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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Roc Wieler
Tribal Liberation Force Minmatar Republic
164
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Posted - 2012.06.25 14:45:00 -
[91] - Quote
Cmdr26 wrote:After I selected the eve-directory, TriExporter keeps crashing whenever I try to run it. Does anyone know how to solve that problem? I'm using Windows 7 64 bit.
You need to update your granny.dll is my guess. Take a look on the previous page. I think there was a link there.
Never start a fight you can win.
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Cmdr26
The Companionship Test Alliance Please Ignore
0
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Posted - 2012.06.25 17:28:00 -
[92] - Quote
Roc Wieler wrote:Cmdr26 wrote:After I selected the eve-directory, TriExporter keeps crashing whenever I try to run it. Does anyone know how to solve that problem? I'm using Windows 7 64 bit. You need to update your granny.dll is my guess. Take a look on the previous page. I think there was a link there. tried that - unfortunately it didn't work |
Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.25 20:28:00 -
[93] - Quote
@Cmdr26: Try deleting the TriExporter registry key... regedit.exe -> HKEY_CURRENT_USER\Software\TriExporter
Make sure you point to the EVE directory, not the CCP directory when setting the file path.
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.25 21:49:00 -
[94] - Quote
Well, with the last Patch the *.red files are gone and replaced by *.black files in a binary format. So that's the end to half way realistic Blender rendering and to my EveLiveWallpaper it seems... Until someone reverse engineers the datastructure.
Grumble... Why does CCP have to make it so difficult for us...*sigh*
Bests, Andares Sol
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Viktor Fyretracker
Emminent Terraforming
15
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Posted - 2012.06.25 22:28:00 -
[95] - Quote
Andares Sol wrote:Well, with the last Patch the *.red files are gone and replaced by *.black files in a binary format. So that's the end to half way realistic Blender rendering and to my EveLiveWallpaper it seems... Until someone reverse engineers the datastructure. Grumble... Why does CCP have to make it so difficult for us...*sigh* Bests, Andares Sol I noticed that, I wonder if CCP will come out and tell anybody how the .black files work.
If they outright said that I bet someone could make a python script for blender that would actually properly color an EVE model with less voodoo required than we do now.
for example the mask layers are always white in exportation but in game they can form trim colors... only the EVE client actually knows those colors and their positioning. |
Xenuria
Southern Cross Empire Flying Dangerous
553
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Posted - 2012.06.26 02:59:00 -
[96] - Quote
Jesus Tap-dancing Christ, this thread and the people in it are going to give me an aneurism.
Who gives a **** if it no longer works with blender. Blender is a inferior software and isn't even the software eve was made and continues to be made in.
[Spoiler]EVE was made with autodesk software![/Spoiler]
The simple fact that nobody has stepped forward to do anything and everybody just continues to complain is driving me mad.
Let me tell you a story.
A long time ago when the XBOX360 first came out and people were playing Dead or Alive Extreme Beach VollyBall, I made a post on some popular forum somewhere and ask if anybody had hacked the game or the console yet.
Some cocky dipshit made a long ass post about how it wasent possible. You know what I did?
That week I made a nude mod for DOAXBV where they had big flopping dicks attached to their forheads, tied the animation bone to their arms so the dicks always flopped around.
Never heard from that ignorant **** again. But then woulda you know people complained about what I did.
DON'T BE THAT GUY
The guy who sits back and waits for OTHERS to do **** for you.
Open up the .black files in notepage+ and figure it out.
God... Xenuria Rising |
Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.26 04:23:00 -
[97] - Quote
@Xenuria: Aren't you the one who keeps asking to pay for information or even better a ready made Maya import plugin? Why not start your favorite software development environment and give it a go then?
Honestly...
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Cmdr26
The Companionship Test Alliance Please Ignore
0
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Posted - 2012.06.26 07:47:00 -
[98] - Quote
Andares Sol wrote:@Cmdr26: Try deleting the TriExporter registry key... regedit.exe -> HKEY_CURRENT_USER\Software\TriExporter
Make sure you point to the EVE directory, not the CCP directory when setting the file path.
