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LuciusAlbion
Posted - 2010.10.09 03:24:00 - [871]
 

I've been having an issue with the diffuse map. Whenever the texture is exported, there is almost nothing on the exported diffuse map.

Link

Kolatha
Posted - 2010.10.09 04:59:00 - [872]
 

Originally by: LuciusAlbion
I've been having an issue with the diffuse map. Whenever the texture is exported, there is almost nothing on the exported diffuse map.

Link

Disable the alpha channel.

LuciusAlbion
Posted - 2010.10.09 05:33:00 - [873]
 

Edited by: LuciusAlbion on 09/10/2010 05:50:49
Edited by: LuciusAlbion on 09/10/2010 05:50:37
I got rid of the Alpha, but most of the texture still isn't there.

Link

Edit: Never mind, I got something that can convert the textures just fine.

Serious Masta
Posted - 2010.10.09 11:47:00 - [874]
 

Originally by: LuciusAlbion
Edited by: LuciusAlbion on 09/10/2010 05:50:49
Edited by: LuciusAlbion on 09/10/2010 05:50:37
I got rid of the Alpha, but most of the texture still isn't there.

Link

Edit: Never mind, I got something that can convert the textures just fine.


And what do you got?
This information would be very useful for others ^^

LuciusAlbion
Posted - 2010.10.09 15:11:00 - [875]
 

Originally by: Serious Masta


And what do you got?
This information would be very useful for others ^^


I got a program called DDS Converter from here: Filefront
It's a bit of a pain to use, but it gets the job done.

Tonto Auri
Vhero' Multipurpose Corp
Posted - 2010.10.09 17:38:00 - [876]
 

I've already pointed the way to deal with alpha channel, probably it was in other threads.
GIMP
Color - Disassemble
Alpha: Color - Invert
Color - Reassemble

Could as well write a macro, if you need many files converted that way.

Wild Rho
Amarr
Silent Core
Posted - 2010.10.11 21:03:00 - [877]
 

Does anyone have any good tips / techniques for producing nice looking sun & engine glow effects in blender?

I've recently started to get the hang of composite rendering and am happy with the results so far but I just can't figure out how to produce a good engine trail or the "star effect" when the sun faces the camera (example).

Isaar Akaal
Posted - 2010.10.12 00:17:00 - [878]
 

Impressive work recreating the shaders. I've been stuck on this question also. I was able to figure out how EVE does their engines. It is actually a 4-paneled object with texture and glow maps. I was able to import this result in 3ds max, but I had no luck figuring out how to add their lens effects, but all I know is that the lens is a form of 3d sprite. Having the sprite slightly overlap when a ship is in front of it, I'm not so sure how to recreate that. If you want the RED file information for the engines, look in DX9\model\ship\booster.

Also, I doubt this will be available this year (or decade if it takes that long), but is there a possibility of TriExporter for supporting RED files for opening the models and shaders? Or maybe basic bone support for some ship animations, like the Phoenix's seige, or the Rorqual's Transformation.

Kolatha
Posted - 2010.10.12 04:36:00 - [879]
 

Originally by: Wild Rho
Does anyone have any good tips / techniques for producing nice looking sun & engine glow effects in blender?

I've recently started to get the hang of composite rendering and am happy with the results so far but I just can't figure out how to produce a good engine trail or the "star effect" when the sun faces the camera (example).

The star effect is pretty simple in 2.54.
Just add a single vertex object (a cube then merge), set the material to halo with 1 line.
Set it as a flare effect and adjust size and colour to suit. It's not perfect but it does kinda work.

For the best effects you need to play around with nodes. This has a good tutorial on nice flare effects. But it's scribd so good luck getting it to view correctly if you don't use chrome (it should in theory work in firefox as well).

For the engine effects you need to fiddle about with the particle system.

Serious Masta
Posted - 2010.10.12 09:15:00 - [880]
 

Edited by: Serious Masta on 12/10/2010 09:16:28
Originally by: Wild Rho
Does anyone have any good tips / techniques for producing nice looking sun & engine glow effects in blender?


maybe i have an explaination how the trails may work:
image link

Wild Rho
Amarr
Silent Core
Posted - 2010.10.17 11:11:00 - [881]
 

Thanks for the help. I was able to produce the sun effect I was aiming for.

Although the engine effect still needs some work I prefer the particle system approach as it reacts to the ship making turns giving a more convincing feel.

Result

Wild Rho
Amarr
Silent Core
Posted - 2010.10.20 18:33:00 - [882]
 

Does anyone have information on turret mounts?

