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 : ... 2 3 4 5 [6] 7 8 9 10 ... : last (38)

Author Topic

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2006.12.18 21:37:00 - [151]
 

Edited by: j0sephine on 18/12/2006 21:36:59

"Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part Razz"

* download and install DDS import plugin from dstorm page ... it's included in DirectX Export package and while not necessary, makes things way more convenient.

* unstuff the .res files to some work directory

* load model of choice into TriExporter, export to .obj file format

* launch Lightwave layout, click Load Object (+ shortcut key) and pick your .obj object

* open Image Editor (f6) click Load button, navigate and select texture files for the model from the work folder with unstuffed res files. Generally these are located in Textures sub-folder and match the name of object itself ... e.g. res/textures/caldari/cc1/ holds textures for Caldari cruiser which sits in folder res/model/ship/caldari/cc1

* close Image Editor, open Surface Editor. Your object will be listed there, with one or more surfaces named shape0, shape1 etc.

* click shape0 surface, set the colour to white (255, 255, 255), open colour texture layers (small T to the right of colour field) ... in the window that opens set Projection to UV, select "OBJ_UVTextureMap" as the UVMap in drop-down below, then in the Image dropdown select the texture to apply (one of images you loaded in earlire step)

* confirm setup with Use Texture button, repeat step above for other shapeX surfaces

... that's good enough for really basic render. Save the object in lightwave format for further work, play with textures further if you want to.

ask me in corp chat about some possible shortcuts ;s


Hellcore
Minmatar
Reikoku
Cascade Imminent
Posted - 2006.12.19 04:58:00 - [152]
 

Originally by: j0sephine
Edited by: j0sephine on 18/12/2006 21:36:59

* download and install DDS import plugin from dstorm page ... it's included in DirectX Export package and while not necessary, makes things way more convenient.

* unstuff the .res files to some work directory

* load model of choice into TriExporter, export to .obj file format

* launch Lightwave layout, click Load Object (+ shortcut key) and pick your .obj object

* open Image Editor (f6) click Load button, navigate and select texture files for the model from the work folder with unstuffed res files. Generally these are located in Textures sub-folder and match the name of object itself ... e.g. res/textures/caldari/cc1/ holds textures for Caldari cruiser which sits in folder res/model/ship/caldari/cc1

* close Image Editor, open Surface Editor. Your object will be listed there, with one or more surfaces named shape0, shape1 etc.

* click shape0 surface, set the colour to white (255, 255, 255), open colour texture layers (small T to the right of colour field) ... in the window that opens set Projection to UV, select "OBJ_UVTextureMap" as the UVMap in drop-down below, then in the Image dropdown select the texture to apply (one of images you loaded in earlire step)

* confirm setup with Use Texture button, repeat step above for other shapeX surfaces

... that's good enough for really basic render. Save the object in lightwave format for further work, play with textures further if you want to.

ask me in corp chat about some possible shortcuts ;s




Thanks for the hints j0 <3

elFarto
Deep Core Mining Inc.
Posted - 2006.12.21 15:27:00 - [153]
 

Originally by: Hellcore
Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part Razz

For anyone interested, I wrote an importer for Lightwave that can open the .tri's directly. It's available here.

It should work exactly the same, bar the fact the tri file may contain more than one uv-map so you'll get a choice, you'll just need to play with the to see which one is the correct one.

I haven't tested it in Lightwave 9, gimme a shout if it doesn't work.

Regards
elFarto

Hellcore
Minmatar
Reikoku
Cascade Imminent
Posted - 2006.12.22 01:24:00 - [154]
 

Originally by: elFarto

For anyone interested, I wrote an importer for Lightwave that can open the .tri's directly. It's available here.

It should work exactly the same, bar the fact the tri file may contain more than one uv-map so you'll get a choice, you'll just need to play with the to see which one is the correct one.

I haven't tested it in Lightwave 9, gimme a shout if it doesn't work.

Regards
elFarto


Will give it a try and let you know Smile

Suberus
Caldari
Posted - 2007.01.12 14:18:00 - [155]
 

I always seem to have a problems with the UV mapping when opening these files in Maya

Ill give it another try tonight, and upload an image so you can see whats going on.

