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Thread Statistics | Show CCP posts - 1 post(s) |

Arcalane Celso
Caldari Merch Industrial
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Posted - 2007.02.10 11:40:00 -
[1]
Wow, those are some really nice renders. :)
Were those done in 3ds or Lightwave? ~~ I'm in ur belts minin' ur roids. |

Arcalane Celso
Caldari Merch Industrial GoonSwarm
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Posted - 2008.03.06 11:58:00 -
[2]
I've noticed that TriExporter has been crashing each time I try to load up the following ships;
Nyx (/dx9/model/ship/gallente/gms1/) Moros (/dx9/model/ship/gallente/gdr1/) Procurer (/dx9/model/ship/ore/ore_s/) Retriever (/dx9/model/ship/ore/ore_m/) Covetor (/dx9/model/ship/ore/ore_l/) Thrasher (/dx9/model/ship/minmatar/mde1/)
I found another Thrasher model under /dx9/model/ship/factionpc/mde1_factionpc/ which doesn't work with the texture in the same directory, but does work fine with the original Thrasher texture (over in /dx9/model/ship/minmatar/mde1/).
Can anyone else confirm that the above ships won't load - and if they will, could they be extracted & converted as .obj files and uploaded somewhere? |

Arcalane Celso
Caldari Merch Industrial GoonSwarm
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Posted - 2008.03.06 18:05:00 -
[3]
That might explain some of the graphical corruption I was seeing on some of the starbase models too, then - stretched polygons and what-have-you. ~~ I'm in ur belts minin' ur roids. |

Arcalane Celso
Caldari Merch Industrial GoonSwarm
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Posted - 2008.03.09 06:28:00 -
[4]
Originally by: M4g3ll4n Hi, I started doing some animation with blender, but I have some problems with the textures.
E.g. the Tristan. I cant put it on the tristan modell so that it looks right. I already tried to do a 90¦, 180¦, 270¦ flip of the texture. But it won¦t work. I have the same problem with the Thorax and the Hyperion.
Perhaps you can give me a hint. Thx in advance.
You need to flip all the textures vertically (IrfanView is amazing for this as it can batch convert them to .png and vertical-flip them which saves a lot of time), and all the models will need to be flipped horizontally for them to look the same as their ingame versions.
Or at least, I had to horiz-flip them all in DAZ Studio. ~~ I'm in ur belts minin' ur roids. |

Arcalane Celso
Merch Industrial GoonSwarm
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Posted - 2008.03.13 07:25:00 -
[5]
Edited by: Arcalane Celso on 13/03/2008 18:07:06
Originally by: Freya Fimbulvetr still not working for me. the tri exporter EXE wont even open it crashes on startup.
so, if anyone could get me the Abaddon obj and texture files that would be awesome, i would even throw in 10 mil in game.
thanks.
Here y' go!
Obj and Mtl files, plus a .png of the texture, already vertically flipped. No fancy light maps or bump maps or anything, but I might be able to get the base files for you to fiddle around with if you ask nicely. ;)
~~
I have some questions of my own, for now. Has anyone worked out how the pirate ships are handled? All of the Gurista *.blue files (which can be opened in notepad, and give some fairly handy information such as the texture files used, turret attachment locations, model used and so on), for example reference "guristasomni_p.dds" which I believe is some kind of overlay or "paint" which is applied to the model. However, the file simply appears to be a black square.
Can anyone enlighten me on how I might go about making pirate-painted ships?
--
Also, would someone be so kind as to make a tutorial for using The Gnu Image Manipulation Program (aka the GIMP) to making lightmaps and bumpmaps? |

Arcalane Celso
Merch Industrial GoonSwarm
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Posted - 2008.03.14 14:23:00 -
[6]
Originally by: Freya Fimbulvetr yeah, hey, thanks for the model. gona start doing some awesome things with it this weekend. and yeah i could use the other files, like the spec and bump and the glow. but if not i can get em, i just need to find my PS disc and install it so i can convert the DDS. so not a big problem there.
thanks again, i will send ya 10 mil when i sign on later today.
Unmodified texture & bumpmap files below;
Linkage
Only thing I've done is renamed them - they'll still need altering/etc.
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