Pages: 1 2 3 4 5 6 [7] 8 9 10 11 12 13 14 15 16 17 18 19 20 30 .. 38 :: one page |
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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Arcalane Celso
Caldari Merch Industrial
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Posted - 2007.02.10 11:40:00 -
[181]
Wow, those are some really nice renders. :)
Were those done in 3ds or Lightwave? ~~ I'm in ur belts minin' ur roids. |
DuckQuack
Caldari Decisive Outcomes
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Posted - 2007.02.11 20:36:00 -
[182]
great tool...
would it be allowed by ccp, if we started a project to extract all the common models, and shared them online, so people didn't need to extract them all anymore?
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Piccolo Lupo
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Posted - 2007.02.19 14:20:00 -
[183]
Check it out, turns out 3ds is easiest way to produce these things (for me anyway). Any idea how to add the trails or the secondary flashing lights etc?
cheers.
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duffmanoyeah
Omega Fleet Enterprises Executive Outcomes
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Posted - 2007.02.20 16:56:00 -
[184]
Can someone give me a rundown, on how to use the program.
So ive installed, it, what now? What do i press, how do i access the models :)
Thankyou
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LordGodKingBufu
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Posted - 2007.02.23 07:59:00 -
[185]
I would be nice if we could get some pre-textured models saved in 3ds or lwo format, or does this go against ccp's conditions?
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Bambi
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Posted - 2007.02.25 15:35:00 -
[186]
Great tool. The tri importer for lightwave works fine under v8 too.
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Zephyrys
Caldari RennTech
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Posted - 2007.02.27 00:16:00 -
[187]
Cool just got this working for Maya... time to figure out how to do the lights
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Zephyrys
Caldari RennTech
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Posted - 2007.02.27 01:48:00 -
[188]
Ok here is a request for Selvin..
Allow us to export multiple texture maps regardless of the model. At the moment it seems I can't export a texture unless its attacked to a model
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Svenstaro
Amarr Templars of Space CORE.
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Posted - 2007.02.27 02:25:00 -
[189]
That's not true, just click the .dds and unstuff and bam you've got your tex. Doesn't have to be associated to a model.
____________________________________________ Toyship Wallpapers |
Zephyrys
Caldari RennTech
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Posted - 2007.02.27 02:57:00 -
[190]
Hmm odd.. wasnt working before but just did.
Great program btw.. I figured out how to open and fit the textures in Maya.. pretty simple.. still trying to figure out the correct transparency settings to get the symbols to work such as the caldari text/symbol on the merlin.
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Takis Shiro
Mining and Missions Industries
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Posted - 2007.02.27 14:35:00 -
[191]
I'm having a puzzling time trying to get textures to be happy, exported model files as obj fine and applied the texture myself in Maya, but they dont seem to be that well. For the life of me I cannot get textures to apply inside triexporter itself. In Maya even after I flip the texture over to fit half of them don't actually seem to be in their folders, Only Ammar and Caldari have their respective folders when unstuffing the texture file. Is it just that all the other two are not organised or have I missed something crucial?
---
Eve Skill = |
Bambi
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Posted - 2007.02.28 07:34:00 -
[192]
I extracted all the ships tri files to my lightwave content\model\eve\ships folder, and all the dds files to my lightwave\contect\images\eve folder all with the same dir structure. When I load the tri model for the 1st time it needs its UV map applying but once this is done and the model is resaved in obj / lwo format they all work a treat.
Not sure about this UV map fliping mlarkey as some models seem to require a dds file flip and other dont. Is it me not jknowing what ships are supposed to look like or do not all dds files need a vertical flip?
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Erim Solfara
Amarr Tarlos INC
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Posted - 2007.02.28 18:29:00 -
[193]
Tried as hard as I could to read the whole thread for help.
I've got 3DS Max and I'm a complete noob w/regards to that. DDS and 3DS files exported from TriE fine, and the model is imported to 3DSM fine, but how do I actually get the texture on it? Or does it only show up when rendered.
I seem to be stuck just looking at a dull grey punisher.
