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Svenstaro
Amarr
Viziam
Posted - 2008.01.09 15:56:00 - [271]
 

TriExporter

Here you go!

flashfreaking
LFC
Executive Outcomes
Posted - 2008.01.10 06:51:00 - [272]
 

Awesome; thank you :D

Anade Deltha
Neh'bu Kau Beh'Hude
Ushra'Khan
Posted - 2008.01.15 10:27:00 - [273]
 

An alternative ive found to TriExporter for getting models/textures etc out of the game has been http://www.deep-shadows.com/hax/3DRipperDX.htm. No messing around with .gr2 files and theres plugins direct into 3dsmax, But there is a fraction more post to just get the model you want. Also captures all the shaders and textures used in a scene.

Braineater
Minmatar
BINFORD
Majesta Empire
Posted - 2008.01.16 17:08:00 - [274]
 

Edited by: Braineater on 16/01/2008 17:14:46
/me bows before Selvin

Originally by: Mistral Sud

cb1_tex_d.dds
rgb channel -> this is the difuse map
alpha channel -> this are the glowing lights, you can color them



Yep, but the alpha chan also contains opacity data... you have to 'shop around a bit.

Originally by: Mistral Sud

cb1_tex_ngs.dds
r channel -> empty
g channel -> specular highlight level
b channel -> reflection channel
alpha channel -> normal map put it into youre bump channel



To me, it looks like G is the normal map, while B is the bump map. In 3DS, you can put a "Normal" material in the bump slot, assign G as Normal and B as Bump map. Looks nice...

And: flip every map vertically, first.

flashfreaking
LFC
Executive Outcomes
Posted - 2008.01.16 18:20:00 - [275]
 

Originally by: Anade Deltha
An alternative ive found to TriExporter for getting models/textures etc out of the game has been http://www.deep-shadows.com/hax/3DRipperDX.htm. No messing around with .gr2 files and theres plugins direct into 3dsmax, But there is a fraction more post to just get the model you want. Also captures all the shaders and textures used in a scene.

Looks very promising, but I don't get the plugin to work, I'm using 3ds Max 2008 x64, any help/ideas?

flashfreaking
LFC
Executive Outcomes
Posted - 2008.01.16 18:54:00 - [276]
 

And could you Brain be so kind to write a quick roundup on how you got the rifter?
Would be appreciated, I only manage to get a greyish print of the texture on it :(

Braineater
Minmatar
BINFORD
Majesta Empire
Posted - 2008.01.16 19:51:00 - [277]
 

Of course, I'll write something tomorrow morning. Got some YARRRR!! to do first...

Braineater
Minmatar
BINFORD
Majesta Empire
Posted - 2008.01.17 09:27:00 - [278]
 

Edited by: Braineater on 17/01/2008 10:55:19
Edited by: Braineater on 17/01/2008 10:44:02
Edited by: Braineater on 17/01/2008 10:29:40
Ok, that's pretty much how I did it:

Install the nVidia DDS PhotoShop Plugins from here.

Export the model under \res\dx9\model\ship\ as 3DS or OBJ.
Unstuff the DDS files.

Diffuse Map:

Open mf4_tex_d.dds in Photoshop. Flip the image vertically. Then select everything, copy, and paste into a new image so the alpha channel gets removed. Save as "mf4diffuse.tga" for example.

Opacity Map:

Go back to the DDS file, open the Channels tab. Make R/G/B invisible, and select the alpha channel. Select the whole image again, copy, paste into new image. You should now have a copy of the (grayscale) alphachannel. Switch this image's mode to RGB.
Now, the big white chunks are obviously the opacity mask for the antennae stuff, while the other spots are the light map. You have to make the Opacity map completely white, since black = transparent, and Eve knows to apply it to the antennae only which 3DS doesnt. Select the two chunks whith a little spare after their pointy ends, invert selection, fill white. Should look like this. Save as mf4opacity.tga.

