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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Hoarr
RPS holdings
36
|
Posted - 2012.09.05 23:45:00 -
[151] - Quote
AlleyKat, What's your opinion on Elements 3d? As someone who's never worked in blender or a 3d program for compositing, I just can't fathom that they would be as good as AE without some very expensive plugins. Am I totally mistaken here? Will blender be able to do a decent job compositing a shot? |
Hoarr
RPS holdings
36
|
Posted - 2012.09.06 03:40:00 -
[152] - Quote
Is anyone having any luck with the black 2json converter? I run one I have, it says conversion complete and then the window dissapears, but then I can't find the Json file. I'd appreciate any help you guys can give me. Thanks. |
AlleyKat
The Unwanted.
340
|
Posted - 2012.09.06 10:57:00 -
[153] - Quote
Hoarr wrote:AlleyKat, What's your opinion on Elements 3d? As someone who's never worked in blender or a 3d program for compositing, I just can't fathom that they would be as good as AE without some very expensive plugins. Am I totally mistaken here? Will blender be able to do a decent job compositing a shot?
My experience with blender is minimal and outdated by several years, but there is forum at Kramers' site for blender so would suggest taking a looksee.
Element is mostly set up for when you have all textures and models ready for importing into AE. I have found it limiting in some regards, like compositing engine trails and blinking lights, as there are problems linking lights with models and hooking null objects in 3 dimensions which light sources can use with particles.
Basic compositing is fine, special fx are very difficult to hook up 3d planes.
As blender has particle systems and lights, I can only imagine it would be easier to create the entire scene via blender, and I think most people will end up using element in simple shots, not entire sequences involving multiple objects.
For example, a fly-by shot of a ship would be not-too-bad to do, but multiple ships, each with different vectors and types of ships, would be very difficult to pull off.
I might even say UDK would be easier, as I'm having more fun using element for text animation and 3d particle systems, because with OpenGL, the render speed is unsurpassed.
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 |
Hoarr
RPS holdings
36
|
Posted - 2012.09.07 23:19:00 -
[154] - Quote
Let's pull out one of the nebulas in the game for use in a blender scene. As far as I can tell, the game pulls out a DDS file of the nebula map and lays it on the inside of a cube. It then uses a starfield as an overlay on the top of the nebula map and masks out the black parts of the starfield. It also does something with a whole bunch of strange shapes to pull something through the starfield. The paths for these files are here:
Starfield: res:/dx9/scene/starfield/Stars01_Tile2.dds Strange star field modifying thing: res:/dx9/scene/starfield/Baked_StarsSmall_A.dds The Nebula Cubes: res:/dx9/scene/universe/ (and then the name of the cube)
I think it also pulls a cube from: res:/model/global/cube.gr2
Here's the text of the black file for nebula cube a01: {"__i":1,"__t":"EveSpaceScene","backgroundEffect":{"__i":2,"__t":"Tr2Effect","effectFilePath":"res:/Graphics/Effect/Managed/Space/SpecialFX/Background.fx","parameters":[{"__i":3,"__t":"TriFloatParameter","name":"Tiling1","value":4},{"__i":4,"__t":"TriFloatParameter","name":"Tiling2","value":8},{"__i":5,"__t":"TriFloatParameter","name":"Tiling3","value":14},{"__i":6,"__t":"TriFloatParameter","name":"StarLinearBrightness"},{"__i":7,"__t":"TriFloatParameter","name":"StarSquareBrightness","value":1.8}],"resources":[{"__i":8,"__t":"TriTextureCubeParameter","name":"StarUVMap","resourcePath":"res:/dx9/scene/starfield/Baked_StarsSmall_A.dds"},{"__i":9,"__t":"TriTexture2DParameter","name":"StarMap","resourcePath":"res:/dx9/scene/starfield/Stars01_Tile2.dds"},{"__i":10,"__t":"TriTextureCubeParameter","name":"NebulaMap","resourcePath":"res:/dx9/scene/universe/a01_cube.dds"}]},"backgroundRenderingEnabled":true,"envMap1ResPath":"res:/dx9/scene/universe/a01_cube.dds","envMap2ResPath":"res:/dx9/scene/universe/a01_cube_blur.dds","envMap3ResPath":"","ambientColor":[0.09411765,0.07058824,0.04313726,1]}
Right, how do we I do this? |
AlleyKat
The Unwanted.
340
|
Posted - 2012.09.08 09:14:00 -
[155] - Quote
Only thing I recognize there is the [0.09411765,0.07058824,0.04313726,1] for color values RGBA.
Everything else is written for Trinity, so I guess you need to be Trinity to understand it.
