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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Xyfu
Minmatar The Nietzian Way
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Posted - 2009.02.17 11:31:00 -
[571]
This tool point blank refuses to work in Vista. It's due to DEP killing it, even when I disable DEP for the tool. Running in compatibility modes, or as an admin does nothing to help the situation. _____ ^ That is a sig line. It should be there without me having to put one in.
[right]http://rumandmonkey.com/widgets/toys/testgen/6199/[img]http://stat.rumandmonkey.com/tests/9/9/6199/ |
Harbngr
PURE Legion
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Posted - 2009.02.17 14:29:00 -
[572]
Edited by: Harbngr on 17/02/2009 14:29:07
Originally by: Xyfu This tool point blank refuses to work in Vista. It's due to DEP killing it, even when I disable DEP for the tool. Running in compatibility modes, or as an admin does nothing to help the situation.
I run Vista and have had no issues with running triexporter v0.4.1.0beta.
I am runing vista enterprise with dep enabled. Only thing I have done is turn off the User Account Control.
Evil Overlord Tips #40 I will be neither chivalrous nor sporting. If I have an unstoppable superweapon, I will use it as early and as often as possible instead of keeping it in reserve. |
Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.02.19 06:50:00 -
[573]
Originally by: Harbngr
I run Vista and have had no issues with running triexporter v0.4.1.0beta.
I am runing vista enterprise with dep enabled. Only thing I have done is turn off the User Account Control.
^This I got tired of Vista whining at me every time I modified program files or installed something, so I turned it off It also means vista security doesn't interfere with applications like this
Originally by: Rem Laideker I'm just starting out with this and I can get a model with texture into Blender. Of course it's pretty bland and hasn't got any extra stuff on it.
Could someone explain what UVMap,bumpmap and alpha channel and alike are? Or point me in the direction to a link with information?
If I understand it correctly, these are things you use for the textures with all the extra little details and lights?
UV Map - This is information stored in the model file which wraps the texture onto the model, usually all you have to do is change the texture/projection method to "UVW Mapping" to enable it.
Bump Map - This is for the rendering engine, it "fakes" detail. But I would suggest using the normal maps stored in the "_ngs" texture file, if you can use normal maps. They just look better
Alpha Channel - This is for making surfaces transparent, it's used a lot on the Minmatar ship models for the sails.
I haven't used Blender myself so I don't know any tutorial sites, although I would suggest having a look around for them as they should be able to explain how to use most of these techniques.
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Rem Laideker
The Kakhura'uta Caravan
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Posted - 2009.02.19 16:47:00 -
[574]
Originally by: Davik Rendar
Originally by: Rem Laideker I'm just starting out with this and I can get a model with texture into Blender. Of course it's pretty bland and hasn't got any extra stuff on it.
Could someone explain what UVMap,bumpmap and alpha channel and alike are? Or point me in the direction to a link with information?
If I understand it correctly, these are things you use for the textures with all the extra little details and lights?
UV Map - This is information stored in the model file which wraps the texture onto the model, usually all you have to do is change the texture/projection method to "UVW Mapping" to enable it.
Bump Map - This is for the rendering engine, it "fakes" detail. But I would suggest using the normal maps stored in the "_ngs" texture file, if you can use normal maps. They just look better
Alpha Channel - This is for making surfaces transparent, it's used a lot on the Minmatar ship models for the sails.
I haven't used Blender myself so I don't know any tutorial sites, although I would suggest having a look around for them as they should be able to explain how to use most of these techniques.
Thanks for the info.
Someone should really make a step-by-step tutorial of exporting EVE models and how to make them look like in-game. I got the trial version of 3D Studio Max now, so if anyone is familiar with working with that software and exporting EVE ships, feel free to offer some help. ---
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Hatt0ri Hanz0
Caldari State War Academy
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Posted - 2009.02.20 00:03:00 -
[575]
Originally by: Rem Laideker
Originally by: Davik Rendar
Originally by: Rem Laideker I'm just starting out with this and I can get a model with texture into Blender. Of course it's pretty bland and hasn't got any extra stuff on it.
Could someone explain what UVMap,bumpmap and alpha channel and alike are? Or point me in the direction to a link with information?
