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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Admrl Cain
Caldari CaldaCorp Quantum Star Alliance
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Posted - 2008.10.13 12:17:00 -
[511]
Edited by: Admrl Cain on 13/10/2008 12:17:58 A few mins work rebuilding the shaders. Enjoy, this is in 3ds max. a few mesh tweaks as well to smooth things out. Linkage ----------------------------------------
Admiral Cain. Yep, that's right.. mmhmmm |
Greme
Amarr Slacker Industries
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Posted - 2008.10.13 14:21:00 -
[512]
T2 "models" are a mash up ingame of the t1 model, a few extra doolies (separately modelled) and a new skin.
It's probably possible to recreate them ingame, but it'll take more than import model -> texture.
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Joshua Foiritain
Gallente Reikoku Band of Brothers
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Posted - 2008.10.15 09:14:00 -
[513]
Originally by: Admrl Cain Edited by: Admrl Cain on 13/10/2008 12:17:58 A few mins work rebuilding the shaders. Enjoy, this is in 3ds max. a few mesh tweaks as well to smooth things out. Linkage
Can i interest you in posting a tutorial for us 3ds max noobies?
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Davik Rendar
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Posted - 2008.10.15 23:01:00 -
[514]
Originally by: Greme T2 "models" are a mash up ingame of the t1 model, a few extra doolies (separately modelled) and a new skin.
It's probably possible to recreate them ingame, but it'll take more than import model -> texture.
Actually the Trinity T2 models are seperate models, you just have to know where to look for them they are listed in the npc faction folders
e.g. for the sacrilege look under res/dx9/model/ship/khanid/ac2/ac2_khanid_hullshape.gr2
so it is as easy as import model -> texture
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Greme
Amarr Slacker Industries
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Posted - 2008.10.17 11:34:00 -
[515]
Orly? sex on a stick!
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Dr Prometheus
Caldari Gears of Construction
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Posted - 2008.10.17 21:46:00 -
[516]
Found the Orca in it (see some other topics.) somebody care to make a high res picture of it? :)
/me doesnt have 3D skills :( - Dude where is my Charon? - |
Davik Rendar
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Posted - 2008.10.18 02:47:00 -
[517]
I can't find the Orca, what directory is it in?
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Davik Rendar
Open All Hours
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Posted - 2008.10.19 06:34:00 -
[518]
Ok, I haven't got the Orca to a respectable state for rendering yet, but here's a sneak peak of the new acceleration gates.
Acceleration Gate
Looks great CCP
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enterprisePSI
Gallente Unimatrix 0.1
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Posted - 2008.10.20 12:50:00 -
[519]
Edited by: enterprisePSI on 20/10/2008 12:50:46 Hey guys i dont seem to be able to locate the megathron navy issue textures... if anyone has any ideas? much appreciate
Hey look what i made in lightwave!
CEO of Unimatrix 0.1« An Eve Online« Corporation. |
Davik Rendar
Open All Hours
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Posted - 2008.10.21 01:17:00 -
[520]
Edited by: Davik Rendar on 21/10/2008 01:18:01 Most of the "Navy Issue" textures are just the normal textures re-coloured. So there aren't any seperate Mega Navy Issue textures.
Have a look back through the past couple of pages, I think I posted how to recolour the textures in Photoshop not long ago.
Edit: here's the post http://oldforums.eveonline.com/?a=topic&threadID=269677&page=17#499
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enterprisePSI
Gallente Unimatrix 0.1
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Posted - 2008.10.21 12:57:00 -
[521]
thanks i ll give it a try CEO of Unimatrix 0.1« An Eve Online« Corporation. |
Suunto Viper
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Posted - 2008.10.22 12:27:00 -
[522]
anyone managed to pull the amarr freighter ouot? I can get the model but the textures dont seem to work?
Also wtrying to figure out the shinyness maps from the dds's
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Ceekt
The New Era HUZZAH FEDERATION
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Posted - 2008.10.23 20:53:00 -
[523]
Edited by: Ceekt on 23/10/2008 20:56:15 Well if any one frequents SHC (you will know that acronym if you do :P ) You will know what I have been up to as of late.
Any who, here is the Providence as previously asked for:
If you browse this directory:
http://eveart.l3ds.com/pics/
then you will find every standard ship up to BS (with the exception of the Moros and Nyx (Any luck on getting a better working version of tri exporter?))
