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DarkXeRoX
Mind Games.
0ccupational Hazzard
Posted - 2007.10.13 13:27:00 - [241]
 

Edited by: DarkXeRoX on 13/10/2007 15:39:59
great tool however getting them textures on modals working properly is quite hard (esp if ur a newb as 3ds max like me) managed to get a megathron textured properly but i cant seem to get the archon textured well not fully anyways.

Megathron

If someone did manage to get it working mind sharing his secret ?

still trying to get all the lights n such working on the mega but happy i atleast got 1 ship textured lol

edit : Nyx on drugs

dunno what ive done but damn 0.o

Goris Son
Posted - 2007.10.16 12:40:00 - [242]
 

hello there!
i have a question concerning the great nebula-textures in eve. i exported them successfully with the tool (thanx for the tool *g*), but 3d studio max doesn't work with them correctly. in max, i can only use spherical environment maps, right? is there any way to convert those cube-maps to spherical? or does anyone know a way to make those cubes work in 3dsm (version 9 btw)? would be really great, since i want to move the camera a lot, so static environment maps just don't do the job.

i found several questions concerning this problem, but no answer yet :)

mfg,
tessien

Captain Bringdown
Minmatar
Rage Against the Answering Machine
Posted - 2007.11.08 19:58:00 - [243]
 

Edited by: Captain Bringdown on 08/11/2007 19:58:08
Interesting.. i was just browsing the new sisi content.. and i found something labeled "amarr frig x" ? :D

check it outs

http://xs221.xs.to/xs221/07454/amarrx.jpg

Ryu Nagatomi
Peace Love n Harmony
Posted - 2007.11.09 19:00:00 - [244]
 

Originally by: Captain Bringdown
Edited by: Captain Bringdown on 08/11/2007 19:58:08
Interesting.. i was just browsing the new sisi content.. and i found something labeled "amarr frig x" ? :D

check it outs

http://xs221.xs.to/xs221/07454/amarrx.jpg
That my friend, is the fabled Gold or Silver Magnate. The golden ones (of which there only were around 1 or 2) are all destroyed afaik, and of the silver ones only 2 or 3 remain.

Plutoinum
Mercenaries of Andosia
Veritas Immortalis
Posted - 2007.11.19 02:56:00 - [245]
 

Edited by: Plutoinum on 19/11/2007 02:58:10
Just loaded the typhoon model into triexporter, filled the 5 texture slots with the textures that were listed in the .blue file and exported to .3ds

When I'm trying to import that .3ds file with 3ds Studio Max 2008, it says 'Improper file format'. I'm just starting with 3ds max though.
Maybe I should try it via obj.

Would also be nice, if we knew a bit more about the .blue file format, since it seems to contain all the infos, how to apply the textures and how to render that stuff. But doubt that CCP is interested in releasing that info and it's surely getting a change with the trinity upgrade, too.

Originally by: Ryu Nagatomi

http://xs221.xs.to/xs221/07454/amarrx.jpg
That my friend, is the fabled Gold or Silver Magnate. The golden ones (of which there only were around 1 or 2) are all destroyed afaik, and of the silver ones only 2 or 3 remain.


First time I see them. Wow. Razz

Jimbob McKracken
Caldari
Dark Knights of Deneb
Against ALL Authorities
Posted - 2007.11.22 00:44:00 - [246]
 

There was only one Gold Magnate in game and it was owned by the notorious Tyrrax Thork.

He was killed by a MOO gate camp and he told me that when it exploded that a tiny bit of wee came out.

p.s Hi Tyrrax

Irome
Pator Tech School
Posted - 2007.11.29 16:40:00 - [247]
 

Edited by: Irome on 29/11/2007 16:59:04
I have read this entire thread, and my problem has more to do with 3ds Max than TriExporter.

My "assign material to selection" button is grayed out. I can't put the texture on the ship. In the material editor window, after I've selected the flipped/rotated PNG (made from the DDS), that box instantly grays out. Can't drag/drop, nothing. I have no idea how these fancypants computer animation programs work, sigh.

Nevermind: I had to click the stupid little nameless box instead of actually going to get a file like you'd think.

Now my problem is that applying the texture only gets me a gray color on the ship. I did all the flipping and rotating and setting the U and V both to 180 on the rotate section. No dice. Any idea what this could be?

Sethose Olderon
Gryphon Chancellery
Gryphon League
Posted - 2007.12.03 06:12:00 - [248]
 

Selvin, do you plan on updating TriExporter to support Trinity? I hope you do!