If I understand it correctly, these are things you use for the textures with all the extra little details and lights?
UV Map - This is information stored in the model file which wraps the texture onto the model, usually all you have to do is change the texture/projection method to "UVW Mapping" to enable it.
Bump Map - This is for the rendering engine, it "fakes" detail. But I would suggest using the normal maps stored in the "_ngs" texture file, if you can use normal maps. They just look better
Alpha Channel - This is for making surfaces transparent, it's used a lot on the Minmatar ship models for the sails.
I haven't used Blender myself so I don't know any tutorial sites, although I would suggest having a look around for them as they should be able to explain how to use most of these techniques.
Thanks for the info.
Someone should really make a step-by-step tutorial of exporting EVE models and how to make them look like in-game. I got the trial version of 3D Studio Max now, so if anyone is familiar with working with that software and exporting EVE ships, feel free to offer some help.
Ill tutor you for isk :P
Originally by: CCP Whisper Boo hoo. Cry some more.
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deepfreeze007
Caldari Swordfish LLD
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Posted - 2009.02.20 03:53:00 -
[576]
Ok, so I have a lot of it figured out. Linky
But what I can't figure out is how to make the surfaces of the ships reflective like they are in game.
I'm using TriExporter (v0.4.1b), editing the .dds files in Photoshop 7 into .tga for the textures, and DAZ Studio 2.3 (v2.3.3.146).
Something I've noticed is the gr2 fils when rendered appear to be rather bland. For example, a lot of the Gallente ships are green or blue, but when I export them, texture, and render them, they appear to be more grey-ish. I only tried an Amarr ship since I know they are all gold in color.
Please let me know what you think of my above linked scene and if you have any pointers. Thanks. ---
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The Assembler
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Posted - 2009.02.23 09:05:00 -
[577]
Edited by: The Assembler on 23/02/2009 09:10:06 What is actually contained in each file? .DDS textures? What does .blue contain? What actually contains the mesh? What contains the UV's?
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Xyfu
Minmatar The Nietzian Way Initiative Associates
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Posted - 2009.02.24 03:38:00 -
[578]
Selvin, it looks like your hosting's down.
Also, I still can't get TriExporter to work under vista. I've had UAC turned off since the beginning, and nothing I do to DEP fixes the problem.
The irony is that it runs under Ubuntu fairly well. I can't get it to work the gr2 files, though. Just comes up with "Error: WTF" which is oh so helpful. _____ ^ That is a sig line. It should be there without me having to put one in.
[right]http://rumandmonkey.com/widgets/toys/testgen/6199/[img]http://stat.rumandmonkey.com/tests/9/9/6199/ |
Mickey Simon
Noir.
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Posted - 2009.02.24 05:09:00 -
[579]
Originally by: Xyfu Selvin, it looks like your hosting's down.
Also, I still can't get TriExporter to work under vista. I've had UAC turned off since the beginning, and nothing I do to DEP fixes the problem.
The irony is that it runs under Ubuntu fairly well. I can't get it to work the gr2 files, though. Just comes up with "Error: WTF" which is oh so helpful.
Are you using the latest version? The one linked in the OP is not the latest version, unfortunately you have to trawl through the thread for a bit to get the version that does process the .gr2 files properly :<
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Xyfu
Minmatar The Nietzian Way Initiative Associates
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Posted - 2009.02.24 09:40:00 -
[580]
Originally by: Mickey Simon Are you using the latest version? The one linked in the OP is not the latest version, unfortunately you have to trawl through the thread for a bit to get the version that does process the .gr2 files properly :<
Yes, latest version, and all that. Well, wasn't using the latest version on Linux, 'cause I just tried to open the one I had to hand for ****s 'n' giggles.
No version of TE I've tried has worked yet, on this infernal OS.
Help appreciated. _____ ^ That is a sig line. It should be there without me having to put one in.
[right]http://rumandmonkey.com/widgets/toys/testgen/6199/[img]http://stat.rumandmonkey.com/tests/9/9/6199/ |
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Fortune Taker
Caldari
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Posted - 2009.02.25 23:08:00 -
[581]
Edited by: Fortune Taker on 25/02/2009 23:10:10
Originally by: The Assembler Edited by: The Assembler on 23/02/2009 09:18:41 What is actually contained in each file? .DDS textures? What does .blue contain? What actually contains the mesh? What contains the UV's?
