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cerbus
www.caldariprimeponyclub.com
103
|
Posted - 2013.07.09 13:22:00 -
[1] - Quote
I have converted and uploaded all the resources for the four main race's ships along with different versions of the textures which will help you start modelling ships in a 3d program. This project is still in progress with an interface, zips, resources, an interface, directory access, and other cool stuff soonGäó
Folder Structure The ship's folder structure is exactly the same as you would find in the client files on on the eve cdn, including manufacturer variants. ie. www.caldariprimeponyclub.com/res/dx9/model/ship/%race%/%shipclass%/%shipid%/%files%
Material Copyright All files, converted or otherwise are the property of CCP Games.
Unadulterated Original Texture Files
- ?_d.dds - diffuse map in direct draw surface format
- ?_n.dds - normal map in direct draw surface format
- ?_pgs.dds - PGS map in direct draw surface format (Red=Mask, Green=Specular, Blue=SubMask, Alpha=Glow)
- decal_?_os.dds - Ambient Occlusion/ Displacement map in direct draw surface format (for decals)
- decal_?_d.dds - diffuse map in direct draw surface format (for decals)
3d File Formats
- ?_?.gr2 - 3d model in the original Granny2 format, full detail
- ?_?_mediumdetail.gr2 - 3d model in the original Granny2 format, medium detail
- ?_?_lowdetail.gr2 - 3d model in the original Granny2 format, low detail
- ?_?.obj - 3d model in Wavefront format, full detail (for importing into a 3d program or for webgl rendering)
- ?_?_mediumdetail.obj - 3d model in Wavefront format, medium detail
- ?_?_lowdetail.obj - 3d model in Wavefront format, low detail
- ?_?.wgl - 3d model in webgl format, full detail coming soon
- ?_?.3ds - 3d model in 3dsmax format, full detail coming soon
Unadulterated Original Texture Files
- ?_?.black - original unadulterated .black files
- ?_?.json - converted .black files, human readable (this is where you get the colour details)
- ?_?.cppc - easily readable colour and shader settings coming soon
Image files
- ?_?_d.png - diffuse map in png format, unaltered composition
- ?_?_n.png - normal map in png format, unaltered composition
- ?_?_pgs.png - PGS map in png format, unaltered composition (Red=Mask, Green=Specular, Blue=SubMask, Alpha=Glow)
- ?_?_diffuse.tga - diffuse map, flipped 180 degrees
- ?_?_specular.tga - specular map, flipped 180 degrees
- ?_?_normal.tga - normal map, flipped 180 degrees, correct colour channels for displacement maps
- ?_?_normalgreen.tga - displacement map, flipped 180 degrees
- ?_?_normalred.tga - displacement map, flipped 180 degrees
- ?_?_mask.tga - mask map, flipped 180 degrees
- ?_?_submask.tga - submask map, flipped 180 degrees (you may need to invert this channel)
- ?_?_glow.tga - glow map, flipped 180 degrees
- decal_?_os.png - unaltered Ambient Occlusion/ Displacement map in direct draw surface format (for decals)
- decal_?_d.png - unaltered diffuse map in direct draw surface format (for decals)
- decal_?_diffuse.png - diffuse map in direct draw surface format flipped 180 degrees (for decals)
Hopefully save you some time. :| Ship Customisation Survey - www.tinyurl.com/cppcsurvey |

cerbus
www.caldariprimeponyclub.com
103
|
Posted - 2013.07.09 13:24:00 -
[2] - Quote
reserved :| Ship Customisation Survey - www.tinyurl.com/cppcsurvey |

cerbus
www.caldariprimeponyclub.com
103
|
Posted - 2013.07.09 13:24:00 -
[3] - Quote
reserved
:| Ship Customisation Survey - www.tinyurl.com/cppcsurvey |

