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Thread Statistics | Show CCP posts - 1 post(s) |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.06.04 22:32:00 -
[1051]
Originally by: chris poispads i'm doing a scene with both of the freighters being loaded with cargo containers. I have to be honest and say i have had trouble with the pieces you sent. The diffuse maps are all black? is that right? I also can't access how the max file because of the vray. If i gave you some isk could you repost the max file without v-ray' I'm just a tad lost on how the textures go together in the material editor?
try this
No bump, spec, or armour map, but it'll do the job.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
Craig Linford
Gallente Falcon Security
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Posted - 2011.06.05 05:21:00 -
[1052]
Originally by: chris poispads
Originally by: Craig Linford Edited by: Craig Linford on 03/06/2011 07:38:49
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials
Have you got a guide that you followed?
Would be useful for use newbies :D
No I dont think I did?
I just need know how the diffuse1.png and diffuse2_nosat.png were made and I think I'm there
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Foxgguy2001
Gallente Second Hand Lions
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Posted - 2011.06.07 01:14:00 -
[1053]
Sorry for the delay in responding... next time shoot me an evemail...since this thread is usually so inactive I don't check it regularly. The deiffuse appears VERY dark becuase they were VERY light in vray, no matter my lighting conditions, not sure why...anyhow, I'll make another max file with the default renderer and adjust things so it looks decent and get a max files posted up here in a day or two. ~Fox |
Craig Linford
Gallente 0rizen 0rizen Nation
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Posted - 2011.06.07 16:10:00 -
[1054]
Edited by: Craig Linford on 07/06/2011 16:16:23
Originally by: Foxgguy2001 Sorry for the delay in responding... next time shoot me an evemail...since this thread is usually so inactive I don't check it regularly. The deiffuse appears VERY dark becuase they were VERY light in vray, no matter my lighting conditions, not sure why...anyhow, I'll make another max file with the default renderer and adjust things so it looks decent and get a max files posted up here in a day or two.
Cheers man.
I have taken your Obelisk as template and made a Thorax
Just need to give it a nicer backdrop
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Sarmatiko
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Posted - 2011.06.10 12:13:00 -
[1055]
Edited by: Sarmatiko on 10/06/2011 12:14:28 Hey guys! I'm trying to improve my skill with blender for future quick test server previews (like this one) but I just lost the right direction with materials usage. I'm certainly doing something wrong with node composition so I will appreciate some advices Current node mess: http://img854.imageshack.us/img854/6045/nodesmess.png Render compared to ingame result: http://img10.imageshack.us/img10/3296/mallerrender.jpg Blender file with packed textures http://www.mediafire.com/?ve2l1wvja8me3va
Most viewers doesn't care about materials and right textures, but when I see my renders I feel so lame, wanna change this
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Craig Linford
Gallente 0rizen 0rizen Nation
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Posted - 2011.06.10 18:39:00 -
[1056]
Time to add the Occator to my list:
http://imageshack.us/photo/my-images/121/occator.jpg/
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Hesperius
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Posted - 2011.06.11 00:34:00 -
[1057]
Extracted, converted, animated, processed, converted, post processed -> Test Clip starring the Moros, new XL blasters and the new Maller.
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Matah Hari
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Posted - 2011.06.14 06:16:00 -
[1058]
Hey guys! With all these Dust trailers showing Moros(es?) doing their orbital strikes and whatnot I was very eager to try to render a Moros in 3dsMax. Unfortunately (I don't know if this happens to other people) every time I try to open the Moros model in Tri-Exporter it crashes on me!
Anyway, I was wondering if someone was actually able to export this model at all, and if so would you be so kind as to post the obj. model and the folder with the DDS files for me please. I would be very grateful. |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.06.15 18:19:00 -
[1059]
Originally by: Matah Hari Hey guys! With all these Dust trailers showing Moros(es?) doing their orbital strikes and whatnot I was very eager to try to render a Moros in 3dsMax. Unfortunately (I don't know if this happens to other people) every time I try to open the Moros model in Tri-Exporter it crashes on me!
Anyway, I was wondering if someone was actually able to export this model at all, and if so would you be so kind as to post the obj. model and the folder with the DDS files for me please. I would be very grateful.
