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Ceekt
Aliastra
Posted - 2011.03.08 03:52:00 - [991]
 

In short, yes.


AlleyKat
Gallente
The Unwanted.
Posted - 2011.03.09 02:19:00 - [992]
 

Originally by: NaK'Lin
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


Absolutely

Serious Masta
Posted - 2011.03.09 12:03:00 - [993]
 

Originally by: NaK'Lin
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


this would be AWESOME!

Foxgguy2001
Gallente
Second Hand Lions
Redneck Rage
Posted - 2011.03.10 19:43:00 - [994]
 

Originally by: NaK'Lin
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


As others have said, absolutely. If the length and content of discussion is of any indication, it would certainly have an impact on those who haven't the ability or are struggling with the nuances of putting all the pieces together. It'd surely expand the creative ability of the creative sub-community. :D I'm lazy too, so I'd certainly use it!

notweN tnerB
Posted - 2011.03.11 18:36:00 - [995]
 

I Love this program. I'm using Blender in place of 3ds. I have found that all the textures are flipped and when you import them into photoshop using the nvidia driver it prompts you to flip the textures. After i figured that out it has been smooth sailing.

Question: Is the green texture the bump map or what?


AlleyKat
Gallente
The Unwanted.
Posted - 2011.03.12 15:33:00 - [996]
 

Originally by: notweN tnerB
I Love this program. I'm using Blender in place of 3ds. I have found that all the textures are flipped and when you import them into photoshop using the nvidia driver it prompts you to flip the textures. After i figured that out it has been smooth sailing.

Question: Is the green texture the bump map or what?




This should make things clear.

AK

NaK'Lin
Posted - 2011.03.15 12:29:00 - [997]
 

Edited by: NaK''Lin on 15/03/2011 12:29:29
Ok, this had been slow for me... (39 hours without sleep staring and vertices...)
Work, RL obligations and other things have taken my time off my passion.

I am fairly new to the EVE and EVE 3D community, but not new to machinima and 3D.
I am still sifting through the damn .RED files and trying to understand every single setting and how it applies to other software.

Thanks to AlleyKat. i made a good leap forward in understanding things and a little brainstorming helped me get some good insight.
I put MAX plugin on hold, and I am focusing on creating (right now mainly with AK's help) one big resource package for UDK containing what will hopefully be all graphical resources of the game correctly mapped, textured and ready to use in UDK. That would mean that anyone downloading it for UDK could immediately start on working on the actual animation instead of getting props into the engine.

I generate normal maps with CrazyBump Pro, which makes a VERY good job.
No need of rearranging layers in PS and batch creation through sub-directories recursively. It also works faster than the photoshop DDS / normal plugin from nVidia.

Made some advances on the .RED -> HLSL conversion script, which ultimately will be useful for MAX/MAYA and UDK likewise.

Too many fronts to work on, but i'll report progress here periodically.

PS: SELVIN, in your .NET version of the RED file viewer you recently released you only take into account one texture map data from the RED file. Ships with more than one separate map information look very wrong due to this fact. You seem to parse only for the first mapping information of each respective .RED file.

AlleyKat
Gallente
The Unwanted.
Posted - 2011.03.17 20:57:00 - [998]
 

^^

Here is some very early work in progress

Youtube

Camera movement was WASD + mouse, so will not seem smooth.

All post-processing was realtime and done in UDK, including AA+Bloom+DOF+Motion Blur. Currently have AA notched upto 4xFSAA and that seems to be fine.

Just to clarify the above: The goal here is to create a single package inside UDK for the entire EVE universe, this opens up high-end rendering snapshots (4K renders at the click of a mouse) cinematics and whatever else is in the creators head.

Currently working on getting the right look and am not happy/satisfied with what you see here. Some of that is down to the way Trinity II handles things opposed to UDK and some of that is personal taste.

Any comments are much appreciated whether you post them here, youtube, PM, evemail w/e.

AK

Selvin
Gallente
Galactic Fighters Organization
Posted - 2011.03.23 12:15:00 - [999]
 

Originally by: NaK'Lin
Edited by: NaK''Lin on 15/03/2011 12:29:29
...
PS: SELVIN, in your .NET version of the RED file viewer you recently released you only take into account one texture map data from the RED file. Ships with more than one separate map information look very wrong due to this fact. You seem to parse only for the first mapping information of each respective .RED file.


this problem is connected to new pgs textures. My HLSL code doesn't work with this textures, it works only with ngs ... i got new HLSL code too but i need to find the way to select proper shader ... (if i will find some free time)

Flynn Fetladral
Royal Order of Security Specialists
Posted - 2011.03.24 13:11:00 - [1000]
 

I'm looking to import eve ship models via .3ds / .obj into Photoshop Extended for digital painting references. Does anyone know if anyone is hosting files already converted online? TriExporter is .NET? If so, it's not gonna work for me as I am rolling with OSX. Any thoughts / suggestions on being able to get my hands on the files / or be able to extract them on OSX myself would be awesome.