The problem is, redoing the UV mapping isnt that straightforward ;)

Muonium
Posted - 2007.01.21 19:15:00 - [156]
 

im having trouble getting the texture correct..

im using irfanview with the DDS plugin, and im saving to png rotated, flipped vertical / horizontal.. all sorts. and its never correct.

im using blender. and have followed the blender instructions on page 3 from Banni Vinda, thanks, but its just the texture im having issues with now. any ideas ? is irfanview not a good tool to use?, not got photoshop, so dont know what else to try.

Gallente Citizen 1356
Gallente
Aliastra
Posted - 2007.01.23 16:21:00 - [157]
 

Ive been looking for something like this. I have a problem though. I have the triexporter program up and running, but can't find any models to open. I browsed to the location shown in some of the screengrabs, but there are no folders there?

Fuhshizzle
Posted - 2007.01.23 20:53:00 - [158]
 

Very cool plugin. Following the instructions on the forum made it pretty painless. Heres a couple renders I did using 3dsmax and vray. If someone wanted something like this, or an idea for something, lemme know.


Harbinger simple skylight
Please visit your user settings to re-enable images.

Harbinger moody lighting
Please visit your user settings to re-enable images.

Megathron simple skylight
Please visit your user settings to re-enable images.

Megathron moody lighting
Please visit your user settings to re-enable images.

Zelorise
Minmatar
New Age Flying Industries
REPUBLIC OF PANORAD
Posted - 2007.01.27 21:59:00 - [159]
 

linkys please not pics

Avon
Caldari
Versatech Co.
Raiden.
Posted - 2007.01.28 14:07:00 - [160]
 

Originally by: Fuhshizzle
Very cool plugin. Following the instructions on the forum made it pretty painless. Heres a couple renders I did using 3dsmax and vray. If someone wanted something like this, or an idea for something, lemme know.


You need to X mirror your models.

TheReverend
Most Wanted INC
White Noise.
Posted - 2007.01.28 20:00:00 - [161]
 

Originally by: Avon
Originally by: Fuhshizzle
Very cool plugin. Following the instructions on the forum made it pretty painless. Heres a couple renders I did using 3dsmax and vray. If someone wanted something like this, or an idea for something, lemme know.


You need to X mirror your models.



why? what would that accomplish?

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2007.01.28 21:47:00 - [162]
 

"why? what would that accomplish?"

If you take a look at posted Megathron image, you'll note it's mirror of in-game model (the not symmetrical bits are on the opposite sides)

Kata Dakini
Amarr
Flatiron Academy
Posted - 2007.01.29 11:07:00 - [163]
 

Mapping the Machariel is really frustrating me.

Whoever had it working needs to share steps.

Fuhshizzle
Posted - 2007.01.29 16:19:00 - [164]
 

wheres it located in the triexporter program?

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2007.01.30 01:50:00 - [165]
 

"wheres it located in the triexporter program?"

Not sure if it's there, but it should be easy to flip the mesh once you have it loaded into 3d rendering program? ^^;;

Selvin
Gallente
Galactic Fighters Organization
Posted - 2007.01.30 12:51:00 - [166]
 

there isnt ... i didnt know if its needed :)
anyway u can always modify source of program coz its available to download too ;P

Fuhshizzle
Posted - 2007.01.30 15:43:00 - [167]
 

Originally by: j0sephine
"wheres it located in the triexporter program?"

Not sure if it's there, but it should be easy to flip the mesh once you have it loaded into 3d rendering program? ^^;;


yeah sorry I was referring to the person looking for the texture of the marchurial.

ursula miner
Gallente
Posted - 2007.02.02 12:35:00 - [168]
 

Edited by: ursula miner on 04/02/2007 12:45:28
Edited by: ursula miner on 02/02/2007 17:31:08
Nearly there...all I need now is to get the texture working.

Raphe Steeler
Maelstrom Crew
The Cartel.
Posted - 2007.02.02 15:38:00 - [169]
 

Edited by: Raphe Steeler on 02/02/2007 16:00:03
I'm having a terrible time exporting and re-assembling the Typhoon (all the Minmatar ships, really) in Maya. Does anyone know which textures go with the 'Phoon? mb1.dds covers part of the frame, and junk_new.dds forms the external doodads. But I'm missing a good chunk of the out frame and the entire interior. Any hints?

Wish there were a comprehensive list of what textures fit to which models.

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2007.02.03 16:51:00 - [170]
 

Edited by: j0sephine on 03/02/2007 16:48:33

"Does anyone know which textures go with the 'Phoon?"