But I stand to be corrected. 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 |
Dayfox
UK Corp RAZOR Alliance
14
|
Posted - 2012.10.08 01:33:00 -
[156] - Quote
Been a little while since I posted, I haven't managed to translate the .black files for the new Battlecrusiers or the new Ore frigate yet, maybe CCP are onto us and are mixing thing up again
So at the moment i just guestemated some colour levels and came out with this.
Ore Frigate
Also no running lights, and I'm not happy with the background, but I'll work on that. Just wondered what you guys thought. And see if anyone else had any luck with these. |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
6
|
Posted - 2012.10.12 22:38:00 -
[157] - Quote
i am working out last bits and pieces on my 3ds max tutorial on eve ships for most of the actual texture work. Finally got the actual reflection masks to work propperly so they can now reflect the environment like they should do :)
Things still to do : More detail work on the actual texture files (get as close to ingame as possible) Engine trials and thrusters Reflection amount Turn lights to be emisive
here is a sneak peak on the arbitrator that i have been experimenting on
http://imageshack.us/a/img141/1345/arbitest21.jpg
here is a simple engine trial test
http://imageshack.us/a/img13/736/arbitratorshiptest01.jpg
dont pay to much attention to the texture work ont he engine test one though, it is a really rought test so simple diffuse texture and some colors given to the lights and engines to test with.
Engines are done with actual particals |
Zirina Zarconic
New Eden Burns
0
|
Posted - 2012.10.23 19:07:00 -
[158] - Quote
Can ANYONE help me extract the Amarr t3 legion subsystem models into 3ds format with the skins?
me love u long time? |
AlleyKat
The Unwanted.
369
|
Posted - 2012.10.24 13:44:00 -
[159] - Quote
Zirina Zarconic wrote:Can ANYONE help me extract the Amarr t3 legion subsystem models into 3ds format with the skins?
me love u long time?
Tell me the location of it in the folder and I'll see what I can rustle up for you. 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 |
Zirina Zarconic
New Eden Burns
1
|
Posted - 2012.10.25 03:11:00 -
[160] - Quote
eve/res/dx9/ships/amarr |
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AlleyKat
The Unwanted.
373
|
Posted - 2012.10.25 12:40:00 -
[161] - Quote
Zirina Zarconic wrote:eve/res/dx9/ships/amarr
yeah - but the bit after the backslash is what I need so I know what to extract and texture 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 |
Zirina Zarconic
New Eden Burns
1
|
Posted - 2012.10.26 16:45:00 -
[162] - Quote
ac5m_s1v3 ac5m_s2v1 ac5m_s3v1 ac5m_s4v4 ac5m_s5v4 |
AlleyKat
The Unwanted.
373
|
Posted - 2012.10.26 17:57:00 -
[163] - Quote
Zirina Zarconic wrote:ac5m_s1v3 ac5m_s2v1 ac5m_s3v1 ac5m_s4v4 ac5m_s5v4
done
All extracted into 3ds files, including the texture files which should by default choose the diffuse channel.
I don't have 3ds as I use C4D, but they all opened in C4D just fine.
Enjoy.
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 |
Mardante Soliest
Viziam Amarr Empire
0
|
Posted - 2012.10.26 21:40:00 -
[164] - Quote
Hi there, I`m having some issues with the colors. After an update of EvE, I seem to be unable to get colors back into the models. Every texture I pull from the dds file is "gray". I also see the lights channel has been moved. Does anyone else have this problem? Where do I get the colors from now?
Look at the different colors. Left is from way back, and on the right is the one I did today. |
AlleyKat
The Unwanted.
373
|
Posted - 2012.10.26 22:59:00 -
[165] - Quote
Mardante Soliest wrote:Hi there, I`m having some issues with the colors. After an update of EvE, I seem to be unable to get colors back into the models. Every texture I pull from the dds file is "gray". I also see the lights channel has been moved. Does anyone else have this problem? Where do I get the colors from now? Look at the different colors. Left is from way back, and on the right is the one I did today.
They're layered.
From the look of the picture, I believe that is part of the specular, mask and sub-mask intersection, using the specular channel and painting it that rust color.
And the lights should be in the alpha channel.
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 |
Zirina Zarconic
New Eden Burns
2
|
Posted - 2012.10.27 06:59:00 -
[166] - Quote
thanx a million! |
Mardante Soliest
Viziam Amarr Empire
1
|
Posted - 2012.10.28 06:23:00 -
[167] - Quote
AlleyKat wrote: They're layered.
From the look of the picture, I believe that is part of the specular, mask and sub-mask intersection, using the specular channel and painting it that rust color.
And the lights should be in the alpha channel.
