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 : ... 29 30 31 32 [33] 34 35 36 37 ... : last (38)

Author Topic

AlleyKat
Gallente
The Unwanted.
Posted - 2011.01.24 15:02:00 - [961]
 

Edited by: AlleyKat on 24/01/2011 18:53:30
url edit

Originally by: Foxgguy2001
Can anyone get me a high-res .obj of the sansha station model? For the life of me a just can't get the high res version to export...only the low and medium res...



Took a while...

SS1

I'm hoping you meant the one you see on the login screen.

AK

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2011.01.25 08:10:00 - [962]
 

perfect... that's exactly what I was looking for. Very much appreciate you taking the time to export it and put it up for download.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2011.01.26 10:38:00 - [963]
 

AlleyKat how did u fix it ... i can't find bug in triexporter ...
i'm sure that this bug is connected to bad indices but ... huh can't find it

Selvin
Gallente
Galactic Fighters Organization
Posted - 2011.01.26 20:31:00 - [964]
 

Edited by: Selvin on 26/01/2011 20:33:57
Finaly i found the bug... It was the size of indiecies...short was too short... int shoul be enough... tomorrow ill upload new version

lib3ds not suport so big indicies i dont know if export to 3ds will work corectly but export to x and obj should work (ive tested it)

ive also found better way to loading vertices and indices...instead of GrannyMeshGetVertices now im using GrannyMeshCopyVertices(or smthg like that) get function returns raw vertices and then i had to convert it to useable format. ..copy version convert it automagicaly :)

AlleyKat
Gallente
The Unwanted.
Posted - 2011.01.26 21:32:00 - [965]
 

Originally by: Selvin
AlleyKat how did u fix it ... i can't find bug in triexporter ...
i'm sure that this bug is connected to bad indices but ... huh can't find it


I ripped the DirectX calls from the Triexporter.net red file and imported it into Max. Smoothed out the lines a bit and just exported it as an obj file.

I didn't beleive it was a bug, but was related to the volumetric lighting you see at login, as the additional polygons (in my minds eye) were transparent and could only be seen by the effect they had on volumetric lighting.

Guess I was wrong.

AK

Selvin
Gallente
Galactic Fighters Organization
Posted - 2011.01.27 10:30:00 - [966]
 

new version
-small indices fixed (so now you can export sansha station Very Happy )
-new loading code


it is distributed without granny2.dll ... find it on your own in this thread(page 29 Serious Masta post)

Serious Masta
Posted - 2011.01.27 16:19:00 - [967]
 

Originally by: Selvin
new version
-small indices fixed (so now you can export sansha station Very Happy )
-new loading code


it is distributed without granny2.dll ... find it on your own in this thread(page 29 Serious Masta post)


hey selvin, thanks^^

can you update your first post to show your current version of the tri exporter?
this will help new users they dont grew up with this thread :)

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2011.01.27 21:57:00 - [968]
 

Awesome! Very much appreciate the update!

Wild Rho
Amarr
Silent Core
Posted - 2011.02.03 21:40:00 - [969]
 

Does anyone know where the Sabre model and red file is? I can find the thrasher one easily enough but can't seem to locate the sabre.

Kolatha
Posted - 2011.02.04 08:26:00 - [970]
 

Originally by: Wild Rho
Does anyone know where the Sabre model and red file is? I can find the thrasher one easily enough but can't seem to locate the sabre.


dx9>model>ship>factionpc>mde1_factionpc for the model and textures
the .red is one level up

Wild Rho
Amarr
Silent Core
Posted - 2011.02.04 08:33:00 - [971]
 

Originally by: Kolatha
Originally by: Wild Rho
Does anyone know where the Sabre model and red file is? I can find the thrasher one easily enough but can't seem to locate the sabre.


dx9>model>ship>factionpc>mde1_factionpc for the model and textures
the .red is one level up


Oh I thought that was an npc model for some reason, many thanks :)

KuroiOokami
Posted - 2011.02.07 02:17:00 - [972]
 

I've downloaded triexporter, but when I go through to the models,m all I have are a gallente celestis model an some half circle minmatar model, I don't have any caldari or any amarr models.

Kolatha
Posted - 2011.02.07 09:03:00 - [973]
 

Originally by: KuroiOokami
I've downloaded triexporter, but when I go through to the models,m all I have are a gallente celestis model an some half circle minmatar model, I don't have any caldari or any amarr models.

The path you want is
res>dx9>model
not
res>model

Toros Revoke
Revoke Foundation
Posted - 2011.02.07 13:41:00 - [974]
 

Does anyone know of a way to extract the ship models if you're one of those unfortunates using a Mac without Bootcamp?

AlleyKat
Gallente
The Unwanted.
Posted - 2011.02.07 15:25:00 - [975]
 

Originally by: Toros Revoke
Does anyone know of a way to extract the ship models if you're one of those unfortunates using a Mac without Bootcamp?