Bests, Andares Sol
Thank you very much - it finally works now |
Roc Wieler
Tribal Liberation Force Minmatar Republic
164
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Posted - 2012.06.26 12:40:00 -
[99] - Quote
Xenuria wrote:
DON'T BE THAT GUY
The guy who sits back and waits for OTHERS to do **** for you.
Open up the .black files in notepage+ and figure it out.
God...
How's that working out for you? Find anyone to do your 3D work for you for isk yet? Blatantly hypocritical, but hey, look at my face, it's not surprised, yet mildy amused that you fail to see this in yourself.
Moving on.
Yes, the structure is a little different (I may have to redo my first video on Triexporter now), but I'm pleased really. They've cleaned up the folder structures, made things easier to understand, and actually made use of all the files. Applying racial textures like the Brutor camo are relatively easy.
I'm really happy that turrets and launchers are finally scaled. I've been rendering them on my Rifter at what is now the "official" size for years. I'm doing it right.
No, I haven't tried the .black files. I just do it by eye. I would be interested in understanding those one day, but they shouldn't stop anyone from playing around in 3D.
Never start a fight you can win.
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Viktor Fyretracker
Emminent Terraforming
16
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Posted - 2012.06.26 20:07:00 -
[100] - Quote
because all of us are just programmers.....
have you tried figuring the black files Xen?
The reason many tutorials are in Blender is because its free and open source meaning it is not restricted to just windows and does not cost over 1 grand for those not students and not wanting to pirate it. Same reason lots of things point to Gimp now, its open source and free.
I too actually eyeball it. its how I have been working the Covetor render I have been working on, just editing the mask files by hand and doing the mixing in Gimp and then apply it all at once as the diffuse map. |
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.26 21:52:00 -
[101] - Quote
Ok first crude glimpse at *.black file...
- A few bytes as header.. Maybe containing a CRC or an Offset to the data or the content data type.
- Then a lot of text pretty similar to the red files. Hopefully describing the order and content of the binary data that is stored
- Then a few wide-char strings to the textures and decal *.dss files
- Then just binary data... The values are definitely in there.
If i use a Float to Hex converter and enter a few values from the old red file, i find them in the binary area. There also seems to be some kind of binary token to identify the values e.g. "0A000000 18000000 1C000100 1D001B00" is followed by three 32bit values for MaterialDiffuseColor for the (first?) hull.
Hm.. This could take some time. Probably best to pick one *.red and corresponding *.black file and start the magic pattern matching.
Can't we just get a black_file_format.h CCP?
Bests, Andares Sol |
Viktor Fyretracker
Emminent Terraforming
16
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Posted - 2012.06.26 22:01:00 -
[102] - Quote
those "binary Tokens" look an awful lot like colors in hex values. |
Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.27 19:20:00 -
[103] - Quote
The first 32Bit value of the binary token seems to be just counting up. Second parameter might be number of bytes that follow until the next token. 4 + 4 + 4*4 = 0x18 Third is maybe the type. Seems to be the same for all Tr2Vector4Parameter in the red file, so maybe it means just that in the black file. 1C000100 = Tr2Vector4Parameter? The next one is maybe the name of the type. 1D001B00 = MaterialDiffuseColor? And following depending on the type the values.
A lot of dodgy guesswork and most likely quite wrong Andares Sol
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Xenuria
Southern Cross Empire Flying Dangerous
553
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Posted - 2012.06.27 19:23:00 -
[104] - Quote
Am I missing something here?
Why don't you just get this sort of information from the client. Log in to here with a specific ship on screen. Disconnect from internet so you aren't violating any policies. Open a memory viewer/editor like cheat engine and then hunt down the part of memory making use of the file. You can pretty much figure out how to read any file the game uses that way. Is it fast? No...
