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CPPC T'amber
352 Industries
16
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Posted - 2015.11.18 06:56:10 -
[31] - Quote
Annexe wrote:I'm sorry, I don't understand how this link works ^^
It is a list of resource file locations on the CCPWGL CDN (CCP's WebGL Project content delivery network). It is only really useful if you know what you are looking for, but in there are the graphic files for any ship presently ingame.
ie. like author's missing sail textures:
Tech 1 Sail Pattern resFilePath: res:/dx9/model/ship/minmatar/decal/minmatar_sail_pattern_t1.dds.0.png
Tech 1 Sail Pattern webFilePath: https://developers.eveonline.com/ccpwgl/assetpath/967762/dx9/model/ship/minmatar/decal/minmatar_sail_pattern_t1.dds.0.png
Tech 2a Sail Pattern resFilePath: res:/dx9/model/ship/minmatar/decal/minmatar_sail_pattern_t2a_double.dds.0.png
Tech 2a Sail Pattern webFilePath: https://developers.eveonline.com/ccpwgl/assetpath/967762/dx9/model/ship/minmatar/decal/minmatar_sail_pattern_t2a_double.dds.0.png
The CCPWGL graphic files are in .png format as it can't utalise .dds (which the client uses). The links listed above are for maximum quality versions of the sail patterns, identified by the `0` in `.dds.0.png'
Hope that helps a little. For interest sakes, do a quick search through that file for "minmatar_sail" and you might find a few more :) |
Esnaelc Sin'led
The Unchained Club
40
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Posted - 2015.11.18 21:40:52 -
[32] - Quote
What's the difference going through this or through TriExporter ? It doesn't seem to have a higher definition or quality, so why bother trying the match the url with the file path ? Just export it via TriExporter !
Annexe wrote:how would one go about applying a Quafe skin?
There are no "coloured" skin actually, there are "textures" on which you apply color, like painting. But there are different type of texture, and the result won't be the same wether you use texture 1 (let's say, camo one) or texture 2 (let's say a regular one). For instance as i tried to re-make the Blue Tiger skin, i had first to look and search the correct texture, and then apply the Blue color and yellow color, and then tweak the diffuse and glossy (or specular) to make it less or more shiny/reflective. |
CPPC T'amber
352 Industries
16
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Posted - 2015.11.19 05:17:57 -
[33] - Quote
Esnaelc Sin'led wrote:What's the difference going through this or through TriExporter ? It doesn't seem to have a higher definition or quality, so why bother trying the match the url with the file path ? Just export it via TriExporter
They are the textures from ingame, and some people can't use triexporter. :) Also, all the colours you need for any ship apart from the new designer ones are there, found in the spaceObjectFactory `data.red` file.
If you want to play around with painting ships using CCP's shaders, load a ship in www.caldariprimeponyclub.com and hit the `Jeremy` buttahn, then play around with the sliders at the bottom (the options should be familiar to you with your experience). Sorry for the interface, redoing the site as we speak. |
Annexe
I N E X T R E M I S Tactical Narcotics Team
16
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Posted - 2015.11.19 06:10:04 -
[34] - Quote
so would the blender shaders plug-in also work with png files? I would assume not. So how would you go about applying colour to the png files?
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
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Annexe
I N E X T R E M I S Tactical Narcotics Team
16
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Posted - 2015.11.19 06:14:12 -
[35] - Quote
Esnaelc Sin'led wrote:What's the difference going through this or through TriExporter ? It doesn't seem to have a higher definition or quality, so why bother trying the match the url with the file path ? Just export it via TriExporter !
The other issue I've had is,
Using the Photoshop DDS plug in, I can open .dds files that were exported before triexporter stopped working on me (all I have is the Ares :P)
But when I save a .dds file from triexporter, Photoshop cannot open it as it says "it cannot parse the file", as if there is some file corruption or something.
