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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
AlleyKat
Gallente The Unwanted.
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Posted - 2010.08.31 17:10:00 -
[1]
Originally by: a55mu11e7 anybody ever have any issues with the Nyx and the Moros? It keeps crashing on me when I try to open them.
yup, me too. EVE-ONLINE Video-Making Tutorials |
AlleyKat
Gallente The Unwanted.
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Posted - 2010.09.08 21:32:00 -
[2]
Originally by: Craig Linford Tried that, still no worky worky.
Do you need a DirectX 10 + Graphics card?
No...or at least I am not and am not having any problems. EVE-ONLINE Video-Making Tutorials |
AlleyKat
Gallente The Unwanted.
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Posted - 2010.09.15 16:21:00 -
[3]
Originally by: Spidyy Edited by: Spidyy on 14/09/2010 21:40:10 I'm having issues trying exporting the Vagabond model. Whenever I try to open the model in Tri Exporter, the program crash without warning nor messages. Anyone know how to fix that? =p
Same issue, even tried the singularity res folder...looks like there a few models which tri exporter just does not like.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2010.11.18 10:56:00 -
[4]
Originally by: Wild Rho Does anyone have a reliable way of converting the background textures into sphere/probe maps?
I tried the method mentioned earlier in the thread using the Cinema 4D plugin but it doesn't seem to work in the demo version.
Using the DDS Nvidia plugin for Photoshop can yeild a perfect Cube Map/Texture Cube using the nebula files.
You just have to run the script, or export the image as a cubemap.
There is also a legacy ATI Cubemap program which they still have on their website somewhere.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2010.11.29 23:28:00 -
[5]
Originally by: Star Artemis Would it be possible for anyone to post/upload an Avatar/Megathron .obj textured or untextured on here ?
Linkidge
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2010.11.30 20:49:00 -
[6]
Originally by: Serious Masta can anyone tell me where i can find the primae / noctis model?
i need the internal resource path because i cant find it :(
location can also be the sisi client.
thanks!
res/dx9/model/ship/special/science/pes2
or
res/dx9/model/ship/special/science/pes3
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2010.12.01 19:21:00 -
[7]
Originally by: Wild Rho Is anyone able to provide some eve backgrounds converted to probe/sphere maps? I have not been able to find any free or trial programs that will let me do this and don't own Photoshop etc.
ATI Cubemap Generator
HDR Shop v1 download
Nasa Nebulae images (need converting using one of the above)
Spacescape(for creating custom universes in cubemap/spheremap format)
GIMP (free photoshop alt)
DDS Plugin for GIMP
Unreal Development Kit (handles the rendering/cubemaps/animation/movie making/SFX/materials etc)
Enjoy,
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
|
Posted - 2010.12.12 23:06:00 -
[8]
Originally by: a55mu11e7 is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.
No, seems ok - need an extract done?
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2010.12.22 16:50:00 -
[9]
Originally by: a55mu11e7
Originally by: AlleyKat
Originally by: a55mu11e7 is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.
No, seems ok - need an extract done?
AK
i would truly appreciate it kind sir.
extract to .obj if you could.
Linky Winky
BTW,
The correct texture sequence for the Moros is:
002 001 002 002 001
And the best sequence I could find for the Nyx is:
001 002 002 001
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
|
Posted - 2010.12.22 21:39:00 -
[10]
Got bored...
Converted all 27 EVE backdrops into cubemaps/vertical crosses for people to download if they need it...
Linkidge
It's a 30 MB zipped file which expands into about 300 MB, with 27, 32-bit BMP files.
Enjoy.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
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AlleyKat
Gallente The Unwanted.
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Posted - 2010.12.27 17:08:00 -
[11]
Originally by: Max Hardcase Anyway to get Gimp to remove the Alpha properly ( using the DDS plugin for GIMP) from the diffuse textures ? I'm not getting much detail on the diffuse bits.
Layer=>Transparency=>Remove alpha
Which image are you looking at?
Not all diffuse layers work in the same way since CCP started to alter the way the three images blend together. The ships which were released in the new expansion are a good example of this. I think the new scorpion was the first ship to get the newer PGS system...
