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Wild Rho
Amarr
Silent Core
Posted - 2010.11.01 08:05:00 - [901]
 

@Serious Masta

Here are the screen shots of how the engine glow was constructed...
UV sphere model and render result
Note: Ships models are given the env map texture so they are not rendered but obscure engine trails behind them.

Engine trail particle effect and render

Composite node map
(note: the bottom two input nodes are for producing the engine, the upper two input nodes are the main render and another input render for other details).



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


Convert the eve background textures to sphere maps. In blender create 4 UV Spheres.
Sphere 1 - Apply the background texture to it and set the alpha to somewhere between 0.5 and 0.7 (depending on the texture you're using). Make sure the texture mapping is set to sphere. This is the image nebula texture.

Spheres 2,3 and 4 - In edit mode select the vertices and delete all faces and edges. Use the random select on 50% to choose half of the vertices at random and rotate them in any direction. Repeat the select and rotate process a few times until the vertices are nicely mixed up.
Give the spheres the halo material. For each of these spheres give the halo a different shade of grey (typically 0.8, 0.6 and 0.4 has worked for me).

Give all four spheres a constraint to copy the cameras location (but not its rotation) so when you move the camera the background never seems to move.

Now you just need to scale up the spheres to a decent size to give you room to work with and increase the camera draw range to ensure it can still see them. Finally it's best to move those spheres to another layer while you work on the ships etc.

Serious Masta
Posted - 2010.11.02 12:16:00 - [902]
 

thank you!

Reug
Posted - 2010.11.13 00:02:00 - [903]
 

The original link here is broken, does anyone have a fixed link?

Isaar Akaal
Posted - 2010.11.13 01:02:00 - [904]
 

http://dl.eve-files.com/media/corp/SeriousM/TriExporter_2009.zip

Unlike previous versions, the .dll in this one supports the Moros Dreadnought several other ships. If only it supported export of .max files.

Dayfox
Caldari
Super Licky Bad Ass and Cool
Posted - 2010.11.13 01:07:00 - [905]
 

Originally by: Isaar Akaal
http://dl.eve-files.com/media/corp/SeriousM/TriExporter_2009.zip

Unlike previous versions, the .dll in this one supports the Moros Dreadnought several other ships. If only it supported export of .max files.


Thanks for this, iv just spent the last couple of hours looking for a new one for this very reason. What a coincidence. Where did it come from btw?

Iv just downloaded the Granny viewer and can now watch all the animations... no way of exporting them unfortunatly. Can see some interesting info thought, like the fact that the PES2 was created in Maya 2009.0 (64bit) with Granny Standard Exporter, SDK Version 2.8.25.0

Serious Masta
Posted - 2010.11.14 23:48:00 - [906]
 

Originally by: Dayfox

Thanks for this, iv just spent the last couple of hours looking for a new one for this very reason. What a coincidence. Where did it come from btw?


it comes from anno 1404 game :)

Wild Rho
Amarr
Silent Core
Posted - 2010.11.17 15:09:00 - [907]
 

Does anyone have a reliable way of converting the background textures into sphere/probe maps?

I tried the method mentioned earlier in the thread using the Cinema 4D plugin but it doesn't seem to work in the demo version.

AlleyKat
Gallente
The Unwanted.
Posted - 2010.11.18 10:56:00 - [908]
 

Originally by: Wild Rho
Does anyone have a reliable way of converting the background textures into sphere/probe maps?

I tried the method mentioned earlier in the thread using the Cinema 4D plugin but it doesn't seem to work in the demo version.


Using the DDS Nvidia plugin for Photoshop can yeild a perfect Cube Map/Texture Cube using the nebula files.

You just have to run the script, or export the image as a cubemap.

There is also a legacy ATI Cubemap program which they still have on their website somewhere.

AK

Orronin
Minmatar
Laterna Magica
Posted - 2010.11.26 11:31:00 - [909]
 

I was playing around with Triexporter a while ago.
A little test I made. Great tool ! Thank You !

Starcity of Amarr Prime

Star Artemis
Posted - 2010.11.27 17:01:00 - [910]
 

Would it be possible for anyone to post/upload an Avatar/Megathron .obj textured or untextured on here ?

AlleyKat
Gallente
The Unwanted.
Posted - 2010.11.29 23:28:00 - [911]
 

Originally by: Star Artemis
Would it be possible for anyone to post/upload an Avatar/Megathron .obj textured or untextured on here ?


