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Selvin
Gallente
Galactic Fighters Organization
Posted - 2005.12.27 23:14:00 - [1]
 

Edited by: Selvin on 27/01/2011 17:21:32
i made a tool TriExporter
u need granny2.dll to use it
it is distributed without granny2.dll ... find it on your own in this thread(page 29 Serious Masta post)

screen
with this tool u can view/export/unstuff eve models/resources

remeber that that models/resources are CCP's property!!!

CCP Wrangler

Posted - 2006.01.06 11:42:00 - [2]
 

Apparently this is a sanctioned tool by CCP. Feel free to edit your post back and we apologise for any inconvenience.

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.01.06 16:33:00 - [3]
 

Edited by: Jack Tau on 06/01/2006 16:34:54
I made a thread where I was offering to "Pimp out your ride" in general discussion I think, and it was not only locked by a forum mod, but I received a warning through the support system! Maybe a mis-communication? Either way, I take it I'm ok to start doing this again?

BTW, great tool!

Joshua Foiritain
Gallente
Coreli Corporation
Naraka.
Posted - 2006.01.06 20:55:00 - [4]
 

Edited by: Joshua Foiritain on 06/01/2006 20:58:35

Funky stuff Smile

- I was wondering though, ive been screwing around with exporting models into 3ds max, so far ive been unable to align the textures correctly because im quite nuubly when it comes to 3ds Razz
Has anyone managed to do it yet? If so could you describe how?

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.01.06 21:01:00 - [5]
 

Originally by: Joshua Foiritain
Edited by: Joshua Foiritain on 06/01/2006 20:58:35

Funky stuff Smile

- I was wondering though, ive been screwing around with exporting models into 3ds max, so far ive been unable to align the textures correctly because im quite nuubly when it comes to 3ds Razz
Has anyone managed to do it yet? If so could you describe how?


Im not sure about the newest version... In the old one I used to export the models with the textures in LWA format, then convert them to 3DS to get them lined up properly. Old version though.

Joshua Foiritain
Gallente
Coreli Corporation
Naraka.
Posted - 2006.01.06 21:07:00 - [6]
 

Originally by: Jack Tau
Im not sure about the newest version... In the old one I used to export the models with the textures in LWA format, then convert them to 3DS to get them lined up properly. Old version though.

Do you remember which version that was?

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.01.06 23:57:00 - [7]
 

Edited by: Jack Tau on 06/01/2006 23:59:34
0.3.5.0 is the version I use at the moment, no idea how recent that is.. The trick is to get the right textures loaded, and that can be very difficult as the names dont always match up properly and there are a lot of generic textures that apply too, for example, all minmatar ship(That puke green texture they use). Once its exported, I use "Deep Exploration" which is probably the best 3D format converter available.

And if its a huge problem, let me know what you want and I'll get them out for you.. Not a lot of help, but it'll do for the short term :)

{edit} I almost forgot, the version I used didnt export to 3dsmax6 files, so the textures just dissapeared.. it may have been fixed now though, and your problem would be solved{/edit}

Selvin
Gallente
Galactic Fighters Organization
Posted - 2006.01.09 08:38:00 - [8]
 

its not bout TriExporter version ... AFAIK 3d max is not opening dds files
easy way:
1) select model
2) add textures
3) export
4) delete textures from listbox
5) add textures "from hand"(put the same names but with fx jpg ext.)
6) export model again
7) export dds files to another format fx jpg
8) transpose image

it should works

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.01.09 13:35:00 - [9]
 

Originally by: Selvin
its not bout TriExporter version ... AFAIK 3d max is not opening dds files
easy way:
1) select model
2) add textures
3) export
4) delete textures from listbox
5) add textures "from hand"(put the same names but with fx jpg ext.)
6) export model again
7) export dds files to another format fx jpg
8) transpose image

it should works



The version I have exports direct to 3DS files.. It just doesnt work on versions 6 and upwards.

