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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Selvin
Galactic Fighters Organization
7
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Posted - 2013.02.06 21:54:00 -
[271] - Quote
Valeria Ghost wrote:How do you guys get the nebulas into decent cube or sphere maps? I'm talking about the ones in /res/dx9/scene/universe where the pictures of cloud ring etc are
while it was easy to create a cube map of the ones in /res/texture/nebula i just don't like those and the resolution of the other ones is higher i believe. the problem is that the layers of the dds file arent just the sides of a cube and there would be a lot of stitching needed to get a proper cubemap. Is there any fast way to do it? any program that can convert them or are there better cube/sphere maps of the nebulas somewhere in the eve data?
i don't know what exaclty you wana achive but try:
ATI CubeMapGen
or
My DDSCubeToPng tool How works my tool: "unstuff" universe to some place on you hdd, run my tool and then just drag and drop nebula dds file on form (fx.: a01_cube.dds)
if Blender check box is not checked it will produces:
a01_cube.png -> which is +X-X+Y-Y+Z-Z in one row and 6 files a01_cube_c0a.png where a is number 0...5 those files are +X ... -Z each in single file
if Blender checkbox is selected it will produce blender cubemap(a01_cubeblender.png) which is: |-X-Z+X| |+Y-Y+Z| (2 rows 3 columns) or something like this (in code i've had {1, 5, 0, 2, 3, 4})
but why, oh why no one can help me with damn decals :)
EDIT: about nebula_blur.dds ... they are used in some effects ... fx. if in black files "(Mask)ReflectionMap" is "EnvMap1: we use "big" nebulas if "EnvMap2" then blurred ones (taken from analyzing of WebGL ShipViewer's code) |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
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Posted - 2013.02.06 22:01:00 -
[272] - Quote
i use photoshop with the nvidia plugin set. this includes a cubemap shuffler which rotates and orientates the cube map images correctly.
then i seperate them from the layers and set them up in max. i create a big cube and assign 1 image to every single face of the cube. then i reallign them to be nicely connected and then add a modifier to the cube to turn it into a sphere.
once that is done i move the bitmap files to a vray light material so the nebulae actually emits light. and aids in the general lighting of a scene and set the mood. |
Valeria Ghost
Red Federation
11
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Posted - 2013.02.07 22:25:00 -
[273] - Quote
Thanks Selvin, your tool is what i was looking for. Its a fast way to extract the single sides of the cubemaps which i can then stitch into a cubemap for maya afterwards. I had no way to extract the cubemaps of the real nebulas before.
i haven't really come to the point where i worry about the decals and havent set them up yet. I know the normal map of the decals is in the *_os.dds (at least those look like normal maps?) and the *_d.dds is the diffuse. I'd suspect scaling, rotation and position are parameters for a simple plane that has the alpha channel of the *_d.dds in transparency and the other layers applied just with the normal shader they use.
I'm not sure if it works as i think because the curvature of the models where the decals are applied could be a problem. I'll play around with the decals on the weekend. thanks again for your tool ^^ |
Valeria Ghost
Red Federation
11
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Posted - 2013.02.10 16:54:00 -
[274] - Quote
about the decals: For the front decal of the Brutix/Astarte I'm now using a polygon plane with 2 subdivisions in the width and 1 in the height. The "position" data is relative to the origin of the model, the "rotation" data is how the plane has to be rotated. scaling is the size of the plane (first two numbers are the height and the last one the width, at least for the front decal, the odd thing is that the decals on the side have 3 different scaling values and the second one seems to be the width there but since i havent done those yet i cant tell you for sure now)
for the record i had to interpret the rotation data as zyx instead of xyz. The numbers have to be multiplied by 360 degrees to get the degree data. I'm still not sure what the 4th number under rotation means, i used it for a bend deform which bends the plane to fit it better to the curvature of the model, which was pretty accurate. Unfortunately all of this didnt fit 100% (but it was extremely close) so i had to adjust the numbers slightly. I'm not sure how CCP does it, maybe after the rough placement the plane is projected on the model or their origin of the model is slightly different. does anyone have any idea how it is done?
rest of the data i just plugged into my shader the same way i do it with the data for the models. Unfortunately i have no idea how the red channel of the *_os.dds file is used. any ideas? It looks like a sharper version of the rgb channels of the decal diffuse map *_d.dds, so maybe i'll replace the diffuse map with that red channel as a greyscale image or does anyone know what its for? I used the green and alpha channel of the *_os.dds for the normal map just like for the ship models. And i used the Alpha channel of the diffuse *_d.dds to set the opacity of the plane.
