portions of the work pipe might seem overwhelming and too arduous.<br />
<br />
Quite a few of the artists are known to have taken a longer hiatus even before a map got finished, let alone after. It is quite a lot of work and quite a palette of skill to master - so prepare to take the time, if you want to do it properly.<br />
<br />
----<br />
PROTIPS:<br />
* '''''Save your map often and create backups!''''' This is '''critical''' in case your working version becomes corrupted.<br />
* Plan your maps before you actually begin making them. Have a good idea of how the map will ''flow'', that is, how players are likely to interact with the terrain, buildings and/or capture zones you intend to place. You may want to run your draft map/terrain past other players to help refine your design.<br />
* Make sure the path of the editor shortcut you use ends with the command switch -mod mwll, otherwise it will not work properly. Place this switch at the end of the file the shortcut points to.<br />
* Most heightmaps are generated as 4096 x 4096 units in size, using a scaling of 2 meters per unit.<br />
* Hold down the right mouse button to rotate the camera on spot. Holding down the middle mouse button lets you slide the camera side to side & up and down. Holding both the middle & right mouse buttons enables you to zoom in and out. You can also use the scroll wheel for finer control and the Speed value near the bottom of the Sandbox UI changes the sensitivity of camera movement.<br />
* To load MWLL's prefabs into the editor, go to View > Open View Pane > Database View, click the Prefab Library tab and locate mwll_assets.xml. They will then appear under the Prefab section on the right-hand pane.<br />
----<br />
<br />
==Setup==<br />
Caveat: I assume all info as if the game was installed in "C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars". However it is recommended not to do so. Pick a path other than "C:\Program Files (x86)\" to avoid the ever increasing issues when running this game on '''Win10''' and newer operating systems.<br />
<br />
Since the new launcher is in service, the Sanbox2 is part of each installation.<br><br />
The various tools have each it's separate requirements and/or quirks<br><br />
Besides of that we want to make the Sandbox2 editor accessible via following 4 icons:<br><br />
[[File:5.Custom_Shortcuts.PNG]]<br><br />
The most left one is the game shortcut - i prefer to have it launch for the least time possible to streamline the process of troubleshooting.<br><br />
This is how we make those shortcuts:<br />
1. find where you installed the game and find the Bin32 and Bin64 folders:<br><br />
[[File:Folders.png]]<br><br />
2. Right click and copy the Editor.exe<br><br />
3. get to the Desktop and right click & paste shortcuts there:<br><br />
[[File:6.right_click.png]]<br><br />
4. right click on the shortcut and select properties:<br><br />
[[File:1.Properties_Win7.PNG]] [[File:2.Properties_Win10.PNG]]<br><br />
(I renamed mine '''SandBox2''')<br><br />
5. Edit the Target line to include the rest of the text as shown in the editor on the above image<br><br />
6. Apply, close and try run it - make sure no omissions or type errors are present.<br><br />
<br />
----<br />
Sample code:<br />
"C:\Program Files (x86)\Electronic Arts\Crytek\Crysis Wars\Bin64\Editor.exe" -mod MWLL -root "C:\Users\cest\Documents\My Games\Crysis Wars\MWLL\Editor"<br />
<br />
----<br />
7. Now make a copy of the working shortcut<br><br />
[[File:3.64-32bit.PNG]]<br><br />
8. Changing the 64 to 32 or vice versa in the ''copyed'' shortcut will provide for both 32 and 64 bit direct Editor access.<br><br />
<br />
there are functions that are accessible only to the 32 bit editor while, the 32bit edotr's GUI is broken and won't work as good as the 64bit one. We use the 32bit shortcut obly for those rare functions and as soon as we save the changes to disk - run the 64bit editor and work on in it.<br />
9. Now make copies of both 64 and 32 bit shortcuts and edit them:<br><br />
[[File:4.mod_or_nomod.PNG]]<br />
So to omit the '''-mod MWLL''' from the target box. leave the remaining -root "..." designation stay, just get rid of the -mod parameter.<br><br />
This will provide you with direct access to an editor without the MWLL mod overhead - while many things will be missing and/or different, the sole basic terrain forming and ToD functions are just the same - this is for heavy terrain development as the non modded editor is reputable or running smoother and somewhat more stable (Still can't overdo saving and backup)<br><br />
10. All that is left is to wade to the My Games\... and make a shortcut to the MWLL\Server folder right on the desktop - to streamline deploying an different map to the local server and access to tweaking the various options somewhat quicker.<br><br />
