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LordGodKingBufu
Posted - 2007.02.23 07:59:00 - [181]
 

I would be nice if we could get some pre-textured models saved in 3ds or lwo format, or does this go against ccp's conditions?

Bambi
Existentialist Collective
Posted - 2007.02.25 15:35:00 - [182]
 

Great tool.
The tri importer for lightwave works fine under v8 too.

Zephyrys
Caldari
Posted - 2007.02.27 00:16:00 - [183]
 

Cool just got this working for Maya... time to figure out how to do the lights

Zephyrys
Caldari
Posted - 2007.02.27 01:48:00 - [184]
 

Ok here is a request for Selvin..

Allow us to export multiple texture maps regardless of the model.
At the moment it seems I can't export a texture unless its attacked to a model

Svenstaro
Amarr
Viziam
Posted - 2007.02.27 02:25:00 - [185]
 

That's not true, just click the .dds and unstuff and bam you've got your tex. Doesn't have to be associated to a model.

Zephyrys
Caldari
Posted - 2007.02.27 02:57:00 - [186]
 

Hmm odd.. wasnt working before but just did.

Great program btw.. I figured out how to open and fit the textures in Maya.. pretty simple.. still trying to figure out the correct transparency settings to get the symbols to work such as the caldari text/symbol on the merlin.


Takis Shiro
Evocati.
Posted - 2007.02.27 14:35:00 - [187]
 

I'm having a puzzling time trying to get textures to be happy, exported model files as obj fine and applied the texture myself in Maya, but they dont seem to be that well. For the life of me I cannot get textures to apply inside triexporter itself.
In Maya even after I flip the texture over to fit half of them don't actually seem to be in their folders, Only Ammar and Caldari have their respective folders when unstuffing the texture file. Is it just that all the other two are not organised or have I missed something crucial?

Bambi
Existentialist Collective
Posted - 2007.02.28 07:34:00 - [188]
 

I extracted all the ships tri files to my lightwave content\model\eve\ships folder, and all the dds files to my lightwave\contect\images\eve folder all with the same dir structure.
When I load the tri model for the 1st time it needs its UV map applying but once this is done and the model is resaved in obj / lwo format they all work a treat.

Not sure about this UV map fliping mlarkey as some models seem to require a dds file flip and other dont. Is it me not jknowing what ships are supposed to look like or do not all dds files need a vertical flip?

Erim Solfara
Amarr
inFluX.
Posted - 2007.02.28 18:29:00 - [189]
 

Edited by: Erim Solfara on 28/02/2007 23:13:15
Tried as hard as I could to read the whole thread for help.

I've got 3DS Max and I'm a complete noob w/regards to that. DDS and 3DS files exported from TriE fine, and the model is imported to 3DSM fine, but how do I actually get the texture on it? Or does it only show up when rendered.

I seem to be stuck just looking at a dull grey punisher. Sad

Alright, got this far with an apoc, after figuring out I could apply the same texture to the model more than once in TriExporter to finish it off -_-

Linkage

I've tried rotating the dds and such, but it seems that bits of the texture are lining up, but not others, like the gold armour on the spine, and the rear sections in front of and including the motors, but the nose is fubared.

Kyria Timeyu
Pie Vendor
Posted - 2007.03.04 20:05:00 - [190]
 

How does Eve handle multiple textures? I wanted to export a Thorax, but after loading gc4shape.tri and gc4.dds, what I get is a Vigilant. So how do I access the other textures that fit onto a ship, like if I wanted to have a Thorax or Deimos?

Zae'dra Xanthe
Minmatar
Scythians
Bloodbound.
Posted - 2007.03.05 03:15:00 - [191]
 

Has anyone gone through and labeled which textures go with which ships? For me, the most difficult part is finding all the appropriate textures. It would be great if someone has already gone through the leg work and figured it out already.

Going through trial and error is getting to be a touch tedious.

Zephyrys
Caldari
Posted - 2007.03.06 15:26:00 - [192]
 

Originally by: Zae'dra Xanthe
Has anyone gone through and labeled which textures go with which ships? For me, the most difficult part is finding all the appropriate textures. It would be great if someone has already gone through the leg work and figured it out already.

Going through trial and error is getting to be a touch tedious.