I seem to be having some trouble with the .blue every time I try to select it an error comes up with WTF. What exactly are you supposed to do with the .blue?
each ship file contains
.gr2 (ship model) .blue (file used by the client that tells it what files to use, not exactly sure since there are other files elsewhere too, you can look in them in a text editor most of it is gibberish but you can pick out filenames) .dds (these are the textures, there is 2-8 of these, each one does something different, and each file does multiple things, this is up to you to figure out, this forum has some good info how to use these if you look)
recently(on the test server) there are .red files I haven't look at these files yet but im assuming they are the settings opposite of the .blue files for the lite client FT
if you see this you have read too far |
Anigo Montioa
Minmatar
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Posted - 2009.02.28 20:07:00 -
[582]
Sorry to ask this question if it has been answered multiple times before, but when I render the models from TriExporter (in this case a Maelstrom), they turn out to be monochromatic, or in Greyscale, but only when I render them. (3ds max w/ Vray), in the viewports they show up in the full color, so I don't know what the issue is, anyone care to shed some light on this issue?
Thanks!
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Sondrou Xi'Tral
Gallente Terror Solutions Stargate Experiment 626
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Posted - 2009.03.01 11:26:00 -
[583]
Originally by: Davik Rendar Edited by: Davik Rendar on 28/09/2008 22:58:11 I'm not sure how to colour the textures using vray in MAX. But here's how to do it in Photoshop.
Open the _d texture, and the _p texture. Resize the _p texture to the same size as the _d texture, and copy the alpha channel into the _d texture as another RGB layer (not as an alpha channel).
Now select Image/Adjustments/Gradient Map... And recolour the _p layer to a Dark Grey and Turquoise colour. Now change the _p layer blend mode to Overlay.
And that's the basic theory of colouring the textures, you may have to play around with blend mode (sometimes Multiply works better with Gallente ships) and the Gradient Map colours to get it looking right.
Hope that helps
I think it might be time for me to make a tutorial up to show how to convert a model from start to finish, including screeshots
btw, it's looking pretty good, very nice renders too. You might want to drop the strength of the bump mapping just a little bit, just a suggestion
I'm a C4D user also. Any idea when you might come out with that tutorial, because it would help out a ton.
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Richest Mofo
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Posted - 2009.03.01 20:48:00 -
[584]
Originally by: Anigo Montioa Sorry to ask this question if it has been answered multiple times before, but when I render the models from TriExporter (in this case a Maelstrom), they turn out to be monochromatic, or in Greyscale, but only when I render them. (3ds max w/ Vray), in the viewports they show up in the full color, so I don't know what the issue is, anyone care to shed some light on this issue?
Thanks!
uncheck grayscale button on the viewport buffer?
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Anigo Montioa
Minmatar
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Posted - 2009.03.02 23:01:00 -
[585]
I never figured out the issue, but I think I had some VRay settings messed up, so I just started over with the DX9 models and textures and it works. Another question though, how do I get the light-map to show up along with the opacity map? I'm using VRay and I have the opacity/defuse/normal and bump all working together, it's just when I add the light map, the model renders completely black, or when I remove it, renders just fine, so I'm not sure if I'm setting it up incorrectly or not, if someone could post the texture tree for 3ds Max and VRay that would be greatly appreciated.
Thanks!
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.03.05 00:54:00 -
[586]
Originally by: Sondrou Xi'Tral I'm a C4D user also. Any idea when you might come out with that tutorial, because it would help out a ton.
Hehe, maybe one day, not sure when though. I've still got the new Ship Chart to finish first, so maybe after that.
Originally by: Anigo Montioa Edited by: Anigo Montioa on 04/03/2009 03:08:03 I figured out the Light issue, but I have another few questions.
1) How do I make my renders more glossy? I'm using VRay, and thought I read somewhere to put the grayscale bump map into the Glossiness Channel, but that didn't seem to help.
