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Ronny Hendriks
FireStar Inc
Paxton Federation
Posted - 2006.06.12 01:15:00 - [91]
 

it took some fiddling around but i finally got it working correctly!
really nice tool you made here, thanks for that!

DJ P
Posted - 2006.06.12 09:32:00 - [92]
 

Hello.

I did it :D Hurrah!

I had some problems but I came around :)

If you want to use only GPL or GPL like programms (or you use Linux) you need

GIMP (unfortunately the DDS plugin website is down)
BLENDER
DDS Converter (From Here )
Basicaly you follow the above tutorial but you convert the .dds to .tga/.png and you flip it using GIMP.


Ronny Hendriks
FireStar Inc
Paxton Federation
Posted - 2006.06.12 13:56:00 - [93]
 

hmm.. can anyone help me to put those minmatar ships together?
i.e. the tempest model is far from complete by itself and needs
more parts but how can i find out which parts those are?

putting them together in 3dmax isn't going to be a problem
just don't know which parts i need to export.

any help would be welcome :)

DJ P
Posted - 2006.06.12 15:00:00 - [94]
 

Edited by: DJ P on 12/06/2006 15:03:15
Originally by: Ronny Hendriks
hmm.. can anyone help me to put those minmatar ships together?
i.e. the tempest model is far from complete by itself and needs
more parts but how can i find out which parts those are?

putting them together in 3dmax isn't going to be a problem
just don't know which parts i need to export.

any help would be welcome :)


Tempest is made of 2 parts. You need to work bit with it as 2 different models and then try to render both together.


elFarto
Deep Core Mining Inc.
Posted - 2006.06.12 21:07:00 - [95]
 

Originally by: Ronny Hendriks
hmm.. can anyone help me to put those minmatar ships together?
i.e. the tempest model is far from complete by itself and needs
more parts but how can i find out which parts those are?

putting them together in 3dmax isn't going to be a problem
just don't know which parts i need to export.

any help would be welcome :)


You mean like this. I wouldn't know, I read the blue files directly Very Happy.

But res:/model/ship/minmatar/mb2/armshape.tri and res:/model/ship/minmatar/mb2/pcube1shape.tri are the only models I'm loading for it.

Regards
elFarto

Arckame
ARCK
Posted - 2006.06.14 19:59:00 - [96]
 

If i don t have any problemes with ships textures and models, i can t use environnement maps with succes for space rendering.

some help with lightwave 8 ?

Jon Anser
Gallente
Aliastra
Posted - 2006.06.16 06:15:00 - [97]
 

hmmm. since you got the object onfo you could theoretically......Shocked

http://www.3dmodelprinting.com/

'twould be major AwsomenessVery Happy

Torin
Minmatar
Red Bone Corsairs
Posted - 2006.06.16 18:33:00 - [98]
 

How does one know which txtures are applied to which UV map? Or is one texture allpied to the whole ship?



Femaref
Armageddon Day
WE FORM VOLTRON
Posted - 2006.06.17 12:40:00 - [99]
 

Edited by: Femaref on 17/06/2006 13:06:47
Just a question: Where are the textures of the Battlecruisers, the carriers and Motherships? I can't find them in resTextures.stuff. And could anybody tell me the right alignment for the Amarr Titan texture?

Edit: I'm missing alot of textures. Where you got them from?

Banni Vinda
Posted - 2006.06.17 18:18:00 - [100]
 

Originally by: Femaref
Edited by: Femaref on 17/06/2006 13:06:47
Just a question: Where are the textures of the Battlecruisers, the carriers and Motherships? I can't find them in resTextures.stuff. And could anybody tell me the right alignment for the Amarr Titan texture?

Edit: I'm missing alot of textures. Where you got them from?


Well one battle cruiser I know is the Cyclone. The model is res/model/ship/minmatar/mbc1
There are two texture slots for this model, and they both use res/texture/minmatar/mbc1.dds

Nazza VonBraun
W2K1 Corp
Posted - 2006.06.17 19:14:00 - [101]
 

This tool is simply awesome!!

I've tryied and succeded with a lot of exports, but I have a question: how to recreate the game backgrounds? Is there a way? I've extracted some pics from res\textures\nebula\ but can't find how to use them correctly Sad

Femaref
Armageddon Day
WE FORM VOLTRON
Posted - 2006.06.17 19:42:00 - [102]
 

just put them on as background^^

Nazza VonBraun
W2K1 Corp
Posted - 2006.06.17 20:09:00 - [103]
 

Yep but when I try to render a movie I have a camera moving around, and I need an omnidiretional background like as I would see it inside EvE Neutral in the Yarrmageddon clip there's something similar to what I'd like to do, I've tried mixing many "nebulas" but always coming out with awful pics Embarassed

Femaref
Armageddon Day
WE FORM VOLTRON
Posted - 2006.06.17 23:43:00 - [104]
 

I suggest you are using 3dsMax, so go to Rendering > Envroiment, and select the button near the color tab. Select Bitmap, and get your Texture in it. Volią, Textures are in ;)

Kw4h
Dragon's Rage
Intrepid Crossing
Posted - 2006.06.18 13:10:00 - [105]
 

i think he means a 3d cubemap
The environmentmap in eve is a 6-'channel' dds texture. Each channel is for each face of the cube. The problem is that i also don't have a clue how to use this in 3ds max

Chuskarl's Daughter
Chuskarl's Family
Posted - 2006.06.18 17:51:00 - [106]
 

Edited by: Chuskarl''s Daughter on 18/06/2006 17:52:18
(Nazza VonBraun) Thx for the clue Kw4h! Very Happy I didn't noticed that but after ur post I've checked and yes, they're multi-level textures; I'm totally a noob Razz Femaref if u use a single picture stretched along all the background, as I did before, I suggest u to try the skybox method; it gives better results Wink

Femaref
Armageddon Day
WE FORM VOLTRON
Posted - 2006.06.19 11:53:00 - [107]
 

Edited by: Femaref on 19/06/2006 12:37:31
hmm, ok I'll have a look. I'm rather good in positioning, animatics, but a noob on textures. :)

btw, whats about making an ingamechannel just for these questions?