Any who, my ultimate plan is to complete all the standard ships, then the faction ships, and lastly start working on the T2 versions. [url=http://storietime.com/gsy/killboard/?a=pilot_detail&plt_id=13442] [/url] |
Davik Rendar
Open All Hours
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Posted - 2008.10.23 21:33:00 -
[524]
Damn I'm a lazy ass, I need to cruise SHC more often I'm heading over now to check out your thread.
as for the Nyx and Moros here's a directory with all the broken models in it, thanks to Ouroborus777 http://ouroborus.org/eve/models/
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Ceekt
The New Era HUZZAH FEDERATION
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Posted - 2008.10.24 00:13:00 -
[525]
The main problem with those models is the fact that I like having the Material ID's that get exported when the models are exported as 3ds files.
It makes it easier to discern certain things. One main thing I can think of is minmatar ships and their opacity maps. for everything but the area that uses them I use a VrayBlendMtl to apply the light maps.
If I have to use one map for the whole ship, it just doesn't allow the same freedoms. Make sence? |
Davik Rendar
Open All Hours
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Posted - 2008.10.24 00:42:00 -
[526]
Yep, makes total sense.
That's why I set my importer to split the model into materials groups.
And I prefer importing the 3ds files too. |
Suunto Viper
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Posted - 2008.10.27 13:08:00 -
[527]
Edited by: Suunto Viper on 27/10/2008 13:10:42
Originally by: Ceekt Edited by: Ceekt on 23/10/2008 20:56:15 Well if any one frequents SHC (you will know that acronym if you do :P ) You will know what I have been up to as of late.
Any who, here is the Providence as previously asked for:
If you browse this directory:
http://eveart.l3ds.com/pics/
then you will find every standard ship up to BS (with the exception of the Moros and Nyx (Any luck on getting a better working version of tri exporter?))
Any who, my ultimate plan is to complete all the standard ships, then the faction ships, and lastly start working on the T2 versions.
How did you sort out the completely messed up UV mapping coz I'm struggling at the minute. it seems rotated round 90 degrees then flipped horizontally and then scaled all wrong.
Do I need to have seperate materials for each bit (mats dont even work propperly in tri-exporter)
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SpaceSavage
Omega Fleet Enterprises Executive Outcomes
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Posted - 2008.10.28 19:34:00 -
[528]
Please visit your user settings to re-enable images.
1680 x 1050 CLICK FOR DOWNLOAD
I did this one earlier.
I couldn't find the T2 textures for the Ferox/Nighthawk/Vulture model, so i made one up myself. Im pretty sure its identical to the ingame version.
Figured out how to add the lights in Cinema 4D also, it was surprisingly easy, easier than the 3DS way using VRAY. Anyway, enjoy and comment.
I can send you the model + Texture for a little bit of isk ;) |
Davik Rendar
Open All Hours
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Posted - 2008.10.28 21:40:00 -
[529]
Originally by: Suunto Viper How did you sort out the completely messed up UV mapping coz I'm struggling at the minute. it seems rotated round 90 degrees then flipped horizontally and then scaled all wrong.
Do I need to have seperate materials for each bit (mats dont even work propperly in tri-exporter)
The UV's are flipped vertically
and yes, some of the models have multiple textures the textures for the providence for example should look like this in the texture manager in TriExporter: afr1_tex_d_001.dds afr1_tex_d_002.dds
Originally by: SpaceSavage 1680 x 1050 CLICK FOR DOWNLOAD
I did this one earlier.
I couldn't find the T2 textures for the Ferox/Nighthawk/Vulture model, so i made one up myself. Im pretty sure its identical to the ingame version.
Figured out how to add the lights in Cinema 4D also, it was surprisingly easy, easier than the 3DS way using VRAY. Anyway, enjoy and comment.
I can send you the model + Texture for a little bit of isk ;)
Nice job, so you use Cinema 4D as well then?
Looks like you got the texture spot on. And no, there isn't a seperate nighthawk texture for the ferox as you noticed. Instead you have to use the "_p" textures alpha channel to colour the base "_d" texture, although it looks like you worked that out
One thing i noticed, you need to make up another texture with the black texture but no red on it for the bridge. It looks like you've just got the normal ferox texture on it. |
SpaceSavage
Omega Fleet Enterprises Executive Outcomes
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Posted - 2008.10.28 22:20:00 -
[530]
Hmm no i didnt use an _p textures, seem to remember having issues with nothing showing up in photoshop. As for the bridge, ingame its like a silver colour, which is what ive done with this one, no the colour is different than the ferox colour. _______________
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SpaceSavage
Omega Fleet Enterprises Executive Outcomes
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Posted - 2008.10.29 22:28:00 -
[531]
Made a "Titan under construction".
_______________
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Will Hunter
GoonFleet GoonSwarm
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Posted - 2008.10.30 04:41:00 -
[532]
Great work!