2) What is the most successful way of doing trails? I have KY Trail, and it does alright, but nothing like the lens-flare engine trails like their ingame counterparts.
3) How do I get the nebula textures to work correctly with 3ds Max and environment maps? Do you do it a different way or do you need to convert the cube-map that Eve uses into a spherical map? I used HDRShop and used the Image > Panorama > Panoramic Transformations to convert it to a cube map, but the lines between each of the six images in the cube map showed up very prominently. Unless I am choosing the wrong options of each image: I assume the original EVE texture is "Cubic Environment (6 Separate Images)" and I want "Mirror Ball" as the end result?
This thread has been a big help, but these last few things I have not been able to find at all.
1. The greyscale "bump map" is actually a specular map as I have said before. Use it in the specular channel, and turn the specularity of the material up. The other thing you can do for glossiness is add an environment reflection of the nebula background.
2. I use volumetric lights for engine flames, and just use the same light and apply a custom lens flare to it.
3. I manually rearrange the 6 sides into a box-cross map in Photoshop, and then use a Cinema 4D plugin which converts HDR-cross images into spherical maps. Here's one of the new wormhole textures that I converted using that method http://dl.eve-files.com/media/corp/DavikRendar/wormhole_class_01.jpg
Eve Online Ship Chart - Quantum Rise Edition |
Anigo Montioa
Minmatar
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Posted - 2009.03.05 22:10:00 -
[587]
Edited by: Anigo Montioa on 05/03/2009 22:09:52 Thank you very much! I use 3ds Max however, so I'm not sure if the volumetric light would apply, but I appreciate it none the less! Thanks about the Specular map, too. I had it in the Specular channel, but I don't think I had it set high enough, or I may have my render settings incorrect. As for the Nebula, does it matter how I setup the box-map? Do the end ones go up and down or as long as it's a cross-type shape would it work?
Thanks again for all the help!
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Chanur
Federation of Freedom Fighters
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Posted - 2009.03.08 16:50:00 -
[588]
Hey everyone
I just tried playing with this, and used a good 8 hours just to figure out how to get the stuff out heh.
Example: Link
Do these models look alright? (I know the armageddon texture is a different one that original i think)
But are the textures looking fine?
And second question is how do i get the lights added on the ships?
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.09 21:36:00 -
[589]
Edited by: Aurvundill on 09/03/2009 21:36:17 I've been updating the UI to TriExplorer, if your interested I'll keep going for an overhaul. Otherwise I'll end up dropping it.
TriExplorer UI Overhaul (WIP): http://dl.eve-files.com/media/corp/Xabora/TriExplorer_Modified.png
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Anigo Montioa
Minmatar
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Posted - 2009.03.09 23:49:00 -
[590]
Is it possible to allow the window to be maximized? (Not a necessity, but it would be nice.)
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.10 00:36:00 -
[591]
Edited by: Aurvundill on 10/03/2009 00:35:56
Originally by: Anigo Montioa Is it possible to allow the window to be maximized? (Not a necessity, but it would be nice.)
I'll look into it.
Heres the UI as of now. http://dl.eve-files.com/media/corp/Xabora/evetriexplorer_update.png
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.11 06:50:00 -
[592]
Edited by: Aurvundill on 11/03/2009 06:57:52 *cough* Fullscreen semi-works now *cough*
[url=http://i41.tinypic.com/fw60yt.jpg]TriExporter 2009 Update Progress[/url] [i]You can see a few things changed for legibility, but its getting there. :D
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Chanur
Federation of Freedom Fighters Aggression.
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Posted - 2009.03.11 12:40:00 -
[593]
Alright i got the light map to work but still having some questions...
This is how i do:
1. Export Blank Model to .obj 2. Unstuff the Texture 3. Open the .dds File in Photoshop "Flip Horizontal" and "Rotate 180". 4. Save the first file as Texture.dds without alpha channel 4a. Reopen the standard .dds file again, this time i delete the RGB Channels, Convert to GreyScale, "Flip and rotate" and save it as a light.dds file again. 5. I then import the model to 3dsmax 9, Open Materials "M", I then click the Diffuse and add a Composite with 2 Layers, "Layer 1: Texture, Layer 2: Light" 5a. I then set one of the Layers to Additive, which results in showing the lights, "You may have to increase the brightness of the Light.dds for better viewing" 6. Finish
Questions: 1. Is it possible to make a Layer like the ones mentioned above, Self-Illuminent "To make the lights glow a little"? 2. Im having problems with models like the "Providence", its made out of 2 different Texture files, but when i add the first texture in 3dsmax, it covers the hole model and not only the "First texture click in TriExporter". So how do you add textures to different parts of the model?