Linkage
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
Snaggle Pu55
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Posted - 2011.06.16 05:03:00 -
[1060]
Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Ive also created a Wip tutorial for Ships,
Ships Tut
I plan to make one for the characters as well, but be warned its rather more complicated.
I'll continue posting progress as it develops.
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Matah Hari
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Posted - 2011.06.16 06:48:00 -
[1061]
Originally by: Snaggle Pu55 Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Ive also created a Wip tutorial for Ships,
Ships Tut
I plan to make one for the characters as well, but be warned its rather more complicated.
I'll continue posting progress as it develops.
My man, I literally drooled when I saw those characters in UDK... the quality is impressive! I would love to know more about your project and how you imported the character models into UDK so well.
@AK Thank you so much for the model! here is what I accomplished today with it, the reflections are a bit messed up but I'm getting close to the look I'm going for. Now if only I could find the model/texture for those large turrets. I've searched around in tri exporter but I can't really find a good turret model. |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.06.16 12:18:00 -
[1062]
Originally by: Snaggle Pu55 Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Ive also created a Wip tutorial for Ships,
Ships Tut
I plan to make one for the characters as well, but be warned its rather more complicated.
I'll continue posting progress as it develops.
/me puts gun to head and pulls the trigger.
Makes my paltry efforts look like dog$hit.
That's serious talent.
Love to get access to one of your UDK models and plug it in to see where I can improve my process for UDK.
PM me, or email me through Youtube link below.
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
DarkStar1128
Minmatar House Aratus Fatal Ascension
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Posted - 2011.06.18 05:25:00 -
[1063]
We just got a new 3-d printer at work and I'd like to test it out with some eve ship models however, I seem to be having the same issues as a few people on here and can't get TriExporter to run without immediately crashing.
Can anyone upload the model files for a hurricane, myrmidon, and naglfar? I have the tempest files from sifting through this thread and plan to print it soon. We also have photoshop so any files related to editing would be helpful as well (Just got it and want to try some 3-d editing, I've already played with blender some).
I'll post pics up after they're printed (shooting in a petition to see if ccp is cool with me printing them as I plan on keeping them for myself and not selling)
Also does anyone know the work around to get TriExporter running? I've tried it on both windows xp boxes (32 bit) and windows 7 (64 bit).
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.06.18 10:33:00 -
[1064]
Originally by: DarkStar1128 Also does anyone know the work around to get TriExporter running? I've tried it on both windows xp boxes (32 bit) and windows 7 (64 bit).
Win7 64-bit.
No problems...all I can tell you is I run it from a hard drive other than my operating system and the eve installation is on a 3rd hard-drive.
To test your problem, I deleted the Tri-exporter file and folder, cleaned the registry, downloaded Tri-Exporter 2009, dragged it into the hard drive folder, unzipped it and ran it.
It worked straight away. Just a mystery I guess.
Here's the link to your files though Linkage
Look forward to the pics.
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
Matah Hari
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Posted - 2011.06.19 14:34:00 -
[1065]
Originally by: DarkStar1128 We just got a new 3-d printer at work and I'd like to test it out with some eve ship models however, I seem to be having the same issues as a few people on here and can't get TriExporter to run without immediately crashing.
Can anyone upload the model files for a hurricane, myrmidon, and naglfar? I have the tempest files from sifting through this thread and plan to print it soon. We also have photoshop so any files related to editing would be helpful as well (Just got it and want to try some 3-d editing, I've already played with blender some).
I'll post pics up after they're printed (shooting in a petition to see if ccp is cool with me printing them as I plan on keeping them for myself and not selling)
Also does anyone know the work around to get TriExporter running? I've tried it on both windows xp boxes (32 bit) and windows 7 (64 bit).
All I can say is maybe try erasing it completely (this includes the registry entry with regedit) and install a fresh copy of 2009 from evefiles. Tri Exporter works fine for me on windows 7 64 bit. Also maybe try changing the compatibility mode.
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Snaggle Pu55
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Posted - 2011.06.19 23:58:00 -
[1066]
Edited by: Snaggle Pu55 on 20/06/2011 00:05:41 Edited by: Snaggle Pu55 on 20/06/2011 00:00:14 Hello Chaps
Ive Uploaded a simple UDK map Linkage including the shader network for the apocalypse discribed in my Tutorial, The map also includes a basic light and post processing chain.