Heimdallofasgard
Apex Overplayed Coalition Nulli Secunda
481
|
Posted - 2013.07.09 14:10:00 -
[4] - Quote
Awesome stuff dude!
Any advice for those people who want to import them into solidworks? Would've thought you can import .obj or .3ds files but just checked and don't think you can... you can import .step files :S just converting it to that I think. |

Liu Ellens
Blame The Bunny The Dark Nation
94
|
Posted - 2013.07.09 14:40:00 -
[5] - Quote
wow - amazing! I see now why why you were asking for the .wgl to .red converter. Any progress on that front?
upro - an online browser application to support navigation in New Eden and beyond. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
30
|
Posted - 2013.07.09 22:23:00 -
[6] - Quote
Nice work. This saves alot of time. And allows easy access for people to toy around with it. Inglorious ****** :) |

cerbus
www.caldariprimeponyclub.com
106
|
Posted - 2013.07.10 06:32:00 -
[7] - Quote
Liu Ellens wrote:wow - amazing! I see now why why you were asking for the .wgl to .red converter. Any progress on that front?
Nope, can't even identify what format it is. There are no signatures in the files for some reason - maybe they're propriety? Annoyed a dev or two, some mumbling about exporting them was made.
:| Ship Customisation Survey - www.tinyurl.com/cppcsurvey |

cerbus
www.caldariprimeponyclub.com
106
|
Posted - 2013.07.12 07:00:00 -
[8] - Quote
Converting all the other eve models to the same formats, will be uploading this weekend. :| Ship Customisation Survey - www.tinyurl.com/cppcsurvey |

cerbus
www.caldariprimeponyclub.com
109
|
Posted - 2013.07.18 09:12:00 -
[9] - Quote
Found that a lot of the older models couldn't be converted, or converted incorrectly. Only the updated models or those with the PGS texturing method will have all the versions listed above. :| Ship Customisation Survey - www.tinyurl.com/cppcsurvey |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.07.19 03:06:00 -
[10] - Quote
Definitely looking forward to this!
Cheers. Marne |
|

cerbus
www.caldariprimeponyclub.com
110
|
Posted - 2013.07.20 16:01:00 -
[11] - Quote
Marne Deville wrote:Definitely looking forward to this!
Cheers. Marne
Still uploading.... 20KB/s :3 :| Ship Customisation Survey - www.tinyurl.com/cppcsurvey |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.07.20 19:01:00 -
[12] - Quote
Once you get it to a stable release, let me know if you are interested in me running a mirror for you.
Cheers. Marne |

Yosh Maken
Tough Crowd
1
|
Posted - 2013.07.21 03:20:00 -
[13] - Quote
Finally! I can have the space battles I have always wanted on my living room floor without having to deal with you people :P
Good job man, very nicely done. I can't wait to see what people come up with, using what you put out there. Yosh Maken CEO Tough Crowd |

Altair Teyax
Ubuntu Inc. The Fourth District
0
|
Posted - 2013.07.21 14:20:00 -
[14] - Quote
I have an issue with non-Amarr ship textures, such as the diffuse map. Amarr diffuse maps are generally slightly gold/brown, but all the other diffuse maps I have seen are simply a neutral grey. Why is this? Is there a way to find colored versions (even the civilian ones) to view in a 3D modeling software? |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.07.22 22:34:00 -
[15] - Quote
I'm still trying to figure out how to get the red stripes on the Rook, Crow, etc.... sooner or later I'll figure it out heheh.
Cheers. Marne |

Craig Linford
Running with Knives Nexus Fleet
0
|
Posted - 2013.07.23 15:44:00 -
[16] - Quote
Altair Teyax wrote:I have an issue with non-Amarr ship textures, such as the diffuse map. Amarr diffuse maps are generally slightly gold/brown, but all the other diffuse maps I have seen are simply a neutral grey. Why is this? Is there a way to find colored versions (even the civilian ones) to view in a 3D modeling software?
That is was the Sub_Mask and Mask layers are for. You can get the colour for them in BLACK file. Can't remember where off the top of my head. |