Light Map:

For the light map, you remove the large white opacity junks and leave everything else. Create a new layer, set it's mode to multiply and fill it with a color of your choice as to tint the light map. Like so, which should result in something like this. Save as mf4light.tga.
If needed, either create a mask for the light map by removing the coloring layer and cranking the brightness way up, or delete everything that is black and create an alpha channel.

Bump Map:

Open mf4_tex_ngs.dds, flip it vertically. Now select only the Blue channel, copy it to a new image and save as mf4bump.tga.

Normal Map:

The normal map can be constructed by creating a new RGB image. The blue channel stays black, the green channel is the green channel from mf4_tex_ngs.dds and the red channel is the alpha from mf4_tex_ngs.dds. Looks like that. Additionaly, you can copy mf4_tex_ngs.dds's blue channel to the normal map's blue channel, which controls vertical offset. This will add more geometry, but also appears to look quite nice.


If you need help in using those maps, tell me... I'll write that up too. A hint: Using VRay, set the IOR to 1.0 as to make the transparent areas really transparent.
To use the normal map, create a Normal Bump in the main material's bump slot. It has two slots, on for the bump and one for the normal map.

flashfreaking
LFC
Executive Outcomes
Posted - 2008.01.17 15:25:00 - [279]
 

You sir, are awesome :D
I only didn't manage to get the lights working (cockpit)
This is my result:
Image
Suggestions?

Braineater
Minmatar
BINFORD
Majesta Empire
Posted - 2008.01.17 23:18:00 - [280]
 

Looking good Very Happy

Usage of the lightmap depends on which Renderer you're using. With the standard scanline one (I think) you need to use the self-illumination map (light-part of the _d.dds's alpha plus a mask which removes the black parts).
If you use Vray, you have to create a VRayBlendMtl. Add your material as base. For the next layer, use a VRayLightMtl with the Map + Mask. Might need to crank up the brightness a little.

Ix Forres
Caldari
Righteous Chaps
Posted - 2008.01.19 00:37:00 - [281]
 

Originally by: Braineater
And: flip every map vertically, first.


Save yourself some photoshop time and just apply a 180 degree U transformation on the bitmap in 3DS. YARRRR!!

flashfreaking
LFC
Executive Outcomes
Posted - 2008.01.19 15:09:00 - [282]
 

Apparently the titan textures are cut in half, any idea on how to fix that?

Braineater
Minmatar
BINFORD
Majesta Empire
Posted - 2008.01.19 17:07:00 - [283]
 

Yep, create two materials with one texture each. Then create a Multi/Sub-Object Map and play around with the first couple slots...

Nharak
Posted - 2008.01.19 18:47:00 - [284]
 

Thanks for the explanation Braineater. But I think you arenít quite right with the normal map.
_ngs.dds alpha channel goes to green and the green channel from ngs goes to red.
here is the different: link

But it still doesnít look like it does in eve. Someone know why the textures arenít colored? In game everything looks more colorful or just not so dark. Do we have to apply a hue/saturation filter to the diffuse textures?

Ryushe
Tengo Kagegetsu
Posted - 2008.01.19 19:12:00 - [285]
 

Originally by: Braineater
Yep, create two materials with one texture each. Then create a Multi/Sub-Object Map and play around with the first couple slots...
Using TriExporter, I extracted the Thanatos. Next I imported the 3DS model into 3DMax9, and created a material with a 3 slot composite map as a diffuse map. I assigned the 2 diffuse maps just as they should be (according to TriExporter, please check), seeing as gca2_tex_d_001.dds and gca2_tex_d_002.dds are both used on the same model. I render the scene, and see that the textures won't mix. Same goes for the light maps, the Thanatos also uses 2 different maps for that. Again a composite map isn't working.
The original .dds textures have been converted by me into png files, along the lines of what you described above.
Screenshot of what it looks like and my map assignment can be found here. Note that in the screenshot I disabled one of the light submaps, which is why the lighting appears correct on the, euh, 'nose' and not on the midsection.

As you can see here, other stuff with single textures work just fine, and looks great Very Happy

Suggestions are welcome.

