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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
AlleyKat
The Unwanted.
812
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Posted - 2013.01.06 21:10:00 -
[241] - Quote
Nathan WAKE wrote:What do you guys use ?
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
Or you could try Crazybump which has a 30 day eval.
http://www.crazybump.com/
Or there is xnormal
http://www.xnormal.net/Downloads.aspx
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. |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
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Posted - 2013.01.06 23:14:00 -
[242] - Quote
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 :] |
Valeria Ghost
Red Federation RvB - RED Federation
10
|
Posted - 2013.01.08 18:18:00 -
[243] - Quote
Selvin wrote:in game we don't have "oilfilm effect" on astrate(tripleglowv3.fx) ... it is environment mapping ... but in tripleglowv3.fx you have 2 evnmaps .... first should be xx_cube.dds and second one should be xx_cube_blur.dds ... GBc1_T2a_Duvolle.black from my simple render engine(which using orginal eve shaders) and brutix
when i loaded the hlsl shader in maya it always loads some oilfilm.fx (don't know the exact name right now) shader too which is what i mean and believed to create the difference.
i tried using the hlsl shader in maya when i started but unfortunately i just couldn't really get it to work since i had (and partly still have) no clue what to input into many of the options. |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
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Posted - 2013.01.08 18:29:00 -
[244] - Quote
Can you grab a screenshot of the shader layout and its slots? May e then we can help you. |
Valeria Ghost
Red Federation RvB - RED Federation
10
|
Posted - 2013.01.08 19:24:00 -
[245] - Quote
http://img526.imageshack.us/img526/271/shader.png
thats the shader right after its loaded (unfortunately you cant see a network or how things interact, just the stuff you need to enter)
main problem is especially at the end. i dont know where to find the values for everything after the ReflectionColor. shadowmap and viewport adjustment (at the beginning) are also a problem. The Ambient occlusion map and values as well as the oilfilm stuff is a mystery too.
unfortunately just plugging in some random maps and playing with the values didnt work and the shader doesnt render at all. |
Valeria Ghost
Red Federation RvB - RED Federation
10
|
Posted - 2013.01.08 19:33:00 -
[246] - Quote
i didnt change much with my current shader network except that i increased the effect of the diffuse map (its stronger than ingame and than my renders before but i kinda like it). i didnt have much time since the new year started but i'll try to get some progress next weekend.
http://img255.imageshack.us/img255/1629/astarte2.png http://img266.imageshack.us/img266/4893/brutix2.png |
Theo Samaritan
Black Rain Cartel
17
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Posted - 2013.01.10 16:50:00 -
[247] - Quote
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.
Soon I'll be making a comprehensive video tutorial on how to get results like these:
http://i.imgur.com/WDRag.jpg https://dl.dropbox.com/u/21467805/Test%20Images/Absolution_Banking_arockcalledsteve_1080p.png
You'll be able to see the full breakdown of what I intend to teach in this reddit post.
You can also find some of my (very) old material and effects tests, along with a rough cut of an abandoned project, in this youtube playlist.
A couple of markers though that may upset some of you:
- I've been making these in Max, not Maya or Blender
- Most of everything else I use isn't free. Not legally at least. (I own legal licenses, don't you worry.)
Hopefully it'll still be of interest to you lot. If you want to get a hold of me, tweet @rockcalledsteve or EVE Mail this guy.
- Theo
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Valeria Ghost
Red Federation RvB - RED Federation
10
|
Posted - 2013.01.12 12:43:00 -
[248] - Quote
just found this: http://cadia.ru.is/wiki/_media/public:t-gede-12-1:gede-guest-pall.pdf
might be helpful for some ppl. i've only taken a quick look at it and i dont understand most of the stuff but maybe its helpful for others. On one page you can at least see what the different reflection factors mean. well or at least the names of each factor ^^ |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.17 18:14:00 -
[249] - Quote
With some tips from Theo I have been playing around with vray. But it seems that the colors for the T2 layers aren't correct. Or I can't get them correct. Guardian and the ark for example have red parts. But looking in the black files I only get brown and goldish colors like the t1 ships. |
Theo Samaritan
Black Rain Cartel
18
|
Posted - 2013.01.18 01:16:00 -
[250] - Quote
AzAkiR NaLDa wrote:With some tips from Theo I have been playing around with vray. But it seems that the colors for the T2 layers aren't correct. Or I can't get them correct. Guardian and the ark for example have red parts. But looking in the black files I only get brown and goldish colors like the t1 ships.