Craig Linford
Running with Knives Nexus Fleet
0
|
Posted - 2013.07.23 15:46:00 -
[17] - Quote
Marne Deville wrote:I'm still trying to figure out how to get the red stripes on the Rook, Crow, etc.... sooner or later I'll figure it out heheh.
Cheers. Marne
Me 2... |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.07.24 04:42:00 -
[18] - Quote
Craig Linford wrote:Marne Deville wrote:I'm still trying to figure out how to get the red stripes on the Rook, Crow, etc.... sooner or later I'll figure it out heheh.
Cheers. Marne Me 2...
Figured it out :) What you need to do (for the Rook, at least), is open this file:
dx9\model\ship\caldari\cruiser\cc4\kaalakiota\cc4_t1_kaalakiota_pgs.dds
Take the blue channel from that image .... those are your stripes :) Other ships, like the Crow, are probably done in the same way.
Cheers. Marne |

cerbus
www.caldariprimeponyclub.com
116
|
Posted - 2013.07.24 11:32:00 -
[19] - Quote
Marne Deville wrote:Craig Linford wrote:Marne Deville wrote:I'm still trying to figure out how to get the red stripes on the Rook, Crow, etc.... sooner or later I'll figure it out heheh.
Cheers. Marne Me 2... Figured it out :) What you need to do (for the Rook, at least), is open this file: dx9\model\ship\caldari\cruiser\cc4\kaalakiota\cc4_t1_kaalakiota_pgs.dds Take the blue channel from that image .... those are your stripes :) Other ships, like the Crow, are probably done in the same way. Cheers. Marne
Soz, don't have time to explain in greater detail, but you can find this information elsewhere. Below is a quick run down of setting up the diffuse layer for a ship, which requires you to create a composition of multiple textures:
[Description of a Diffuse Composition] Top layer = the hull's *_diffuse + submask RBG colours + mask Layer: *_submask Middle Layer = the hull's*_diffuse + mask RGB colours + mask Layer : *_mask Bottom Layer = the hull's*_diffuse + diffuse RGB colours
Some manufacturer variants have their own mask, submask, specular and glow maps. If they don't exist in the manufacturer's folder for that ship, use the t1 version, if there isn't even any t1 versio Ship Customisation Survey - www.tinyurl.com/cppcsurvey Eve 3d Modelling Resources - https://forums.eveonline.com/default.aspx?g=posts&t=257193 |

Incizion
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.07.24 21:53:00 -
[20] - Quote
cerbus, thanks for all the effort you've put into this.
I've been playing around with models for awhile now, but as far as colors are concerned, I mostly just eyeball them for my ships. I've looked at the JSON files, but cannot for the life of me figure out how to translate the color values in it to colors that actually make sense. Any chance you can enlighten me?
Thanks! |
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
31
|
Posted - 2013.07.24 22:54:00 -
[21] - Quote
if you are doing it in 3ds max the simple way of doing it would be to use color correction. or make use of the output rollout in the bottom of the used bitmap.
If you are using the output way you can just keep the numbers as they are shown in the json file.
if you use the color correction method it is a bit more work.
Instead of adding the texture directly into the composition slot you add the color correction map and then in that map you add the required texture.
scroll down in the color correction map and search for the advanced tickbox. select that and scroll further down to tick the boxes R, G and B.
Then in the boxes next to it you'll see the gain level from 0-1000%
in order to use the color codes of the json file now you need to multiply that number by 100.
so for instance 0.01253759 would become 1.253759 in the color correction map.
hope this helps you a bit Inglorious ****** :) |