<br />
==Art creation==<br />
Being vast as it is, the Sandbox2 database of assets and items isn't a thing that can be glanced over in a day or even a week. It is recommended to take few steps at a time, not to overwhelm one self with it.<br />
<br />
===Tweaking===<br />
Tweaking an existing map that actually has the source files present. Useful to grasp the editor and its basic concepts. We recommend everyone start with the '''TC_Reference''' as it has it's sources alongside the release in the supplied map archive.<br><br />
<br><br />
====Starting the Editor====<br />
Nothing much to it, launcher or direct shortcut, make it handy as practical - You will use it quite often, as the editor is as prone to crashing as the game it self. The more so the further we deploy it form the Windows XP environment it was developed in.<br><br />
<br><br />
====Moving in the Editor by the mouse and keyboard====<br />
Find how the modifiers (shift, alt and control keys) affect the mouse motion and effect with the various mouse buttons pressed or rolled.<br><br />
The mouse control most closely resemble that of 3Dstudio MAX - wheel click and modifier keys will be used a lot.<br><br />
<br><br />
<br />
====Entering the Editors own game mode====<br />
Besides the Editor mode, there is a Game mode accessible by the '''[Ctrl]+[g]''' combo. It can be exited by pressing the '''[esc]''' key. While some of the functionality of the multiplayer mode might be absent, the engine closely resembles the physics (to a degree) and looks of the actual game. To ascertain all features beyond any doubt, however, the mapper is advised to fire up the Server, load the map and access it with the Client - the full game.<br><br />
<br><br />
====Saving the map====<br />
For some reason or the other, the instant I save the map, or modify any file of it's folder (materials) the editor locks up while entering the game mode.<br><br />
Note, tho, that one must not restart the editor if not intending to enter the game mode - just edit and save as usual. One can't overdo saving.<br />
Over time I just got used to just, save-exit-relaunch->game mode. YMMV<br><br />
<br><br />
====Selecting objects====<br />
Maps can have quite many objects that might be impossible to point to at times.<br><br />
Selecting could become a nightmare if there where no alternative options.<br />
* Use Layers (and sub layers) to separate objects by purpose - one can change if the map is TC or TSA - quickly this way, and export it ('''[Ctrl]+[e]''') to the engine.<br />
* Use Groups to join objects into functional entities (houses, facilities, vehicles, buildings, factories) or sub-entities.<br />
* As well as the group can be undone (un-group) or opened/closed to make objects accessible within, they can be edited (closed or not) by attaching or detaching yet another member.<br />
* There is the ''selection editor'', accessible by '''[Ctrl]+[t]''', that can help pinpoint that one deeply nested part, that otherwise can't be brought to highlight under the cursor - a reason more to give objects names - that both - make sense and partake in the overall hierarchy of the level.<br />
* Pressing the '''[Space]''' bar helps highlight the names of the objects - can help pinpoint that one ''effect'' or object stubbornly evading selection.<br />
* Control key allows adding more objects to the selection with left mouse clicks.<br />
<br />
As much as one keeps the level more structured - the more easy will he/she work as the complexity increases over time. <br><br />
''Selections too are part of the undo system.''<br><br />
<br />
====Modes and Constrains (steps) of transformation====<br />
Each select object can be subject to spatial transformation, one can - move ([1] key),rotate ([2] key) or scale ([3] key) the object. It can be done by entering numerical values on the bottom line of the editor, or by pulling the gimball with the mouse - single, pair or all three axis.<br><br />
The change can be smooth or incremental - the increments are right next to the transform icons.<br><br />
As well as moving along any axis, each object can be moved adjacent to the terrain surface - in two modes:<br><br />
* Disregarding any present objects it comes across<br />
* including any objects it moves across as if they where part of the terrain as well<br><br />
<br />
====Prefabs - usage and processing====<br />
Prefabs are groups that became endorsed to the distribution. Like the Main Hanger for example. Putting a prefab into an map ensures it will be automatically updated as the game develops - without the need to make any changes to the map.<br />