You need to find the right .black files. Half the time it is finding the right file location.
Also bare in mind that a lot of T2 ships have their own model and own location, though CCP did a lot of consolidation in Retribution. |
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AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
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Posted - 2013.01.18 09:52:00 -
[251] - Quote
Okay thnx Theo I will take a look later see what I can get. |
Valeria Ghost
Red Federation RvB - RED Federation
11
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Posted - 2013.01.18 15:39:00 -
[252] - Quote
yep the t2 files in the main folder of the model are actually just the t1 colors, at least thats seems to be the case. to get any of the t2 colors you need to look into the .black file of the corporation that produced the t2 version. |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.23 22:36:00 -
[253] - Quote
Theo since you are using max and vray what type of lighting do you use in your scenes? I'm working on a sun in the scene but that gives horrible effects with the lighting. |
Theo Samaritan
Black Rain Cartel
18
|
Posted - 2013.01.29 10:20:00 -
[254] - Quote
AzAkiR NaLDa wrote:Theo since you are using max and vray what type of lighting do you use in your scenes? I'm working on a sun in the scene but that gives horrible effects with the lighting.
You'll find the best result will be had with a basic Omni Light set to pure white at a strength of 2.0 or more. Make sure you put it far enough away from the scene to give a nice cover. |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.29 18:33:00 -
[255] - Quote
I'll play around with it a bit and post some pics. And any progress on that video you were planning on? |
Theo Samaritan
Black Rain Cartel
18
|
Posted - 2013.01.29 19:31:00 -
[256] - Quote
AzAkiR NaLDa wrote:I'll play around with it a bit and post some pics. And any progress on that video you were planning on?
I'm hoping to get hold of a six-core Intel machine very soon. Once I do I'll get back to work on it. =)
|
Selvin
Galactic Fighters Organization
7
|
Posted - 2013.01.31 14:05:00 -
[257] - Quote
now i've got a question ... How to render decals ... fx: we have something like this in black file:
{ "__i": 218, "__t": "EveSpaceObjectDecal", "name": "Logo_AmarrLogo_Right", "position": [-52.01361, 122.8228, 401.3184], "rotation": [-0.708873, 0.06084, 0.0921547, -0.6966385], "scaling": [7.860185, 14.04351, 14.04351], "decalEffect": { "__i": 219, "__t": "Tr2Effect", "effectFilePath": "res:/graphics/effect/managed/space/decals/v3/decalnormalv3.fx", "parameters": [{ "__i": 220, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [0.0784314, 0.0666667, 0.0392157, 1] }, { "__i": 221, "__t": "Tr2Vector4Parameter", "name": "MaterialReflectionColor", "value": [0.8901961, 0.7843137, 0.5803922, 1] }, { "__i": 222, "__t": "Tr2Vector4Parameter", "name": "MaterialSpecularCurve", "value": [43.24219, 24.75, 0, 0] }, { "__i": 223, "__t": "Tr2Vector4Parameter", "name": "MaterialSpecularFactors", "value": [0.796875, 24.50391, 0.8964844, 0] }, { "__i": 224, "__t": "Tr2Vector4Parameter", "name": "FresnelFactors", "value": [15, 2, 0, 1] }, { "__i": 225, "__t": "TriVariableParameter", "name": "ReflectionMap", "variableName": "EnvMap2" }, { "__i": 226, "__t": "Tr2Vector4Parameter", "name": "ReflectionFactors", "value": [0.5, 1, 0.25, 0.5] }, { "__i": 227, "__t": "Tr2Vector4Parameter", "name": "DecalNormalData", "value": [-2, 0, 0, 0] }], "resources": [{ "__i": 228, "__t": "TriTexture2DParameter", "name": "NormalMap", "resourcePath": "res:/dx9/model/ship/amarr/battleship/ab3/ab3_t1_n.dds" }, { "__i": 229, "__t": "TriTexture2DParameter", "name": "DecalDiffuseMap", "resourcePath": "res:/dx9/model/ship/amarr/decal/decal_amarrlogo02_d.dds" }, { "__i": 230, "__t": "TriTexture2DParameter", "name": "DecalOsMap", "resourcePath": "res:/dx9/model/ship/amarr/decal/decal_amarrlogo02_os.dds" }] } } question is what to do with this ? (of course with parameters we feed shaders but what with position/rotation/scalling)
where is data for vertices?