AlleyKat
Gallente
The Unwanted.
Posted - 2011.03.25 01:53:00 - [1001]
 

Originally by: Flynn Fetladral
I'm looking to import eve ship models via .3ds / .obj into Photoshop Extended for digital painting references. Does anyone know if anyone is hosting files already converted online? TriExporter is .NET? If so, it's not gonna work for me as I am rolling with OSX. Any thoughts / suggestions on being able to get my hands on the files / or be able to extract them on OSX myself would be awesome.


Just ask.

AK

Flynn Fetladral
Royal Order of Security Specialists
Posted - 2011.03.26 10:58:00 - [1002]
 

Originally by: AlleyKat
Originally by: Flynn Fetladral
I'm looking to import eve ship models via .3ds / .obj into Photoshop Extended for digital painting references. Does anyone know if anyone is hosting files already converted online? TriExporter is .NET? If so, it's not gonna work for me as I am rolling with OSX. Any thoughts / suggestions on being able to get my hands on the files / or be able to extract them on OSX myself would be awesome.


Just ask.

AK


Thanks very much. For now I'd really like to get my hands on Naglfar, Nidhoggur, Maelstrom, Tempest, Rifter. If I need more over time, I'll give a shout in this thread.

AlleyKat
Gallente
The Unwanted.
Posted - 2011.03.26 17:12:00 - [1003]
 

Originally by: Flynn Fetladral
Thanks very much. For now I'd really like to get my hands on Naglfar, Nidhoggur, Maelstrom, Tempest, Rifter. If I need more over time, I'll give a shout in this thread.


your wish is my command

AK

Flynn Fetladral
Royal Order of Security Specialists
Posted - 2011.03.27 08:37:00 - [1004]
 

Originally by: AlleyKat
Originally by: Flynn Fetladral
Thanks very much. For now I'd really like to get my hands on Naglfar, Nidhoggur, Maelstrom, Tempest, Rifter. If I need more over time, I'll give a shout in this thread.


your wish is my command

AK


w00t! Thanks man Very Happy

Dutch Psycho00
Posted - 2011.03.29 20:01:00 - [1005]
 

Edited by: Dutch Psycho00 on 29/03/2011 20:05:47

i am working on a small project right now using the eve models and their textures and UDK to create a promo video for my local town :)

here is the progress i made so far

first raw model extracted :


first texture job and loaded into udk and the progress after tweaking around with the texture files:

here

some more work with the textures done and loaded in the smugler gate in the background
here

if you have some tips for me please let me know here :)

- dutch

AlleyKat
Gallente
The Unwanted.
Posted - 2011.03.30 12:15:00 - [1006]
 

Originally by: Dutch Psycho00
if you have some tips for me please let me know here :)

- dutch


Other than perhaps cranking up the lights, it's looking really nice.

If you want better screenshots however, I'd do the following:

Create a skylight, then enter game mode in 'production' quality.

Hit the tab key to get your command line up then enter:

"TOGGLESCREENSHOTMODE” – to remove the default gun/hud (may have to do this more than once)
“FLY” – to remove gravity, giving you freeform x,y,z movement.

Position the viewport to a desired position.

Hit tab key again and enter:

“TILEDSHOT 1” – for a screenshot equal to your desktop resolution, which will appear in your screenshot folder for UDK
“TILEDSHOT 2” – for double your desktop resolution
“TILEDSHOT 3” – for triple your desktop resolution

And you can keep going on the size…

AK

chris poispads
Posted - 2011.03.30 13:26:00 - [1007]
 

Hello there guys. I'm a 3d modeller and a massive fan of eve for a view years now. unfortunately I've never been able to run tri exporter. I downloaded it, opened it once and it crashed never to reopen again much to my frustration, literally guys I have tried everything! I've been working hard on an eve based project in my spare time but i cant continue without a certain model. I'm after a few models but what I need the most is the 'gallente shuttle' with all its textures for 3dsmax. I will pay anyone 50mil isk if they can deliver a workable Gallente Shuttle max model with all the diff/normal/spec and any other texture maps that can be edited in photoshop. you can convo me in game or send a message if anyones interested.
thanks.

AlleyKat
Gallente
The Unwanted.
Posted - 2011.03.30 18:12:00 - [1008]
 

Originally by: chris poispads
Hello there guys. I'm a 3d modeller and a massive fan of eve for a view years now. unfortunately I've never been able to run tri exporter. I downloaded it, opened it once and it crashed never to reopen again much to my frustration, literally guys I have tried everything! I've been working hard on an eve based project in my spare time but i cant continue without a certain model. I'm after a few models but what I need the most is the 'gallente shuttle' with all its textures for 3dsmax. I will pay anyone 50mil isk if they can deliver a workable Gallente Shuttle max model with all the diff/normal/spec and any other texture maps that can be edited in photoshop. you can convo me in game or send a message if anyones interested.
thanks.