So all you should need to do is export the Apoclaypse mesh and textures from Tri Exporter, re-link the mesh and textures in UDK and you'll be good to go.
This Shader Network should be able to be applied to any ship, by replacing the various values with values from the desired Ship.RED file, The Material instance is used to avoid having to recreate the shader network for each Material and will instance any changes in the Master Material to all Instances.
Ive also added a new section on my Website with some WIP Stills of a Fan Trailer im currently working on.
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Wild Rho
Amarr Silent Core
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Posted - 2011.06.22 07:14:00 -
[1067]
Been playing with the blender compositor to try and create the engine effects and background. Still needs a little bit more tweaking and then I can start on the weapons effects.
BTW does anyone know of a good way to extract the turrets with the bones in a format that can be imported into blender? I can get by doing the work manually but it's a bit of a chore.
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Andares Sol
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Posted - 2011.06.26 16:52:00 -
[1068]
Any ideas where to find the infamous 70$ monocle in the resources? I don't want to miss the chance for a few bad jokes, like sticking them on a ship scaled up e.t.c.
Cheers, Andares Sol
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Craig Linford
Gallente Universal Freelance
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Posted - 2011.06.27 07:45:00 -
[1069]
Off the top of my head I think its here: res\dx9\modules\ships\amarr\Cruiser\
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Andares Sol
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Posted - 2011.06.27 22:18:00 -
[1070]
Right...
I think it might be in: res/graphics/character/modular/female/accessories/glasses/monocle_01 res/graphics/character/modular/male/accessories/glasses/monocle_01
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DIGI Byte
Gallente
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Posted - 2011.07.01 13:02:00 -
[1071]
Hey guys, Been trying to use the Tri-Exporter.
A few questions and problems, I tried using many versions, tryign to find the latest, its quite hard to make sure i have both the program and granny2.dll
I got 4.2 and what I believe is the latest granny2.dll
I's there any reason the appropriate granny2.dll isn't sent with the latest version of the program? another question, Does the tri exporter only view .tri files? or .Gr2 files too? I try and load a Gr2 and I unfortunately I get a "Model not loaded"
I am a little confused because there is apparently UI updates, and program updates, and different versions of granny2 floating around So anyhelp with having matching/latest granny2.dll is helpfull
I'm trying to get my hands on the Incarna files for the CQ, particularly the Pod.
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Lupus Hekki
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Posted - 2011.07.05 19:48:00 -
[1072]
Edited by: Lupus Hekki on 05/07/2011 19:51:01
Originally by: DIGI Byte I's there any reason the appropriate granny2.dll isn't sent with the latest version of the program?
Most probably because granny2 is owned by rad games and Selvin would get licensing issues as i suspect he doesn't own the RAD Game SDK.
Anyway, My frist attempt on rending models using blender. It's a Drake, and i've managed to extract Normal, glow, specular and the diffuse textures. Also, Paint textures are only available to ships that - have faction variants
- have T2 variants
I'm trying to get reflections right, but caldari wouldn't be the correct choice then, as they are more rigid and less 'round' (thus prone not to reflect as much), also dark.
What do you think?
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Wild Rho
Amarr Silent Core
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Posted - 2011.07.06 07:51:00 -
[1073]
Originally by: Lupus Hekki
Anyway, My frist attempt on rending models using blender. It's a Drake, and i've managed to extract Normal, glow, specular and the diffuse textures. Also, Paint textures are only available to ships that - have faction variants
- have T2 variants
I'm trying to get reflections right, but caldari wouldn't be the correct choice then, as they are more rigid and less 'round' (thus prone not to reflect as much), also dark.
What do you think?
It's a good start and you have the basics down but you've got a bit of work to go yet :)
Some things that might help:
- Look at using texture & material nodes for the skin, it becomes much easier to extract and manipulate the image channels. - Open each ships .red file and take a look in there, you'll find useful details on the ships material colours, mask colours, glow colours and turret / engine hardpoints (they're a bit messy to read initially but you get used to them quickly). - Get GIMP 2.x with the .dds plugin to extract the paint maps (nearly every ship has one but blender can't open them for some reason).