New ship class |
Kyria Timeyu
Pie Vendor
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Posted - 2007.03.04 20:05:00 -
[194]
How does Eve handle multiple textures? I wanted to export a Thorax, but after loading gc4shape.tri and gc4.dds, what I get is a Vigilant. So how do I access the other textures that fit onto a ship, like if I wanted to have a Thorax or Deimos?
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Zae'dra Xanthe
Fist of the Goat
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Posted - 2007.03.05 03:15:00 -
[195]
Has anyone gone through and labeled which textures go with which ships? For me, the most difficult part is finding all the appropriate textures. It would be great if someone has already gone through the leg work and figured it out already.
Going through trial and error is getting to be a touch tedious.
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Zephyrys
Caldari
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Posted - 2007.03.06 15:26:00 -
[196]
Originally by: Zae'dra Xanthe Has anyone gone through and labeled which textures go with which ships? For me, the most difficult part is finding all the appropriate textures. It would be great if someone has already gone through the leg work and figured it out already.
Going through trial and error is getting to be a touch tedious.
Impossible to "label" them unless you aready went through the work of exporing and re-texturing them. Honestly its not hard.. took me about 5 minutes to export and rexture the Jove ships.
Jove ship wallpaper in the Toy Ships thread in Gen. Disc
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Kyria Timeyu
Pie Vendor
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Posted - 2007.03.06 18:12:00 -
[197]
Originally by: Zephyrys
Originally by: Zae'dra Xanthe Has anyone gone through and labeled which textures go with which ships? For me, the most difficult part is finding all the appropriate textures. It would be great if someone has already gone through the leg work and figured it out already.
Going through trial and error is getting to be a touch tedious.
Impossible to "label" them unless you aready went through the work of exporing and re-texturing them. Honestly its not hard.. took me about 5 minutes to export and rexture the Jove ships.
Jove ship wallpaper in the Toy Ships thread in Gen. Disc
So there's no way to find out which textures can work with which ships? Surely the game must use a database to store that information. Otherwise it couldn't display its ships either.
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Zephyrys
Caldari
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Posted - 2007.03.06 19:16:00 -
[198]
Edited by: Zephyrys on 06/03/2007 19:16:06 well beyond the obvious naming convention.. no
The way they are set now works fine... C = Caldari f = frigate # = model # or ship lvl Cf1 tri = model Cf1 blue = texture In this case it would be a caldari bantam
look in models/ships for the race and model then scroll down to textures and find the matching texture.
So far as I am aware.. Minmatar and I think Amarr are the 2 races that dont use subfolders for the textures.. so they will be more difficuklt to match.. but not impossible.
Its just a matter of sifting through and finding the matching texture.
If you want better naming scheme.. beg CCP or export and rename accordingly.. there is no easy fix for it.
If you have a specific example I can look at it later and let you know what I find
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Zephyrys
Caldari
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Posted - 2007.03.06 19:23:00 -
[199]
Originally by: Kyria Timeyu How does Eve handle multiple textures? I wanted to export a Thorax, but after loading gc4shape.tri and gc4.dds, what I get is a Vigilant. So how do I access the other textures that fit onto a ship, like if I wanted to have a Thorax or Deimos?
I'll take a look when I get home in a few hours. Do me a favor and ss a thorax...I'm still nub so I dunno how its supposed to look
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Kyria Timeyu
Pie Vendor
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Posted - 2007.03.06 21:19:00 -
[200]
Originally by: Zephyrys I'll take a look when I get home in a few hours. Do me a favor and ss a thorax...I'm still nub so I dunno how its supposed to look
http://img406.imageshack.us/img406/6589/thoraxvl7.jpg
The Deimos is the same thing with brown armor and yellow windows, and the Vigilant has black armor and green windows. The Vigilant skin is the one stored in gc4.dds which is strange as it's the faction ship and not the default player one. And there's many more ships like that in the game who have several different versions with varying colors, but I don't find any variant textures.
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Zephyrys
Caldari
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Posted - 2007.03.06 23:32:00 -
[201]
OK I see what you re talking about with the wrong textures... I'm not seeing the file type in the texture folder or the gallentae shared folder..I'm guessing its the gc4_gallantenavey.blue file but I dunno how to read/extrace or otherwise make use of a blue file.