Impossible to "label" them unless you aready went through the work of exporing and re-texturing them. Honestly its not hard.. took me about 5 minutes to export and rexture the Jove ships.

Jove ship wallpaper in the Toy Ships thread in Gen. Disc

Kyria Timeyu
Pie Vendor
Posted - 2007.03.06 18:12:00 - [193]
 

Originally by: Zephyrys
Originally by: Zae'dra Xanthe
Has anyone gone through and labeled which textures go with which ships? For me, the most difficult part is finding all the appropriate textures. It would be great if someone has already gone through the leg work and figured it out already.

Going through trial and error is getting to be a touch tedious.


Impossible to "label" them unless you aready went through the work of exporing and re-texturing them. Honestly its not hard.. took me about 5 minutes to export and rexture the Jove ships.

Jove ship wallpaper in the Toy Ships thread in Gen. Disc


So there's no way to find out which textures can work with which ships? Surely the game must use a database to store that information. Otherwise it couldn't display its ships either.

Zephyrys
Caldari
Posted - 2007.03.06 19:16:00 - [194]
 

Edited by: Zephyrys on 06/03/2007 19:16:06
well beyond the obvious naming convention.. no

The way they are set now works fine...
C = Caldari
f = frigate
# = model # or ship lvl
Cf1 tri = model
Cf1 blue = texture
In this case it would be a caldari bantam

look in models/ships for the race and model
then scroll down to textures and find the matching texture.

So far as I am aware.. Minmatar and I think Amarr are the 2 races that dont use subfolders for the textures.. so they will be more difficuklt to match.. but not impossible.

Its just a matter of sifting through and finding the matching texture.

If you want better naming scheme.. beg CCP or export and rename accordingly.. there is no easy fix for it.

If you have a specific example I can look at it later and let you know what I find

Zephyrys
Caldari
Posted - 2007.03.06 19:23:00 - [195]
 

Originally by: Kyria Timeyu
How does Eve handle multiple textures? I wanted to export a Thorax, but after loading gc4shape.tri and gc4.dds, what I get is a Vigilant. So how do I access the other textures that fit onto a ship, like if I wanted to have a Thorax or Deimos?


I'll take a look when I get home in a few hours.
Do me a favor and ss a thorax...I'm still nub so I dunno how its supposed to look

Kyria Timeyu
Pie Vendor
Posted - 2007.03.06 21:19:00 - [196]
 

Originally by: Zephyrys
I'll take a look when I get home in a few hours.
Do me a favor and ss a thorax...I'm still nub so I dunno how its supposed to look


http://img406.imageshack.us/img406/6589/thoraxvl7.jpg

The Deimos is the same thing with brown armor and yellow windows, and the Vigilant has black armor and green windows. The Vigilant skin is the one stored in gc4.dds which is strange as it's the faction ship and not the default player one. And there's many more ships like that in the game who have several different versions with varying colors, but I don't find any variant textures.

Zephyrys
Caldari
Posted - 2007.03.06 23:32:00 - [197]
 

OK I see what you re talking about with the wrong textures...
I'm not seeing the file type in the texture folder or the gallentae shared folder..I'm guessing its the gc4_gallantenavey.blue file but I dunno how to read/extrace or otherwise make use of a blue file.

Hey TriExporter creator.. how about an option to unpack the entire res directory to a folder so we can sift though it with windows explorer or something.. You got a nice program but its a tad awkward for searching through.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2007.03.08 15:12:00 - [198]
 

Edited by: Selvin on 08/03/2007 15:09:54
> how about an option to unpack the entire res directory
this option is already in program
click on "res" folder and then click menu File->Unstaff...
unstaffing works in 2 ways
for selected file unstaff file only
for folder unstaff all files and folders in it :)


Anyway sorry that im not workin on new versions and features but have no time
still u can do this by yourself coz source is avalible too :)

Zephyrys
Caldari
Posted - 2007.03.08 21:28:00 - [199]
 

Cool then I can ninja the whole folder...

Now just gotta figure out hwo to read blue files...

According to the web.. blue is an obscure apple format.. unforuntatly thats all the info I can find about it...