Menaar
Posted - 2006.01.12 19:05:00 - [10]
 

Nice tool, but somehow the smoothing and texture groups as well as UV-coordinates are not exported. Is it just me, or is this tool just not capable to do so? Rolling Eyes Can you export it right so that all textures are perfectly aligned?

Also this tool is yet imperfect as it slows down the pc extremely, it seems the render is not well optimited because the longer i have this programm opened the slower it and my overal system performance get. Sad

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.01.13 09:24:00 - [11]
 

Well I've had a bash with the latest version, and after some fiddling it is possible to get the full model out... Exporting to 3ds is still not done properly, but exporting to LWA with textures works just fine. Add all the textures to the loaded model within the client, and export to LWA. From there I convert to 3DS format, including the textures in the conversion. Heres a re-hash of a Jove cruiser that I did last night...

Jove Cruiser01 - Front

DaRuLe
Caldari
Posted - 2006.01.18 11:20:00 - [12]
 

If I try to run version 0.4.0.1 I get a memory read error. Instruction 0x00402a27 at address 0x00000000 :(

Mikha'il Pelegius
Posted - 2006.01.22 04:50:00 - [13]
 

Edited by: Mikha''il Pelegius on 22/01/2006 05:11:00
Quote:
Jove Cruiser01 - Front
Hm, that would be a Jovian frigate, classification 'Wraith'

Why won't it add the textures after clicking 'Add'?

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.01.22 18:50:00 - [14]
 

Originally by: Mikha'il Pelegius
Edited by: Mikha''il Pelegius on 22/01/2006 05:11:00
Quote:
Jove Cruiser01 - Front
Hm, that would be a Jovian frigate, classification 'Wraith'

Why won't it add the textures after clicking 'Add'?


hehe, close enough ;) And you just have to fiddle with the textures, there's no hard and fast rule, just put some on, take some off, repeat..

Mikha'il Pelegius
Posted - 2006.01.22 21:20:00 - [15]
 

Ah, it seems that adding them using the Add button and the loading [...] button are not doable. You must load the dds files in the same manner you load the tri files from the drop down menu trees.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2006.01.23 08:31:00 - [16]
 

nah "add" and "..." is used to add files whitch are not in stuff files...
it only "exporter helper" coz some 3d editors do not open dds files as textures
with this button u can add filename "by hand" and export model with it then u have to unstaff dds texture and export it to desire format using some graphics tool and change name to the same as u add "by hand" and then model can be open in such editor
....
damn i post it as new post twice ;/

Fivetide
Amarr
A Thousand Sons
Posted - 2006.02.06 01:32:00 - [17]
 

Edited by: Fivetide on 06/02/2006 01:57:49
Edited by: Fivetide on 06/02/2006 01:36:08
Kewl..

Im sorry Im tottaly new to this and maybe I picked up half way through .. Confused

Ok Ive exported to the 3ds file opens fine in Max but I dont understand the how to get the textures out.. I unstuffed them and got a .blue file what next please. BTW if this works will make doing sigs a breeze.. can anyone please just do a step by step guide.. coz like I said Im totally new to this 3dmodeling thing.. so call me a n00b as we pass in space lol Very Happy

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.02.07 10:05:00 - [18]
 

Originally by: Fivetide
Edited by: Fivetide on 06/02/2006 01:57:49
Edited by: Fivetide on 06/02/2006 01:36:08
Kewl..

Im sorry Im tottaly new to this and maybe I picked up half way through .. Confused

Ok Ive exported to the 3ds file opens fine in Max but I dont understand the how to get the textures out.. I unstuffed them and got a .blue file what next please. BTW if this works will make doing sigs a breeze.. can anyone please just do a step by step guide.. coz like I said Im totally new to this 3dmodeling thing.. so call me a n00b as we pass in space lol Very Happy


You need to assign the textures to the model inside triexporter, then export them together. It requires some fiddling though ;)

Fivetide
Amarr
A Thousand Sons
Posted - 2006.02.07 19:45:00 - [19]
 

Ok I

I appiled the textures to the model the .blue exported them as Object and as dds not result
Then I added the mtl same again nothing.
Cant add mtl to object in 3dmax
Should the materials show up in triexported when I add them?
I'm sure its simple once someone actually explains how to do it.