Braineater
Minmatar
BINFORD
Majesta Empire
Posted - 2008.01.19 21:14:00 - [286]
 

@Nharak: Thanks, I did only assume the channels... didn't have time to check it thoroughly

@Rhyushe: I didn't mean a Mix map, but rather a Multi/Sub-Object map.

Svenstaro
Amarr
Viziam
Posted - 2008.01.20 09:06:00 - [287]
 

Originally by: Nharak

But it still doesnít look like it does in eve. Someone know why the textures arenít colored? In game everything looks more colorful or just not so dark. Do we have to apply a hue/saturation filter to the diffuse textures?



I guess thats because ingame the ships are using cubemaps on some faces to reflect the space around them plus they got lights. you can do Lights with the steps described above but you will have to do a HDR screenshot of eve space and put it as a environment map to simulate the reflecting stuff.

Nharak
Posted - 2008.01.20 15:41:00 - [288]
 

Originally by: Svenstaro

I guess thats because ingame the ships are using cubemaps on some faces to reflect the space around them plus they got lights. you can do Lights with the steps described above but you will have to do a HDR screenshot of eve space and put it as a environment map to simulate the reflecting stuff.


I didnít want to handle with HDR maps, so I tried to set a gradient in the environment channel and applied a hue/saturation filter on the diffuse textures. Yesterday I didnít noticed that there is a _p.dds file for the second color of the ship, so with this it looks quite nice.

Here the result:
Brutix
Megathron

Ryushe
Tengo Kagegetsu
Posted - 2008.01.20 23:54:00 - [289]
 

Originally by: Braineater
@Rhyushe: I didn't mean a Mix map, but rather a Multi/Sub-Object map.
Yeah, I got it working ;)
Here's a little thingy I played around with ... THUNDERBIRDS ARE GO!

Busty LaRue
Posted - 2008.01.23 02:20:00 - [290]
 

I am more of a gimp/ps/cs3 guy than a 3d guy, so I was wondering if anyone has a decent step by step tutorial, or just a few more basic hints on how I would extract these nice dx9 models for the use in 2d projects.

flashfreaking
LFC
Executive Outcomes
Posted - 2008.01.23 16:50:00 - [291]
 

It prolly is me, but it looks like the Bump map for the drake: cbc2_ngs doesn't have a bluechannel Laughingany solution for this rather annoying problem?

Ix Forres
Caldari
Righteous Chaps
Posted - 2008.01.24 00:09:00 - [292]
 

In terms of accuracy to EVE- there's some shaders you're missing almost certainly. All that wonderful juicy hidden data in that .blue file, I suspect (Or at least it'll reference it to where the actual shader is in the .stuff). Anyone tried getting the EVE DX9 shaders into 3DS or somesuch?

Ann Ripley
Caldari
FinFleet
Raiden.
Posted - 2008.01.25 11:51:00 - [293]
 

first of all. thank you very very very very very much for this exelent tool.
works like a charm. Ocational crashes on some models but nothing thats realy anoying.

2 questions for you guys:

1. has anyone found out what the L map is for (black and white map that doesnt seem to fit the uvīs.

2. Has anyone managed to parse or make use of the *.blue files (shaders)
Theoreticly they should work with maya or XSI since the models where shaded to begin with in maya. maybe realtime shaders?

I managed to open the blue files using HEX editor just so i could see what common texture the models use.
but alot of it was garbled.

Andargor theWise
Collateral Damage Unlimited
Posted - 2008.01.27 00:42:00 - [294]
 

Originally by: Svenstaro
TriExporter

Here you go!


Thanks for the tool.

A bug: if you select unstuff, and click cancel, it still proceeds with the unstuff directly in C:.


Jamisarius
Amarr
Jalapeno Hot Chili Peppers
Posted - 2008.01.27 01:32:00 - [295]
 

Edited by: Jamisarius on 27/01/2008 03:47:41
Edited by: Jamisarius on 27/01/2008 03:46:43
Edited by: Jamisarius on 27/01/2008 03:45:39
Originally by: stridr0
Does anyone have an 3d program that is free that can import models and textures I tried blender it imports the models but doesn't get the textures.


