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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
testprix
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Posted - 2008.05.16 18:30:00 -
[361]
ok... i use blender i now i can get the model and apply the texture well.
But for metal effect and all others info for the ship how to get them ?
I understood .blue file contain those info but i didnt understood how it is possible to read or use .blue files
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Pyr3x
Gallente TiS Industries Ursa Stellar Initiative
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Posted - 2008.05.17 23:19:00 -
[362]
Ok I am very lost.. Could someone please make a better guide? A real guide with details and if possible maybe share that abaddon model since it appears to be the best so far. I just need something to use as an example to base further work off of.
Thank you for your time.
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Ix Forres
Caldari Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.05.18 13:49:00 -
[363]
Originally by: Pyr3x Ok I am very lost.. Could someone please make a better guide? A real guide with details and if possible maybe share that abaddon model since it appears to be the best so far. I just need something to use as an example to base further work off of.
Thank you for your time.
Better guide for what?
Blog |
darkte
Caldari Rising Force
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Posted - 2008.05.18 16:13:00 -
[364]
this is realy awesom prog
but the thing i found is u need to do some stuff to get it right
but main thing i have a prob with is t2 ships or even the textures
isnt there a way to abtain it ? or get it ?
grt D
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Pyr3x
Gallente TiS Industries Ursa Stellar Initiative
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Posted - 2008.05.19 10:53:00 -
[365]
Exporting the model is pretty easy and getting the basic skin on it seems simple enough however the lighting effects and everything else is rather unclear and a mix of opinions.
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Ix Forres
Caldari Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.05.19 14:24:00 -
[366]
Originally by: Pyr3x Exporting the model is pretty easy and getting the basic skin on it seems simple enough however the lighting effects and everything else is rather unclear and a mix of opinions.
'tis the nature of the beast!
The variety of programs and methods of lighting are so varied that writing tutorials 'for EVE lighting' is pretty much impossible.
Some hints, though.
You can find the background maps in the materials nebula folders. Once you have the nebula materials you can use HDRshop or equivalent to convert them to your application's preferred environment map format and use that for your background.
Lighting the ships is only half the battle- especially in 3DS Max, what material and renderer you choose has a major effect on your final scene. Play around with simple stuff if you're new to 3D. 3DS Max with some fairly hefty tweaks can use the Mental Ray shader for space scenes, which looks fantastic, but it's bloody difficult. Good luck if you choose that path.
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testprix
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Posted - 2008.05.24 21:55:00 -
[367]
please please, who can just answer to this question :
how to read and use the "*.blue" files ?
thanx !
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Kolatha
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Posted - 2008.05.25 06:41:00 -
[368]
Originally by: testprix
how to read and use the "*.blue" files ?
You don't.
It looks like the .blue files contain game relevant information like thruster location, mounting points for turrets and weaponry, location of any additional running lights and details for small animations like the rotating doodad on the catalyst and the mechanical watsits on the underside of the mining barges. It also contains references to the shader model the ship uses but isn't much use since they don't seem to be anything other than a reference to a predefined setting held by the game engine.
Open it up with a hex editor and you will see all sorts of interesting looking information that isn't of much use outside of the game engine.
All the information you need for texturing the ships is contained within the mesh files and the .dds files.
Someone might be able to extract the info from these files but you don't need them for playing with the models and textures, and likely someone will correct me on what is actually in the .blue files but you don't need them.
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.05.25 13:46:00 -
[369]
Originally by: Kolatha
Originally by: testprix
how to read and use the "*.blue" files ?
Someone might be able to extract the info from these files but you don't need them for playing with the models and textures, and likely someone will correct me on what is actually in the .blue files but you don't need them.
The .blue files contain plenty of things; mostly shaders and so on. You could benefit from having them but by and large they're useless for 3D work.
Extracting them is a little tricky. They're essentially Python pickles, but you need the EVE framework around that to work with it pretty much, or as far as I understand that is the case. -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |
testprix
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Posted - 2008.05.25 17:00:00 -
[370]
ok, thanks for answer !
but without those files i cant have the same render than the render's game... no light lights and light's effects... pitty !
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.05.25 22:17:00 -
[371]
Originally by: testprix ok, thanks for answer !
but without those files i cant have the same render than the render's game... no light lights and light's effects... pitty !