So, you have managed to export everything, but not the Gallente shuttle?

ZIP FILE

That is a zip of:

1X 3DS model (Smooth as required, 1-2 clicks should be more than enough)
1X DIFFUSE texture (RGB) LIGHTS (A)
1X NORMAL map (RGBA)
1X OCCLUSION map (RGBA)
1X SPECULAR map (RGBA)
1X PAINT texture (A)
1X RED TEXT FILE

Review the RED TEXT FILE as you will need to colour the PAINT texture file as indicated and the color values are 32-bit, so the coloring of the lights is "1.9294, 3, 2.6824, 1" for example.

The other values are exactly what they are listed as, and the PAINT Texture is also a mask, but I'm sure you can figure that out from reading the file.

Send the 50 mill to the first new player you see on your travels.

Regards,

AK


Jean CatClaw
Posted - 2011.03.30 20:50:00 - [1009]
 

Could somone explain how one should import a textured ship in UDK?

I have Maya 2011 and gimp at my disposal atm.. i can get the model and textures in maya(tho the texture coordinates are wrong).
I then export the selected model to *.FBX ..as it seemed the only thing that UDK was able to import..
The model seems ok in UDK, but it has no textures at all..

AlleyKat
Gallente
The Unwanted.
Posted - 2011.03.30 22:08:00 - [1010]
 

Originally by: Jean CatClaw
Could somone explain how one should import a textured ship in UDK?

I have Maya 2011 and gimp at my disposal atm.. i can get the model and textures in maya(tho the texture coordinates are wrong).
I then export the selected model to *.FBX ..as it seemed the only thing that UDK was able to import..
The model seems ok in UDK, but it has no textures at all..


Well...you could just do the texturing inside UDK and export the model into an ASE file click here for official UDK plugins for Max and Maya and use UDK for the Material creation, using the gimp files you've created.

I'd export from Tri-Exporter in OBJ, convert to ASE, get the textures, import it all, create the Material, then assign the material to the ASE mesh in UDK.

It's a long process no matter how you look at it - and although you can create some batch processing (export the whole DX9 folder from Tri-Exporter, then run batch processing in gimp and maya) you will still need to consider every model individually, as they all have their own (very) unique properties for specular etc.

Here's a short video of my process - Linkage

Materials need to be created somewhere, might as well do it in UDK.

AK

Elondris Singh
Gallente
Posted - 2011.03.31 06:31:00 - [1011]
 

Edited by: Elondris Singh on 31/03/2011 06:31:20
Edited by: Elondris Singh on 31/03/2011 06:30:56
Whelp, this is what I've come up with in 3ds Max: http://i.imgur.com/LwhQP.jpg
I tried to "decode" what the specularity, fresnel, and reflections parameters meant in the .red file, but in the end I ended up winging it as I went.

Jean CatClaw
Posted - 2011.03.31 06:55:00 - [1012]
 

Edited by: Jean CatClaw on 31/03/2011 06:56:37
Originally by: NaK'Lin
Edited by: NaK''Lin on 15/03/2011 12:29:29
Ok, this had been slow for me... (39 hours without sleep staring and vertices...)
Work, RL obligations and other things have taken my time off my passion.

I am fairly new to the EVE and EVE 3D community, but not new to machinima and 3D.
I am still sifting through the damn .RED files and trying to understand every single setting and how it applies to other software.

Thanks to AlleyKat. i made a good leap forward in understanding things and a little brainstorming helped me get some good insight.
I put MAX plugin on hold, and I am focusing on creating (right now mainly with AK's help) one big resource package for UDK containing what will hopefully be all graphical resources of the game correctly mapped, textured and ready to use in UDK. That would mean that anyone downloading it for UDK could immediately start on working on the actual animation instead of getting props into the engine.

I generate normal maps with CrazyBump Pro, which makes a VERY good job.
No need of rearranging layers in PS and batch creation through sub-directories recursively. It also works faster than the photoshop DDS / normal plugin from nVidia.

Made some advances on the .RED -> HLSL conversion script, which ultimately will be useful for MAX/MAYA and UDK likewise.

Too many fronts to work on, but i'll report progress here periodically.