EVE Texture example
As you can see from this picture, the alpha channel of the old diffuse textures was used for the emissive/lights layer - no more; as the emissive and secular and paint texture mask all come from the paint texture channels now for new ships.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.01.22 15:01:00 -
[12]
Originally by: Selvin TriExporter .NET
u need install Framework 4.0 and XNA 4.0 redist to run
to open model dblclick on ship/gate/station red file it should open model with random background how it works(movie on youtube) source code
have fun :)
ps. there is no option to export yet
Truly awesome work.
Have you noticed the newer models which use the PGS textures are not rendering correctly?
Also, what ideas did you have for the exporting of the files in terms of the format?
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.01.24 15:02:00 -
[13]
Edited by: AlleyKat on 24/01/2011 18:53:30 url edit
Originally by: Foxgguy2001 Can anyone get me a high-res .obj of the sansha station model? For the life of me a just can't get the high res version to export...only the low and medium res...
Took a while...
SS1
I'm hoping you meant the one you see on the login screen.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.01.26 21:32:00 -
[14]
Originally by: Selvin AlleyKat how did u fix it ... i can't find bug in triexporter ... i'm sure that this bug is connected to bad indices but ... huh can't find it
I ripped the DirectX calls from the Triexporter.net red file and imported it into Max. Smoothed out the lines a bit and just exported it as an obj file.
I didn't beleive it was a bug, but was related to the volumetric lighting you see at login, as the additional polygons (in my minds eye) were transparent and could only be seen by the effect they had on volumetric lighting.
Guess I was wrong.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.07 15:25:00 -
[15]
Originally by: Toros Revoke Does anyone know of a way to extract the ship models if you're one of those unfortunates using a Mac without Bootcamp?
No idea, other than someone doing it for you.
If there are some models in particular you'd like, I'm sure the good people of this thread would oblige.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.11 18:30:00 -
[16]
Originally by: Toros Revoke That'd be really cool! I'm after the Anathema for a model-making project,it's pretty difficult to actually see the ship through all the sexy details, also it might be nice to see if its worth getting some parts of it prototyped.
Ok, I exported the obj for you:
OBJ file
And I felt the urge to render it and create a desktop wallpaper, below in 2560x1600, should anyone wish to DL it.
Anathema Desktop Wallpaper
Enjoy.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.21 17:59:00 -
[17]
Originally by: Ishimaru Hun ...does anyone know how to extract the carbon models and rig them? I used dxripper 3d to rip my own character back when he was flagged for customization, but have not been able to rig it correctly. Any advice would be appreciated.
You talking about animation rigging, like bones and joints? Or rigging the textures into MAX?
If it's the former there are lots of tutorials on the 'net for this kinda thing, if it's the latter, it pretty much just works but you'll have to go through all of the texture files and manually set them up inside MAX.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.22 19:17:00 -
[18]
Originally by: Ishimaru Hun Yea, rigging bones. I also have had no luck using triexporter to extract the character models, even a basic one, so I have had to rely on directx ripper 3d, which unfortunately, makes rigging multiple characters very difficult and inefficient use of time
Also wondering if anyone knows how to import gr2 files into 3ds max 2011
Just trying to understand what your end goal is here, all troubles aside.
Are you looking to create an animated scene using the models from the game?
The Incarna animation system used the same animation software as GTA VI btw, found here. This is why there are lots of .NSA and .MOR files. Complete guess, but I think this is what they will be using for WoD also.
Take a look at the RES/GRAPHICS/ section for more details - there is even some static WoD stuff in there under the 'interior' section.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.27 12:04:00 -
[19]
Originally by: Jacob Holland Have I exported the texture incorrectly?
Somehow yes, you have. I just did a test and imported it all into UDK, it looks fine.
You want my textures files?
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.03.09 02:19:00 -
[20]
Originally by: NaK'Lin Edited by: NaK''Lin on 07/03/2011 20:36:32 Hi everyone,
I am *fairly* new to eve, but not new to 3D. I have done my fair share of contributions to the machinima and hybrid machinima scene.
Since I have been hooked on EVE and I am in the process of working on a rather large project, I would like to express my thanks to the author and contributors of Tri-Exporter.
I have been going through the whole thread rather briefly (LONG!!!), and by playing with the exported resources myself, I got tired of reading the RED files myself in order to get the right parameters for the models.
I currently have my own WiP import script (for testing) for red files, automatically applying the given data to materials and models in 3DS MAX.
Would there be any need for this for the active people here? If so, I am willing to polish it, make some noob friendly UI and polish it up, then distribute it.
Greetings and keep up the good work.