Prefabs that are made in the editor will be located in the <root>/Game directory, like many other stuff, yet belong to the '''Mods\MWLL\Game\''' once they are endorsed.<br />
<br />
====Groups====<br />
Besides saving an layer to disk, the editor supports saving a group as well.<br><br />
Once saved, the group can even be copied to any map folder at will and loaded into any arbitrary map. The only rule for the transfer to work are the file dependencies - each file referenced has to be accessible with the receiving map.<br><br />
One might consider moving the non endorsed files along with the group file - and just change the file references, in the editor or directly in the file to point to the newly made copies instead.<br><br />
If the files referenced in the group are endorsed, no such precautions are necessary.<br><br />
<br />
====Modification/editing of the cgf (3d art) files====<br />
The editor seems to support editing the intimate geometry of the imported *.cgf file. I am uncertain if it works as intended and if it can be exported to work any good. We only endorse making custom geometry in 3rd party programs and then importing them to cryengine native format.<br />
<br />
====Adding new Brushes or Entities to the map====<br />
To add a brush, one has simply to click the '''brush''' button on the '''roll-up tab''', select one from the library tree, and drag it to the map view port. After some goofing and experience, the artist will become quite skilled at doing this.<br><br />
If the freshly placed entity can't be moved or adjusted - just press the [1] key, to enable move translation, and try on.<br><br />
Placing an entity is the same, except that some entities are lacking the model assigned to them - they get placed empty on the map.<br><br />
Moreover, the editor seems lacking the ability to assign the proper concept to some - once placed on the map, like the particle entity.<br><br />
To add particle effect, either copy & paste to the empty entity, or use the '''DB''' manager and place it from there.<br><br />
<br />
====Changing present objects 3d art====<br />
Once an ''brush object'' has been placed into the map, it will be seen as it's assigned 3d art (the *.cgf file). One can change the file the object points to and this will immediately change its appearance on the map.<br><br />
Sometimes it is easier to change the 3d art reference, than to get an different brush from the roll-up tab.<br><br />
<br />
====the Material editor====<br />
Each 3d object in the engine can have some material assigned to it. The object has to have UV maps by it self, that is the only prerequisite. Each object can be explored with the ''eyedropper'' tool of the materials tab. Further, there are icons to assign, get or remove materials from the selected object.<br><br />
If the engine finds a *.mtl file with the same name as the *.cgf file, it will try apply the materials within to the 3d art. Only the number of material slots and the order in both files determine which material gets which slot.<br><br />
The material editor directly affects the *.mtl file and writes into it synchronously as the fields are edited.<br><br />
Without an *.mtl file assigned to it, the 3d art will have sooth black surface.<br><br />
<br />
====Materials - effects and options====<br />
Besides the most obvious properties, each of the assigned material has various additional properties that further the immersion for the players.<br />
* Effect on hit (water has splash, stone spawns small dust clouds,metal spawns small sparks)<br><br />
* Bounciness - a value, elsewhere called ''restitution'', responsible for how much of the impact energy is shared to bounce off and how much is "swallowed as apparent damage". think of it as the pressure in a basket ball.<br><br />
* The many bitmap manipulation and effect adjustments, including but not limited to rotation, sweep and intensity changes over time<br />
/TODO/ explain more effects of the material surfaces<br />
<br />
The C8 bug ("un natural" acceleration by impact), it seems, can be circumvented by using '''mat_water''' as the material of the moving rigid body. The side effect is that the surface obviously becomes splashy and water alike.<br />
<br />
Some of the material properties can't be directly accessed by the Sandbox2 Editors many tools - they can be accessed only by editing the files in question directly with an text or code editor.<br />
<br />
====Database Editor - editing archetypes of entities====<br />
Therefrom the artist can add new libraries to the level, like some custom turrets, particle effects (heat haze, explosions...). Especially the group '''fire and explosions''' are of interest.<br><br />
<br />
====Entities - editing individual entities====<br />
Besides the motionless brushes and solids, the multiplayer game can reliably support other more complex entities.<br><br />