No idea, other than someone doing it for you.

If there are some models in particular you'd like, I'm sure the good people of this thread would oblige.

AK

KuroiOokami
Posted - 2011.02.07 16:24:00 - [976]
 

Originally by: Kolatha
Originally by: KuroiOokami
I've downloaded triexporter, but when I go through to the models,m all I have are a gallente celestis model an some half circle minmatar model, I don't have any caldari or any amarr models.

The path you want is
res>dx9>model
not
res>model



Yer I realized my mistake after looking through afew of the folders, now TriExporter crashes the moment I try to launch it,

<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="TriExporter 2009.exe" FILTER="GRABMI_FILTER_PRIVACY">
<MATCHING_FILE NAME="granny2.dll" SIZE="618496" CHECKSUM="0x620FB6CA" BIN_FILE_VERSION="2.8.12.0" BIN_PRODUCT_VERSION="2.8.12.0" PRODUCT_VERSION="2.8.12.0" FILE_DESCRIPTION="Granny" COMPANY_NAME="RAD Game Tools, Inc." PRODUCT_NAME="Granny" FILE_VERSION="2.8.12.0" LEGAL_COPYRIGHT="© Copyright 1999-2008 by RAD Game Tools, Inc., All Rights Reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x0" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="2.8.12.0" UPTO_BIN_PRODUCT_VERSION="2.8.12.0" LINK_DATE="02/17/2009 22:55:51" UPTO_LINK_DATE="02/17/2009 22:55:51" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="TriExporter 2009.exe" SIZE="434176" CHECKSUM="0xEBA1D893" BIN_FILE_VERSION="0.4.1.5" BIN_PRODUCT_VERSION="0.4.1.5" PRODUCT_VERSION="0, 4, 1, 5" FILE_DESCRIPTION="TriExporter 2009" PRODUCT_NAME="TriExporter 2009" FILE_VERSION="0, 4, 1, 5" ORIGINAL_FILENAME="TriExporter.exe" INTERNAL_NAME="TriExporter 2009" LEGAL_COPYRIGHT="Copyright © 2005 Selvin. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="0.4.1.5" UPTO_BIN_PRODUCT_VERSION="0.4.1.5" LINK_DATE="01/07/2008 12:22:42" UPTO_LINK_DATE="01/07/2008 12:22:42" VER_LANGUAGE="Polish [0x415]" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
<MATCHING_FILE NAME="kernel32.dll" SIZE="1014784" CHECKSUM="0x33366A52" BIN_FILE_VERSION="5.2.3790.4417" BIN_PRODUCT_VERSION="5.2.3790.4417" PRODUCT_VERSION="5.2.3790.4417" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.2.3790.4417 (srv03_sp2_qfe.081125-1348)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xFF035" LINKER_VERSION="0x50002" UPTO_BIN_FILE_VERSION="5.2.3790.4417" UPTO_BIN_PRODUCT_VERSION="5.2.3790.4417" LINK_DATE="11/25/2008 18:25:12" UPTO_LINK_DATE="11/25/2008 18:25:12" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>

Thats the error code in the .txt file.

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2011.02.08 18:45:00 - [977]
 

Originally by: Toros Revoke
Does anyone know of a way to extract the ship models if you're one of those unfortunates using a Mac without Bootcamp?


If you want any exported let us know...we'll get em to ya.

Toros Revoke
Revoke Foundation
Posted - 2011.02.09 14:22:00 - [978]
 

Originally by: Foxgguy2001
Originally by: Toros Revoke
Does anyone know of a way to extract the ship models if you're one of those unfortunates using a Mac without Bootcamp?


If you want any exported let us know...we'll get em to ya.


That'd be really cool! I'm after the Anathema for a modelamking project,it's pretty difficult to actually see the ship through all the sexy details, also it might be nice to see if its worth getting some parts of it prototyped.

AlleyKat
Gallente
The Unwanted.
Posted - 2011.02.11 18:30:00 - [979]
 

Originally by: Toros Revoke
That'd be really cool! I'm after the Anathema for a model-making project,it's pretty difficult to actually see the ship through all the sexy details, also it might be nice to see if its worth getting some parts of it prototyped.


Ok, I exported the obj for you:

OBJ file

And I felt the urge to render it and create a desktop wallpaper, below in 2560x1600, should anyone wish to DL it.

Anathema Desktop Wallpaper

Enjoy.

AK

Ishimaru Hun
Posted - 2011.02.17 13:08:00 - [980]
 

Bump for an awesome program
Also, does anyone know how to extract the carbon models and rig them? I used dxripper 3d to rip my own character back when he was flagged for customization, but have not been able to rig it correctly. Any advice would be appreciated.

AlleyKat
Gallente
The Unwanted.
Posted - 2011.02.21 17:59:00 - [981]
 

Originally by: Ishimaru Hun
...does anyone know how to extract the carbon models and rig them? I used dxripper 3d to rip my own character back when he was flagged for customization, but have not been able to rig it correctly. Any advice would be appreciated.