Ill transfer 50 mil to the guy who can give me a good explanation on this, im a newbie to 3dsmax so please be newbie friendly
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Anigo Montioa
Minmatar
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Posted - 2009.03.11 19:41:00 -
[594]
Edited by: Anigo Montioa on 11/03/2009 19:41:46
Originally by: Chanur
Questions: 1. Is it possible to make a Layer like the ones mentioned above, Self-Illuminent "To make the lights glow a little"?
Depends what render you are using, if it's VRay you use a VRayLight Material as a separate texture on the composite map. With default 3ds Max materials, do what you did with the composite material, with the light material, put it in the opacity map, then check the 'color' box in the 'Self-Illumination' box. I set my color to an orange usually. Then, under the composite material parent director, set the number from 100, to 150. (The number next to the Light-material channel.)
It won't look nearly as good as it would with VRay and the VRayLightMtl, but it works for what you need.
Originally by: Chanur 2. Im having problems with models like the "Providence", its made out of 2 different Texture files, but when i add the first texture in 3dsmax, it covers the hole model and not only the "First texture click in TriExporter". So how do you add textures to different parts of the model?
As for the Providence, many people have been having issues with it, I know someone posted the download link for a working one a few pages back.
Hope I helped at all!
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Chanur
Federation of Freedom Fighters Aggression.
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Posted - 2009.03.11 23:25:00 -
[595]
Thanks a lot, the thing with the providence were more of a general question, what do i do with the ships who are made of 2 different texture files?
Will wire the isk to ya as soon as i get ingame
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Cadinie
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Posted - 2009.03.14 23:46:00 -
[596]
it seems CCP even though they say this application is ok, has just given it the shaft. if you try to open apoc patched clients it will only show gallente and minmatar under models. and under those there is praticly nothing at all. the only things left you can open are a very very few random objects. if anyone has a patch to undo what CCP did, please tell me.
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.15 01:16:00 -
[597]
Originally by: Cadinie it seems CCP even though they say this application is ok, has just given it the shaft. if you try to open apoc patched clients it will only show gallente and minmatar under models. and under those there is praticly nothing at all. the only things left you can open are a very very few random objects. if anyone has a patch to undo what CCP did, please tell me.
I'm poking around at HEX level now. Mostly cleaned up error text but seeing if I can fix anything.
TriExporter - Stage 6: http://dl.eve-files.com/media/corp/Xabora/TriExporter_Stage6_WIP.jpg
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.03.15 09:28:00 -
[598]
Originally by: Cadinie it seems CCP even though they say this application is ok, has just given it the shaft. if you try to open apoc patched clients it will only show gallente and minmatar under models. and under those there is praticly nothing at all. the only things left you can open are a very very few random objects. if anyone has a patch to undo what CCP did, please tell me.
CCP has removed most of the old ship models because with the removal of the classic client they don't need them in the install anymore.
Originally by: Aurvundill To view the ship models, look under res/DX9/model/ship/<race>/<ship model id>
Nice work tidying up the Tri interface too Aurvundill
Eve Online Ship Chart - Quantum Rise Edition |
Kartala
Amarr Ministry of War
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Posted - 2009.03.15 17:24:00 -
[599]
two things...
first: the website is down for tri exporter second: tri exporter wont start
system: xp32 sp2 / amd x2 6k / 2gb ram
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Cayth
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Posted - 2009.03.16 20:25:00 -
[600]
well, using tri-exporter, I dumped some of the .red files. They're (surpisingly) plaintext, and are very informative as far as determining how the textures on a particular ship are assembled and used. The format is easily parsable, but fairly readable as well. However, I can't seem to figure out where the variant .red files are for tech II ships, nor any place that might have the variant textures.
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