open All Channels
seplocked EVE Technology Lab
blankseplocked TriExporter
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: first : previous : ... 7 8 9 10 [11] 12 13 14 15 ... : last (38)

Author Topic

Talidos
Gallente
Aliastra
Posted - 2008.02.16 06:00:00 - [301]
 

Great program Selvin, I'm still working through the details but this sure beats making the models myself.

The only problem I'm having is that not all the polys are set with the same normals (some are backwards) and I can't find a way to realine them without picking each one out manually, does anyone know a better way. I'm using 3Ds Max 9.

Also; I found a site showing a homeworld 2 mod with the EVE ships earlier tonight, anyone else know anything about it? Looks like it'd be pretty cool anyway. Link:H2EVE

exarkuhn
Posted - 2008.02.17 10:48:00 - [302]
 

I have download the tool but i can't find the models in the res folder:/

Emperor Ryan
Amarr
The Illuminatii
Mildly Intoxicated
Posted - 2008.02.18 11:38:00 - [303]
 

Edited by: Emperor Ryan on 18/02/2008 11:42:28
Edited by: Emperor Ryan on 18/02/2008 11:38:11
I've been looking at the site you have made, from what i understand, i can change the in game content or something along those terms. I'm obviously nooby in this area, so could someone sorta throw me a stick here and help me understand. If i Am able to change the content id be very interested in learning how.

Anyone willing to teach me?

Ix Forres
Caldari
Righteous Chaps
Posted - 2008.02.19 02:04:00 - [304]
 

Originally by: Emperor Ryan
Edited by: Emperor Ryan on 18/02/2008 11:42:28
Edited by: Emperor Ryan on 18/02/2008 11:38:11
I've been looking at the site you have made, from what i understand, i can change the in game content or something along those terms. I'm obviously nooby in this area, so could someone sorta throw me a stick here and help me understand. If i Am able to change the content id be very interested in learning how.

Anyone willing to teach me?


You cannot, and doing so would violate the EULA/TOS in horrible, horrible ways.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2008.02.22 17:15:00 - [305]
 

few ships models made in dxstudio:
incursus
thorax
megathron

strange but as local files they have also bumpmaping ;/
fx try open http://www.agronom.pl/selvin/incursus.dxmesh in dxstudio

ceaon
Posted - 2008.02.24 23:46:00 - [306]
 

Selvin can u upload that on 3dvia.com ?

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.02.27 02:20:00 - [307]
 

ok,i am a bit confused here.

i got the stuff un-stuffed and tho i got an error. i pay it no mind. but now how do i go about getting a .3ds mesh out of the gr2 files useing tri exporter?
that i am a little confused.

seems tri exporter only opens the tri files.

any help on this would be great.

and a helpfull readme file would be great down the road.


EdwardXWu
Posted - 2008.02.27 05:41:00 - [308]
 

Originally by: Braineater
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.


omg u r brilliant man, thx so much. here is what i come up with, using 3ds max and vray. still trying to get the correct hull reflection, any idea how to do that?

Thormoden Char
Posted - 2008.02.27 17:55:00 - [309]
 

Can anyone figure out the textures that are used by the classic version of the rifter and how to get them applied with tri-exporter?

I have tried several combinations of textures and they do not even look remotely close to the actual model. I have seen that el farto's showroom app does properly display the rifter but i have not found how to get that in tri-exporter itself.

Can anyone provide help/pointers on that particular model?

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.02.28 03:49:00 - [310]
 

Originally by: EdwardXWu
Originally by: Braineater
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.


omg u r brilliant man, thx so much. here is what i come up with, using 3ds max and vray. still trying to get the correct hull reflection, any idea how to do that?



wow really nice edward.

that was the ship i was trying to export. still cant get it to work.

i was gona make a high poly version of it and do some cool animations.

all i need is the 3ds file of the mesh with the textures, think you could hook me up?

EdwardXWu
Posted - 2008.02.28 04:58:00 - [311]
 

the easiest way to do it is to read Braineater's post on page 10, and he has already posted a almost complete guide from how to export the files fron eve's client to how to use all those maps in 3ds max and vray =D
by the way, does anyone know how to create individual color channels in ps? i am having a hard time recreating the normal map following Braineater's tutorial.

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.02.29 04:24:00 - [312]
 

ok, like, seriously, i looked thru the thread, and i still dont understand how to load the new trinity files into tri exporter.

thats where i am stuck.

what am i missing here?

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.03.01 17:40:00 - [313]
 

now triexpoter crashes every time i try and open it up.

so much for makeing use of the models.

Ix Forres
Caldari
Righteous Chaps
Posted - 2008.03.01 19:14:00 - [314]
 

Originally by: Freya Fimbulvetr
ok, like, seriously, i looked thru the thread, and i still dont understand how to load the new trinity files into tri exporter.

thats where i am stuck.

what am i missing here?


Have you got the latest beta version rather than the one on the first page? Only this version will open the Trinity stuff.

All the Trinity content is in a subdir in the .stuff named 'DX9'. If it's crashing, well, try reinstalling. If not, bugreport it or at least post which model it crashes on loading.

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.03.01 23:16:00 - [315]
 

yeah,m i unstuffed the files, i got 3 DDS files, th textures right? then i got one .blue file, and then a gr2 file.

i open tri exporter, and it only allows me to open tri files, and i dont have a tri file here man!

what am i missing?

this is almost more frustrating then its worth.

Julius Rigel
Sub-warp Racing Venture
Posted - 2008.03.02 15:17:00 - [316]
 

Edited by: Julius Rigel on 02/03/2008 16:56:48
Edited by: Julius Rigel on 02/03/2008 16:55:01
Originally by: Freya Fimbulvetr
yeah,m i unstuffed the files, i got 3 DDS files, th textures right? then i got one .blue file, and then a gr2 file.

i open tri exporter, and it only allows me to open tri files, and i dont have a tri file here man!

what am i missing?

this is almost more frustrating then its worth.


Make sure you have the new version designed to open gr2 files, it's on top of page 10 (?) in the thread. Also you need to press "export model" not "unstuff" Smile

Edit:
Didn't see a lot of Cinema 4D representtion in this thread, so I thought I'd do a quick render:

Rifter in a museum!

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.03.02 17:26:00 - [317]
 

ok, well ya know what i am dont trying to fiddle around with this program.

all i want is a model with textures, 3ds model mesh or OBJ preferably.

if anyone can get me a few of em i would be willing to pay in game isk for their trouble.

feel free to contact me in game.


Julius Rigel
Sub-warp Racing Venture
Posted - 2008.03.04 02:53:00 - [318]
 

Originally by: Freya Fimbulvetr
ok, well ya know what i am dont trying to fiddle around with this program.


Here is the rifter .obj file and the textures I used.

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.03.04 05:57:00 - [319]
 

awesome.

thanks man, you made my night.

to bad its to late and i cant stay up tonight or i would have her looking awesome in no time.

perhaps tomorrow i will post up an image.

i did look at it tho. i use lightwave 3d, and soem things are diferent then in other programs. for one i already know the luminosity will be a problem but i think i can get around that easily enough.

also, the bump also seems like more of a reflection/specular map. and yeah some games use both in one map to get the job done.
another interesting thing is how some of the amarr ships have parts of there ships very reflective and others just normally specular. so i am thinking they use a gradient in there somewhere to tell when the map will reflect. that is if they only use one map.

its all very interesting dissecting game models. and i could prolly go on for hours like this. hehe

thanks again man. i owe you

now if i can only haggle out some amarr ships from you guys.

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.03.04 06:32:00 - [320]
 

ok ok, so i didnt go to sleep after all.

figured some things out and got some quick renders up

the images are lit under a gallente station type lighting condition, as i just happend to have my minmatar pilot in a gellante station at the time so it seemed right. that why it would apear green

Rifter01
Rifter02

Talula Honaloola
Posted - 2008.03.05 06:25:00 - [321]
 

Is it possible to retrieve the LODs using triexporter? Or is it all unpacked into the same model?

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.03.06 03:13:00 - [322]
 

Originally by: Talula Honaloola
Is it possible to retrieve the LODs using triexporter? Or is it all unpacked into the same model?


if you are refering to "level of detail" for LOD then no, the models are full detail.

any and all LOD in most if not all games are done thru internal processes that are done in real time that changed the full detail model into lower detail at a given distance.
i myself am still not 100% sure how the process is done but similar processes can be done in modeling programs like the one i use which is lightwave 3d.

hope that helps.


in other notes. if some one could get me the ABADDON model that would be quite awesoem of them.

Arcalane Celso
Caldari
Merch Industrial
GoonSwarm
Posted - 2008.03.06 11:58:00 - [323]
 

I've noticed that TriExporter has been crashing each time I try to load up the following ships;

Nyx (/dx9/model/ship/gallente/gms1/)
Moros (/dx9/model/ship/gallente/gdr1/)
Procurer (/dx9/model/ship/ore/ore_s/)
Retriever (/dx9/model/ship/ore/ore_m/)
Covetor (/dx9/model/ship/ore/ore_l/)
Thrasher (/dx9/model/ship/minmatar/mde1/)

I found another Thrasher model under /dx9/model/ship/factionpc/mde1_factionpc/ which doesn't work with the texture in the same directory, but does work fine with the original Thrasher texture (over in /dx9/model/ship/minmatar/mde1/).

Can anyone else confirm that the above ships won't load - and if they will, could they be extracted & converted as .obj files and uploaded somewhere?

Nniv
Gallente
Galactic Fighters Organization
Posted - 2008.03.06 13:21:00 - [324]
 

Originally by: Arcalane Celso
I've noticed that TriExporter has been crashing each time I try to load up the following ships;

Nyx (/dx9/model/ship/gallente/gms1/)
Moros (/dx9/model/ship/gallente/gdr1/)
Procurer (/dx9/model/ship/ore/ore_s/)
Retriever (/dx9/model/ship/ore/ore_m/)
Covetor (/dx9/model/ship/ore/ore_l/)
Thrasher (/dx9/model/ship/minmatar/mde1/)

I found another Thrasher model under /dx9/model/ship/factionpc/mde1_factionpc/ which doesn't work with the texture in the same directory, but does work fine with the original Thrasher texture (over in /dx9/model/ship/minmatar/mde1/).

Can anyone else confirm that the above ships won't load - and if they will, could they be extracted & converted as .obj files and uploaded somewhere?

true, true ... but its not fault of TriExporter but granny dll in GrannyGetFileInfo function :/
it proly happens because of different file version (fx. granny2.dll can load < X version and in eve there are > X)
(it's me Selvin but temporary i don't have acces to main account ;) )

Arcalane Celso
Caldari
Merch Industrial
GoonSwarm
Posted - 2008.03.06 18:05:00 - [325]
 

That might explain some of the graphical corruption I was seeing on some of the starbase models too, then - stretched polygons and what-have-you.

Julius Rigel
Sub-warp Racing Venture
Posted - 2008.03.07 04:31:00 - [326]
 

Originally by: Freya Fimbulvetr
reflection



Here are some observations I've done myself:

All the 'juicy stuff' is hidden in the .blue files, I know for certain that it contains instructions for reflection maps etc, and even the 'modifications' needed to create tech 2 models (as one might notice there are no separate model files for tech 2 models) I'm thinking they refer to separate files or parts of files, but I have yet to discover any gr2s with 'spare parts' in them.

I have noticed however that some faction ships (i.e. the quafe folder under ships contains what I believe is the same model used for the Nemesis, and I extracted what looks like a perfect replica of a Helios from the intakisyndicate folder, I played with it a bit and the maulus textures fit nicely on it, it even came with an additional piece of texture for the 'extra' bits.)

Talula Honaloola
Posted - 2008.03.07 08:00:00 - [327]
 

I use lightwave too, but i'm not well versed in it. What plugins do you use for LODding?

M4g3ll4n
Sacred Templars
RED.OverLord
Posted - 2008.03.08 23:53:00 - [328]
 

Hi, I started doing some animation with blender, but I have some problems with the textures.

E.g. the Tristan. I cant put it on the tristan modell so that it looks right. I already tried to do a 90°, 180°, 270° flip of the texture. But it won´t work. I have the same problem with the Thorax and the Hyperion.

Perhaps you can give me a hint. Thx in advance.

Arcalane Celso
Caldari
Merch Industrial
GoonSwarm
Posted - 2008.03.09 06:28:00 - [329]
 

Originally by: M4g3ll4n
Hi, I started doing some animation with blender, but I have some problems with the textures.

E.g. the Tristan. I cant put it on the tristan modell so that it looks right. I already tried to do a 90°, 180°, 270° flip of the texture. But it won´t work. I have the same problem with the Thorax and the Hyperion.

Perhaps you can give me a hint. Thx in advance.


You need to flip all the textures vertically (IrfanView is amazing for this as it can batch convert them to .png and vertical-flip them which saves a lot of time), and all the models will need to be flipped horizontally for them to look the same as their ingame versions.

Or at least, I had to horiz-flip them all in DAZ Studio.

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2008.03.09 22:25:00 - [330]
 

still not working for me.
the tri exporter EXE wont even open it crashes on startup.

so, if anyone could get me the Abaddon obj and texture files that would be awesome, i would even throw in 10 mil in game.


thanks.


Pages: first : previous : ... 7 8 9 10 [11] 12 13 14 15 ... : last (38)

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only