EDIT: I made one, it's name is "triexport-help" (without "").

Seidr
Noir.
Posted - 2006.06.19 12:53:00 - [108]
 

I'm having some trouble when exporting models, having vertices left unexported resulting in an incomplete render in 3DS Max, in particular with the Arbitrator and the Amarr titan. On the arb the bridge window is missing, and on the titan the docking pathway is missing. Does anyone know what I might be doing wrong, as they render perfectly apart from that.

Femaref
Armageddon Day
WE FORM VOLTRON
Posted - 2006.06.19 14:21:00 - [109]
 

You are exporting to .obj, right? Do it as 3ds. There you have the dockway on the Titan, on the Arbitrator im not sure, but _should_ work also. (I've it in my scenes atm)

btw, results from me:
Picture I
Picture II

Seidr
Noir.
Posted - 2006.06.19 23:52:00 - [110]
 

Perfect! Thanks Selvin :)

Femaref
Armageddon Day
WE FORM VOLTRON
Posted - 2006.07.01 09:07:00 - [111]
 

bumbage for this great tool!

Aknot Wat
Gallente
Aliastra
Posted - 2006.07.02 19:52:00 - [112]
 

Could someone please post a step-by-step tutorial on how to load models in to Triexporter please?

I have read all these posts and none really state how to use the program. The only option in Triexport is "Set Folder". There is no OPEN, or VIEW, etc.

I also am not finding any of these folders you are speakingf of in my EVE install directory. my "res" folder contains no sub folder anywhere with SHIPS.

I just want a tool that opens the meshes, exports them as .3DS or .OBJ with UVs. :)

Thanks.

"He Who Has Wanted To Make A Fan Film For Quite Some Time Now"

Selvin
Gallente
Galactic Fighters Organization
Posted - 2006.07.03 09:34:00 - [113]
 

just "set folder" and choose EVE folder ("C:\Program files\EVE" by default)
then TriExporter should open *.stuff files and show resources whitch are in as a tree of folders and files
then find model whitch u wana view/export and dblclick on it
then find textures and dblclick on em to load em
and finally select export model and choose file format

Caerleus
Achmed-Terrorist
IUS PRIMAE N0CTIS
Posted - 2006.07.07 12:40:00 - [114]
 

If anybody is able to give me some directions as to how this here noob could do this withing Cinema4D then I would be most helpful..

So far, I've managed to extract the object files and also the tga file for a thorax.

When I load the (obj) thorax file into Cinema4D, it gives it two materials, both of which I asssign as the texture map (tga).
These are both set to UVW Mapping.

Whilst most of the model looks ok, the nose area doesnt seem to align correctly.

I'm a bit of a novice as far as C4D and certainly textures and stuff are concerned, but I used to use C4D for animations so i'm fairly familiar with it.

MAny thanks.

C

Femaref
Armageddon Day
WE FORM VOLTRON
Posted - 2006.07.08 06:06:00 - [115]
 

Rotate the maps on the V-Axis with 180°.

Rumbaar
Solitary Forsaken
Posted - 2006.07.24 01:52:00 - [116]
 

I've read the first page, and most of last page, but I can't seem to work out how to download this program.

I visit the link in the first post, but it takes me to a discussion section and I can't read german (?)

Is this still available or an alternative?

Ackoogin
Caldari
hirr
Morsus Mihi
Posted - 2006.07.24 08:59:00 - [117]
 

Originally by: Rumbaar
I've read the first page, and most of last page, but I can't seem to work out how to download this program.

I visit the link in the first post, but it takes me to a discussion section and I can't read german (?)

Is this still available or an alternative?


The download links are on the page that is linked to in the OP. Scroll down the page until you see a version number link like:
new version:
0.4.0.1

Rumbaar
Solitary Forsaken
Posted - 2006.07.24 23:24:00 - [118]
 

Ah, thank you. So plain to see once you know. I feel a bit silly now :)


Rumbaar
Solitary Forsaken
Posted - 2006.07.25 22:42:00 - [119]
 

OK I'm a newB using 3ds Max 6. Now I've read through the thread now, looking for a definitive answer/guild but couldn't find one.

I don't have DeepExplorer to do any conversions from OBJ->3DS format.

Now in TriExplorer if I select the .tri file and have it load up for say the Merlin, then export to 3ds file. I can then go into 3ds Max choose import and it gets in ok, but with no textures or shading.

Ok, so I go back in, select the tri, then goto textures and select the appropriate (I think) dds files to give it texture and signs. I then choose export to 3ds file. Then goto 3ds Max and choose import but get a file error.

Is there a sure fire method of doing this, that someone like me who has no real clue but can pick it up fairly quick to manually add the 'skin' after I get the plain model in. Or is there a complete method I can use to get from TriExplorer to 3ds Max 6 ?

Any help would be appreciated. I have read the thread and used the method above. I tried installing bender to do conversions but couldn't work that one out either.

Veest
FinFleet
IT Alliance
Posted - 2006.07.26 16:41:00 - [120]
 

Edited by: Veest on 26/07/2006 16:44:47
Edited by: Veest on 26/07/2006 16:43:00
It's more fun if you can produce a solid model to get your hands on :)

[URL=http://img484.imageshack.us/my.php?image=megathron0028oc.jpg][/url]Please visit your user settings to enable images.


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