Among those are '''MWLL destructible entities''' and the '''RigidBodyEx'''.<br><br />
<br />
The new map maker is strongly warned to avoid using any other entities except '''Brush, MWLL destructible entities and RigidBodyEx''' as extensive testing has proven that failing to obey this advice leads to numerous hard to track down oddities and issues with the map on later stages.<br><br />
<br />
====Special entities - doors, elevators====<br />
Many of those work in the editor's game mode, but are broken in one way or the other in the multiplayer game - either by being affected by an nasty bug (C8 grenade impact) or by the nasty lag/lack of sync (elevators). There are efforts underway to make reliable doors and elevators available to the players as we speak. You might apply to join that effort.<br />
<br />
===Creating===<br />
Those, set up to create a new map, usually have found that there is no terrain fit for the idea. Or time of day lightning (ToD). Or the general setting of the map in question is too different.<br />
<br />
====Concept====<br />
The most efficient way to create an map from scratch, I strongly advise, is to lay it out outside of Sandbox2 editor beforehand.<br />
<br />
# Have the '''size''' determined first, usually MW:LL maps are 8km x 8km defined as 4096px x 4096px height maps. Some maps have "natural limits" that occlude the "outer world" from the player, such maps can be constrained to the actual play area size. Others, "wide open" maps, are best created double the size and the "outer world" is obscured by "distance fog", distant mountains (or slopes), or the like. Avoid having "end of world" abruptly ending maps.<br><br />
# Decide of the game type - '''TC''' maps can be used for both TC and TSA games, '''SA''' are specific to Solaris arena game types.<br><br />
# Figure out the game flow - how the match should flow, how the game will develop as the players progress with their spawn funds (and maybe more join or some leave towards the end of the match).<br><br />
# Figure out the setting - DoT lightning - is it warm or cold climate? adjust the shades later accordingly.<br><br />
# Does the intended terrain require any special software for terrain shape design?<br><br />
# Avoid any ''too fancy'' mechanic outside the player interaction - flowgraphs usually get out of sync player-to-player and usually subtract from the immersion rather than add to it. Proper events are hard to implement properly. If it can't be avoided, go to all necessary lengths to troubleshoot it and weed out any oddities before ending the map development<br><br />
<br />
====Creation====<br />
After all those are defined and known in advance, one can approach the process of starting an creation from scratch.<br><br />
<br />
The single most cumbersome step of making a map from scratch is starting it due to some yet unseen oddities of the editor.<br />
<br />
Here goes:<br />
<br />
The recommended first step in creating the map is making the maps directory in advance. It is strongly recommended to name it just the same as the map. We will go here by the example '''TC_Test'''.<br><br />
With your favorite file manager navigate to the '''TC''' for our example, or some other folder of the multiplayer levels as it applies to your use case.<br />
[[File:Maps_folders.png]]<br><br />
<br />
The instance you fired up the editor you are presented with an empty world in the Cryengine. Start by selecting '''File>New'''<br><br />
[[File:NewLevel.JPG]]<br><br />
Assuming you starting a known ''map to be'', enter the intended name ("'''TC_Test'''") and pick the resolution, the usual values for MWLL being '''4096x4096''' and '''2'''.<br />
The editor will complain as it will fail to write into an non existing directory.<br><br />
<br />
go to the '''File>Save as...''' and navigate to the '''TC''' for our example, or some other folder of the multiplayer levels as it applies to your use case.<br><br />
There you will find that you have the folder that you just created beforehand, named as your map name.<br><br />
Enter that folder and save your '''*.cry''' file, naming it (yet again) the same as your map ('''TC_Test.cry''') the extension will be auto-added if omitted.<br />
Only now you have a saved empty map file generated fresh from start.<br />
This assumes you go familiarized with the [[Folderstructure]] before, if not, it's about high time. We'll be waiting here 'till you return.<br><br />
<br />
=====Terrain=====<br />
<br />
The terrain has been traditionally the pride and joy of many a computer game and the developers have gone to lengths to make it look as natural as possible over the years. As of recently ever more designers use the very ''Google Earth'' to source pieces of maps and convert them into the game - can't go much more natural than that i guess.<br><br />