Fivetide
Amarr
A Thousand Sons
Posted - 2006.02.07 20:11:00 - [20]
 

So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.02.08 01:47:00 - [21]
 

Originally by: Fivetide
So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?



Sorry, you needed to follow the steps I posted previously in this post too... Select the object in the exporter, then double click on the textures within the interface, so the object looks like it should. Then export to an OBJ file, as this will also export an MTL file that contains the textures. Now either use lightwave to convert it, or something like DeepExploration(Great tool) to convert it to your desired format.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2006.02.08 03:35:00 - [22]
 

Originally by: Jack Tau
Originally by: Mikha'il Pelegius
Edited by: Mikha''il Pelegius on 22/01/2006 05:11:00
Quote:
Jove Cruiser01 - Front
Hm, that would be a Jovian frigate, classification 'Wraith'

Why won't it add the textures after clicking 'Add'?


hehe, close enough ;) And you just have to fiddle with the textures, there's no hard and fast rule, just put some on, take some off, repeat..


well easier way:
1)unstaff related .blue file
2)open it in ext editor
3)search for "listdata"
4)search for res:/Texture/.../*.tga
6)try to apply texture res:/Texture/.../*.dds in TriExporter

fx ab1.blue
u can find:
res:/Model/Ship/Amarr/ab1/ab1Shape.tri < model
res:/Texture/AmarrShared/metalrods.tga < one of texture
res:/Texture/Amarr/ab1/ab1.tga < main texture

---

yeah my export to 3ds file sux coz its not exporting textures ...
u can fix it if u know how (i dont) (source is availble too) ;)

---

tech II ships ....
well the nature of *.blue in models ...
it kind of serialized object contains many information like:
moving object(fx.: ore's ships)
advanced lighting and texture options(tech II ships)
added stuff (tech II ships)
... turet hardpoints and many many other stuff ...
it will be pretty hard to do good preview/export tool

so if u wana made few screens of tech II ships u can:
a) buy em and watch em
b) ask CCP if they could make real-ship-viewer in eve's client :)
c) try to edit exported model gl :)

---

"why TriExporter is not working" well maybe u got win98 and my program is prolly compiled with winver >=0x500 macro whitch means that u need at least win2000

---

support ... well i have a lot works in my current job so im making TriExporter in a free time ... but u know gf, friends, beer...

---

anyway thnx for using it :) and thnx ccp for great game :)...
c ya in space

Fivetide
Amarr
A Thousand Sons
Posted - 2006.02.08 05:34:00 - [23]
 

Originally by: Jack Tau
Originally by: Fivetide
So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?



Sorry, you needed to follow the steps I posted previously in this post too... Select the object in the exporter, then double click on the textures within the interface, so the object looks like it should. Then export to an OBJ file, as this will also export an MTL file that contains the textures. Now either use lightwave to convert it, or something like DeepExploration(Great tool) to convert it to your desired format.



I tried DeepExploration and the results where exactly the same.. the uv was out loads of flipped normals, so looks like Ill have to do the hard way and re-map the .dds.. but thanks for trying anyway :)

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.02.08 14:00:00 - [24]
 

Originally by: Fivetide
Originally by: Jack Tau
Originally by: Fivetide
So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?



Sorry, you needed to follow the steps I posted previously in this post too... Select the object in the exporter, then double click on the textures within the interface, so the object looks like it should. Then export to an OBJ file, as this will also export an MTL file that contains the textures. Now either use lightwave to convert it, or something like DeepExploration(Great tool) to convert it to your desired format.



I tried DeepExploration and the results where exactly the same.. the uv was out loads of flipped normals, so looks like Ill have to do the hard way and re-map the .dds.. but thanks for trying anyway :)
null


Which model did were you trying it on?