Incizion
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.07.25 05:13:00 -
[22] - Quote
Azakir - thanks for the reply. Unfortunately, I do most of my renders in Blender, and what you're describing doesn't quite translate. :)
Right now I'm working on a render of a Manticore - which I've been able to do with some success on my own, but again I'm eyeballing the color of the orange-yellow submask. So since I'm pretty familiar with that model, we'll use that as an example
Now, looking at the JSON file (http://elios.co.nz/res/dx9/model/ship/caldari/frigate/cf6/cf6_t2.json), I see this for the SubMaskDiffuseColor:
Quote: { "__i": 15, "__t": "Tr2Vector4Parameter", "name": "SubMaskDiffuseColor", "value": [ 0.3568628, 0.3568628, 0.3568628, 1 ] },
Actually, doing trial and error, I think I've figured out that you can translate these into RGB values by multiplying these guys by 255. So that solves that problem. However....
I think it's pretty obvious that in the example JSON up there, this is a gray, so it would seem to me that I'm looking in the wrong place in the JSON file for the Manticore's yellow color. However, looking through the rest of the file, I don't see any color value that follows your typical pattern of a yellow (high red and green, little-to-no blue). So I still seem to be missing some critical piece of information here. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
31
|
Posted - 2013.07.25 06:08:00 -
[23] - Quote
Try to look for the manufacturer's pgs file. The t2 hulls require the texturing and coloring from that specific hull otherwise colors will not match Inglorious ****** :) |

Incizion
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.07.25 17:39:00 -
[24] - Quote
Ah, good idea. Thanks for the tip!
Edit: For clarification, the pgs for the Manticore is in the normal cf6_t2.pgs file, however I think you may be onto something using the .black files from one of the manufacturers. |

cerbus
www.caldariprimeponyclub.com
116
|
Posted - 2013.07.26 09:11:00 -
[25] - Quote
Incizion wrote:Ah, good idea. Thanks for the tip!
Edit: For clarification, the pgs for the Manticore is in the normal cf6_t2.pgs file, however I think you may be onto something using the .black files from one of the manufacturers.
use this one: http://elios.co.nz/res/dx9/model/ship/caldari/frigate/cf6/laidai/cf6_t2_laidai.json
:)
Ship Customisation Survey - www.tinyurl.com/cppcsurvey Eve 3d Modelling Resources - https://forums.eveonline.com/default.aspx?g=posts&t=257193 |

Altair Teyax
Ubuntu Inc. The Fourth District
1
|
Posted - 2013.07.27 17:24:00 -
[26] - Quote
Craig Linford wrote:Altair Teyax wrote:I have an issue with non-Amarr ship textures, such as the diffuse map. Amarr diffuse maps are generally slightly gold/brown, but all the other diffuse maps I have seen are simply a neutral grey. Why is this? Is there a way to find colored versions (even the civilian ones) to view in a 3D modeling software? That is was the Sub_Mask and Mask layers are for. You can get the colour for them in BLACK file. Can't remember where off the top of my head.
Does anyone know how I can get these layers from the BLACK file? |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
31
|
Posted - 2013.07.29 08:49:00 -
[27] - Quote
The mask and submask layer images come from the pgs texture. The colors for these layers are found in the json file. Which is the converted black file. The black or json files only contain coloring information for each part and layer. The rest is al made with the image files. Inglorious ****** :) |

Az Tek
Sebiestor Tribe Minmatar Republic
6545
|
Posted - 2013.07.29 09:14:00 -
[28] - Quote
Great work =) Fight, Fly, Crow... Bangerang |

cerbus
www.caldariprimeponyclub.com
118
|
Posted - 2013.08.03 16:51:00 -
[29] - Quote
Will be uploading almost all the hulls in ccp's webgl format this weekend hopefully  Thanks [CCP]Bracari !! Ship Customisation Survey - www.tinyurl.com/cppcsurvey Eve 3d Modelling Resources - https://forums.eveonline.com/default.aspx?g=posts&t=257193 |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
31
|
Posted - 2013.08.03 18:18:00 -
[30] - Quote
hmm trying to grab the json file for the nyx isnt working ??
http://elios.co.nz/res/dx9/model/ship/gallente/carrier/gca1/gca1_t1.json
that is the link i used but getting
No Results Found The page you requested could not be found. Try refining your search, or use the navigation above to locate the post. Inglorious ****** :) |
|