Yes you can. Guess or look at the ships ingame if you're trying to place lights. It's not exactly hard... :) -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |
DeviantAnt
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Posted - 2008.05.28 07:43:00 -
[372]
I know someone had the problem exporting let's say the Nyx out due to granny2.dll. I have the same problem and maybe it just didn't poke my eye out, but I couldn't find a solution in this topic. Can anyone help me out?
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DeviantAnt
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Posted - 2008.05.28 08:32:00 -
[373]
Oh and another thing.
I tried to texture the thanatos. Since I'm not a big 3DS Max guru can someone hep me out? I have all the textures unstuffed, but I can't sem to get things right. I used multi material but can't get teh settngs right for them. Mainly I have problem with the ngs and p files. Cn someone guide me to the right direction pls?
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Danni Arkada
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Posted - 2008.05.29 03:13:00 -
[374]
Edited by: Danni Arkada on 29/05/2008 03:15:10
So, I think I am getting things figured out, bit by bit. After following these steps, I was able to get a decent render via 3d studio max 8:
1. Exported model only via triexporter for the celestis, using the dx9 model.
2. Selected the Anisotropic Material.
3. Set the Ambient, and diffuse color to black.
4. Linked Ambient, Diffuse, Specular colors to the gc1_tex_d.dds file, rotating on the "u" axis by 180 degrees.
5. Linked Diffuse and Specular levels to the same texture, again rotating 180 degree's on U.
6. Set self illumination to initially link to the gc1_tex_d.dds file, rotated 180 degrees on U and set: filtering = Summed Area, Mono Channel ouput = Alpha, RGB Channel Output = Alpha as gray, and Alpha Source = Image Alpha. I then clicked the "Bitmap" button and selected "RGB Multiply", choosing to use the previous map as my sub-map. I then selected "Alpha From" to be from map #1. Then set the color for Color #2 to be a light green color.
7. Next I opened the gc1_tex_p.dds file via photoshop, flipped it on the vertical, selected only the alpha channel and copied that into another image. I changed it's mode from Greyscale to RGB (as previously recommended on page 10). I then selected (via the magic wand tool) the black color, changing it to white, but not all of the black color, I simply clicked once on one of the bigger black blotched areas and left what every was not selected alone. I saved this as a TGA file, 32 bit texture.
8. Once I had the tga file for the opacity, I tied the opacity map to that file, not rotating 180 degrees, as it was done before. I found that if you try to use the DDS file directly, half the ship vanished cause of the black making parts of the ship transparent, so this step cleared up that issue.
9. I did not choose to do a normal bump map, mainly cause I found all the previous descriptions of it pretty confusing in relation to 3ds max. So I simply tied the "bump" map at 30% to the gc1_tex_ngs.dds file, rotated 180 degrees, and selected the "Bitmap" button again, to select "RGB Tint", setting the red and blue parts to (0, 0, 0) so that only the green was selected (again as stated on page 10). This gave me the bumps I wanted, though I might look again at trying to figure out the normal bump maps.
10. Lastly I made sure that the anisotropy material was also set to the gc1_tex_d.dds file, rotating it 180 degrees as well.
This is what I got:
http://www.dreadnet.org/rendered/Celestis.png
A couple of things I want to figure out yet, is how to brighten up the sun a bit more (it's off screen in the image) so there's a little more definition on the right side of the image where the ship is shadowed out a bit, and to clear out the color in the background, just to the upper right of the ship (ick).
I also want to create some feint star fields in the back ground and a few after burner effects for the thrusters - no clue where to even start that yet. The background I used was another DDS file that was unstuffed when I did the entire texture tree, think it was texture/nebula or something like that.
Let me know what you think.
*edit, fixed the link.
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.05.29 12:42:00 -
[375]
Danni: Looks good. Try adding a Smooth modifier to the ship's mesh, checking the 'auto smooth' box and adjusting the threshold. Is your background map correctly set up? As in, when you move camera, does the background stay where it is in relation to the ship? If so, detailsplox! -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |
Danni Arkada
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Posted - 2008.05.29 13:23:00 -
[376]
Originally by: Ix Forres Danni: Looks good. Try adding a Smooth modifier to the ship's mesh, checking the 'auto smooth' box and adjusting the threshold. Is your background map correctly set up? As in, when you move camera, does the background stay where it is in relation to the ship? If so, detailsplox!
Hi Ix,
Thanks for the pointers there, though converting the model to a mesh and enabling the "auto-smooth" in the Element portion of the modifier list did not seem to make a difference.