I only did the front decal for now so maybe i'll figure out more stuff when i tried the other ones. Just wanted to give you a quick update before i take a break. Maybe I'll post some pictures and another update later today if i got the time.
edit: well, here is what it looked like yesterday without any decals: http://img152.imageshack.us/img152/2070/everender1.jpg http://img842.imageshack.us/img842/4492/everender2.jpg
I'm still missing stars on the background so thats high on the ToDo list but i couldnt think of a quick way to automate it yet ^^ maybe after the decals |
Theo Samaritan
Black Rain Cartel
18
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Posted - 2013.02.11 11:50:00 -
[275] - Quote
Tutorials are delayed folks, as I have a new 3930K due at the end of the month. I can finally get back to work on A.A. now I will have some actual processing power. |
Valeria Ghost
Red Federation
11
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Posted - 2013.02.11 18:29:00 -
[276] - Quote
finished the other decals, i'm not sure anymore how to interpret the rotation data since it didnt fit for the other logos. Furthermore to apply the scaling data correctly the plane first has to have a size of 2x2 and then be scaled by the values i.e. final width would be 2 * scaling value. For the Logos on the side of the astarte the first value was the height and the second value the width. i dont know why there is a third value and for what it might be used. i also dont know why for the front logo i had to use the first or second value for height (both values were the same) and the third for width. |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
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Posted - 2013.02.11 18:41:00 -
[277] - Quote
Maybe iys a curving value? Any screenshots showing off the decals? |
Valeria Ghost
Red Federation
11
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Posted - 2013.02.11 19:04:00 -
[278] - Quote
of course, kinda forgot to post them :D
http://img689.imageshack.us/img689/2632/astartedecals.jpg
now i'll try to get some stars into the scene ^^ |
Theo Samaritan
Black Rain Cartel
18
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Posted - 2013.02.12 15:40:00 -
[279] - Quote
I highly suggest you use the material EVE uses, combined into a blend with various levels of tiling. I also suggest that if you intend on animating you render the nebula separately at double resolution to avoid twinkling. |
Valeria Ghost
Red Federation
11
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Posted - 2013.02.12 18:12:00 -
[280] - Quote
Theo Samaritan wrote:I highly suggest you use the material EVE uses, combined into a blend with various levels of tiling. I also suggest that if you intend on animating you render the nebula separately at double resolution to avoid twinkling.
tried using eve's HLSL shader, didnt render at all, unfortunately i dont know why. besides i really like the look i have now and it doesn't have to be exactly like ingame anymore :D
any reason why you "highly suggest" to use eve's hlsl shader besides that it would recreate the ingame look exactly? |
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AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
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Posted - 2013.02.12 18:23:00 -
[281] - Quote
I think Theo is talking about replicating the material for the decals. |
Valeria Ghost
Red Federation
11
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Posted - 2013.02.12 18:38:00 -
[282] - Quote
the decals are actually the only thing on the t2 ships that looks like the ingame thing ;D. since i couldnt get the hlsl shader for the ships to work i didnt try the one for the decals.
for the decals i just reused the material i created for the ships. for the ones on the side i created a poly plane with 5 sections in the width and 2 in the height and just fitted it onto the shape of the ship. front decal was a plane with 2 sections.
reading his post again i think he could also be talking about the nebulae and stars. with "material" meaning the textures for the nebulae. But I'm not really sure anymore what Theo ment ^^ |
Roc Wieler
Tribal Liberation Force Minmatar Republic
208
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Posted - 2013.02.15 16:00:00 -
[283] - Quote
Nathan WAKE wrote:Hi all, What do you guys use ?
Like AlleyKat said, Crazybump is good. I used to use it. Then I found ShaderMap and never looked back. Never start a fight you can win.
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Roc Wieler
Tribal Liberation Force Minmatar Republic
208
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Posted - 2013.02.15 16:01:00 -
[284] - Quote
AzAkiR NaLDa wrote:I find the bump map tools not as good as using the source ccp created. It is hard to define from a diffuse map what should go up and what should go down. This is my opinion though :]
For this ship fun in 3D, I use the CCP normal maps. For any other 3D work I do, I'm usually creating the normal maps myself so having a good tool for this is essential.
Never start a fight you can win.
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Roc Wieler
Tribal Liberation Force Minmatar Republic
208
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Posted - 2013.02.15 16:03:00 -
[285] - Quote
Theo Samaritan wrote:Hello folks.
So, I've been doing the same thing as you lot for almost three years in private, as I work on a big EVE Machinima. I've helped Roc Wieler off and on in recent months as well, which he'll happily attest to.
While I am a C4D user, texture theory is texture theory and yes, we've had a lot of good conversations lately and your insights have helped me immensely. It's just one more thing I like about community.
Never start a fight you can win.
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Theo Samaritan
Black Rain Cartel
18
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Posted - 2013.02.15 16:09:00 -
[286] - Quote
AzAkiR NaLDa wrote:I think Theo is talking about replicating the material for the decals.
Actually I was referring to the stars, which have an actual starmap texture for the majority of them (not stars representing systems, as they are mapped to skybox polys).
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Roc Wieler
Tribal Liberation Force Minmatar Republic
210
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Posted - 2013.02.17 13:04:00 -
[287] - Quote
Still trying to extract the Minmatar HQ. Can't seem to get a basic room. I can get furniture, fixtures, TV, etc, but can't get the floor, ceiling... there was some modelling issues previously that still seem present.
If anyone has some time today, it would be appreciated. Otherwise, I'm just going to model my own tomorrow and be done with it.