So I'm assuming triexporter does some proper 'exporting' of the .dds files
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
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Esnaelc Sin'led
The Unchained Club
40
|
Posted - 2015.11.19 11:26:38 -
[36] - Quote
Annexe wrote:Esnaelc Sin'led wrote:What's the difference going through this or through TriExporter ? It doesn't seem to have a higher definition or quality, so why bother trying the match the url with the file path ? Just export it via TriExporter ! The other issue I've had is, Using the Photoshop DDS plug in, I can open .dds files that were exported before triexporter stopped working on me (all I have is the Ares :P) But when I save a .dds file from triexporter, Photoshop cannot open it as it says "it cannot parse the file", as if there is some file corruption or something. So I'm assuming triexporter does some proper 'exporting' of the .dds files EDIT: I just tried to open the .dds with Paint and it says "this file is not a dds format" haha
try to rename the files with .dds extension, something it's saved without it, and photoshop can't open a file without an extension |
Annexe
I N E X T R E M I S Tactical Narcotics Team
16
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Posted - 2015.11.19 13:58:44 -
[37] - Quote
yeh, I tried adding the .dds to the file name, nothing.
any chance someone could grab the .dds files for the daredevil (AngF2) for me?
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
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Neuntausend
GoonWaffe Goonswarm Federation
393
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Posted - 2015.11.20 02:47:15 -
[38] - Quote
Annexe wrote:so would the blender shaders plug-in also work with png files? I would assume not. So how would you go about applying colour to the png files? If the .png files contain the same color channels as the .dds files, the node tree will work. The .dds files do also contain mipmaps, which are basically lower res versions of the image for level of detail scaling. Those aren't necessary for my shader. Any blender-readable image format should work.
Annexe wrote:The other issue I've had is,
Using the Photoshop DDS plug in, I can open .dds files that were exported before triexporter stopped working on me (all I have is the Ares :P)
But when I save a .dds file from triexporter, Photoshop cannot open it as it says "it cannot parse the file", as if there is some file corruption or something.
So I'm assuming triexporter does some proper 'exporting' of the .dds files
EDIT: I just tried to open the .dds with Paint and it says "this file is not a dds format" haha As for why Photoshop doesn't load the .dds files, I don't know. There's a .dds plugin for Gimp, and that one works for me. |
Annexe
I N E X T R E M I S Tactical Narcotics Team
16
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Posted - 2015.11.20 05:15:45 -
[39] - Quote
the .png files do have channels, but not exactly the same as the .dds the pmdg files are missing the alpha etc.
it's not an issue with photoshop, as I have the plug in and can open other previously saved .dds files, but the ones I try to save from my 'bugged' version of triexporter aren't saving correctly. Even tried to open in Paint.
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
|
Neuntausend
GoonWaffe Goonswarm Federation
393
|
Posted - 2015.11.20 19:19:00 -
[40] - Quote
The PMDG file contains the paint mask in the red channel, the material mask in the green channel, the dirt mask in the blue channel and the glow mask in the alpha channel, so that one is definitely needed. If the alpha channel is pure white, your whole ship will glow. |
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Annexe
I N E X T R E M I S Tactical Narcotics Team
16
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Posted - 2015.11.21 03:20:54 -
[41] - Quote
I have tried everything I can think of to get TriExporter to work, as evident in this thread https://forums.eveonline.com/default.aspx?g=posts&t=417797&p=3
The program just crashes when trying to load gr2 file.
Annexe
ITAI - VIP
"i will pop your wreck with faction loot"
|
Neuntausend
GoonWaffe Goonswarm Federation
393
|
Posted - 2015.11.21 15:56:09 -
[42] - Quote
Odd, that it doesn't even work on a fresh setup. Works like a charm here.
On a different note: I've been asked multiple times how one would get a single colored diffuse texture for use with other programs. There are many ways to do that. Photoshop or Gimp are definitely capable, the Blender Compositor is as well. However, since we have that node tree already, Blender texture baking may be the quickest way. This is how you do it:
You can do this with the actual ship model as well instead of a plane, especially if you would like to bake shadows and occlusion into the texture, but for some ships, the UV map overlaps in places, so the result may look strange.
When you do this, though: Please think about what you are using it for. CCP may not like you making games or mods with their models and textures. They tend to tolerate and at times even support fan art. But that doesn't mean we have any right to use their stuff for whatever we want. |
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