Does it work? YES
Xenuria Rising |
Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
0
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Posted - 2012.06.27 22:48:00 -
[105] - Quote
Andares Sol wrote:The first 32Bit value of the binary token seems to be just counting up. Second parameter might be number of bytes that follow until the next token. 4 + 4 + 4*4 = 0x18 Third is maybe the type. Seems to be the same for all Tr2Vector4Parameter in the red file, so maybe it means just that in the black file. 1C000100 = Tr2Vector4Parameter? The next one is maybe the name of the type. 1D001B00 = MaterialDiffuseColor? And following depending on the type the values. A lot of dodgy guesswork and most likely quite wrong Andares Sol
Looks to me like the first part of the file is a string table, and that first binary token you're talking about is probably an index into the string table. Certainly the strings in that table appear in exactly the same order as they do in the .red file.
so:
4byte - keyStringIndex 4byte - valueSize (??) 4byte - type (??) ??? - data
I'll have more of a look when I get home from work. |
Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
0
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Posted - 2012.06.27 22:49:00 -
[106] - Quote
Xenuria wrote:Am I missing something here?
Why don't you just get this sort of information from the client. Log in to here with a specific ship on screen. Disconnect from internet so you aren't violating any policies. Open a memory viewer/editor like cheat engine and then hunt down the part of memory making use of the file. You can pretty much figure out how to read any file the game uses that way. Is it fast? No...
Does it work? YES
Go for it, Xenuria. When you're done, why don't you package up your extraction tool so that others can benefit from your work? |
Xenuria
Southern Cross Empire Flying Dangerous
561
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Posted - 2012.06.27 23:35:00 -
[107] - Quote
Akori Mitsumoto wrote:Xenuria wrote:Am I missing something here?
Why don't you just get this sort of information from the client. Log in to here with a specific ship on screen. Disconnect from internet so you aren't violating any policies. Open a memory viewer/editor like cheat engine and then hunt down the part of memory making use of the file. You can pretty much figure out how to read any file the game uses that way. Is it fast? No...
Does it work? YES
Go for it, Xenuria. When you're done, why don't you package up your extraction tool so that others can benefit from your work?
When somebody approaches you on the beech and tells you that you don't have to dig with your hands, that you can use a shovel; it's not your place to tell that person to build your sand castle for you.
You don't need an extraction tool. I don't know any scripting languages and I have always been able to intuitively figure out how things worked by process of elimination.
Honestly, I am not sure if everybody in this thread is trolling or just some powwow of rejects from the wrong end of the bell curve. Screw this man...
I am done, I am just going to ask CCP directly. If nobody is able to help me than I will have to just do the work myself. Sitting there for hrs on end combing through lines and lines of a language I barely understand, I will eventually find out how the game client talks to the file and if I listen long enough I will be able to understand what they are saying. Xenuria Rising |
Freak Johner
Galactic Fighters Organization
0
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Posted - 2012.06.28 11:17:00 -
[108] - Quote
Selvin ask me to show you something ... (he didn't paid for EVE so he can't post this) he is working on tool for converting black to json this code is basic code in C# http://selvin.pl/Black.cs.txt it can load black files(still not all but working on it) to dynamic object in C# and convert it to JSON ... write here and answers will appear in http://selvin.pl/Black.htm site stay tuned
about black files ... its "binary yaml"(since red files was yaml) int64 magic int32 namesBytesLength so next namesBytesLength bytes are names array { int16 arrayLen then arrayLen * '\0' terminated strings } second names array (this ones are unicode)
int32 namesBytesLengthUnicode so next namesBytesLengthUnicode bytes are names array { int16 arrayLen then arrayLen * '\0' terminated strings but unicode }
now goes objects objects look like int32 index int32 objectBytesLenght int16 typename index from first names array
but with with a lots of exceptions (fx: arrays)....(see c# code for more info)
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.28 18:24:00 -
[109] - Quote
Thank you very much Selvin & Freak Johner! Some solid piece of information. Very much appreciated! I'll have a look at your C# code.