I don't know if you have recieved an answer to this yet, but I've had a little luck using DAZ|Studio
http://www.daz3d.com/i.x/0/0/-/?refid=557569789

and I used IrfanView to convert/flip the .dds files.

Still having problems with finding the textures for part of the ship I'm working on, but I do get some results


Andargor theWise
Collateral Damage Unlimited
Posted - 2008.01.27 08:16:00 - [296]
 

Edited by: Andargor theWise on 27/01/2008 08:16:08

Awesome the stuff you can do with this tool... Smile

Arbitrator over Earth

The last ISS station gets destroyed!

(imported into Orbiter 2006)


Dairwyn
Posted - 2008.01.27 22:13:00 - [297]
 

I used TriExporter to pull the .obj and .dds
I used IrfanView (w/ dds plugin) to flip the texture vertically and save as .png
Imported .obj into DAZ|Studio
Applied texture .png to each of the material groups
The Background is a stock shot from Hubble (Pleades Cluster, I think) and rendered.

No special lighting, no post work and all the tools are free

http://img2.freeimagehosting.net/image.php?76185ce52b.jpg
http://img2.freeimagehosting.net/image.php?d45cfcf7ca.jpg
http://img2.freeimagehosting.net/image.php?5ee3fe42b6.jpg



Vitalyuga
Xenobytes
Stain Empire
Posted - 2008.02.06 23:45:00 - [298]
 

Edited by: Vitalyuga on 06/02/2008 23:51:57
Edited by: Vitalyuga on 06/02/2008 23:47:50
so, in fact, u don't need to use photoshop to create light, bump and normal maps from .dds files. u can easily extract them in 3dsmax workspace.

(A) Self-illumination map:

1. create bitmap. (use "get material" button)
2. pick _tex_d.dds file.
3. go to "bitmap parameters".
4. set Mono Channel Output to Alpha. (RGB Intensity is default)
5. set RGB Channel Output to Alpha as Grey (RGB is default)
6. u just extracted Alpha channel from .dds file.
7. enjoy.

i used for tests maller texture, so it have no opacity thingies.

(B) Bump map:

1. create bitmap map.
2. pick _tex_ngs.dds file.
3. click on a "bitmap" button located on the right top.
4. choose RGB Tint map and replace ur bitmap with "keep old map as a sub-map" option.
5. make red channel = RGB (0,0,0), green channel = RGB (0,0,0) and blue channel = RGB (255,255,255).
6. u just extracted Blue channel from .dds file.
7. enjoy.

u can use this bump map as a specular map, or whatever u want.

(C) Normal bump:

1. download Color Correct plug-in from http://www.cuneytozdas.com/software/3dsmax/
2. install it.
3. choose material slot #1 and extract green channel from ur _tex_ngs.dds file. (paragraph (B), just set green to 255,255,255 and blue to 0,0,0)
4. choose material slot #2 and extract alpha channel from ur _tex_ngs.dds file. (paragraph (A)).
5. choose material slot #3 and create ColorCorrect map.
6. set source color to RGB (0,0,0).
7. online RGBA Space Channel Mapping.
8. drag and drop extracted green channel to an empty square button in the red channel line.
9. drag and drop extracted alpha channel to an empty square button in the green channel line.
10. u just create a normal bump map.
11. wooohhhooo.



so, u can use all this maps in ur signature artworks.

hope, i didn't missed something. tell me, if i did.

from russia with love,
RAT RND Squad.

ugh

Puscas Marin
Gallente
Posted - 2008.02.09 22:34:00 - [299]
 

is there any 3d software that take .dds file just like that whit our any plugins ?

Svenstaro
Amarr
Viziam
Posted - 2008.02.11 22:40:00 - [300]
 

Max kinda can. But it's not properly done so you will end up using TIFs, PNGs or whatever you prefer anyway.


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