cerbus
www.caldariprimeponyclub.com
119
|
Posted - 2013.08.05 11:47:00 -
[31] - Quote
Nyx is one of the ships that wouldn't convert if I remember correctly, I'll have a look this weekend. if it helps, you can just use the colours from any of the other gallente civilian ships. Ship Customisation Survey - www.tinyurl.com/cppcsurvey Eve 3d Modelling Resources - https://forums.eveonline.com/default.aspx?g=posts&t=257193 |

Jonathon Bolmara
Illusory Superiority
1
|
Posted - 2013.08.08 20:26:00 -
[32] - Quote
I hope one of you can help me. I can export models and get basic textures, but I am unsure on how to split the PGS RGB and Alpha channels. I have tried photoshop but when doing that I can't save as a standard format (e.g. .bmp). I am guessing this is a noob question but it has been bugging me for a while as it is one of the few things preventing my from making some nice models and animation. |

Valeria Ghost
Red Federation RvB - RED Federation
11
|
Posted - 2013.08.09 16:19:00 -
[33] - Quote
depending on the 3d program you are using you might not even have to seperate them, with maya you can just import the pgs directly and use the different color channels for whatever you need.
easiest way to seperate the layers would be with gimp 2. thats the way i did it in the beginning. theres an option under colors-> components to seperate all colors and the alpha channel. (i have the german version so it might not be called components on english)
edit: if you aren't scared of scripting you could then setup a script to do the process automatically for every pgs file (i didn't do that so i don't have a script to share with you. i just use the pgs files directly now) |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
31
|
Posted - 2013.08.09 17:37:00 -
[34] - Quote
Jonathon Bolmara wrote:I hope one of you can help me. I can export models and get basic textures, but I am unsure on how to split the PGS RGB and Alpha channels. I have tried photoshop but when doing that I can't save as a standard format (e.g. .bmp). I am guessing this is a noob question but it has been bugging me for a while as it is one of the few things preventing my from making some nice models and animation.
i would suggest having a look at roc wielers page. He has some nice tuts on how you can seperate the layers in photoshop http://rocwieler.com/2012/09/03/eve-online-in-3d-lesson-102/
@ valeria ghost:
That is a nice render right there. I will do some renders again this weekend when i hopefully have some spare time to do some work. Inglorious ****** :) |

cerbus
www.caldariprimeponyclub.com
121
|
Posted - 2013.08.10 11:39:00 -
[35] - Quote
Jonathon Bolmara wrote:I hope one of you can help me. I can export models and get basic textures, but I am unsure on how to split the PGS RGB and Alpha channels. I have tried photoshop but when doing that I can't save as a standard format (e.g. .bmp). I am guessing this is a noob question but it has been bugging me for a while as it is one of the few things preventing my from making some nice models and animation.
I've done the whole lot for you already if that helps, they've even rotated and fixed to work in any 3d program. I'll see about making them easier to access without having to use just a url.
500+ ships for you to spin in your browser at work - http://eohgames.com/labs#halp
Ship Customisation Survey - www.tinyurl.com/cppcsurvey Eve 3d Modelling Resources - https://forums.eveonline.com/default.aspx?g=posts&t=257193 |