I'm trying to add the turrets to a zealot render and have been able to get the turret models themselves without any issues but I can't seem to find the models for the actual mountings the turrets sit on (note: I don't mean the coordinates they are located at but the actual mount models).

Thanks.

Isaar Akaal
Posted - 2010.10.21 01:58:00 - [883]
 

res/dx9/model/turret

The models are a bit discombobulated, and I don't know why.

Wild Rho
Amarr
Silent Core
Posted - 2010.10.21 06:44:00 - [884]
 

I've already looked through there and all it seemed to contain was the turret models but not the mounts (for medium turrets anyway), although after taking a closer look in edit mode it seems that the mounts have been mashed together into the same spot as the turret itself for some reason.
Is there a simpler way to separate these things that doesn't involve doing it by hand?

Isaar Akaal
Posted - 2010.10.21 22:37:00 - [885]
 

I've managaged to get what appears to be mesh/polygon translations. Here is an example for the amarr Dreadnought lazer's RED file


componentTranslations:
- type: TriVector
- type: TriVector
y: -1.558
z: -2.226
- type: TriVector
y: 34.255
z: -35.329
- type: TriVector
- type: TriVector
z: -90

I would have to guess that I would have to select the polygons and translate them to where the RED leads. The poly groups are a bit... broken, but what I do is hide the bulk of the mesh (the base) and move the barrels to their intended destination. As for turret MOUNTS, I would have to assume the locations on where turrets go on the ship. Look in the ship's RED file and you should find the coordinates for the mounts. Rotation coordinates aren't in 360, so I would guestimate that value.

Wild Rho
Amarr
Silent Core
Posted - 2010.10.22 07:15:00 - [886]
 

Originally by: Isaar Akaal
I've managaged to get what appears to be mesh/polygon translations. Here is an example for the amarr Dreadnought lazer's RED file


componentTranslations:
- type: TriVector
- type: TriVector
y: -1.558
z: -2.226
- type: TriVector
y: 34.255
z: -35.329
- type: TriVector
- type: TriVector
z: -90

I would have to guess that I would have to select the polygons and translate them to where the RED leads. The poly groups are a bit... broken, but what I do is hide the bulk of the mesh (the base) and move the barrels to their intended destination. As for turret MOUNTS, I would have to assume the locations on where turrets go on the ship. Look in the ship's RED file and you should find the coordinates for the mounts. Rotation coordinates aren't in 360, so I would guestimate that value.


Yeah I've managed to get everything working now. In the end I just duplicate the model 3 times and delete the vertices for different parts of the turret until I had the 3 components (turret barrel, mount and base).
The turret locations were easy enough thanks to Kolathas guide.

It took a bit of work but I can now also get the turrets to rotate automatically to track to an empty mesh I use as its target, should make animating them alot easier now although I have to say out of all the "effects" I've been trying out turrets take the most work by far.

Lassman Gordan
Posted - 2010.10.22 07:20:00 - [887]
 

Originally by: Wild Rho
The turret locations were easy enough thanks to Kolathas guide.

which guide?

and please, that the RED file contains?

Kolatha
Posted - 2010.10.22 08:15:00 - [888]
 

Quick guide for blender users. Not great, it was mostly a quick and dirty "here's how to get started". It's nice to see at least one person has found it useful.

The red file contains all sorts of information about materials, locators and transformations.

I really gotta fix my site, set it up for search friendly links, and put some more work up.

Adamant Stehl
hirr
Morsus Mihi
Posted - 2010.10.23 04:53:00 - [889]
 

I have triexporter but where do you get the models from?
TY

Isaar Akaal
Posted - 2010.10.23 20:28:00 - [890]
 

Edited by: Isaar Akaal on 23/10/2010 20:30:05
Set your game directory. After doing so, go to res/dx9/model and you should find everything having to do with the 3d engine in there.

Also, can anyone help me with setting up materials in 3ds? I'm capable of getting the diffuse, normal, glow maps to work, but I want a bit of help with specular mapping. I don't want the material to be too dull or too glossy.

One more thing, and I've asked this already, but Is there going to be a release of TriExporter which opens RED files instead of the model itself? Benefits to this would be that it would POSSIBLY open all the shaders and models, along with MAYBE implement animations, such as blinking lights, or rigged animations like for the Phoenix, Rorqual, or maybe a rouge drone animation like this: http://www.youtube.com/watch?v=mcuXAg5CtQ0

I await a response. If there is not gonna be such a tool, then I'll deal with what I have.