Fivetide
Amarr
A Thousand Sons
Posted - 2006.02.08 14:50:00 - [25]
 

Edited by: Fivetide on 10/02/2006 02:31:26
Actually after tweaking the setting in DE I managed to stop the flipped normals problem.. however when I import it into max as a 3ds theres no materials asigned to it.. oh it was the Prophecy (Armar Battlecruiser)


Im sure there is a base map missing
Anyhow if you know of anyother way then I would be thankfull for your imput

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.02.08 22:13:00 - [26]
 

Edited by: Jack Tau on 08/02/2006 22:24:09
Edited by: Jack Tau on 08/02/2006 22:23:20
Hmm, that is an odd one.. I exported the prophecy as an X file eventually(OBJ didnt work), and it seems to work ok, all loaded up into 3dsmax normally once I converted it in deep exploration.

Ohh ye, and there are two textures, its the same ABC1B.DDs file added twice..

Prohecy


Fivetide
Amarr
A Thousand Sons
Posted - 2006.02.09 19:00:00 - [27]
 

Edited by: Fivetide on 09/02/2006 19:22:35
When you say converted it in DE do you mean save as.. ? Because now after opening it in DE and saving as a .dds I get the proper geomertry but there are still no materials asigned to the object if you have ime could you quicky explain the steps you use ? please Im going mad trying to figure this one out. Or di d you asign the map after ? I think the problem is its flipped I may try turning the map upside down then placing it on the object.

Ok so far ive got the first map on fine.. looks kewl but Im not sure whats happened to the 2nd one.. as I said before I added the map twice int the triexported and the model looked fine then exported it as and x file into DE.. fine again only I dont seem to have exported all the files ? Neutral

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.02.10 00:11:00 - [28]
 

Edited by: Jack Tau on 10/02/2006 00:12:34
Originally by: Fivetide
Edited by: Fivetide on 09/02/2006 19:22:35
When you say converted it in DE do you mean save as.. ? Because now after opening it in DE and saving as a .dds I get the proper geomertry but there are still no materials asigned to the object if you have ime could you quicky explain the steps you use ? please Im going mad trying to figure this one out. Or di d you asign the map after ? I think the problem is its flipped I may try turning the map upside down then placing it on the object.

Ok so far ive got the first map on fine.. looks kewl but Im not sure whats happened to the 2nd one.. as I said before I added the map twice int the triexported and the model looked fine then exported it as and x file into DE.. fine again only I dont seem to have exported all the files ? Neutral


I dont export as dds, I export as a 3DS file, maybe thats where its going wrong? When you export as 3DS you need to make sure you go into the options and tell it to export the textures as well. When you export this way, you can open the 3DS file in 3dsmax, and it will allready have it all mapped and looking perfect.


Fivetide
Amarr
A Thousand Sons
Posted - 2006.02.10 02:31:00 - [29]
 

Hmmm not sure what the prob is
I use Max8
Deep Exploration (newest of website)
The trixeporter works ok
I saved as an .x file Ive tried all 3 file types

Triexpoter

I open it in DeepEx and

deep


so I think somethings gone wrong here... still when I export it as a 3ds file

max


what Im seeing in DeeEx is only the opacity reflextion etc

So no idea how you manged to do it... unless I ve missed something along the way.. could you please link the 3ds file please so I can look at it in DeepEx and also the .x file to see if I exported it correctly from triexporter. I fyou could I would be very grateful

Jack Tau
Caldari
Coalition of Nations
Coalition Of Nations.
Posted - 2006.02.11 07:39:00 - [30]
 

Edited by: Jack Tau on 11/02/2006 07:52:26
Sure thing.

Prophecy.zip

From your screengrabs, it looks very wrong in deep exporation(My version is 2.00.1211, looks different to yours), but I cant seem to replicate the fault. I cant think of anything else to try :(

{another edit} I just noticed the X file uses the abc1b.dds file(Which I didnt put in my archive), which needs to be in the same directory as the x file.{/edit}

{edit}Just in case, heres a copy of my triexporter too, might be worth a try.{/edit)


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