Typhoon is done as follows:

* chunk 1 and 2: M_MainA.dds applied with 2nd UV set, on top of it there's machi2.dds applied using 1st UV set

* chunk 3 and 4: mb1.dds

it's the two layer texturing that's likely to give people problems ^^;

Mara Crys
Posted - 2007.02.03 21:36:00 - [171]
 

Edited by: Mara Crys on 03/02/2007 21:33:26
Quote:
chunk 1 and 2: M_MainA.dds applied with 2nd UV set, on top of it there's machi2.dds applied using 1st UV set


Thanks. This may be moot since I'm not using 3ds and am assembling by hand in Maya, but is there a way to switch between UV sets in TriExporter itself to see the layout?

(I don't know why the forum keeps switching me to this alt, but this is obviously Raphe from above)

elFarto
Deep Core Mining Inc.
Posted - 2007.02.03 22:17:00 - [172]
 

Originally by: Mara Crys
Thanks. This may be moot since I'm not using 3ds and am assembling by hand in Maya, but is there a way to switch between UV sets in TriExporter itself to see the layout?

(I don't know why the forum keeps switching me to this alt, but this is obviously Raphe from above)


If TriExporter uses .obj files, then no. The problem with obj files is they only have support for 1 UV map. This was the whole reason behind me writing the lightwave plugin.

Regards
elFarto

ursula miner
Gallente
Posted - 2007.02.04 12:42:00 - [173]
 

Edited by: ursula miner on 04/02/2007 12:47:27
Edited by: ursula miner on 04/02/2007 12:43:39
Edited by: ursula miner on 04/02/2007 12:41:06
Sorted! thanks for the info guys!

Please visit your user settings to re-enable images.

Raphe Steeler
Maelstrom Crew
The Cartel.
Posted - 2007.02.04 21:05:00 - [174]
 

Here's a test render of the scene I'm working on. The textures are fudged and modified, but it's working out pretty well. Thanks for the software and support, gang.

Please visit your user settings to re-enable images.

Takis Shiro
Evocati.
Posted - 2007.02.04 23:53:00 - [175]
 

I have to say I had a plaay with Triexporter today and got very lost, I still can't make a texture fit on an object inside the application. Am I missing something with the .blue files? An idiots guide into getting the textures onto the file or a whack on the head and point to the appropriate part of a thread would be greatly appreciated.

Infact should we not be subbmiting bits of this thread to the app writer as a help in the next version?

Arcalane Celso
Caldari
Merch Industrial
GoonSwarm
Posted - 2007.02.10 11:40:00 - [176]
 

Wow, those are some really nice renders. :)

Were those done in 3ds or Lightwave?

DuckQuack
Caldari
Decisive Outcomes
Posted - 2007.02.11 20:36:00 - [177]
 

great tool...

would it be allowed by ccp, if we started a project to extract all the common models, and shared them online, so people didn't need to extract them all anymore?

Piccolo Lupo
Posted - 2007.02.19 14:20:00 - [178]
 

Check it out, turns out 3ds is easiest way to produce these things (for me anyway). Any idea how to add the trails or the secondary flashing lights etc?

cheers.

Please visit your user settings to re-enable images.

duffmanoyeah
Omega Fleet Enterprises
Executive Outcomes
Posted - 2007.02.20 16:56:00 - [179]
 

Can someone give me a rundown, on how to use the program.

So ive installed, it, what now? What do i press, how do i access the models :)

Thankyou Cool

Orga Azmaat
Minmatar
Xenobytes
Stain Empire
Posted - 2007.02.22 01:09:00 - [180]
 

Edited by: Orga Azmaat on 22/02/2007 01:18:28
Edited by: Orga Azmaat on 22/02/2007 01:06:44
Originally by: duffmanoyeah
Can someone give me a rundown, on how to use the program.

So ive installed, it, what now? What do i press, how do i access the models :)

Thankyou Cool


I belive you shoud use EVE ExStuff Explorer(dont realy remember where get it) first. Using it open [YourEveFolder]/res.stuff file. In "Model" subfolder you choose model you need and unstuff it to specified folder. Then just open it with TriExporter. Hope it will help you.

Smile Or just "easy way" : TriEx > File > setfolder... (set your EVE folder).Then check res/model choose model you need and export it( only .tri files). Enjoy.

PS sorry for my bad english Sad and dont forget its all CCP property.

Edited: added "easy way".


Pages: first : previous : ... 2 3 4 5 [6] 7 8 9 10 ... : 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