Valeria Ghost
Abteilung-8 Villore Accords
11
|
Posted - 2013.08.12 15:55:00 -
[36] - Quote
Started importing the guns now, still not animated though since i have no idea how that works. never did animation before but should be able to figure that out sooner or later.
got another question though. For the large neutron blaster i found a file named "blast_neutron_t1_ggs.dds" and couldnt find a similar file for the other large blasters and also couldnt figure out what it could be for. does anyone know if that file is actually used for anything or is that just a leftover (or possibly typo in filename) and not needed at all? Guns look fine without it though just curious for what it might be ^^
Kronos with large neutron blasters (i know there are only 4 turret hardpoints on a kronos, but looks a lot better with 6 guns on it ^^ ) http://imageshack.com/a/img824/5141/cpyp.jpg |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
31
|
Posted - 2013.08.12 17:52:00 -
[37] - Quote
Valeria Ghost wrote:Started importing the guns now, still not animated though since i have no idea how that works. never did animation before but should be able to figure that out sooner or later. got another question though. For the large neutron blaster i found a file named "blast_neutron_t1_ggs.dds" and couldnt find a similar file for the other large blasters and also couldnt figure out what it could be for. does anyone know if that file is actually used for anything or is that just a leftover (or possibly typo in filename) and not needed at all? Guns look fine without it though just curious for what it might be ^^ Kronos with large neutron blasters (i know there are only 4 turret hardpoints on a kronos, but looks a lot better with 6 guns on it ^^ ) http://imageshack.com/a/img824/5141/cpyp.jpg
it is pretty hard to see the look of the gun. could you send a close up off them? Inglorious ****** :) |

Valeria Ghost
Abteilung-8 Villore Accords
11
|
Posted - 2013.08.12 23:27:00 -
[38] - Quote
sure, not a problem: http://imageshack.com/a/img821/9893/jzf2.jpg
obviously the texture resolution of the kronos sucks that close (@CCP we need that high res texture pack ;-) ) |

cerbus
www.caldariprimeponyclub.com
121
|
Posted - 2013.08.16 07:36:00 -
[39] - Quote
Valeria Ghost wrote:Started importing the guns now, still not animated though since i have no idea how that works. never did animation before but should be able to figure that out sooner or later. got another question though. For the large neutron blaster i found a file named "blast_neutron_t1_ggs.dds" and couldnt find a similar file for the other large blasters and also couldnt figure out what it could be for. does anyone know if that file is actually used for anything or is that just a leftover (or possibly typo in filename) and not needed at all? Guns look fine without it though just curious for what it might be ^^ Kronos with large neutron blasters (i know there are only 4 turret hardpoints on a kronos, but looks a lot better with 6 guns on it ^^ ) http://imageshack.com/a/img824/5141/cpyp.jpg
Looks good, what software? 500+ ships for you to spin in your browser at work - http://eohgames.com/labs#halp Ship Customisation Survey - www.tinyurl.com/cppcsurvey Eve 3d Modelling Resources - https://forums.eveonline.com/default.aspx?g=posts&t=257193 |

Valeria Ghost
Abteilung-8 Villore Accords
11
|
Posted - 2013.08.18 09:35:00 -
[40] - Quote
thanks ^^
i use maya 2013 for my renders and on that one used photoshop for the dof effect. |
|