I spend some time with WebGL ShipViewer (use FF or Chrome) but they feeding this with some data not spotted in stuff files like this (look at source coz Chrome do not show this correctly) |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.31 14:18:00 -
[258] - Quote
As far as i went with the decals. I found out the the decals are on a second UV channel which the shader uses I guess. In most 3d applications it is hard to render both UV channels. But they can be positioned and rotated pretty easy in max. As you simple rotate the image. Then moving some polygons till the decal fits perfectly and done. |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.31 19:20:00 -
[259] - Quote
okay some more progress on the guardian im am happy with it now :)
http://imageshack.us/a/img837/1866/gaurdian022k.jpg
http://imageshack.us/a/img829/6718/gaurdian012k.jpg
so now it is time to get back to effects and destruction :)
got 3 more effects to sort out :
- laser systems - Shielding - Gate activations |
Selvin
Galactic Fighters Organization
7
|
Posted - 2013.02.01 00:06:00 -
[260] - Quote
AzAkiR NaLDa wrote:As far as i went with the decals. I found out the the decals are on a second UV channel which the shader uses I guess. In most 3d applications it is hard to render both UV channels. But they can be positioned and rotated pretty easy in max. As you simple rotate the image. Then moving some polygons till the decal fits perfectly and done.
well in fact there is no 2nd UV ... ... i've checked it when i build SlimDX app, in SlimDX app im using all attributes(Vertices attribs like position, uv, normal, etc...) spotted in gr2 file as is ... and there is no such thing as 2nd UV ... there was in faces(not tri faces ... real faces (single face) before "walk in the station stuff") in old eve client in tri files ... but not in gr2 ...(it's pretty simple to "ask" when you know granny3d tools from "not official source"(price ... it's killing me ... but it's worth when you build app which will make money for you ... guys from RAD Game Tools are f...ing awsome) |
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Ezurae
Science and Trade Institute Caldari State
72
|
Posted - 2013.02.02 11:27:00 -
[261] - Quote
the engine trails are awesome but i find it hard to see the details of the guardian, its too dark because the background is really bright, i think the lighting needs a bit work. other than the lighting it looks pretty good maybe i'd use less 'dust' particles that zip past the ship but thats probably personal taste. |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.02.02 11:54:00 -
[262] - Quote
the "dust" particles are stars with motion blur due to the animation. will recreate a render with better lighting and the stars turned off.
update scene.
reduce the lighting coming from the cube maps Increased total lights in the scene. Increased render quality updated trail effect and colors
http://imageshack.us/a/img833/8947/gaurdian03hd.jpg http://imageshack.us/a/img833/8947/gaurdian04hd.jpg
need to fix sharp shadow edges need to fix some more small lightning issues. |
Ezurae
Science and Trade Institute Caldari State
72
|
Posted - 2013.02.03 18:47:00 -
[263] - Quote
tbh if those are stars they should only be in the background and not in front of the ship, otherwise those stars would have to be tiny to fit between ship and camera ;-) I never liked the stars zipping by in movies or tv series. it never made sense to me. But as i said that probably depends on the personal taste.