Other than that there is the renowned '''geocontrol2''' a somewhat dated software with excellent results for artificially generated landscapes.<br><br />
Sanbox2 understands landscapes of following variety:<br><br />
* bmp (binary format -8 bit)<br />
* pgm (ascii format -8 bit)<br />
* raw (binary format 32 bit )<br />
Only the '''raw''' won't require manually smoothing the terrain after import.<br><br />
<br />
/TODO:/<br />
* fine tuning the terrain in the editor - the tools and tips<br />
* setting the ToD - quirks and tips - export the file and tune it by hand<br />
* water<br />
* clouds<br />
* weather<br />
* layers<br />
* vegetation - how to efficiently make vegetation - pitfalls ("flying trees")<br />
* further immersion factors<br />
* effects<br />
<br />
====Specifics====<br />
Game mode specific considerations.<br />
* TC<br />
* TSA<br />
* SA<br />
<br />
[[Terrain_Control_Tutorial_for_Mappers]] is based on Wilsons [http://forum.mechlivinglegends.net/index.php/topic,11973.0.html Terrain Control Mapping Guide].<br />
<br />
[[MWLL_Flowgraph_Nodes]] are additional Flowgraph nodes available in Sandbox 2 Editor for crysis<br />
<br />
Ancient_demise's [https://www.youtube.com/watch?v=7yJzhQj42LE&feature=youtu.be 3 hour long map creation video].<br />
<br />
===Improving===<br />
Making (or tweaking) an map with items outside of the present MW:LL asset pool.<br />
<br />
We can use the following entity types for MW:LL, other are known to cause the game to crash or not load at all.<br />
<br />
====Brush====<br />
An Object type that registers collision but does not register movement or change of state - fixed debris or buildings.<br />
<br />
====MWLL_Destructible====<br />
An object that can change state from "new" to "destroyed" on certain conditions being met - usually a certain amount of damage is collected.<br><br />
Besides that it can change several of its properties upon destruction, shape and form being included, emit a "particle" entity and last not least an "impulse" (explosion).<br />
<br />
====Vehicle====<br />
There are several, if not all vehicles that won't break the level on loading a online match - including allowing players to actually connect to it - all to be thoroughly tested before deploying the map - to much joy of the players - usually to make some sort of "easter egg" effect - if done right adds fun to the match, if pulled badly might cause one side to become "salty".<br><br />
It is highly advised to be used with utmost caution and sense for measure.<br />
<br />
====Particle====<br />
This type is used really across a wide variety cases. Waterfalls, fire, exhaust ports, light halo, smoke, underwater bubbles and the like...<br><br />
One has to understand the limitations of the engine and how they where circumvented by using effects and particles to really make one level shine.<br />
<br />
====RigidBodyEx====<br />
If you ever wondered how to make MW:LL's mechs kick a ginat ball across the level - this would be the right object type for that.<br><br />
This is the most expensive both CPU wise and option wise type of "Body" types, but alas, the only one that still works in MW:LL mod.<br><br />
If you are editing an older map and find entities of type "RigidBody" try convert them to either "RigidBodyEx" or "Brush".<br />
<br />
===Adding Art===<br />
Making art and assets not currently present in MW:LL and importing them into the Sandbox2 and further to the MW:LL pool. For further information, refer to [[New_Art|not yet endorsed art]].<br />
<br />
{{Navbox Mapping}}<br />
<br />
[[Category:Mapping]]</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Factory_Entities&diff=10114Factory Entities2020-05-02T09:21:40Z<p>Fire-hound: </p>
<hr />
<div>{{ Stub }}<br />
Our game mod's strongly depends on building assets ranging from weapons to assault class war machines that fly or crawl across the battlefields of 31st century. To facilitate this we use factories across the map.<br />
<br />
== Factories ==<br />
The base component of factories as concept is the area shape. A pair of them, at least, are used for each and every factory. Beside Area shapes, some factories require entities - usually Geom Entities - and those are just bad for game performance - it is highly recommended to enclose them in solids. Those solids can be painted invisible, so they can't be seen in game. Solids are simple and reliable but are simple and thus boring.<br><br />