EDIT: I don't have Vray or any other renderers, just the defaults.

Wild Rho
Amarr
Silent Core
Posted - 2010.10.25 19:03:00 - [891]
 

Last vid I'm going to post until I've completed my little movie project.
Zealots

Sorry for the video being so dark, for some reason the videos I upload end up like that after it's been processed in youtube. If anyone can recommend a format that doesn't get messed up I'd be grateful (current vids are AVI JPEG).


Here's some shots of what it looks like before going up on youtube:
1
2
3
4




Arson Gundarso
Posted - 2010.10.26 16:37:00 - [892]
 

I had this crazy idea of doing a starcraft 2 mod using eve models. Use custom races and all that jive, let people control eve fleets and do mighty battle.

I was wondering if any of you experts have a solid guide on converting everything over. Seems inordinatly complex.

Isaar Akaal
Posted - 2010.10.26 17:20:00 - [893]
 

What about effects? Starcraft 2 modding currently doesn't support custom effects. Models and animations are possible, but effects need to be worked on.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2010.10.27 10:21:00 - [894]
 

Edited by: Selvin on 27/10/2010 12:45:55
Edited by: Selvin on 27/10/2010 11:40:42
Edited by: Selvin on 27/10/2010 11:39:17
anyone tried to load *.sm_3_0_hi or *.sm_2_0_lo files ...
it seams to be fxo (compiled fx files)
anyway i tried ... and it is possible
all you need is add few bytes { 0xcf, 11, 240, 0xbc, 0x10, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0 } at the begining of file(this byte are needen in XNA at least)

now ... i'm wondering how to feed it (effect) with params hehe

fx.: FlashingLights.sm_3_0_hi Effect has this params:

Name: PerFramePS, Type: Void, Class: Struct
Name: PerFrameVS, Type: Void, Class: Struct
Name: PerObjectVS, Type: Void, Class: Struct
Name: SpriteCornerOffset, Type: Single, Class: Vector
Name: SpriteTexCoord, Type: Single, Class: Vector
Name: Time, Type: Single, Class: Scalar
Name: DiffuseMap, Type: Texture2D, Class: Object
Name: FLASH_PEAK_TIME, Type: Single, Class: Scalar

why i'm asking ... coz i'm trying to build smth new in C# using XNA try:
http://esilo.pl/EVEViewer.zip
(u need to download and install XNA 4.0 redist from Microsoft)
this sample works only with gal fighter(well its load other models but textures in content folder are for figter coz now it not support loading textures from stuff file)

i made my own Effect(fx) file but it not support all stuff what i'm tring to do is use compiled Effect from stuff file

movie

now working on C# red file parser :)


Serious Masta
Posted - 2010.10.28 07:32:00 - [895]
 

@Wild Rho: nice work. how did you do the engines?
@Selvin: send you a mail^^

Wild Rho
Amarr
Silent Core
Posted - 2010.10.30 07:09:00 - [896]
 

Originally by: Serious Masta
@Wild Rho: nice work. how did you do the engines?


I used a simple distorted UV sphere and particle effect to create the base image and then just used compositing to turn it into the engine effect in the video. If you're looking for something more specific let me know and I'll throw some screen shots up.

Serious Masta
Posted - 2010.10.30 15:32:00 - [897]
 

Originally by: Wild Rho
Originally by: Serious Masta
@Wild Rho: nice work. how did you do the engines?


I used a simple distorted UV sphere and particle effect to create the base image and then just used compositing to turn it into the engine effect in the video. If you're looking for something more specific let me know and I'll throw some screen shots up.


oh that would be very nice of you!

dragonyte
Posted - 2010.10.30 19:43:00 - [898]
 

Hey guys...I'm Not sure if you guys have ever addressed this for Maya but how would i get the lights on the ship added in? I took them off the dds and saved it to a tif. But i haven't seen anyone talk about how to add them to the model...I have been reading page after page and i might of just overlooked it but any help would be awesome...also im a noob to the whole 3d modeling stuff...

Siiee
Recycled Heroes
Posted - 2010.10.30 23:29:00 - [899]
 

I don't know surfacing in Maya but in Lightwave I just fed the lightmap to a gradient node to get the color I wanted, then blended that with the diffuse map. That all goes into your "diffuse" or "color" channel of your shader. Then pipe the original lightmap output into the luminosity channel of the shader as well.

Same principal should apply to Maya.

Chris Bailey
Posted - 2010.10.31 09:37:00 - [900]
 

@wildrho
How'd you get the background? Just get a picture and make a thin wall and add the picture as a texture


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