Marne Deville
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.08.20 23:22:00 -
[41] - Quote
While I know that a dedicated 3D program like Maya, Blender, et al would be better, but ....
Does anyone have any experience with importing and manipulating these models in Photoshop CS5 or better? The 3D support isn't too bad. I've managed to import many models, and create reasonable results, but I'm not yet satisfied.
In particular, I'm struggling with getting some of the lighting/specular and paint job stuff right. I can *do* it, but I think I am missing something, as I can never get it to look quite right.
Can anyone provide any guidance with respect to layering the various channels into the maps that PS supports, what blending modes and order to use, etc? Thanks in advance!
Cheers. Marne |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.08.22 17:37:00 -
[42] - Quote
Egads ... the links are broken now .. ? :( |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.08.22 19:50:00 -
[43] - Quote
Marne Deville wrote:While I know that a dedicated 3D program like Maya, Blender, et al would be better, but ....
Does anyone have any experience with importing and manipulating these models in Photoshop CS5 or better? The 3D support isn't too bad. I've managed to import many models, and create reasonable results, but I'm not yet satisfied.
In particular, I'm struggling with getting some of the lighting/specular and paint job stuff right. I can *do* it, but I think I am missing something, as I can never get it to look quite right.
Can anyone provide any guidance with respect to layering the various channels into the maps that PS supports, what blending modes and order to use, etc? Thanks in advance!
Cheers. Marne
Just a followup to this post. Here is what I have been doing - curious as to what I am doing wrong, what I can do better, or what I am missing! :)
My diffuse texture for a given shape in the model is built as follows (in order of layers from top to bottom):
- Illumination/glow? (alpha channel from PGS, delete black color range, fill with whatever color for the lights), blend mode "normal"
- Submask (blue channel from PGS, after I select the white color range and delete it), fill with submask color, blend mode "color"
- Mask (inverted red channel from PGS, after I select the white color range and delete it), fill with mask color, blend mode "color"
- Specular map? (green channel from pgs file), blend mode "overlay"
- Diffuse texture (_d)
I also add an "environment" texture in PS, which affects reflections. |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
0
|
Posted - 2013.08.24 14:07:00 -
[44] - Quote
Marne Deville wrote:Egads ... the links are broken now .. ? :(
For those who are using these files and are experiencing broken links ... replace the "www.caldariponyclub.com" with "elios.co.nz" and it will work:
E.g.: http://elios.co.nz/res/dx9/model/ship/amarr/battleship/ab3/ab3_t1_d.png |

cerbus
www.caldariprimeponyclub.com
179
|
Posted - 2013.10.06 02:07:00 -
[45] - Quote
Sorry about that! :)
Haven't tried 3d in photoshop yet tbh, can't help there :(
Ship Customisation Survey - www.tinyurl.com/cppcsurvey Eve 3d Modelling Resources - https://forums.eveonline.com/default.aspx?g=posts&t=257193 670+ ships for you to spin in your browser at work - http://eohgames.com/labs |

AzAkiR NaLDa
Hejaz Industries The Volition Cult
31
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Posted - 2013.10.07 12:20:00 -
[46] - Quote
any progress on this at all? Inglorious ****** :) |

Tan'Ar Sober
Frozen Moon Conglomerate Circle-Of-Two
0
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Posted - 2013.10.23 19:22:00 -
[47] - Quote
I feel REALY dumb now..
I'm trying to master hoe I can get my hands on a Drake obj file.. :(
Hoe do I navigate as I understand the first part:
http://elios.co.nz/res/dx9/model/ship/caldari/battlecruiser/
But than the hard bit comes... how do I paste together that ship :(
Any help would be appriciated..
Tan'Ar Cheers, Tan'Ar Sober
--- "Very funny Scotty, now beam down my clothes" |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
23
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Posted - 2013.10.24 13:18:00 -
[48] - Quote
Tan'Ar Sober wrote:I feel REALY dumb now.. I'm trying to master hoe I can get my hands on a Drake obj file.. :(
Hoe do I navigate as I understand the first part:
http://elios.co.nz/res/dx9/model/ship/caldari/battlecruiser/
But than the hard bit comes... how do I paste together that ship :(
Any help would be appriciated..Tan'Ar EDIT: I still feel dumb BUT I figured it out. Isn't there a easier way to figure out what ship I need.. BUT this library is " THE BOMB" Major Thanks.
Yes, there is. You can use Tri-Exporter to view the ship models .... http://dogfacedesign.com: EVE-Related Art House |

Tan'Ar Sober
Frozen Moon Conglomerate Circle-Of-Two
0
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Posted - 2013.10.24 18:29:00 -
[49] - Quote
Marne Deville wrote:
Yes, there is. You can use Tri-Exporter to view the ship models ....
I'm on a Mac unfortunatly. No such luck for me. I also look for the wireframe of the Venture, Mack and Skiff.. :)
I'll puzzle along or if anybody care to set the link for me.. Cheers, Tan'Ar Sober
--- "Very funny Scotty, now beam down my clothes" |