Good mappers use brushes where ever possible. Sometimes a brush behaves as non physical body (falls thru) and this strongly breaks the immersion. This occurs if it is scaled non uniformly across the X,Y and Z axis. Always take care to scale the body uniformly. If it can't be avoided use a solid to support that brush geometry. If the mappers can keep the numbers within reason,solids can make the level fail proof. Be careful not to over do, there are known examples where solids don't render properly any more.<br><br />
GeomEntities are to be used even more sparingly, and only if it can't be avoided by any other way.<br />
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=== Simple spawn point ===<br />
The simple infantry bunker. One Spawn group, few spawn entities and a single buy area. Only weapons can be bought that spawn in the players hands. There is no Vehicle area. It can be either assigned to '''tan''' (IS) or '''black''' (Clan), and/or left to be captured by an '''CapturePoint''' entity<br />
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/TODO/image showing it all<br />
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=== Single forward factory ===<br />
The next step in complexity. All above applies, but an actual factory entity is placed nearby too. The entity can be assigned a 3d art, or used without.<br />
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For the factory to be assigned to a team, the same applies as for the spawn point or group ('''tan'''/'''black''').<br />
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For the factory to be of certain weight the map maker can opt to manually select the individual classes of spawn entities in the table shown in the roll-up bar, or one can assign the factory an predefined class:<br />
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{| border="2" cellspacing="0" cellpadding="8" align="center"<br />
! Value<br />
! Assets provided<br />
|-<br />
| ''defMechHanger''<br />
| All Surface Assets<br />
|-<br />
| ''defVtolPad''<br />
| VTOL<br />
|-<br />
| ''defAeroHanger''<br />
| VTOL + ASF<br />
|-<br />
| /TODO/ unknown yet<br />
| Medium Surface Assets up to 65 tons<br />
|}<br />
This might be very handy not to worry about any future convention changes, as those would be followed up by the dev team and the map would remain up to date by ''automagic''.<br />
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For the 3d art to work properly, if designed in blender, an actual mesh is mandatory to be supplied alongside the helpers (an ''empty'' in blender), the helpers are usually named ''spawn01'' and onward. One helper has to bear the same name as the *.cgf file to be created. This ''empty'' is to be ''parent to all'' other objects of the file. The rest of the preparation is same as every other export from blender via the Collada plugin: have all objects in a group named as the *.cgf to be, assign the mesh(-es) an material and UV, no spaces allowed anywhere.<br />
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If without, it is to be linked to an entity /TODO Geom Entity only?/ that will both orient and place the spawned product in the map space. The "body" of the factory has to provide spawn helpers,otherwise separate entities have to be used. Place the helpers so that the spawned assets don't fall from too high as it breaks the immersion somewhat - ideally let them be 1m or less above ground.<br><br />
Two area shapes are to be defined - one for the factory buy zone - and the smaller for the actual vehicle spawn area. There is provision for another area shape in each slot, this shape is used to define an area that will enforce ''an damage blow'' to each asset within as soon as asset building is started.<br />
Never link this (AreaID) to the same ID as the larger buy area - or it will ''instantly'' kill every player making a purchase in that area.<br />
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Factories where the vehicle spawn area is not defined, will allow for multiple assets to spawn one atop of each other. This will lead to destroyed legs and damage upon spawn. Mappers are most strongly advised to avoid this.<br />
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=== Quad forward factory ===<br />
The same applies here as for the preceding factory, except that we have more slots available for building. For a slot to spawn an purchased asset, it has to have the helper defined. If the Vehicle area is defined in such a way, that the spawned asset is outside of it once spawned, the slot will be available for further production. For this to be avoided three things are to be taken care of:<br />
# The spawn slot is to be encircled with an Area shape reaching at least somewhat below (one meter or less) the ground, so the spawned asset is completely shrouded by it<br />
# That same area shape has to be linked to the factory it belongs to (one way link)<br />
Numbering of the Area ID is relative only to the factory they are linked to, so numbering schemes can be repeated without fear that any two factories might inter-connect or interfere.<br />