--NaK
Absolutely |
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.03.12 15:33:00 -
[21]
Originally by: notweN tnerB I Love this program. I'm using Blender in place of 3ds. I have found that all the textures are flipped and when you import them into photoshop using the nvidia driver it prompts you to flip the textures. After i figured that out it has been smooth sailing.
Question: Is the green texture the bump map or what?
This should make things clear.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.03.17 20:57:00 -
[22]
^^
Here is some very early work in progress
Youtube
Camera movement was WASD + mouse, so will not seem smooth.
All post-processing was realtime and done in UDK, including AA+Bloom+DOF+Motion Blur. Currently have AA notched upto 4xFSAA and that seems to be fine.
Just to clarify the above: The goal here is to create a single package inside UDK for the entire EVE universe, this opens up high-end rendering snapshots (4K renders at the click of a mouse) cinematics and whatever else is in the creators head.
Currently working on getting the right look and am not happy/satisfied with what you see here. Some of that is down to the way Trinity II handles things opposed to UDK and some of that is personal taste.
Any comments are much appreciated whether you post them here, youtube, PM, evemail w/e.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.03.25 01:53:00 -
[23]
Originally by: Flynn Fetladral I'm looking to import eve ship models via .3ds / .obj into Photoshop Extended for digital painting references. Does anyone know if anyone is hosting files already converted online? TriExporter is .NET? If so, it's not gonna work for me as I am rolling with OSX. Any thoughts / suggestions on being able to get my hands on the files / or be able to extract them on OSX myself would be awesome.
Just ask.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.03.26 17:12:00 -
[24]
Originally by: Flynn Fetladral Thanks very much. For now I'd really like to get my hands on Naglfar, Nidhoggur, Maelstrom, Tempest, Rifter. If I need more over time, I'll give a shout in this thread.
your wish is my command
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.30 12:15:00 -
[25]
Originally by: Dutch Psycho00 if you have some tips for me please let me know here :)
- dutch
Other than perhaps cranking up the lights, it's looking really nice.
If you want better screenshots however, I'd do the following:
Create a skylight, then enter game mode in 'production' quality.
Hit the tab key to get your command line up then enter:
"TOGGLESCREENSHOTMODEö û to remove the default gun/hud (may have to do this more than once) ôFLYö û to remove gravity, giving you freeform x,y,z movement.
Position the viewport to a desired position.
Hit tab key again and enter:
ôTILEDSHOT 1ö û for a screenshot equal to your desktop resolution, which will appear in your screenshot folder for UDK ôTILEDSHOT 2ö û for double your desktop resolution ôTILEDSHOT 3ö û for triple your desktop resolution
And you can keep going on the sizeà
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.03.30 18:12:00 -
[26]
Originally by: chris poispads Hello there guys. I'm a 3d modeller and a massive fan of eve for a view years now. unfortunately I've never been able to run tri exporter. I downloaded it, opened it once and it crashed never to reopen again much to my frustration, literally guys I have tried everything! I've been working hard on an eve based project in my spare time but i cant continue without a certain model. I'm after a few models but what I need the most is the 'gallente shuttle' with all its textures for 3dsmax. I will pay anyone 50mil isk if they can deliver a workable Gallente Shuttle max model with all the diff/normal/spec and any other texture maps that can be edited in photoshop. you can convo me in game or send a message if anyones interested. thanks.
So, you have managed to export everything, but not the Gallente shuttle?
ZIP FILE
That is a zip of:
1X 3DS model (Smooth as required, 1-2 clicks should be more than enough) 1X DIFFUSE texture (RGB) LIGHTS (A) 1X NORMAL map (RGBA) 1X OCCLUSION map (RGBA) 1X SPECULAR map (RGBA) 1X PAINT texture (A) 1X RED TEXT FILE
Review the RED TEXT FILE as you will need to colour the PAINT texture file as indicated and the color values are 32-bit, so the coloring of the lights is "1.9294, 3, 2.6824, 1" for example.
The other values are exactly what they are listed as, and the PAINT Texture is also a mask, but I'm sure you can figure that out from reading the file.
Send the 50 mill to the first new player you see on your travels.
Regards,
AK
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.03.30 22:08:00 -
[27]
Originally by: Jean CatClaw Could somone explain how one should import a textured ship in UDK?