The lighting is a lot better now, great improvement. :-) keep up the great work everyone, can't wait to see what kind of videos everyone will create |
ZuiljiN
Sato Industries
0
|
Posted - 2013.02.04 21:21:00 -
[264] - Quote
Anyone else is having troubles with the quality of the two mask layer in the PGS files? I've recreated the new shader in UDK and everything looks great other than mask and submask layer.
Also, is it normal that the BlacktoJSON Program crash on most of the files? I've tried version 1 and 1.2
Regards |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.04 22:55:00 -
[265] - Quote
ZuiljiN wrote:Anyone else is having troubles with the quality of the two mask layer in the PGS files? I've recreated the new shader in UDK and everything looks great other than mask and submask layer.
Also, is it normal that the BlacktoJSON Program crash on most of the files? I've tried version 1 and 1.2
Regards no issues here with the mask files. What exactly is the issue? That way we could try to aid. And I don't have any crashes at all after the 1.2 update. Do you have .net 3.5 or 4? |
ZuiljiN
Sato Industries
0
|
Posted - 2013.02.05 00:53:00 -
[266] - Quote
AzAkiR NaLDa wrote:ZuiljiN wrote:Anyone else is having troubles with the quality of the two mask layer in the PGS files? I've recreated the new shader in UDK and everything looks great other than mask and submask layer.
Also, is it normal that the BlacktoJSON Program crash on most of the files? I've tried version 1 and 1.2
Regards no issues here with the mask files. What exactly is the issue? That way we could try to aid. And I don't have any crashes at all after the 1.2 update. Do you have .net 3.5 or 4? It's looks like compression artifacts to me and maybe it's even worst in my case since udk recompress everything. I used gbc1 for my test and if you look at the pgs file you can see that mask aren't sharp and have many artifacts. Im not at home currently so I cant post pictures or look at other pgs files, maybe I was just unlucky with my model choice.
As for BlacktoJSON yeah I have both framework so the problem isn't there |
AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.05 08:13:00 -
[267] - Quote
I never noticed artifacts in the masks. If you can upload and show a mask that has this it would show us exactly what is wrong |
ZuiljiN
Sato Industries
0
|
Posted - 2013.02.05 14:12:00 -
[268] - Quote
AzAkiR NaLDa wrote:I never noticed artifacts in the masks. If you can upload and show a mask that has this it would show us exactly what is wrong
I've looked at few PGS and it's really seems to be a bug with gbc1_t1_pgs.dds i've uploaded the blue channel so you can see what im talking about Blue Channel as you can see it's full of artifact doesnt have clean edges so as you can imagine it's dosent looks really good on the model.
As for BLACKtoJSON i fixed my bug by uninstalling the few version i had and only reinstalling the 1.2 version |
Valeria Ghost
Red Federation RvB - RED Federation
11
|
Posted - 2013.02.05 15:54:00 -
[269] - Quote
although my mask obviously has the same artifacts it doesn't really make a difference for the textured model, the texture resolution is a bigger problem. The resolution of the textures is crappy so you shouldnt go that close to the model anyways. I still wish CCP would give players the option to download i high resolution texture pack, so those with the hardware power could take advantage of it. I'm pretty sure they must have high res textures somewhere...
back to the problem, if you have your brutix fully textured and look at the black lines on the green material (which are a result of the diffuse map) they show the same pixelation as the parts between two materials so the artifacts really arent the problem but the resolution is. If the parts between different materials are a lot worse than those black lines of the diffuse map then it might be useful to post your rendered result of the problematic parts because then something else must be going on.
The masks of other ships do have the same artifacts btw, at least those i checked do (prophecy for example). the submasks on the other hand seem to be fine which is odd |
Valeria Ghost
Red Federation
11
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Posted - 2013.02.06 21:03:00 -
[270] - Quote
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? |
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