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Philip Stark
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Posted - 2008.11.01 12:30:00 -
[533]
Anyone able to apply the textures using blender? I have figured out how to import the model using triexporter (export as .x file) but I cant seem to figure out how to apply the textures. Is there another program that I can use like blender?
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Philip Stark
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Posted - 2008.11.02 07:41:00 -
[534]
Ok couldnt figure out how to get gimp and binder to work togeather. So I got 3ds Max. I tried following the way people said to render things but I always got just a gray render. If I exported to obj the perspective view would have the textures, but if I imported the 3ds file then added the textures nothing would render just be a grey ship. Any pointers as to what im doing wrong?
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Manturox
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Posted - 2008.11.03 17:09:00 -
[535]
Edited by: Manturox on 03/11/2008 17:09:48 I have a problem with the alpha channel in Photoshop. If i load a *_p.dds file and activate the alpha channel under channels it only shows the contours of the white areas. Whether i choose 8/16/32bits still the same.
I dont know what the problem is. Because it works a few month ago
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Gorgosti
Gallente Green Men Incorporated
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Posted - 2008.11.03 21:54:00 -
[536]
Originally by: Ouroborus777
Originally by: Valan Edited by: Valan on 11/09/2008 15:52:26 Thanks you confirmed my fears :)
I don't fancy doing it manually. It's gonna have to be a reduced version.
CCP makes the various game data available for download. This is includes solar system coordinates. If you're comfortable with some sort of programming, a 3D map can be generated from that. (Unless, of course, this is what you meant when you wrote, "manually.")
really? where can I download that data then?
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Mograph
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Posted - 2008.11.05 11:40:00 -
[537]
Edited by: Mograph on 05/11/2008 11:44:15 Edited by: Mograph on 05/11/2008 11:41:32
Originally by: Philip Stark Ok couldnt figure out how to get gimp and binder to work togeather. So I got 3ds Max. I tried following the way people said to render things but I always got just a gray render. If I exported to obj the perspective view would have the textures, but if I imported the 3ds file then added the textures nothing would render just be a grey ship. Any pointers as to what im doing wrong?
In the material editor you need to adjust the Diffuse map.
Play around with the alpha channel settings. (Alpha as grey)
Should let you see the diffuse texture in your renders On some maps (caldari mostly) the alpha is used for lights and other masks, in this case you should use a blend material (I use a blend material because it is physically correct if you want you can use a mix material) with the alpha channel of the DDS as the mask map and then create two copies of the diffuse material, but adjust the second one so its got self illumination, that will make the windows/lights appear to glow a bit.
If your using mental ray, use the second material slot of the blend material for an arch and design Material with self illumination checked, and a filter colour of your choice.
Then in the renderer setting you can check the output map and select a glare shader to add a glow around the windows. like this image
I also use the 3dsmax Normal bump shader in the bump slot of the first ach and design (you need to follow the instructions earlier on in this thread to create a usable normal map. During this process you'll also end up with a good shinyness map to play with. (In mental ray plus this map into the glossyness map slot) Play around with it see if you can get some nice results If you use 3Ds max alot I'd suggest having a look at jeff pattons blog, tis where i learn alot about mental ray rendering and shader creation. http://jeffpatton.cgsociety.org/blog/
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Mograph
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Posted - 2008.11.05 12:02:00 -
[538]
Originally by: Ceekt Edited by: Ceekt on 23/10/2008 20:56:15 Well if any one frequents SHC (you will know that acronym if you do :P ) You will know what I have been up to as of late.
Any who, here is the Providence as previously asked for:
If you browse this directory:
http://eveart.l3ds.com/pics/
then you will find every standard ship up to BS (with the exception of the Moros and Nyx (Any luck on getting a better working version of tri exporter?))
Any who, my ultimate plan is to complete all the standard ships, then the faction ships, and lastly start working on the T2 versions.
Also I can only find textures for the dx9 version ie the granny 2 model which I cant import into 3ds max.
The DX9 maps are all wrong even if flipped vertically
Where the hell are they in the stuff files?
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Philip Stark
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Posted - 2008.11.05 22:17:00 -
[539]
Thanks for that, I wasnt able to import the texture but by importing the file that i saved as a obj file, I was able to figure out how to change the gray to where the ship textures are visable. Thanks.
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Sahara Eternity
Amarr Imperial Academy
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Posted - 2008.11.06 09:13:00 -
[540]
Is it posible to animate theese ships in flash for example? I saw one a swf that was made by a guy ... a nyx ...
Animation = simple animation for example like triexplorer (ships rotates on its origin point)
A? :D
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