Braineater
Minmatar
BINFORD
Majesta Empire
Posted - 2007.12.03 16:49:00 - [249]
 

Well, I took a look inside the DX9 stuffs and noticed they don't use .tri files anymore. Instead, it is .gr2 for the models now, which seems to be Granny2's file format. And unless you buy a license at $10k, you won't have access to a converter/importer Sad

But maybe someone will decipher the format eventually... there have been approaches using the granny2.dll included with their demos to load the meshes, which actually looked somewhat promising.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2007.12.07 13:43:00 - [250]
 

heh ... i have no time ... that's the problem ... for few months im working on new triexporter.net in c# but still i didnt made render stuff(now its only texture viewer and sound preview :) ) and now new format ...
heh
ok but what we got ...
As Braineater wrote new content are Granny's files
google said: grnreander ... but its not workin .h files are made to older version of granny2.dll
about .gr2 file format google said nothing(we know that is compressed more than zip and stuff but nothing more)
hmmm one things looks promising:

download demo from granny's site (smaller one)
and compile:

#include <windows.h>

#include <stdio.h>
#include <stdlib.h>
#include <string.h>


typedef DWORD (WINAPI *PFNGRANNYCONVERTFILETORAWPROC) (const char* src, const char *dst);

#define GRANNY_FUNC "_GrannyConvertFileToRaw@8"

int
main(INT argc, char *argv[], char *env[]) {

if(argc < 3) {
printf("convert.exe <fileA> <fileB>\n" );
return 0;
}

if(strcmpi( argv[1], argv[2] ) == 0) {
printf("convert.exe <fileA> <fileB>\n" );
return 0;
}

HINSTANCE hDLL=NULL;
hDLL = LoadLibrary("granny2.dll");
if(NULL == hDLL) {
return 0;
}

PFNGRANNYCONVERTFILETORAWPROC GrannyConvertFileToRaw = NULL;
GrannyConvertFileToRaw = (PFNGRANNYCONVERTFILETORAWPROC)GetProcAddress( hDLL, GRANNY_FUNC );
if(NULL == GrannyConvertFileToRaw) {
FreeLibrary(hDLL);
hDLL=NULL;
return 0;
}

GrannyConvertFileToRaw( argv[1], argv[2] );

FreeLibrary(hDLL);
hDLL=NULL;

return 0;
}


then use this program tu unpack gr2 file now we have "raw file"
... but still u have to find out more about this "raw file" to extract models ...

another problem is ... i'm really not a graphics programmer ... and my render doesn't looks like elFarto showroom application ;/

Mhaerdirne Solveig
Minmatar
Posted - 2007.12.09 14:07:00 - [251]
 

tbh I never used your app for rendering, only stl export :)

Transcendent Panda
Caldari
Posted - 2007.12.10 21:08:00 - [252]
 

Originally by: DarkXeRoX
edit : Nyx on drugs

dunno what ive done but damn 0.o

oh god it's a Vorlon ship...

Talula Honaloola
Posted - 2007.12.15 14:53:00 - [253]
 

Have you tried using the information that the granny viewer gives you? It seemed to detail pretty much every attribute of
the file/mesh.

DeathMan
Minmatar
Colonial Fleet Services
Independent Faction
Posted - 2007.12.16 23:55:00 - [254]
 

\o/

Finaly an exporter. While last time I looked for one there was few that had it for other projects but finally looks like theres something new we can use wahoo.

Now only for the more detailed models hehe. Wonder why they switched file types for the newer files?

Van Kaiser
Viziam
Posted - 2007.12.17 01:11:00 - [255]
 

Edited by: Van Kaiser on 17/12/2007 01:15:53
As all good already have posted pictures of their work, I make the same times.
I have a long time before even a few desktop backgrounds for my Corp.

These pictures were always in the Corp, their first since they only see half of my Corp..
Again, many thanks to CCP for such a beautiful game

Please excused my bad English.

Have fun with the pictures

Rohk 1
http://img250.imageshack.us/img250/1225/rohk20158ga6.jpg
Rohk 2
http://img213.imageshack.us/img213/6310/rohk1tg4.jpg
Polaris
http://img162.imageshack.us/img162/9591/polarisfinal2zo1.jpg

Svenstaro
Amarr
Viziam
Posted - 2007.12.17 02:54:00 - [256]
 

Neat! How did you make the engines?

Ryushe
Tengo Kagegetsu
Posted - 2007.12.17 17:20:00 - [257]
 

Originally by: Svenstaro
Neat! How did you make the engines?
I would guess by using a volumetric light with some particles at the exhausts?

Van Kaiser
Viziam
Posted - 2007.12.17 19:30:00 - [258]
 

Originally by: Captain Bringdown
Edited by: Captain Bringdown on 08/11/2007 19:58:08
Interesting.. i was just browsing the new sisi content.. and i found something labeled "amarr frig x" ? :D

check it outs

http://xs221.xs.to/xs221/07454/amarrx.jpg


Yes is a nice Ship

I have make a pic of this shipLaughing
http://img118.imageshack.us/img118/5929/amarrfx0158wt7.jpgShocked

Freya Fimbulvetr
Minmatar
Araz Galactic Enterprises and Shipyards Inc
Posted - 2007.12.22 16:39:00 - [259]
 

Is there an exporter yet that will export the new content ships?