You talking about animation rigging, like bones and joints? Or rigging the textures into MAX?

If it's the former there are lots of tutorials on the 'net for this kinda thing, if it's the latter, it pretty much just works but you'll have to go through all of the texture files and manually set them up inside MAX.

AK

Ishimaru Hun
Posted - 2011.02.22 02:20:00 - [982]
 

Edited by: Ishimaru Hun on 22/02/2011 02:27:02
Yea, rigging bones. I also have had no luck using triexporter to extract the character models, even a basic one, so I have had to rely on directx ripper 3d, which unfortunately, makes rigging multiple characters very difficult and inefficient use of time

Also wondering if anyone knows how to import gr2 files into 3ds max 2011

malletman
Posted - 2011.02.22 03:07:00 - [983]
 

Edited by: malletman on 22/02/2011 03:08:20
Originally by: Ishimaru Hun
Also wondering if anyone knows how to import gr2 files into 3ds max 2011


I have searched all over for this answer, but I found nothing. Although, I have found a converter that can convert the bones to .SMD and, depending on how recent CCP made the model, can convert that mesh data pre-rigged. I'd recommend getting the SMD plugin for 3ds max (google is your friend), and I can provide the converter.

GR2 Converter (one that works!)

I've tested it, and it works with recent models, but older Trinity models such as the Minmatar and Caldari dreadnoughts couldn't have their meshes converted with the rig.

AlleyKat
Gallente
The Unwanted.
Posted - 2011.02.22 19:17:00 - [984]
 

Originally by: Ishimaru Hun
Yea, rigging bones. I also have had no luck using triexporter to extract the character models, even a basic one, so I have had to rely on directx ripper 3d, which unfortunately, makes rigging multiple characters very difficult and inefficient use of time

Also wondering if anyone knows how to import gr2 files into 3ds max 2011


Just trying to understand what your end goal is here, all troubles aside.

Are you looking to create an animated scene using the models from the game?

The Incarna animation system used the same animation software as GTA VI btw, found here. This is why there are lots of .NSA and .MOR files. Complete guess, but I think this is what they will be using for WoD also.

Take a look at the RES/GRAPHICS/ section for more details - there is even some static WoD stuff in there under the 'interior' section.

AK

Jacob Holland
Gallente
Weyland-Vulcan Industries
Posted - 2011.02.26 18:26:00 - [985]
 

I'm having some issues with the textures...
When I open the texture for the Orca (I'm following a tutorial on youtube) in GIMP all I get is a few black dots on what looks like a transparent background.
It looks like all I'm actually getting is the alpha channel, the light map, am I using the right texture (orca-d00.tga)? Have I exported the texture incorrectly?

AlleyKat
Gallente
The Unwanted.
Posted - 2011.02.27 12:04:00 - [986]
 

Originally by: Jacob Holland
Have I exported the texture incorrectly?


Somehow yes, you have. I just did a test and imported it all into UDK, it looks fine.

You want my textures files?

AK

Swp
Caldari
ROMANIA Renegades
ROMANIAN-LEGION
Posted - 2011.02.28 00:57:00 - [987]
 

Edited by: Swp on 28/02/2011 01:44:16
nvm

Kolatha
Posted - 2011.02.28 13:09:00 - [988]
 

Edited by: Kolatha on 28/02/2011 13:11:06
Originally by: Jacob Holland
Have I exported the texture incorrectly?

No, you haven't done anything wrong. Gimp is just a piece of garbage when it comes to working with layers and alpha channels.

There is an option to decompose an image into separate channels somewhere in the dds plugin. Last post in this thread has some instructions that just might help.

Jacob Holland
Gallente
Weyland-Vulcan Industries
Posted - 2011.03.01 08:22:00 - [989]
 

Yep - that seems to have done it - ty.
Now to see how the 3d printer handles things :-)

NaK'Lin
Posted - 2011.03.07 20:30:00 - [990]
 

Edited by: NaK''Lin on 07/03/2011 20:36:32
Hi everyone,

I am *fairly* new to eve, but not new to 3D.
I have done my fair share of contributions to the machinima and hybrid machinima scene.

Since I have been hooked on EVE and I am in the process of working on a rather large project, I would like to express my thanks to the author and contributors of Tri-Exporter.

I have been going through the whole thread rather briefly (LONG!!!), and by playing with the exported resources myself, I got tired of reading the RED files myself in order to get the right parameters for the models.

I currently have my own WiP import script (for testing) for red files, automatically applying the given data to materials and models in 3DS MAX.

Would there be any need for this for the active people here?
If so, I am willing to polish it, make some noob friendly UI and polish it up, then distribute it.

Greetings and keep up the good work.

--NaK


Pages: first : previous : ... 29 30 31 32 [33] 34 35 36 37 ... : 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