Thanks. Never start a fight you can win.
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Valeria Ghost
Red Federation
11
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Posted - 2013.02.17 15:18:00 -
[288] - Quote
Theo Samaritan wrote:AzAkiR NaLDa wrote:I think Theo is talking about replicating the material for the decals. Actually I was referring to the stars, which have an actual starmap texture for the majority of them (not stars representing systems, as they are mapped to skybox polys).
thanks for the hint, when i roughly looked around i couldnt find one but i'll look a bit more now ^^ |
Ideki
E.A.D Alliance Omega Vector
78
|
Posted - 2013.02.26 14:08:00 -
[289] - Quote
nvm, I fond my own answer :) Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |
Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1808
|
Posted - 2013.03.14 20:15:00 -
[290] - Quote
Is this useful to you TriExporter people?
http://poeticstanziel.blogspot.ca/2013/03/the-3d-ship-modelling-motherlode.html
Basically, CCP hosts a website that contains tonnes of 3D modelling info. Amarr Militia - Fweddit - http://fweddit.com Poetic Discourse - http://poeticstanziel.blogspot.com |
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AzAkiR NaLDa
Real Simple Construction
16
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Posted - 2013.03.14 22:14:00 -
[291] - Quote
that is quite handy for those who want that stuff. I personally use triexporter to get all the raw data as it is used by trinity. At this point im closing in on finalizing my vray mat tree in 3ds max. Once done I'll zip the files up so you people using max can see it for yourselves.
anyway another great post asaleays poetic
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Mardante Soliest
Realm of the Forgotten
3
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Posted - 2013.04.05 08:19:00 -
[292] - Quote
AzAkiR NaLDa wrote:that is quite handy for those who want that stuff. I personally use triexporter to get all the raw data as it is used by trinity. At this point im closing in on finalizing my vray mat tree in 3ds max. Once done I'll zip the files up so you people using max can see it for yourselves.
anyway another great post asaleays poetic
Hey, how far are you with the mat tree? I can`t seem to get the mats right annymore. I would love to get my hands on your mats ;) Tnx in advance.
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AzAkiR NaLDa
Real Simple Construction
17
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Posted - 2013.04.05 09:48:00 -
[293] - Quote
I have been a bit busy to reorganize some stuff. But that is almost done. I will dig in again tonight and see if I can fix the majority of it up. Keep in mind that the zip file will contain a material library ready for import in max. |
AzAkiR NaLDa
Real Simple Construction
17
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Posted - 2013.04.06 13:40:00 -
[294] - Quote
fooled around a bit more with the material tree.
This is for 3ds max 2013 and vray.
Not entirly happy yet with the results but working on that part :)
Here is the max file and a screenshot
http://imageshack.us/a/img826/4314/astartelayers01.jpg
in order to load up the mat tree open the max file in 3ds max
http://hellfire-studios.nl/downloads/astarte.rar |
AzAkiR NaLDa
Real Simple Construction
20
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Posted - 2013.04.08 19:13:00 -
[295] - Quote
with some help of Theo Samaritan we fixed a nasty issue with the normal maps and inverted tangents in 3ds max 2013 :)
as you can see in the screenshot of the Astarte above the colors aren't showing correctly even though everything reflects the Shader files. And if you look really close you can see a small seam running along the middle of the ship hull.
now here is a screenshot of the tangent issue if you haven't noticed it yet :
http://imageshack.us/a/img841/1144/guardianseam.jpg
The nasty light seam in running through the entire model is caused by the mirrored geometry and the UV's of the brighter side of the screenshot are inverted.
after alot of fooling around and trying to find a fix Theo found it.
It is pretty simple. in 3ds max go to customize > Preferences > Gamma and LUT settings and disable it by removing the tick from the check box
once that is done you get this as a result:
http://img577.imageshack.us/img577/2995/astartelayers02.jpg
This is the same Astarte from the max file i gave the link to. so try it out.
so big thanks to Theo Samaritan for finding this fix
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enterprisePSI
185
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Posted - 2013.04.11 14:37:00 -
[296] - Quote
This was extremely helpful, thank you very much! The tears of the many, outweight the tears of the few. Or the one. enterprise-psi-¬
I made tweet, Y U NO FOLLOW!!! |
lee boots
Hull Tanked
23
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Posted - 2013.05.02 20:56:00 -
[297] - Quote
Ok maybe you guys can help me. I have used the tutorial from the last post but when i double click on any ship model or module i get nothing happen : ( any ideas guys ? |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
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Posted - 2013.05.03 12:47:00 -
[298] - Quote
What version of triexporter are you using? As i asked you in your other post aswell. There are 2 different versiins of triexporter and both still work if all the files for the application are there. |
lee boots
Hull Tanked
23
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Posted - 2013.05.03 15:58:00 -
[299] - Quote
Im running the TriExporter v.5.0.0 |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
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Posted - 2013.05.04 09:40:00 -
[300] - Quote
do you have the granny2.dll file in your folder aswell? i am using triexporter v0.5 and it works fine for me so it could be that you are missing the granny2.dll file that it needs |
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