Hey TriExporter creator.. how about an option to unpack the entire res directory to a folder so we can sift though it with windows explorer or something.. You got a nice program but its a tad awkward for searching through.
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2007.03.08 15:12:00 -
[202]
Edited by: Selvin on 08/03/2007 15:09:54 > how about an option to unpack the entire res directory this option is already in program click on "res" folder and then click menu File->Unstaff... unstaffing works in 2 ways for selected file unstaff file only for folder unstaff all files and folders in it :)
Anyway sorry that im not workin on new versions and features but have no time still u can do this by yourself coz source is avalible too :)
-- TriExporter
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Zephyrys
Caldari
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Posted - 2007.03.08 21:28:00 -
[203]
Cool then I can ninja the whole folder...
Now just gotta figure out hwo to read blue files...
According to the web.. blue is an obscure apple format.. unforuntatly thats all the info I can find about it...
Someone find or code up a blue reader
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Kyria Timeyu
Pie Vendor
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Posted - 2007.03.08 23:10:00 -
[204]
To be honest if you look at the way CCP organized their textures you really don't wonder anymore why the rest of the game won't work like it's intended to either.
In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2007.03.09 10:57:00 -
[205]
Originally by: Kyria Timeyu To be honest if you look at the way CCP organized their textures you really don't wonder anymore why the rest of the game won't work like it's intended to either.
In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it
elFarto should know more bout blue files
about textures and stuff ... heh each "rich model" is stored in blue file path to whitch is stored in DB (with definition of ship stats) so where is the problem with file organization ? :)
in blue file are stored information bout path to "pure model" files, path to textures files, lighting, procedures "whitch are moving some parts of ship", path to other parts of ship stored in another blue files, ... and many, many other thing :)
-- TriExporter
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Zarnic
Caldari
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Posted - 2007.03.11 17:26:00 -
[206]
can anyone tell me the texture files fot the nighthawk i can get a normal ferox
Could this be done with shaders in game? If that is the case, then that sucks
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j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2007.03.11 18:39:00 -
[207]
Edited by: j0sephine on 11/03/2007 18:43:09
"In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it "
There's roughly two different systems for textures mixed together, probably because it developed while the models were being built.
* xxxxxShared -- hold common textures for race xxxxx i.e. things like hull patterns or windows or paint marks. * xxxxx -- where xxxxx can be something like "Minmatar" or "Caldari" hold files for specific models. The naming scheme is quite simple, first letter stands for race, second (and sometimes 3rd) letter stands for ship or item class, followed by number to tell the individual ships of the same class apart. So e.g. "cbc1" stands for "Caldari battlecruiser 1" and "ai2" stands for "Amarr industrial 2". These specific files can be either put in separate sub-folders named the same, or thrown all together in the race folder for Gallente and Minmatar.
edit: tech.2 ships generally have some extra layers applied, utilizing textures located in the "patterns" folder... one way to figure out the file names is to simply load the .blue file in text editor like notepad and look for plain text ending with ".dds" or ".tga" near the end of file ^^;
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Mataquia
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Posted - 2007.03.17 14:18:00 -
[208]
Wonderful program, and some amazing stuff coming out of it. A directed question though if I may....I have been playing with some images for my carrier....now, I must not understand correctly, but where are the extra "lights" scattered about the ship?
Same thing with the Providence, I seem to be missing cruicial details, on the freighter specifically, where are the lights down the center just under the armor plates. Could some kind soul help me find those?
Thank you.
Mataquia.
"There is no war so violent as that between people who accepted an idea yesterday and those who will accept the same idea tomorrow |
Asylum Seaker
Celtic Anarchy Anarchy Empire
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Posted - 2007.03.23 10:47:00 -
[209]
Mataquia. Those lights are most likley made with an illumination map which is probably included in the .blue file or somewhere else, and thus inaccesible. I could be wrong.
Memento Mori.
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Lord Evangelian
Gallente LEAP Corp
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Posted - 2007.03.23 12:10:00 -
[210]
Ok I have the ships and models just need those awsome space back drops and I have everythign i need for the 3D part of my move...dose any one know what they would be under...I can export he DDS and convert it to BMP but i just dont know where the environment sphere texturemaps are... ----- Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) One day I'll show you... |
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