AK
Ok, so they moved the colors to another layer, so I have to merge them together. The lights I already found. I`ll go anfiddle around a bit with the channels then. Tnx. |
Zirina Zarconic
New Eden Burns
3
|
Posted - 2012.10.28 08:28:00 -
[168] - Quote
AlleyKat wrote:Zirina Zarconic wrote:ac5m_s1v3 ac5m_s2v1 ac5m_s3v1 ac5m_s4v4 ac5m_s5v4 doneAll extracted into 3ds files, including the texture files which should by default choose the diffuse channel. I don't have 3ds as I use C4D, but they all opened in C4D just fine. Enjoy. AK
the models are perfect, however the textures.... well there 512x512. thats a lil small. also there 2 white ones with some detail, but mostly white, and the 3rd one is all crazy pastel colors. none show the lights. example...
http://i6.photobucket.com/albums/y234/barricuda/Untitled-1-5.jpg
is there a way you can merge the 3 into one with the lights on a separate file ?
|
AlleyKat
The Unwanted.
376
|
Posted - 2012.10.28 11:29:00 -
[169] - Quote
Zirina Zarconic wrote:the models are perfect, however the textures.... well there 512x512. thats a lil small. also there 2 white ones with some detail, but mostly white, and the 3rd one is all crazy pastel colors. none show the lights. example... http://i6.photobucket.com/albums/y234/barricuda/Untitled-1-5.jpgis there a way you can merge the 3 into one with the lights on a separate file ?
Zirina,
I cannot change the laws of physics!
The reason the textures are 512x512 is because they are 512x512 - I can only apportion this reasoning behind the fact they are all parts of a larger shape in the 3D realm, making the overall ship 2560x2560, but I stand to be corrected.
You cannot merge the textures into one, you have to assign them to the appropriate channels inside 3DS.
For a guide on what channels mean what, take a look at the description/explanation by CCP of the textures:
http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpg
I've checked the dds files and can tell you the lights are definitely in the alpha channel of the diffuse, and overall the files for the first model I extracted are like this:
ac5m_s1v3_d = diffuse texture map ac5m_s1v3_ngs = NGS Texture map ac5m_s1v3_p = Paint Texture map
Please bare in mind you will need to color the lights, they don't come pre-colored so the game engine can use the same texture for npc ships, and just apply a different RGB status to it.
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.
376
|
Posted - 2012.10.28 11:40:00 -
[170] - Quote
Mardante Soliest wrote:AlleyKat wrote: They're layered.
From the look of the picture, I believe that is part of the specular, mask and sub-mask intersection, using the specular channel and painting it that rust color.
And the lights should be in the alpha channel.
AK
Ok, so they moved the colors to another layer, so I have to merge them together. The lights I already found. I`ll go anfiddle around a bit with the channels then. Tnx.
No.
They didn't move the color to another layer, they used what I described above as a mask to decide what the game engine will color - Pure guesswork, but coloring layers on the fly is cheaper from a GPU and payload perspective when people play your game or download your client.
This'll mean that multiple ships can use the same texture, but apply different colors to parts of it by using masks, you get the same result and it will mean you don't need to bother an artist to redo everything for a capsuleer model and a navy faction model or even a NPC pierat model.
again: you need to color the intersecting parts of the correct masks, based on the specular channel's curve.
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 |
|
Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1414
|
Posted - 2012.10.28 23:12:00 -
[171] - Quote
Ibishima Nachtmahr wrote:Versions: TriExporter: 0.4.2.0 granny2.dll: 2.8.12.0 I have:
TriExporter: 0.4.1.5beta granny2.dll: 2.7.0.9
Where can I get the newest versions? I could only find the versions I have on eve-files.
Caldari Militia |
AlleyKat
The Unwanted.
376
|
Posted - 2012.10.28 23:28:00 -
[172] - Quote
Poetic Stanziel wrote:Ibishima Nachtmahr wrote:Versions: TriExporter: 0.4.2.0 granny2.dll: 2.8.12.0 I have: TriExporter: 0.4.1.5beta granny2.dll: 2.7.0.9 Where can I get the newest versions? I could only find the versions I have on eve-files.
https://forums.eveonline.com/default.aspx?g=posts&m=1771944#post1771944
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 |
Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1414
|
Posted - 2012.10.28 23:55:00 -
[173] - Quote
AlleyKat wrote:Poetic Stanziel wrote:Ibishima Nachtmahr wrote:Versions: TriExporter: 0.4.2.0 granny2.dll: 2.8.12.0 I have: TriExporter: 0.4.1.5beta granny2.dll: 2.7.0.9 Where can I get the newest versions? I could only find the versions I have on eve-files. https://forums.eveonline.com/default.aspx?g=posts&m=1771944#post177194 Thanks. Once I got the updated version of granny2.dll, along with the new TriExporter, all the previous app crashing stopped, and I was able to start loading in all the models.
