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

Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.09 21:36:00 -
[1]
Edited by: Aurvundill on 09/03/2009 21:36:17 I've been updating the UI to TriExplorer, if your interested I'll keep going for an overhaul. Otherwise I'll end up dropping it.
TriExplorer UI Overhaul (WIP): http://dl.eve-files.com/media/corp/Xabora/TriExplorer_Modified.png
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.10 00:36:00 -
[2]
Edited by: Aurvundill on 10/03/2009 00:35:56
Originally by: Anigo Montioa Is it possible to allow the window to be maximized? (Not a necessity, but it would be nice.)
I'll look into it.
Heres the UI as of now. http://dl.eve-files.com/media/corp/Xabora/evetriexplorer_update.png
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.11 06:50:00 -
[3]
Edited by: Aurvundill on 11/03/2009 06:57:52 *cough* Fullscreen semi-works now *cough*
[url=http://i41.tinypic.com/fw60yt.jpg]TriExporter 2009 Update Progress[/url] [i]You can see a few things changed for legibility, but its getting there. :D
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.15 01:16:00 -
[4]
Originally by: Cadinie it seems CCP even though they say this application is ok, has just given it the shaft. if you try to open apoc patched clients it will only show gallente and minmatar under models. and under those there is praticly nothing at all. the only things left you can open are a very very few random objects. if anyone has a patch to undo what CCP did, please tell me.
I'm poking around at HEX level now. Mostly cleaned up error text but seeing if I can fix anything.
TriExporter - Stage 6: http://dl.eve-files.com/media/corp/Xabora/TriExporter_Stage6_WIP.jpg
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.17 02:01:00 -
[5]
Originally by: Davik Rendar Oh wow, the .red files are waaaaay nicer to read than the old .blue files, they we're mostly gibberish with a few texture names hidden in it.
I wonder if we can get CCP to comment on what all the parameters are in the .red files, that will make it a lot easier to replicate the materials inside 3D apps.
Updated Links to TriExporter (so you dont have to go searching through the thread for it). TriExporter - Latest version (0.4.1.0beta - opens .gr2 files) Broken models in .obj format - Barges, Nyx, Moros, Opux and Thrasher (Thanks to Ouroborus777)
I will look at getting a Tutorial written, one for just general model extraction and texture conversion, and another Cinema 4D specific one for setting up the materials.
hmm, weird the copy I had (Beta1) opened GR2 files.
Anywho thanks.
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.20 06:00:00 -
[6]
Edited by: Aurvundill on 20/03/2009 06:03:36 TriExporter 2009 Release Changes:
- Increased Screen Render Space
- Enlarged File List for Easy Viewing
- Updated Many Error Messages
- Cleaned Up UI & Menu Text
- New Icon! (Woooo)
- New Icons for Tree List
- