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Craig Linford
Gallente
Universal Freelance
Posted - 2010.09.02 13:47:00 - [841]
 

The program just wont load.

Tried running as admin.

also in XP compatibility mode.


Lykouleon
Wildly Inappropriate
Goonswarm Federation
Posted - 2010.09.05 05:30:00 - [842]
 

Originally by: Craig Linford
The program just wont load.
Tried running as admin.
also in XP compatibility mode.



try deleting any registry files for it (Start -> Run -> Regedit -> Ctrl + F -> TriExporter -> Keep finding and deletin'). If you don't have any... then *shrug*

Craig Linford
Gallente
Universal Freelance
Posted - 2010.09.08 11:59:00 - [843]
 

Tried that, still no worky worky.

Do you need a DirectX 10 + Graphics card?

AlleyKat
Gallente
The Unwanted.
Posted - 2010.09.08 21:32:00 - [844]
 

Originally by: Craig Linford
Tried that, still no worky worky.

Do you need a DirectX 10 + Graphics card?


No...or at least I am not and am not having any problems.

Craig Linford
Gallente
Universal Freelance
Posted - 2010.09.09 06:26:00 - [845]
 

Edited by: Craig Linford on 09/09/2010 06:26:35
This is the error i am getting:

Log Name: Application
Source: Application Error
Date: 09/09/2010 07:23:36
Event ID: 1000
Task Category: (100)
Level: Error
Keywords: Classic
User: N/A
Computer: OptiPlexGX620
Description:
Faulting application name: TriExporter 2009.exe, version: 0.4.1.5, time stamp: 0x47821992
Faulting module name: TriExporter 2009.exe, version: 0.4.1.5, time stamp: 0x47821992
Exception code: 0xc0000005
Fault offset: 0x0000200b
Faulting process id: 0xb7c
Faulting application start time: 0x01cb4fe78841c26a
Faulting application path: C:\Users\Craig Linford\Desktop\TriExporter 2009\TriExporter 2009.exe
Faulting module path: C:\Users\Craig Linford\Desktop\TriExporter 2009\TriExporter 2009.exe
Report Id: c6928c3e-bbda-11df-aa3c-028037ec0200

Craig Linford
Gallente
Universal Freelance
Posted - 2010.09.13 05:26:00 - [846]
 

I have rebuilt my PC with Windows Ultimate 64, but still no worky worky.

I have received some in-game mail's saying try downloading out side a download manager, but still dose not work.

I have tried the program at work on a XP build, and this worked.

The only major difference is at work I have a NVIDEA GPU, were as at home I am using an integrated INTEL GPU.

I am due to get a new GPU soon for this PC, so ill report back after.

Jalif
Minmatar
Snuff Box
Posted - 2010.09.13 10:53:00 - [847]
 

Edited by: Jalif on 13/09/2010 10:54:53
I'm looking for the bloody pod model, but I can't find it... can somebody guide me to the right direction?!

edit: nvm, found it :)

Jalif
Minmatar
Snuff Box
Posted - 2010.09.13 12:44:00 - [848]
 

meh anybody has a good DDS tool for exporting and importing into other formats?

Craig Linford
Gallente
Universal Freelance
Posted - 2010.09.14 18:48:00 - [849]
 

Got me 9800 GT, Now works!!

Was my Graphics card causing the issue

Spidyy
Posted - 2010.09.14 21:36:00 - [850]
 

Edited by: Spidyy on 14/09/2010 21:40:10
I'm having issues trying exporting the Vagabond model. Whenever I try to open the model in Tri Exporter, the program crash without warning nor messages. Anyone know how to fix that? =p

AlleyKat
Gallente
The Unwanted.
Posted - 2010.09.15 16:21:00 - [851]
 

Originally by: Spidyy
Edited by: Spidyy on 14/09/2010 21:40:10
I'm having issues trying exporting the Vagabond model. Whenever I try to open the model in Tri Exporter, the program crash without warning nor messages. Anyone know how to fix that? =p


Same issue, even tried the singularity res folder...looks like there a few models which tri exporter just does not like.

AK

Lykouleon
Wildly Inappropriate
Goonswarm Federation
Posted - 2010.09.15 19:36:00 - [852]
 

Originally by: Spidyy
Edited by: Spidyy on 14/09/2010 21:40:10
I'm having issues trying exporting the Vagabond model. Whenever I try to open the model in Tri Exporter, the program crash without warning nor messages. Anyone know how to fix that? =p


Triexporter won't open that model (as well as a couple others). You can, however, export the *.gr2 file and then convert that into a *.obj. There should be something on that back in the deep recesses of this topic Razz

*.gr2 to *.obj converter

Wild Rho
Amarr
Silent Core
Posted - 2010.09.18 10:15:00 - [853]
 

Have the .dds texture layouts been changed yet. I extracted the res folder but I'm still seeing the old _NGS, _D and _P files in the dx9 sub folders?

Also does anyone have some tips on how to apply tech 2 textures and extra model parts to a T1 hull in blender?

Kolatha
Posted - 2010.09.18 11:45:00 - [854]
 

Edited by: Kolatha on 18/09/2010 11:50:22
Originally by: Wild Rho
Have the .dds texture layouts been changed yet. I extracted the res folder but I'm still seeing the old _NGS, _D and _P files in the dx9 sub folders?

Also does anyone have some tips on how to apply tech 2 textures and extra model parts to a T1 hull in blender?


Only the new ships and the reworked scorpion use the new texture layouts. the rest use the same as before.

For the T2 hulls, they are in their own directories, look for the manufacturer's name.
eg the Jaguar can be found under DX9>model>ship>thukker>mf4

Some of the T2 hulls (and most of the ore hulls) will cause triexporter to crash so you need to export the .gr2 file as is and convert it some other way.

Don't forget to mirror the mesh and UVs on the y axis other wise your model will be the mirror of how it appears in game. I did a rough tutorial for using with Blender. I probably should look at the latest version of Blender as a lot has changed.

edit: also, the reason to mirror the mesh and UVs rather than the more popular method of just mirroring the textures is that by mirroring the mesh, provided you keep track of scaling, you can make use of all the locator information on a 1:1 basis straight from the .red file. This allows you to get the right locations for weapon hardpoints as well as running lights and other little doodads.

Wild Rho
Amarr
Silent Core
Posted - 2010.09.18 13:28:00 - [855]
 

Originally by: Kolatha
Edited by: Kolatha on 18/09/2010 11:50:22
Originally by: Wild Rho
Have the .dds texture layouts been changed yet. I extracted the res folder but I'm still seeing the old _NGS, _D and _P files in the dx9 sub folders?

Also does anyone have some tips on how to apply tech 2 textures and extra model parts to a T1 hull in blender?


Only the new ships and the reworked scorpion use the new texture layouts. the rest use the same as before.

For the T2 hulls, they are in their own directories, look for the manufacturer's name.
eg the Jaguar can be found under DX9>model>ship>thukker>mf4

Some of the T2 hulls (and most of the ore hulls) will cause triexporter to crash so you need to export the .gr2 file as is and convert it some other way.

Don't forget to mirror the mesh and UVs on the y axis other wise your model will be the mirror of how it appears in game. I did a rough tutorial for using with Blender. I probably should look at the latest version of Blender as a lot has changed.

edit: also, the reason to mirror the mesh and UVs rather than the more popular method of just mirroring the textures is that by mirroring the mesh, provided you keep track of scaling, you can make use of all the locator information on a 1:1 basis straight from the .red file. This allows you to get the right locations for weapon hardpoints as well as running lights and other little doodads.


Thanks, I'll root around the other directories.

I actually used your guide (and a few others) to get as far as I can and produced this (and a few other things) for a little project I'm working on.