Caldari Militia |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.11.06 13:11:00 -
[174] - Quote
Poetic Stanziel wrote:AlleyKat wrote:Poetic Stanziel wrote:Ibishima Nachtmahr wrote:Versions: TriExporter: 0.4.2.0 granny2.dll: 2.8.12.0 I have: TriExporter: 0.4.1.5beta granny2.dll: 2.7.0.9 Where can I get the newest versions? I could only find the versions I have on eve-files. https://forums.eveonline.com/default.aspx?g=posts&m=1771944#post177194 Thanks. Once I got the updated version of granny2.dll, along with the new TriExporter, all the previous app crashing stopped, and I was able to start loading in all the models.
It is a bit hidden. I think this is the right download. TriExport |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.11.06 13:34:00 -
[175] - Quote
you must break down the pgs texture. I've often wondered why games don't make better use of the available channels in an image. Well it appears they do, or at least ccp does. I'm probably not the first to post this nugget of insight, but just for anyone that doesn't already know. You have to divide up the pgs texture into each of its channels. Each color channel serves a different purpose. You have RGBA. Green is specular and Alpha is the emit channel (lights). The other two I'm unsure of. One is for sure the mirror and the other is probably the transparency (for the sail things on some of the ships)
Hope this helps someone. Reply if you have more insight or just want to tell me to read the whole thread before posting. =)
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AzAkiR NaLDa
Real Simple Construction Yulai Federation
6
|
Posted - 2012.11.06 15:19:00 -
[176] - Quote
The other 2 channels in the pgs file are the diffuse mask and submask textures. These 2 channels combined make the reflection map. Each of these maps has their own specularity so keep a eye on that. |
AlleyKat
The Unwanted.
383
|
Posted - 2012.11.07 13:19:00 -
[177] - Quote
Brent Newton wrote:you must break down the pgs texture. I've often wondered why games don't make better use of the available channels in an image. Well it appears they do, or at least ccp does. I'm probably not the first to post this nugget of insight, but just for anyone that doesn't already know. You have to divide up the pgs texture into each of its channels. Each color channel serves a different purpose. You have RGBA. Green is specular and Alpha is the emit channel (lights). The other two I'm unsure of. One is for sure the mirror and the other is probably the transparency (for the sail things on some of the ships)
Hope this helps someone. Reply if you have more insight or just want to tell me to read the whole thread before posting. =)
ffs why did you post?
6 posts above you there is a link to CCP's official pictorial on what channels do what and where.
Why attempt to complicate and confuse people?
http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpg
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 |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.11.08 03:57:00 -
[178] - Quote
AlleyKat wrote:Brent Newton wrote:you must break down the pgs texture. I've often wondered why games don't make better use of the available channels in an image. Well it appears they do, or at least ccp does. I'm probably not the first to post this nugget of insight, but just for anyone that doesn't already know. You have to divide up the pgs texture into each of its channels. Each color channel serves a different purpose. You have RGBA. Green is specular and Alpha is the emit channel (lights). The other two I'm unsure of. One is for sure the mirror and the other is probably the transparency (for the sail things on some of the ships)
Hope this helps someone. Reply if you have more insight or just want to tell me to read the whole thread before posting. =)
ffs why did you post? 6 posts above you there is a link to CCP's official pictorial on what channels do what and where. Why attempt to complicate and confuse people? http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpgAK
You got me. I logged in to complicate matters for ppl. I am not a forum dork like ur self. I don't read whole threads unless I have reason to. Back when I started doing this ccp was still very protective of this info. I didn't realize it was all mainstream now.
Anyway, I'll post as I see fit. Save ur time correcting me on proper forum etiquette. I play Eve. I do as I like, wheres I like, whens I likes. So ty for your comment. I'll just file that right here... yep, under "suck my balls". o/ |
Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.11.08 04:03:00 -
[179] - Quote
AzAkiR NaLDa wrote:The other 2 channels in the pgs file are the diffuse mask and submask textures. These 2 channels combined make the reflection map. Each of these maps has their own specularity so keep a eye on that.
How does that work; the diffuse masks? I don't even know what a submask is, and how do they work together to effect a reflection map? I'm not used to working with textures that are much more than simple diffuse,spec,bump,mirror,alpha and such. I do however use Ps pretty heavily and understand much more in depth ways of layering in that program. I use blender btw, but when ppl explain stuff for 3ds or most other 3d programs I understand. |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
6
|
Posted - 2012.11.08 15:12:00 -
[180] - Quote
I will create a step by step guide. for 3ds max incl the mapping/reflecting stuff and combining the 2 mask files. |
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