Linkidge

AK

Serious Masta
Posted - 2010.11.30 08:10:00 - [912]
 

can anyone tell me where i can find the primae / noctis model?

i need the internal resource path because i cant find it :(

location can also be the sisi client.

thanks!

Star Artemis
Posted - 2010.11.30 19:49:00 - [913]
 

Originally by: AlleyKat
Originally by: Star Artemis
Would it be possible for anyone to post/upload an Avatar/Megathron .obj textured or untextured on here ?


Linkidge

AK


Thanks :)

AlleyKat
Gallente
The Unwanted.
Posted - 2010.11.30 20:49:00 - [914]
 

Originally by: Serious Masta
can anyone tell me where i can find the primae / noctis model?

i need the internal resource path because i cant find it :(

location can also be the sisi client.

thanks!


res/dx9/model/ship/special/science/pes2

or

res/dx9/model/ship/special/science/pes3

AK

Wild Rho
Amarr
Silent Core
Posted - 2010.12.01 09:51:00 - [915]
 

Is anyone able to provide some eve backgrounds converted to probe/sphere maps? I have not been able to find any free or trial programs that will let me do this and don't own Photoshop etc.

AlleyKat
Gallente
The Unwanted.
Posted - 2010.12.01 19:21:00 - [916]
 

Originally by: Wild Rho
Is anyone able to provide some eve backgrounds converted to probe/sphere maps? I have not been able to find any free or trial programs that will let me do this and don't own Photoshop etc.


ATI Cubemap Generator

HDR Shop v1 download

Nasa Nebulae images (need converting using one of the above)

Spacescape(for creating custom universes in cubemap/spheremap format)

GIMP (free photoshop alt)

DDS Plugin for GIMP

Unreal Development Kit (handles the rendering/cubemaps/animation/movie making/SFX/materials etc)

Enjoy,

AK

Wild Rho
Amarr
Silent Core
Posted - 2010.12.01 21:10:00 - [917]
 

Originally by: AlleyKat
Originally by: Wild Rho
Is anyone able to provide some eve backgrounds converted to probe/sphere maps? I have not been able to find any free or trial programs that will let me do this and don't own Photoshop etc.


ATI Cubemap Generator

HDR Shop v1 download

Nasa Nebulae images (need converting using one of the above)

Spacescape(for creating custom universes in cubemap/spheremap format)

GIMP (free photoshop alt)

DDS Plugin for GIMP

Unreal Development Kit (handles the rendering/cubemaps/animation/movie making/SFX/materials etc)

Enjoy,

AK

That's excellent, thank you. I'll take a look at these tomorrow :)

a55mu11e7
Posted - 2010.12.10 06:51:00 - [918]
 

is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.

AlleyKat
Gallente
The Unwanted.
Posted - 2010.12.12 23:06:00 - [919]
 

Originally by: a55mu11e7
is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.


No, seems ok - need an extract done?

AK

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2010.12.15 00:13:00 - [920]
 

Edited by: Foxgguy2001 on 16/12/2010 10:21:41
If anyone has an idea what specifically these are, or if the colors or turrets are put together right please let me know... I'm working on pulling them all out and making them available...but having some trouble...
updated...know what the projectile turrets are... and the large beam laser...but the 3 barreled laser, and the first plaster/rail lookin turret is still unidentified.
http://foxgguy2001.deviantart.com/gallery/?catpath=scraps#/d34w1ih

also... I'm trying to pull a background out to be able to use in a 3ds environment map....if anyone knows where they are please let me know!

malletman
Posted - 2010.12.16 20:38:00 - [921]
 

Originally by: Foxgguy2001
Edited by: Foxgguy2001 on 16/12/2010 10:21:41
If anyone has an idea what specifically these are, or if the colors or turrets are put together right please let me know... I'm working on pulling them all out and making them available...but having some trouble...
updated...know what the projectile turrets are... and the large beam laser...but the 3 barreled laser, and the first plaster/rail lookin turret is still unidentified.
http://foxgguy2001.deviantart.com/gallery/?catpath=scraps#/d34w1ih

also... I'm trying to pull a background out to be able to use in a 3ds environment map....if anyone knows where they are please let me know!
The turrets are labeled by first letter of race. ale111 for example is an Amarr large laser turret.

As for the skyboxes, I use ATI CubeMapGen to separate the skybox texture. After the skybox is separated, the bitmaps will be labeled from 00 to 05. When implementing them in max, use the material editor and create a reflect/refract map in any texture slot. The order I put the textures in descending order is 02, 03, 00, 01, 04, 05.