Someone find or code up a blue reader

Kyria Timeyu
Pie Vendor
Posted - 2007.03.08 23:10:00 - [200]
 

To be honest if you look at the way CCP organized their textures you really don't wonder anymore why the rest of the game won't work like it's intended to either.

In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it Sad

Selvin
Gallente
Galactic Fighters Organization
Posted - 2007.03.09 10:57:00 - [201]
 

Originally by: Kyria Timeyu
To be honest if you look at the way CCP organized their textures you really don't wonder anymore why the rest of the game won't work like it's intended to either.

In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it Sad


elFarto should know more bout blue files

about textures and stuff ...
heh each "rich model" is stored in blue file path to whitch is stored in DB (with definition of ship stats)
so where is the problem with file organization ? :)

in blue file are stored information bout path to "pure model" files, path to textures files, lighting, procedures "whitch are moving some parts of ship", path to other parts of ship stored in another blue files, ... and many, many other thing :)

Zarnic
Caldari
Posted - 2007.03.11 17:26:00 - [202]
 

can anyone tell me the texture files fot the nighthawk
i can get a normal ferox

Could this be done with shaders in game?
If that is the case, then that sucks

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2007.03.11 18:39:00 - [203]
 

Edited by: j0sephine on 11/03/2007 18:43:09

"In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it Sad"

There's roughly two different systems for textures mixed together, probably because it developed while the models were being built.

* xxxxxShared -- hold common textures for race xxxxx i.e. things like hull patterns or windows or paint marks.
* xxxxx -- where xxxxx can be something like "Minmatar" or "Caldari" hold files for specific models. The naming scheme is quite simple, first letter stands for race, second (and sometimes 3rd) letter stands for ship or item class, followed by number to tell the individual ships of the same class apart. So e.g. "cbc1" stands for "Caldari battlecruiser 1" and "ai2" stands for "Amarr industrial 2". These specific files can be either put in separate sub-folders named the same, or thrown all together in the race folder for Gallente and Minmatar.

edit: tech.2 ships generally have some extra layers applied, utilizing textures located in the "patterns" folder... one way to figure out the file names is to simply load the .blue file in text editor like notepad and look for plain text ending with ".dds" or ".tga" near the end of file ^^;

Mataquia
Posted - 2007.03.17 14:18:00 - [204]
 

Wonderful program, and some amazing stuff coming out of it. A directed question though if I may....I have been playing with some images for my carrier....now, I must not understand correctly, but where are the extra "lights" scattered about the ship?

Same thing with the Providence, I seem to be missing cruicial details, on the freighter specifically, where are the lights down the center just under the armor plates. Could some kind soul help me find those?

Thank you.

Mataquia.


Asylum Seaker
Celtic Anarchy
Force Of Evil
Posted - 2007.03.23 10:47:00 - [205]
 

Edited by: Asylum Seaker on 23/03/2007 13:02:12
Mataquia. Those lights are most likley made with an illumination map which is probably included in the .blue file or somewhere else, and thus inaccesible. I could be wrong.

Edit.. On closer inspection, the self illumination map is actually included in the .dds when you export it. Its in the alpha channel. You can either copy paste the black and white self illumination map into its own file and delete the diffuse textures alpha map.. or try to get max to understand the files alpha is the illumination map. Its not too hard either way but just cut pasting it is probably simpler..

I haven't read the thread so I dunno if this has been mentioned. Importing any exported 3d file back into a 3d program always causes problems. It breaks vertices and causes random glitches all over the place. For example, after importing a firetail model I converted it to an editable poly (in 3dsmax) and this broke it severly. To get it into an editable poly :
-convert it to an editable mesh
-select all vertices, hit "break"
-convert this to an edit poly
-select all vertices again and open the "weld" menu
-change the range to .001m
This will weld all the vertices back again and you should have a solid model in editable poly format. You'll notice it looks butt-ugly due to munted shading parameters. Select all polygons. Go to the 'polygon properties' tab and change the auto-smooth to about 22 or 25, then hit "Auto-smooth". You can get much better results smoothing polygons manually, especially for the exhaust pipes. But some people hate that job.

The UVs are munted when you import. They're actually upside down and back to front.. I did a 180 rotation and a horizontal mirror to fix it. You may need to manually nudge it in to place. This is easy enough if you have the texture displaying in the background of the UVW map editing window.