Hope that helped.
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Matah Hari
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Posted - 2011.07.06 22:13:00 -
[1074]
Hey guys, I'm having problems applying the material for the new Maller model in 3DS MAX. The process I've been using with the other ships doesn't work for this one. I've been trying to fit it manually, messing with the tiling and rotation, but so far I got nothing. Any ideas? |
Castiel Arnolles
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Posted - 2011.07.08 20:37:00 -
[1075]
Question, could I make sprites for a 2d shooter using this program or do I need another program for that? |
Wild Rho
Amarr Silent Core
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Posted - 2011.07.09 07:41:00 -
[1076]
Was able to get blenders action and NLA editor to animate the new turrets deploying and firing. |
Lupus Hekki
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Posted - 2011.07.09 11:32:00 -
[1077]
Edited by: Lupus Hekki on 09/07/2011 11:33:03
Originally by: Wild Rho Was able to get blenders action and NLA editor to animate the new turrets deploying and firing.
Awesome, but what i worry about is the end animation, doesn't that revert to the same position a little bit too fast? (What am i to judge, i'm still trying to figure out how to texture everything correctly) |
Wild Rho
Amarr Silent Core
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Posted - 2011.07.09 19:14:00 -
[1078]
Edited by: Wild Rho on 09/07/2011 19:14:30
Originally by: Lupus Hekki
Awesome, but what i worry about is the end animation, doesn't that revert to the same position a little bit too fast? (What am i to judge, i'm still trying to figure out how to texture everything correctly) Also this might be of assistance to you, explosion.zip (.red files)
i found where the capsule is. dx9/model/worldobject/capsule lol @ dx9/model/worldobject/wsign
Cheers, yeah I noticed the turrets reset a little too quickly after I had finished rendering but since it's only an experiment animation I'm not too worried about it.
For the textures have a read back through the thread, there are several very good guides (I used Kolath's guide when I first started). If you're using blender I can try to answer any questions you've got. |
Lupus Hekki
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Posted - 2011.07.09 22:38:00 -
[1079]
Originally by: Wild Rho If you're using blender I can try to answer any questions you've got.
1/ How did you get the turrets to animate (also, where did you find them?) 2/ How did you do the lens flares? 3/ How did you do the lasers/projectile/energy?
At the moment, i'm trying to properly render the trusters, so far so good. (Also, using faction masks for ships they're not supposed to be on, more pictures here)
Also, .red files should show the location of all needed textures, just export them using TriExporter |
Wild Rho
Amarr Silent Core
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Posted - 2011.07.10 06:54:00 -
[1080]
Edited by: Wild Rho on 10/07/2011 06:55:12
Originally by: Lupus Hekki
1/ How did you get the turrets to animate (also, where did you find them?)
You can find the turrets under dx9 -> models -> turrets. The new turret models have a much nicer naming convention and are easier to find than the old models
For the deployment animation I had to manually break the turret model into the individual componenents I wanted to animate (the turrets base, the mount and the barrel). I animate the behaviour of each component when the turret deploys and save the IPO curves as actions (it's really important to give each IPO and action a proper name or it'll get very confusing quickly). Once the actions are saved I can remove them from the current turret model as they will be saved on that blend file for use later.
For the tracking animations I created an "empty" to act as the turrets target and then applied the "track to" constraints on each turret component that would need to move to follow the target. I also added the "limit rotation" constraint afterwards to ensure the components turned the right way to follow the target.
Originally by: Lupus Hekki
2/ How did you do the lens flares?
Using the glare node in the composite node editor with the "ghosts" setting.
Originally by: Lupus Hekki
3/ How did you do the lasers/projectile/energy?
Each weapon has its own process to produce the effect. For the laser it's a simple cylinder mesh stretched from the turrets barrel to its target. The cylinder is given a simple white colour and set to shadless. To finish the effect I go into the compositor and apply a glare node set to streaks to the laser, then add the output of that node back into the existing image.
Sorry the descriptions are general but I'd be here all day doing a detailed guide and I don't fancy spending my weekend doing a full document of the process, I'll try update the above with some screenshots later than may help. |
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