IMPORTANT!!! Rotate 02 and 03 180 degrees WITHOUT flipping them.

After that is done, go to the root material, copy the map, and paste it into the environment map. (rendering > environment) Not the best method for skyboxing, but it works.

Inform me if this works. for ya.

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2010.12.18 04:40:00 - [922]
 

Originally by: malletman

Inform me if this works. for ya.


Appreciate the quick reply! Yeah the ati program works as you describe... however when rendering them in max I notice they are considerably less detailed then they appear in-game... any wisdom or direction you could provide in this regard? If you happen to have any completed (materials) would you mind sending them my way?

malletman
Posted - 2010.12.18 17:37:00 - [923]
 

Edited by: malletman on 18/12/2010 17:41:12
Try adjusting the blur to the texture maps in the reflect/refract material. It should reduce pixelation. As for the stars, I would use video post to apply starfields, but I could use one of the starfield textures default to EVE and use a soft light overlay with it in Photoshop or whatever you use. The texture is 2 megapixels wide and tall, so scaling the nebula background will be neccessary to remove pixelation further. This will crunch on space more, but it's only a megabyte or less per image. Be sure to have about 200 megs free if making ALL the background textures.

If you want ships to reflect backgrounds, I would use a composite map, the specularity as the mask, a reflect/refract for the base, and instead of the background textures used in the environment, use the blurred textures found in the same folder as the raw background.

I tried this while typing the post, and it works great. Try it yourself and let me know how it is.

EDIT: Won't be posting again for a while since I'm too cheap to buy licenses OVER AND OVER again. Still, I MIGHT win a year of subscription if the design a spaceship contest goes into my favor.

a55mu11e7
Posted - 2010.12.21 09:49:00 - [924]
 

Originally by: AlleyKat
Originally by: a55mu11e7
is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.


No, seems ok - need an extract done?

AK


i would truly appreciate it kind sir.

extract to .obj if you could.

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2010.12.21 20:56:00 - [925]
 

Originally by: malletman


I tried this while typing the post, and it works great. Try it yourself and let me know how it is.

EDIT: Won't be posting again for a while since I'm too cheap to buy licenses OVER AND OVER again. Still, I MIGHT win a year of subscription if the design a spaceship contest goes into my favor.


I tried what you said, but am getting very poor results.... perhaps you wouldn't mind sending me the material? without textures if that suits you, but just so I can compare the properties of yours with mine? My email is on my deviantart page if you're willing...
http://foxgguy2001.deviantart.com/

AlleyKat
Gallente
The Unwanted.
Posted - 2010.12.22 16:50:00 - [926]
 

Originally by: a55mu11e7
Originally by: AlleyKat
Originally by: a55mu11e7
is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.


No, seems ok - need an extract done?

AK


i would truly appreciate it kind sir.

extract to .obj if you could.


Linky Winky

BTW,

The correct texture sequence for the Moros is:

002
001
002
002
001

And the best sequence I could find for the Nyx is:

001
002
002
001

AK

AlleyKat
Gallente
The Unwanted.
Posted - 2010.12.22 21:39:00 - [927]
 

Got bored...

Converted all 27 EVE backdrops into cubemaps/vertical crosses for people to download if they need it...

Linkidge

It's a 30 MB zipped file which expands into about 300 MB, with 27, 32-bit BMP files.

Enjoy.

AK

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2010.12.24 06:33:00 - [928]
 

Thanks for sharing them! Downloading now and will give them a whirl. Appreciate you taking the time, and sharing them! Will post back with my experience with them.

a55mu11e7
Posted - 2010.12.24 09:33:00 - [929]
 

Originally by: AlleyKat
Originally by: a55mu11e7
Originally by: AlleyKat
Originally by: a55mu11e7
is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.


No, seems ok - need an extract done?

AK


i would truly appreciate it kind sir.

extract to .obj if you could.


Linky Winky

BTW,

The correct texture sequence for the Moros is:

002
001
002
002
001

And the best sequence I could find for the Nyx is:

001
002
002
001

AK


i love you

Max Hardcase
The Scope
Posted - 2010.12.27 07:46:00 - [930]
 

Edited by: Max Hardcase on 27/12/2010 07:47:53
Anyway to get Gimp to remove the Alpha properly ( using the DDS plugin for GIMP) from the diffuse textures ? I'm not getting much detail on the diffuse bits.



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