As for the back ground, if I change the position of the ship, the only thing that changes IS the orientation, I have rendered another sample showing this fact.
http://www.dreadnet.org/rendered/Celestis2.png
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Iwana Haulallot
Radioactive Rubberpants
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Posted - 2008.05.29 13:48:00 -
[377]
has anyone had any luck extracting the problematic models? I need the nyx and moros model especially for an upcoming movie.
Ive tried looking for a newer version on the Granny2.dll but had no luck. can someone link the dll so all models can be extracted?
Or if someone could send me the Nyx and Moros model (direct x 9 version) it would be most appreciated.
Ive been toying around with the amarr models and reworking the materials on them to try to simulate how they would look in reality. going beyond the trinity look.
will post some examples when i get home from work. |
Danni Arkada
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Posted - 2008.05.29 14:10:00 -
[378]
Originally by: Iwana Haulallot has anyone had any luck extracting the problematic models? I need the nyx and moros model especially for an upcoming movie.
Ive tried looking for a newer version on the Granny2.dll but had no luck. can someone link the dll so all models can be extracted?
Or if someone could send me the Nyx and Moros model (direct x 9 version) it would be most appreciated.
Ive been toying around with the amarr models and reworking the materials on them to try to simulate how they would look in reality. going beyond the trinity look.
will post some examples when i get home from work.
I just tried to export them both via the beta copy of triexporter I have, and get a total crash of triexporter.
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Iwana Haulallot
Radioactive Rubberpants
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Posted - 2008.05.29 14:18:00 -
[379]
yeah. its probably because of a dll issue. just trying to solve it
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Danni Arkada
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Posted - 2008.05.29 18:56:00 -
[380]
Originally by: Danni Arkada
Originally by: Ix Forres Danni: Looks good. Try adding a Smooth modifier to the ship's mesh, checking the 'auto smooth' box and adjusting the threshold. Is your background map correctly set up? As in, when you move camera, does the background stay where it is in relation to the ship? If so, detailsplox!
Hi Ix,
Thanks for the pointers there, though converting the model to a mesh and enabling the "auto-smooth" in the Element portion of the modifier list did not seem to make a difference.
As for the back ground, if I change the position of the ship, the only thing that changes IS the orientation, I have rendered another sample showing this fact.
http://www.dreadnet.org/rendered/Celestis2.png
Woop, I forgot to select the object, yeah the auto-smooth feature works really well. I will update the image sometime later today.
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Archonus
Imperial Shipment
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Posted - 2008.05.29 20:39:00 -
[381]
Quote: A couple of things I want to figure out yet, is how to brighten up the sun a bit more (it's off screen in the image) so there's a little more definition on the right side of the image where the ship is shadowed out a bit, and to clear out the color in the background, just to the upper right of the ship (ick).
When I messed with this a couple years ago, I put an ambient light in the corner of my scene to represent a "sun" like light. It possible that you could put a sphere in that spot, assign a light to emit from it, and give it a glowing texture.
Quote: I also want to create some feint star fields in the back ground
In Maya, I did this by making a particle system that attached itself to each vertex of a sphere. Randomly sized spheres (within a range) emitted from each vertex at random speeds. Now, you should have a "sphere-shaped wall" of particles after a few seconds. I then froze the particle system and used it for my stars.
In Max, it might not be that difficult. I believe the easiest way would probably be to use some AfterEffects. I had some plugin that I used for my 3ds scene though (can't recall the name). I do remember having a hard-time avoiding flickering upon camera movement though.
It might be possible to have a large cube or sphere with an alpha-mapped transparent noise-texture to give the appearance of stars.
Quote: a few after burner effects for the thrusters - no clue where to even start that yet.
I placed spheres where each engine would be, and attached them to the model so that when the model moves, they move with it. Then I created a particle system that emitted from each sphere. I remember it took quite a bit of playing to get the particle effect to my liking. [url=http://www.simshaun.com/kb/?a=pilot_detail&plt_id=39011][/url] |
Danni Arkada
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Posted - 2008.05.29 22:51:00 -
[382]
Quote: When I messed with this a couple years ago, I put an ambient light in the corner of my scene to represent a "sun" like light. It possible that you could put a sphere in that spot, assign a light to emit from it, and give it a glowing texture.
I gave that a try, and found that I needed to actually adjust the "scene" ambient light to brighten up some of the objects, got better results doing it that way anyway. Having said that I am currently working on a combination of both methods to provide some degree of shadowing, and not making the whole image too dark all at once.