Regarding your guide, I found from using the nodes like you described I was able to use them for the textures as well. This lets you convert the different texture channels within blender itself instead of having to go through photoshop or some other graphics package (although I still need GIMP to convert the _p.dds file since blender can't process it for some reason).
Here's the node layout I used for creating the omen textures.

Thanks for writing the guide, it really was a huge help for some of the less obvious stuff :)

Battle Cylinder
Posted - 2010.09.18 15:09:00 - [856]
 

I got triexporter to work a little, set my eve folder to its home folder or whatever then could only see a model of one of the galente ships...i tried to "unstuff" the folder, but realising i didnt have enoough space on this partition, i tried to stop it....only way to stop it was to turn off pc or to forcably stop the program. Now i cant get triexporter to load AT ALL i downloaded several versions, and they all give me the same error, (i heard you needed to uninstall and reinstall, but none of the versions i got were installable, just stand alone exe files)
"TriExporter.exe has encountered a problem and needs to close. We are sorry for the inconvenience
bla bla bla....."
also, i tried deleting the registry files associated with it but that did no good.....no change at all.


Jack bubu
GK inc.
Pandemic Legion
Posted - 2010.09.18 22:24:00 - [857]
 

When using a testclient as source there is a new ship in it, called sansha carrier aswell as sansha fighter, but im a noob when it comes to exporting it and applying the textures etc..

anyone able to make that and post a screenshot of that thing? much appreciated :D

its found under dx9 -> models -> ships -> sansha -> carrier / fighter

Kolatha
Posted - 2010.09.19 04:54:00 - [858]
 

Originally by: Wild Rho

Regarding your guide, I found from using the nodes like you described I was able to use them for the textures as well. This lets you convert the different texture channels within blender itself instead of having to go through photoshop or some other graphics package (although I still need GIMP to convert the _p.dds file since blender can't process it for some reason).
Here's the node layout I used for creating the omen textures.

Thanks for writing the guide, it really was a huge help for some of the less obvious stuff :)



Thanks, it was just a rough tute I whipped up in a day in response to a host queries at the time. When I did that I was just using nodes for the first time. They were pretty new to me and I didn't know how to use them properly so there are definitely better ways to approach that part of the task.

Originally by: Lykouleon

Triexporter won't open that model (as well as a couple others). You can, however, export the *.gr2 file and then convert that into a *.obj. There should be something on that back in the deep recesses of this topic Razz

*.gr2 to *.obj converter


unfortunately this includes the wrong version of the granny2.dll and fails on the same models tri-exporter fails on. If anyone knows another way then point on.

Serious Masta
Posted - 2010.09.19 19:01:00 - [859]
 

Edited by: Serious Masta on 19/09/2010 19:36:44
Originally by: Kolatha

unfortunately this includes the wrong version of the granny2.dll and fails on the same models tri-exporter fails on. If anyone knows another way then point on.


HERE is a newer version of the granny2.dll !
Also, the vangabond model and many others now opens in tri-explorer.
(the old granny2.dll was version 2.7.0.9)

- Facts -
Name: granny2.dll
Version: 2.8.12.0
Date: 2009-02-18 11:55

Why i do this? I LOVE this community!

have fun! Twisted Evil

/edit

and HERE is the TriExporter version with the new granny2.dll

Lykouleon
Wildly Inappropriate
Goonswarm Federation
Posted - 2010.09.19 23:11:00 - [860]
 

Originally by: Serious Masta
*awesome*


<3

Rieleph
Posted - 2010.09.20 01:14:00 - [861]
 

Does not work for me in any way :(

Anyone could post a Zephyr model? Or would it be violation of eula and stuff?

Serious Masta
Posted - 2010.09.20 07:20:00 - [862]
 

Originally by: Rieleph
Anyone could post a Zephyr model?


Model Zephyr (.obj) (extracted with the new .dll)

Originally by: Rieleph
Or would it be violation of eula and stuff?

i dont think so.. or is it?

@ccp: can you answer this question pls?