I have Maya 2011 and gimp at my disposal atm.. i can get the model and textures in maya(tho the texture coordinates are wrong). I then export the selected model to *.FBX ..as it seemed the only thing that UDK was able to import.. The model seems ok in UDK, but it has no textures at all..
Well...you could just do the texturing inside UDK and export the model into an ASE file click here for official UDK plugins for Max and Maya and use UDK for the Material creation, using the gimp files you've created.
I'd export from Tri-Exporter in OBJ, convert to ASE, get the textures, import it all, create the Material, then assign the material to the ASE mesh in UDK.
It's a long process no matter how you look at it - and although you can create some batch processing (export the whole DX9 folder from Tri-Exporter, then run batch processing in gimp and maya) you will still need to consider every model individually, as they all have their own (very) unique properties for specular etc.
Here's a short video of my process - Linkage
Materials need to be created somewhere, might as well do it in UDK.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.03.31 18:14:00 -
[28]
Originally by: Elondris Singh Here's my Material Tree http://i.imgur.com/paCYg.jpg
You have a full res of that? |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.04.01 14:26:00 -
[29]
I've been looking into skyboxes/spheres/cubemaps for a while now, but that is really from a UDK perspective.
Still experimenting...but will probably end up with a starfield backdrop, with some layers in between for nebulae and a particle system for 'space-dust' - add in some bloom/volumetric lighting and things start to look better.
It's really about how far you are willing to go, for a static rendered image, probably don't need a cubemap tbh.
AK |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.04.13 19:54:00 -
[30]
Originally by: Umbraene hey guys,
i cant run triexporter on my machine.. god knows why..
does anyone have the full package for the new megathron obj and relevant mats? while im asking im trying to get as many ships as possible.. if anyone has a link or more of the gallente ships please let me know... for maya not 3ds.
Illuminee
I have a full package for you here
Behind that zip you will find:
2 x 3 Texture files 1 x OBJ file 1 x RED file (txt) which will tell you how to plug the textures into your material editor.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.06.04 22:32:00 -
[31]
Originally by: chris poispads i'm doing a scene with both of the freighters being loaded with cargo containers. I have to be honest and say i have had trouble with the pieces you sent. The diffuse maps are all black? is that right? I also can't access how the max file because of the vray. If i gave you some isk could you repost the max file without v-ray' I'm just a tad lost on how the textures go together in the material editor?
try this
No bump, spec, or armour map, but it'll do the job.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
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Posted - 2011.06.15 18:19:00 -
[32]
Originally by: Matah Hari Hey guys! With all these Dust trailers showing Moros(es?) doing their orbital strikes and whatnot I was very eager to try to render a Moros in 3dsMax. Unfortunately (I don't know if this happens to other people) every time I try to open the Moros model in Tri-Exporter it crashes on me!
Anyway, I was wondering if someone was actually able to export this model at all, and if so would you be so kind as to post the obj. model and the folder with the DDS files for me please. I would be very grateful.
Linkage
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
|
Posted - 2011.06.16 12:18:00 -
[33]
Originally by: Snaggle Pu55 Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Ive also created a Wip tutorial for Ships,
Ships Tut
I plan to make one for the characters as well, but be warned its rather more complicated.
I'll continue posting progress as it develops.
/me puts gun to head and pulls the trigger.
Makes my paltry efforts look like dog$hit.
That's serious talent.
Love to get access to one of your UDK models and plug it in to see where I can improve my process for UDK.
PM me, or email me through Youtube link below.
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
|
Posted - 2011.06.18 10:33:00 -
[34]
Originally by: DarkStar1128 Also does anyone know the work around to get TriExporter running? I've tried it on both windows xp boxes (32 bit) and windows 7 (64 bit).
Win7 64-bit.
No problems...all I can tell you is I run it from a hard drive other than my operating system and the eve installation is on a 3rd hard-drive.
To test your problem, I deleted the Tri-exporter file and folder, cleaned the registry, downloaded Tri-Exporter 2009, dragged it into the hard drive folder, unzipped it and ran it.
It worked straight away. Just a mystery I guess.
Here's the link to your files though Linkage
Look forward to the pics.
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
AlleyKat
Gallente The Unwanted.
|
Posted - 2011.08.08 19:23:00 -
[35]
Originally by: Roc Wieler
Originally by: Lupus Hekki I wonder how i can export the captains quarters...
If you figure it out, please do let me know.
It's in several pieces and if you've ever played with technical Lego, it'll be a sinch
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