Big Puncho
EVE University Ivy League
0
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Posted - 2013.11.28 02:30:00 -
[50] - Quote
Any luck figuring those RGB values from the .json file? |
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AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
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Posted - 2013.11.28 06:49:00 -
[51] - Quote
Big Puncho wrote:Any luck figuring those RGB values from the .json file? Which values? Inglorious ****** :) |

Big Puncho
EVE University Ivy League
0
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Posted - 2013.11.28 14:35:00 -
[52] - Quote
AzAkiR NaLDa wrote:Big Puncho wrote:Any luck figuring those RGB values from the .json file? Which values? "name": "MaterialDiffuseColor", "value": [ 0.6980392, 0.6588235, 0.6196079, 1 ]
These for example, I think someone said they weren't in RGB format, or are they? And btw, does anyone know to what the values in "MaskSpecularCurve", "MaskSpecularFactors" and "MaskReflectionFactors" mean?
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AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.28 15:26:00 -
[53] - Quote
These numbers are indeed color values. But not in RGB. These are dx shader numbers. These can be converted. To RGB or depending on the software you use. Use these values directly. Inglorious ****** :) |

Rankenn Estemaire
The Scope Gallente Federation
0
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Posted - 2013.12.20 09:33:00 -
[54] - Quote
Tan'Ar Sober wrote:I feel REALY dumb now.. I'm trying to master hoe I can get my hands on a Drake obj file.. :(
Hoe do I navigate as I understand the first part:
http://elios.co.nz/res/dx9/model/ship/caldari/battlecruiser/
But than the hard bit comes... how do I paste together that ship :(
Any help would be appriciated..Tan'Ar EDIT: I still feel dumb BUT I figured it out. Isn't there a easier way to figure out what ship I need.. BUT this library is " THE BOMB" Major Thanks.
I'm also looking for the Drake model. Care to share how you figured it out?
|

Te'rolbarahl
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.01.06 16:54:00 -
[55] - Quote
I don't suppose there's any possibility of a filedump for all of these?
Obviously, a vast number of the files will be useless to an individual, depending on the software they'll be using to access, but it's a serious chore going through file by file.
That being said, it was no doubt more of a chore to extract and convert them all in the first place, so perhaps I should just sit quietly in the corner?
Alternatively, if there is a filedump, can someone point me at a link and/or method for acquisition? Thankyou! |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
47
|
Posted - 2014.01.06 17:15:00 -
[56] - Quote
Te'rolbarahl wrote:I don't suppose there's any possibility of a filedump for all of these?
Obviously, a vast number of the files will be useless to an individual, depending on the software they'll be using to access, but it's a serious chore going through file by file.
That being said, it was no doubt more of a chore to extract and convert them all in the first place, so perhaps I should just sit quietly in the corner?
Alternatively, if there is a filedump, can someone point me at a link and/or method for acquisition? Thankyou!
Stop being lazy and be happy somebody allready processed the stuff for you Inglorious ****** :) |

Te'rolbarahl
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.01.08 13:42:00 -
[57] - Quote
AzAkiR NaLDa wrote:Te'rolbarahl wrote:I don't suppose there's any possibility of a filedump for all of these?
Obviously, a vast number of the files will be useless to an individual, depending on the software they'll be using to access, but it's a serious chore going through file by file.
That being said, it was no doubt more of a chore to extract and convert them all in the first place, so perhaps I should just sit quietly in the corner?
Alternatively, if there is a filedump, can someone point me at a link and/or method for acquisition? Thankyou! Stop being lazy and be happy somebody allready processed the stuff for you
I know, I know. It'd just been a hella-long day. We all have 'em from time to time!
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Talneck
British Federation
0
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Posted - 2014.03.13 09:16:00 -
[58] - Quote
Hi All , working on a course right now and i need to demonstrate if a model gains its detail from model or texture , from variety of games. I have looked through here and im not 100% sure how you guys import the models . The Programs I am using are 3dsmax and photoshop.
Thanks |
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