Bests, Andares Sol
P.S.: Just out of curiosity is there some plan to put that into TriExporter .NET? (I am still working with the old TriExporter source, slightly modified to export the model data for EveLiveWallpaper.)
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Viktor Fyretracker
Emminent Terraforming
16
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Posted - 2012.06.28 19:00:00 -
[110] - Quote
no clue if this will help but since I know nothing of programming but I do have red files kicking around.
Covetor Red File Covetor Black File
Figure that could be handy for comparing data once the encoding of the .black is hashed out. |
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.30 08:54:00 -
[111] - Quote
Finally my paint map confusion slowly unravels... Just reading triplefresnelreflectionv2ps.fxh really helps.
So this is how i will add the paint mask to the diffuse texture in GIMP from now on. This is obviously a simplification, because the EVE Client has a complete different set of material attributes for the masked and not masked areas and calculates the lighting based on that! So if you combine things like described below you will loose that. For example areas with a mask are sometimes shinier, more reflective, have different ambient and specular factors e.t.c. So the Blender approach will look completely different as you can really setup the material attributes per Mask there i guess.
Ok i will doubtlessly point out the obvious again and get another metaphorical comment what a "feckin egit" i am, but hey maybe it helps a few others:
This applies to models which use tripleglowv3.fx in the red/black file.
1) Have a layer with MaterialDiffuseColor and add a LayerSubMask with the "Mask" 2) Have a layer with SubMaskDiffuseColor and add a LayerSubMask with the "SubMask" 3) Have a layer with MaskDiffuseColor 4) Combine the three layers 5) Overlay with diffuseTexture
After step 3) it looks like THIS And the end result is THAT
If you spot any flaws i am open for constructive critisism... *waves a shovel*
Bests, Andares Sol
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Simon Heirmonious
Ad Infinitum Inc. Lemniskate
1
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Posted - 2012.06.30 12:57:00 -
[112] - Quote
This thread seems to go off in a lot of directions, I want a summary.
Links to Files ** TriExporter 2009 w/ Granny2.dll ; Download Link [url]http://[/url] **GR2 Converter for 3d Max
"How To" links **New Textures DevBlog - Look for the "cheat sheet" **A way to put EVE Characters into another game engine (UDK), with PICTURES!!! **A way to put EVE Ships into another game engine (UDK), with PICTURES!!! **How do I pull ships from EVE to a program like Blender?
Useful knowledge posts: **Snaggle Pu55 talks about Captains Quarters, among other things **Wild Rho talks about Engine Trails AlleyKat Provides a lot of useful links
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Admiral Thelaro
Origin. Black Legion.
0
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Posted - 2012.07.02 02:51:00 -
[113] - Quote
Xenuria wrote: I don't use gimp and I won't unless I absolutely have too. I have photoshop CS 2, unfortunatly when I open the dds file I do not see any layers. Which means that the layers no longer exist and the tuts are outdated OR I am doing something wrong.
Most def. the latter case here. I use gimp and blender without any problems, and have no trouble exporting/importing anything using triexporter (with an updated granny2.dll)
You need to separate the imported images into RGBA layers (if you haven't done that already). Once you do that, it's easy to export that data into usually PNG/TGA/JPG/whatever.
Can't help you with photoshop or maya cause I use gimp and blender. Sorry mate. |
AlleyKat
The Unwanted.
296
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Posted - 2012.07.02 13:33:00 -
[114] - Quote
Quick line on this; Valve have released the source film making tool.
Anyone have experience converting eve models to the source mod toolset?
If so, some guidance might help the eve community out on this.
Happy to pitch in/colab on any development as this tool looks fuckin' sweet.