PS: SELVIN, in your .NET version of the RED file viewer you recently released you only take into account one texture map data from the RED file. Ships with more than one separate map information look very wrong due to this fact. You seem to parse only for the first mapping information of each respective .RED file.


oh.. i might aswell wait for this ^^ and learn some UDK in the meantime.. :)

chris poispads
Posted - 2011.03.31 17:09:00 - [1013]
 

Originally by: Elondris Singh
Edited by: Elondris Singh on 31/03/2011 06:31:20
Edited by: Elondris Singh on 31/03/2011 06:30:56
Whelp, this is what I've come up with in 3ds Max: http://i.imgur.com/LwhQP.jpg
I tried to "decode" what the specularity, fresnel, and reflections parameters meant in the .red file, but in the end I ended up winging it as I went.
YEAH! that's awesome. how did you fit the textures? im totally lost on mine. how did you setup yours in the material editor?

Elondris Singh
Gallente
Posted - 2011.03.31 17:58:00 - [1014]
 

Here's my Material Tree
http://i.imgur.com/paCYg.jpg

If your facing the texture-flip issue, that's really really easy to fix in max.
http://i.imgur.com/Z47or.jpg

AlleyKat
Gallente
The Unwanted.
Posted - 2011.03.31 18:14:00 - [1015]
 

Originally by: Elondris Singh
Here's my Material Tree http://i.imgur.com/paCYg.jpg


You have a full res of that?

Jean CatClaw
Posted - 2011.03.31 18:54:00 - [1016]
 

Originally by: Elondris Singh
Here's my Material Tree
http://i.imgur.com/paCYg.jpg

If your facing the texture-flip issue, that's really really easy to fix in max.
http://i.imgur.com/Z47or.jpg


jezuz chr... all that for the textures on 1 model?

Elondris Singh
Gallente
Posted - 2011.03.31 19:34:00 - [1017]
 

Originally by: AlleyKat
Originally by: Elondris Singh
Here's my Material Tree http://i.imgur.com/paCYg.jpg


You have a full res of that?


Not really - I had to zoom out in order to get that shot as it is. I'm not gonna spend time in photoshop stitching screenshots of my material editor together >.<. I would send you the Material Library, but there are materials I used that are exclusive to the renderer I use, not to mention I have materials that I wrote, plus the base materials that my materials extend.

Originally by: Jean CatClaw
Originally by: Elondris Singh
Here's my Material Tree
http://i.imgur.com/paCYg.jpg

If your facing the texture-flip issue, that's really really easy to fix in max.
http://i.imgur.com/Z47or.jpg


jezuz chr... all that for the textures on 1 model?


Yup!.

Basically, here's a breakdown as to what's going on in my material. From left to right.

first, the textures themselves. They are simple bitmap parsers, and I use a Color Correct material to split them into the channels that I'd need. Example, On the Color Correct I can take the Green channel, map it to the red on the output, take the alpha, and map it to the green on the output - thus the normal map.

Diffuse Material is pretty simple. I just take a color value and multiply it with the diffuse texture - That get's plugged into the diffuse slot. The colors here are actually a vector of three floats, each one representing a channel - this way I'm not limited to "255" but I can plug in Overbright colors.

Same with Illuminence.

Specularity and Glossiness is essentially the same thing except I use a single float value and multiply it with the respective map instead of a color. Again, this is so I can bump the float values to above 1.0.

Normal map is basically plugged right into the normal-map-parser and is put into the bump slot.

Reflection uses a raytrace map with a falloff (set to Fresnel) in the filter slot. The fresnel's index of reflection/refraction is guesswork. I then plug in float values into the Fresnel's map textures. This is, again, so I can bump the values to above 1.0 (or 255 depending on how you think of it).

The Real magic happens at those four materials with the large thumbnails.
each one is a "coat" - The top one is the base, the middle one is where the "camo" lies, and the third one is the "paintjob" one.
These are all mixed together by the root node - the mask textures can be plugged into that layer material to dictate where it's restricted.


Make sense?

Wild Rho
Amarr
Silent Core
Posted - 2011.03.31 20:23:00 - [1018]
 

Anyone found a way to get the background textures with any decent quality? The only ones I've been able to find are 512x512 and these tend to look very rough when generating a render.

chris poispads
Posted - 2011.03.31 22:05:00 - [1019]
 

Edited by: chris poispads on 31/03/2011 22:08:04
check these out.
universes!
I saw this when getting my model. Much respect to AlleyKat.
Originally by: Wild Rho
Anyone found a way to get the background textures with any decent quality? The only ones I've been able to find are 512x512 and these tend to look very rough when generating a render.

Wild Rho
Amarr
Silent Core
Posted - 2011.03.31 22:47:00 - [1020]
 

Each of those faces are still 512 x 512 which I can already generate myself.
When I use these for the skybox of a scene they come out very fuzzy no matter what I've tried and I'm hoping someone knows if there are higher detail background textures or a way to scale the resolution on the current ones up without too much pixelation.


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