You can improve the quality of the texture somewhat in about 5 seconds simply by enlarging it to 1024x1024 or larger, and then doing a single 'despeckle' filter. 'Dust and Scratches' or whatever its called sometimes helps too. This just takes out a bit of the pixelation.

I only just got into this program tonight, so I dunno how long my enthusiasm will last. But I'm going to paint some high-res textures for the republic fleet firetail.

http://img.photobucket.com/albums/v651/AsylumSeaker/EVE/firetail_1.jpg

No additions yet.. but its a lovley model, don't get to see it often.

Lord Evangelian
Gallente
The White Mantle
Malum Exuro
Posted - 2007.03.23 12:10:00 - [206]
 

Ok I have the ships and models just need those awsome space back drops and I have everythign i need for the 3D part of my move...dose any one know what they would be under...I can export he DDS and convert it to BMP but i just dont know where the environment sphere texturemaps are...

Tridgit
MARSOC Galactic
Necrophiliacs
Posted - 2007.04.02 23:37:00 - [207]
 

Hey guys. i was busy makin the models from scratch when i was linked to this thread. soo glad this linkage was done at the beginning of my project =)

ive read the entire thread, and i still have a couple questions.

First, turrets. i saw one poster had put turrets on his harpy. i can find the turret models eg "models>turrets>lh3.tri" and i can get the base's as well. however i cannot find the textures. looked high and low cant find em. if someone could tell me how to view a blue file i could probably track down from the info from there. i dont mind exporting them and then linking them up in Maya separitly, possibly even beneficial this way. that would make animation much easier, being able to parent them myself.

Second i can see there is a plethra of people here askin about the t2 ship models, so ill just ask for an update. has anyone had any luck?

And third; to those of you with the segmented models like the tempest, i assume youve exported the segments separitly and linked them in your 3d app. just wondering if indeed this is the case.

and fourth. anyone dabbled with sprites yet? like turret firing effects and whatnot? cause again, i cant find the textures.

Anyways, ive been exporting them directly into maya, its So easy to fix the UV probs there.
just right click-hold, go to UV. select the entire model.
at the top go to "window > UV Texture Editor" then the second button on the top of this window is "flip UV's vertically" and voila. your done. (you might want to right click object in main window, go to material atributes and change it from a "phong" to a "lambert")

Selvin your a godsend!

-Trid

Raphe Steeler
Maelstrom Crew
The Cartel.
Posted - 2007.04.06 15:57:00 - [208]
 

Maya makes this all much harder, it seems sometimes.

I like Phong E textures for metallic surfaces like the Amarr ships (boost the HSV numbers above 1 for a sheen). Haven't decided which is better for Minmatar, yet. Some angles it looks great, some it looks too plastic.

For turrets, I'm just using some of the generic metallic surfaces in the shared folder for now. Haven't been able to find the specific textures yet. For my purposes this works fine, but if I wanted closeups of some of those nice T2 guns I'd want to find the real textures.

Effects are a bit more complicated. For rocket exhaust and trails, I'm using a particle system. Draw a NURBs circle at the nozzle, making sure it has enough sections to produce a thick particle field. Emit from object, omni-directional, no XYZ force, so they don't try to work against the ship motion, then set up some volume axis fields to direct the particles in an exhaust shape.
Burn baby burn

I'm using ramp shaded cloud particles (off-white to red to orange) with a high "blob" setting. When the opacity is set right, it looks really good.

Explosions and gunfire I'll be doing in After Effects, just because it's faster.

Toaster Bagel
ARK-CORP
FREGE Alliance
Posted - 2007.04.09 04:12:00 - [209]
 

any chance that bloke who texted the machariel could give us the 411 on that bad boy? I'd appreciate it.

Peace.

Vargo Hoat
Caldari
State Protectorate
Posted - 2007.04.09 19:21:00 - [210]
 

Edited by: Vargo Hoat on 09/04/2007 19:23:37
An useful information for everyone who is using the latest version of Deep Exploration.. When you export the OBJ file open the .dds files in Photoshop (use NVIDIA plugin) and REMOVE the alpha channel and flip the texture verticaly. Once you do that then the texture will display as it should in Deep Exploration and 3DS (if you exported from DE).. Enjoy :)


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