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥ Reynir Hardarson, founding member of CCP Games, 2002.
somethingjustgotreal.com |
Tubrav Sadarts
Trader's Academy Solar Mechanics
2
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Posted - 2012.07.06 11:42:00 -
[115] - Quote
Is anyone else having problems starting this TriExporter version? I downloaded and unzipped it, but upon running TriExporter 2009.exe nothing actually shows up. Looking at the process tab of Task Manager, the TriExporter process seems to kill itself within a few seconds of starting up... I have no idea why, since I know TriExporter used to work on this PC for me... |
AlleyKat
The Unwanted.
296
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Posted - 2012.07.07 14:07:00 -
[116] - Quote
In related news; element3d looks as if all of the models can be imported into after effects, which is pretty cool.
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥ Reynir Hardarson, founding member of CCP Games, 2002.
somethingjustgotreal.com |
Mr Noah
Eighty Joule Brewery Goonswarm Federation
0
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Posted - 2012.07.15 23:15:00 -
[117] - Quote
AlleyKat wrote:Quick line on this; Valve have released the source film making tool.
Anyone have experience converting eve models to the source mod toolset?
If so, some guidance might help the eve community out on this.
Happy to pitch in/colab on any development as this tool looks fuckin' sweet.
AK
I'm....close. I got blender files to SMD files: http://i.imgur.com/LK1jG.png
But in Source Filmmaker this is what I see: http://i.imgur.com/cJxYp.png
When I try and add it in-game via console I get the following:
] sv_cheats 1 ] prop_physics_create ship.mdl ship.mdl : material "models/props_sdk/hull" not found.
One of my materials was called hull, but not understanding why it's not finding it on its own inside the SMD file. Help!
This whole business of the .QC file and using StudioML to get it working is a complete pain in the ass. |
AlleyKat
The Unwanted.
302
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Posted - 2012.07.17 11:52:00 -
[118] - Quote
Mr Noah wrote:I'm....close. I got blender files to SMD files: http://i.imgur.com/LK1jG.pngBut in Source Filmmaker this is what I see: http://i.imgur.com/cJxYp.pngWhen I try and add it in-game via console I get the following: ] sv_cheats 1 ] prop_physics_create ship.mdl ship.mdl : material "models/props_sdk/hull" not found. One of my materials was called hull, but not understanding why it's not finding it on its own inside the SMD file. Help! This whole business of the .QC file and using StudioML to get it working is a complete pain in the ass.
So, what's the basic process?
TriExporter=>[insert process here]=>Valve Filmaker
What is the main time consumer here?
Are you looking at ships and 'space' objects or actual characters?
I'm also looking into Element3D, as this has many applications that (I think) has the potential to remove all other steps to become:
TriExporter=>Element3D.
'cause AE is such a great composition tool, it is conceivable that a complete production workflow could be created out of it using Element3D.
Thoughts? Anyone?
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥ Reynir Hardarson, founding member of CCP Games, 2002.
somethingjustgotreal.com |
AlleyKat
The Unwanted.
304
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Posted - 2012.07.27 09:41:00 -
[119] - Quote
Element3D works very nicely!
Finally got around to downloading it v.late last night and spent about an hour playing with a Drake model and applying the textures to it.
Have to say the process really is very very very easy and the rendering of the model looks nice.
As Element3D works with PNG files, these shall need to be created from the DDS files...and fortunately Element3D alows the X & Y cordinates to be flipped directly, so this removes that annoying step.
I'll upload a piccie later, but for now, god damn I'm gobsmacked to be rotating and animating EVE Models directly in After Effects.
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥ Reynir Hardarson, founding member of CCP Games, 2002.
somethingjustgotreal.com |
AlleyKat
The Unwanted.
307
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Posted - 2012.07.27 18:04:00 -
[120] - Quote
MediaFire Link
Got two Drake pictures and 1 piece of text for flavour.
This plug-in is powerful.
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥ Reynir Hardarson, founding member of CCP Games, 2002.
somethingjustgotreal.com |
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