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Annexe
I N E X T R E M I S Circle-Of-Two
14
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Posted - 2015.07.18 12:42:47 -
[1] - Quote
I would like to extract and use some 3d ship models and skins for some artwork.
I have read about TriExporter, however has the new prime cache settings with DOD changed the location or the way the files are read?
When i set the location of the Eve Folder (being in ...steam/steamapps/common/eveonline) no files are showing. ( i also tried selecting the res folder)
is it still possible to extract ship models and textures using triexporter? if not, how can it be done.
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
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wooooo tong
Universal Prime Syndicate
5
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Posted - 2015.07.18 16:24:02 -
[2] - Quote
what version of triexporter you got? |
Annexe
I N E X T R E M I S Circle-Of-Two
14
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Posted - 2015.07.19 12:16:03 -
[3] - Quote
thank you. I can access the models, but there only seems to be 1 texture file that gives details. But no colour/skin files.
Are they located in another folder, or has ccp new skinning process changed this?
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
|
wooooo tong
Universal Prime Syndicate
5
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Posted - 2015.07.19 14:38:56 -
[4] - Quote
texture maps suppost to be in the same folder where model mash located, be aware tha it could be models like with ship wings, it might has it own maps for different parts of the ship, also keep in mind that msps should be inverted, I beleve verticaly, before applying in you 3d stuff |
Annexe
I N E X T R E M I S Circle-Of-Two
14
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Posted - 2015.07.19 15:11:30 -
[5] - Quote
looks like the only texture files are for the detail.
I selected the model, then double clicked the gf6_t1_ar.dds file twice. It added the base details, but no color skin.
http://i.gyazo.com/606749fbbc3893f55cf2dd79b8a2eb5f.png
When trying to add another file, it pops up saying "You have to remove one of the textures to add another"
I was able to export the file, and it makes a PNG of the base detail.
But where do I find the actual coloured skins, or even the new Ship skins?
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
|
wooooo tong
Universal Prime Syndicate
5
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Posted - 2015.07.19 15:31:44 -
[6] - Quote
you may try exporting ar_dds, no_dds and pmdg_dds by right click, export file, or save as after each map should be flipped 180" vertically and saved in png continue experimenting in your 3d enviroment |
Annexe
I N E X T R E M I S Circle-Of-Two
14
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Posted - 2015.07.19 16:09:09 -
[7] - Quote
I've done that.
I used the Nvidia DDS Utility to break up the files and get the individual TGA files.
But when opening in Photoshop, it's still the same detail only. No skin.
http://i.gyazo.com/2755a238d75879b32024e13aa881f655.png
I'm guessing it is something to do with the new process of skinning ships. Either new file structure or something.
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
|
wooooo tong
Universal Prime Syndicate
5
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Posted - 2015.07.19 16:15:40 -
[8] - Quote
looks they made some changes have you looked at normal map by decompresing it? like in gimp, colors decompres in RGBA |
Annexe
I N E X T R E M I S Circle-Of-Two
14
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Posted - 2015.07.20 04:02:35 -
[9] - Quote
So I unpacked all the associated texture packs (_ar, _no, _pmdg)
They we're all converted to TGA files using RGBA channels.
_no texture pack
_pmdg tetxure pack
I thought I was familiar with photoshop, but obviously not. How are these channels converted into the final ship skins?
Or is photoshop not the program to use, and instead use GIMP?
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
|
wooooo tong
Universal Prime Syndicate
5
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Posted - 2015.07.20 06:07:13 -
[10] - Quote
no clue, I've downloaded gimp just for this step, its free and small anyway :D may search splitting chanels into layers... how did you extract _pmdg map? NVdds util was giving me troubles with this one |
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Annexe
I N E X T R E M I S Circle-Of-Two
14
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Posted - 2015.07.20 07:16:18 -
[11] - Quote
yeh i used the DDs Utility. Just set the files to open with readdxt.exe and its breaks up all the files. the first file, numbered 00 is the main file. 1024x1024 with RGBA channels.
From reading the dev post, it looks like the new filing system is using 3 different sets for different textures (roughness, dirt in the future etc)
But im thinking that the SKINs, being a new addition and something that is added to game over time is located somewhere else as a new file thing.
I emailed CCP a while back about this. They simply said "it's possible" haha
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
|
wooooo tong
Universal Prime Syndicate
5
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Posted - 2015.07.21 04:31:12 -
[12] - Quote
haha, what I found |
Annexe
I N E X T R E M I S Agony Empire
14
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Posted - 2015.09.29 14:42:20 -
[13] - Quote
Any new information about this? It looks like the RGB channels are adding the texture/grime to the hulls, but no actual color.
The new SKINs must be kept somewhere as a separate file. Anyone know the location?
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
|
Grace Amelia
Dreddit Test Alliance Please Ignore
0
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Posted - 2015.10.05 15:41:06 -
[14] - Quote
How CCP stores Textures As far as I know, the "Material" under PMDG is the SKIN. However, I'm still having issues trying to color it. I mainly use C4D and this is what my renders look like as of now. test renders please dont click
So how my set-up is like: AR -> Color Material -> Diffuse Glow -> Illumination Normal 1-> Normal Normal 2 -> Bump |
Annexe
I N E X T R E M I S Agony Empire
14
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Posted - 2015.10.07 12:18:03 -
[15] - Quote
yeh, this is exactly the result i'm getting.
The roughness and albedo maps produce the textures like grime etc, but there is no colour.
I guess you could try "coloring in" the albedo map, or adding a 'multiply' layer over the top. But I have never been able to get a good result.
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
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