Menian Galvon
Archron Dusyfe Industries
Posted - 2007.12.24 22:39:00 - [260]
 

Where are the textures? I cant find them.
What do I do to add them into the obj file or whatever.... mind you, it took me about 30 minutes to finally find out how to get just the object it's self loaded. Now I cant find the textures. I have EVE installed in the default Program Files/CCP/EVE.
Thanks

Ix Forres
Caldari
Righteous Chaps
Posted - 2007.12.25 02:03:00 - [261]
 

Originally by: Freya Fimbulvetr
Is there an exporter yet that will export the new content ships?




CCP are as usual supporting the content producers entirely. Not. Neutral

The new models make use of RAD Game Tools's Granny engine and model format. I've seen _one_ MAXscript-based importer for 3DS MAX 9 for the gr2 format, and that was for AOE3 and does not work with the CCP models. Unless someone has way too much time to spend playing around and decoding this pile of.. well, it'd be some work. Crying or Very sad The AOE3 tool is open-source, though (It's C, builds a MAXscript file to create the model in 3DS). Give it a google and you'll find it pretty quickly.

The alternative to reverse-engineering is to buy the Granny SDK. It's not that much- only $12,000 a license... Rolling Eyes

For now I've been using the old models and new textures. Not many problems yet.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2008.01.04 12:04:00 - [262]
 

Ok very unstable with gr2 files but ... with some of em it will work
http://www.agronom.pl/selvin/TriExporter0.4.1.0beta.zip

Ix Forres
Caldari
Righteous Chaps
Posted - 2008.01.05 03:17:00 - [263]
 

Originally by: Selvin
Ok very unstable with gr2 files but ... with some of em it will work
http://www.agronom.pl/selvin/TriExporter0.4.1.0beta.zip


You, good sir, are a god.

Ryushe
Tengo Kagegetsu
Posted - 2008.01.05 03:41:00 - [264]
 

Originally by: Ix Forres
Originally by: Selvin
Ok very unstable with gr2 files but ... with some of em it will work
http://www.agronom.pl/selvin/TriExporter0.4.1.0beta.zip


You, good sir, are a god.
QFT. 'nuff said. Cool

Ix Forres
Caldari
Righteous Chaps
Posted - 2008.01.05 03:50:00 - [265]
 

Edited by: Ix Forres on 05/01/2008 04:40:34
Edited by: Ix Forres on 05/01/2008 03:53:51
On a side note, is there anything we should be doing bugreport-wise?

Points so far:
* Crashes on Amarr outpost
* Turret models and several station models are all over the place. Stray vertexes etc.
* Corpse models crash

Edit: OK, found a major problem- gr2 exported models (with textures, not tried without) are invalid (Improper file format error in 3DS), at least for the 3DS exporter..

Edit again: OK, it's just textures. Got this on some Tri models, too.

Selvin
Gallente
Galactic Fighters Organization
Posted - 2008.01.07 13:06:00 - [266]
 

beta2
and src

hmmm now i had a question is it possible to apply normal map textures(usualy *.*_n(gs).dds in *.stuff) in blender
(tutorial link pls :) )

Mistral Sud
Minmatar
Black Box Corp.
Posted - 2008.01.07 20:58:00 - [267]
 

Edited by: Mistral Sud on 08/01/2008 11:08:55
Originally by: Selvin

hmmm now i had a question is it possible to apply normal map textures(usualy *.*_n(gs).dds in *.stuff) in blender
(tutorial link pls :) )


k this is what i found out

i use raven as an example -> 3 maps

cb1_tex_d.dds
rgb channel -> this is the difuse map
alpha channel -> this are the glowing lights, you can color them

cb1_tex_p.dds
rgb channel -> empty
alpha channel -> this is the second layer of painting, you can color it

cb1_tex_ngs.dds
r channel -> empty
g channel -> specular highlight level
b channel -> reflection channel
alpha channel -> normal map put it into youre bump channel

stations and titans use different maps didnt play with them till now :)

ps. thx for the program! always loved itVery Happy






Kalixa Hihro
Posted - 2008.01.08 02:38:00 - [268]
 

Originally by: Selvin
Edited by: Selvin on 13/10/2006 12:55:27
np :)
ok again
i made a tool TriExporter
screen
with this tool u can view/export/unstuff eve models/resources

remeber that that models/resources are CCP's property!!!

Good one!

Svenstaro
Amarr
Viziam
Posted - 2008.01.08 06:38:00 - [269]
 

Selvin, you rock in every way conceivable by humans and also in every other way.

flashfreaking
LFC
Executive Outcomes
Posted - 2008.01.09 15:06:00 - [270]
 

Edited by: flashfreaking on 09/01/2008 15:06:30
Still going are you :D
Nice work :D
To bad the URL is dead :(
can sombody post it on eve-files?

PS: Hi Selvin, LFC says hi!


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