Craig Linford
Gallente
Universal Freelance
Posted - 2010.09.21 13:08:00 - [863]
 

Edited by: Craig Linford on 21/09/2010 13:08:38
Would the new .dll resolve my issue of just showing 1 Gallante ship?

Serious Masta
Posted - 2010.09.21 13:34:00 - [864]
 

Originally by: Craig Linford

Would the new .dll resolve my issue of just showing 1 Gallante ship?



what do you mean?

info to the new granny2.dll:
the granny2.dll helps TriExporter to decrypt .gr2 model files, contained in the .stuff archives.
some models are more complex, so the older version just cant read the .gr2 files.
the new one CAN read these files.

and if someone wonders where i have taken the granny2.dll: its from anno 1404, i havn't modified it.

Craig Linford
Gallente
Universal Freelance
Posted - 2010.09.21 13:52:00 - [865]
 

I am at work at the moment, ill have a play tonight.

If I still have issues ill take screenies to show you

Jim McBob
Posted - 2010.09.26 20:03:00 - [866]
 

Sorry to be a noob, but I can't get off the ground at all. I've got the TriExporter program running, but I can't find any ".tri" files to load. Lots of .dss and .gr2 files, but that's it. I did a full windows search of the client folder for *.tri, no hits. What am I missing here?

Serious Masta
Posted - 2010.09.26 22:32:00 - [867]
 

Originally by: Jim McBob
Sorry to be a noob, but I can't get off the ground at all. I've got the TriExporter program running, but I can't find any ".tri" files to load. Lots of .dss and .gr2 files, but that's it. I did a full windows search of the client folder for *.tri, no hits. What am I missing here?


hrhr :)

the name TriExporter comes from .tri files which ccp uses long time ago for models.
the .tri files are not used anymore afaik, but the .gr2 (granny2, rad tools) files are the new model files which tri exporter can read and export.

after you started your copy of TriEexporter, you have to setup your eve folder.
there are .stuff files, thats the archives like .zip in which the whole resources (music, textures, effects, models) are stored at.

TsurugiSan
Gallente
Apoapsis Multiversal Consortium
Posted - 2010.09.30 18:17:00 - [868]
 

I've been all over this thread trying to find a way to get the TriExporter to work. all i get from windows is "TriExporter has stopped working..." and other gibberish. I'm on Win 7, I got the updated granny2.dll, i killed everything through the regedit search... I cannot get this thing to work. I've got both Blender and 3DSMax, and nowhere can I find anything that helps with TriExporter or any other .gr2 exporter... any ideas? Please?!

Serious Masta
Posted - 2010.10.01 07:04:00 - [869]
 

Originally by: TsurugiSan
I've been all over this thread trying to find a way to get the TriExporter to work. all i get from windows is "TriExporter has stopped working..." and other gibberish. I'm on Win 7, I got the updated granny2.dll, i killed everything through the regedit search... I cannot get this thing to work. I've got both Blender and 3DSMax, and nowhere can I find anything that helps with TriExporter or any other .gr2 exporter... any ideas? Please?!


hmm... all i know is to remove the regedit key
"HKEY_CURRENT_USER\Software\TriExporter - EVE"
which contains the eve directory.
if the path is invalid, the TriExporter wont start.

The new granny2.dll is just to load and export the .gr2 files and has *mostly* nothing to do with crashes at startup.

Dayfox
Caldari
Super Licky Bad Ass and Cool
Posted - 2010.10.08 11:01:00 - [870]
 

Originally by: Jack bubu
When using a testclient as source there is a new ship in it, called sansha carrier aswell as sansha fighter, but im a noob when it comes to exporting it and applying the textures etc..

anyone able to make that and post a screenshot of that thing? much appreciated :D

its found under dx9 -> models -> ships -> sansha -> carrier / fighter



Looks like the mesh's are complete, but the textures are WIP, the carrier is plain grey with no bump or specular mapping. The Fighter has a diffuse and i think a specular map, but no masks or surface lights info so far.


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