# That same shape area's ID has to match the ID of the slot it represents in the factory parameter called '''VehicleAreaID'''<br />
For the game flow, it is of great importance that only vacant slots be filled by spawning assets. It preserves immersion, reduces odd events during game-play and is overall more aesthetically pleasing.<br />
If the factory is set up correctly, an occupied slot will accept assets in the Queue but will not build until it is vacated. Once vacant, the build process will commence in the slot with the lowest number.<br><br />
It is highly recommended to mark the production bays with the slot numbers designated.<br />
In lower quality settings the decals and roads are not rendered in the play engine, but are shown in the editor engine - mappers should bear this in mind.<br />
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=== Dropship forward factory ===<br />
/TODO/ differences for dropships - more solids where and why<br />
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=== Main Hanger bases factory ===<br />
/TODO/ Maximal factory potential - 8 slots, animated body *.cga with separately animated parts of it (*.anm). even more solids,and occlusion areas to improve performance.<br />
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== Repair zones ==<br />
We don't actually have an HUD indicator (yet) for repair zones, as we have for buy zones. In repair zones a shut down vehicle trades it's damage for c-bills. Area shapes define the zone of repair on repair pads, while Area shapes' ID via the VehicleAreasID, in the factory properties spawn slots, define them on factories.<br />
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=== Simple repair pad ===<br />
The simple repair pad consists of the entity and the area shape. The entity can be assigned an 3d "body". The body can be linked to a capture point, so it can belong to a competing team, or not linked so it's serves any player in need.<br />
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=== Factories repair ability ===<br />
The factory repair zone is defined by the Vehicle Area shape.<br />
/TODO/ image<br />
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=== Mobile repair zone (Repair truck) ===<br />
Merely a placeholder in case we get one ever :) .<br />
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== Buy zones ==<br />
The buy zones of MWLL mod can be finely tuned for particular asset type or class, or, alternatively, a predefined factory type:<br />
defMechHanger<br />
defVtolPad<br />
defAeroHanger<br />
If the predefined factory type is used, the fine tuning of the available assets does not apply.<br />
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=== Air strip ===<br />
The airstrip has to be a buy zone for the ASF assets to be able to replenish ammunition. They will be able to repair there as well.<br />
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=== Mobile buy zone (APC) ===<br />
In the buy zone of the APC one can by infantry (BA) weapons and ammunition only.<br />
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=== Factory buy zones ===<br />
The factory buy zone is one that can be tuned the most. For the clean tech game mode,one does not need to alternate IS and CL tech, it is done elsewhere, it suffices to define the classes regardless of faction.<br />
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{{Navbox Mapping}}<br />
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[[Category:Mapping]]</div>Fire-houndhttps://wiki.mechlivinglegends.net/index.php?title=Vehicle_Entities&diff=10113Vehicle Entities2020-05-02T09:21:27Z<p>Fire-hound: </p>
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<div>{{ Stub }}<br />
It is possible to select arbitrary vehicles found across MW:LL.<br />
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== including in the map ==<br />
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# One selects the entity<br />
# Drag and drop the pointer to the map<br />
# In the properties select the Model (a.k.a. Variant) ("''Prime''", A, B, C or what ever suits the need) -*<br />
# For the variant to be reflected, the ''script'' has to be reloaded. There is a button in the properties tab.<br />
# Any other change, like position, or angle, also require the script to be reloaded to be shown.<br />
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*- Some of the assets can cause the map not to be able to be loaded by the server. This hasn't been investigated thoroughly yet.<br />
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{{Navbox Mapping}}</div>Fire-hound