Quote:
In Maya, I did this by making a particle system that attached itself to each vertex of a sphere. Randomly sized spheres (within a range) emitted from each vertex at random speeds. Now, you should have a "sphere-shaped wall" of particles after a few seconds. I then froze the particle system and used it for my stars.
In Max, it might not be that difficult. I believe the easiest way would probably be to use some AfterEffects. I had some plugin that I used for my 3ds scene though (can't recall the name). I do remember having a hard-time avoiding flickering upon camera movement though.
It might be possible to have a large cube or sphere with an alpha-mapped transparent noise-texture to give the appearance of stars.
Hmm I'll have to give that a try, thx.
Quote:
I placed spheres where each engine would be, and attached them to the model so that when the model moves, they move with it. Then I created a particle system that emitted from each sphere. I remember it took quite a bit of playing to get the particle effect to my liking.
sweet, I like that idea, will play with that idea and see what I come up with.
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.05.29 23:08:00 -
[383]
Originally by: Archonus
In Max, it might not be that difficult. I believe the easiest way would probably be to use some AfterEffects. I had some plugin that I used for my 3ds scene though (can't recall the name). I do remember having a hard-time avoiding flickering upon camera movement though.
The correct way to achieve starfields is to create a camera in your scene, and use the Video Post feature. There's a starfield system in there which produces an excellent effect and won't flicker. You do then get to run your main renders through Video Post, but it's easy as hell to use anyway. -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |
Danni Arkada
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Posted - 2008.05.30 00:32:00 -
[384]
And here is the re-rendered version with a few bonuses..
http://www.dreadnet.org/rendered/gallente_t1_cruisers.png
or for a slightly larger version:
http://www.dreadnet.org/rendered/gallente_t1_cruisers_1920x1080.png
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.05.30 00:47:00 -
[385]
Originally by: Danni Arkada And here is the re-rendered version with a few bonuses..
http://www.dreadnet.org/rendered/gallente_t1_cruisers.png
or for a slightly larger version:
http://www.dreadnet.org/rendered/gallente_t1_cruisers_1920x1080.png
I take it you're using the scanline renderer rather than Mental Ray? Any tips on lighting? I never really managed to get scene environments/lighting right. -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |
Danni Arkada
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Posted - 2008.05.30 02:31:00 -
[386]
Originally by: Ix Forres
Originally by: Danni Arkada And here is the re-rendered version with a few bonuses..
http://www.dreadnet.org/rendered/gallente_t1_cruisers.png
or for a slightly larger version:
http://www.dreadnet.org/rendered/gallente_t1_cruisers_1920x1080.png
I take it you're using the scanline renderer rather than Mental Ray? Any tips on lighting? I never really managed to get scene environments/lighting right.
I am using mental ray, high qual, or atleast that's what I have set :/
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Iwana Haulallot
Radioactive Rubberpants
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Posted - 2008.05.30 11:46:00 -
[387]
I figgured a way to extract the problematic models.
I used the granny viewer and an openGL grabber that temporarly exports the model beeing viewed in the granny viewer as an obj file in the granny viewer directory.
then i just brought it into softimage XSI, welded the polys and added the maps.
So now i have the Nyx and moros fully textured and ready.
One question. Where can i find the textures for the Turrets? havent been able to locate them yet.
Anyone ?
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.05.30 13:50:00 -
[388]
Originally by: Danni Arkada
Originally by: Ix Forres
Originally by: Danni Arkada And here is the re-rendered version with a few bonuses..
http://www.dreadnet.org/rendered/gallente_t1_cruisers.png
or for a slightly larger version:
http://www.dreadnet.org/rendered/gallente_t1_cruisers_1920x1080.png
I take it you're using the scanline renderer rather than Mental Ray? Any tips on lighting? I never really managed to get scene environments/lighting right.
I am using mental ray, high qual, or atleast that's what I have set :/
Awesome. I've been trying to get Mental Ray working for some time for in-space stuff. Feel like doing a few pointers on how to set up Mental Ray's environment map and exposure control stuff/lighting the scene? :) -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |
Tor Umar
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Posted - 2008.06.03 22:09:00 -
[389]
Ive just exported the Nyx with no problems at all. And ive just checked the Moros exported fine as well!
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Mashie Saldana
Hooligans Of War
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Posted - 2008.06.03 22:49:00 -
[390]
Has anyone managed to export the Trinity versions of the Jove Phantom?
I would love to see a few high res images of it from various angles.
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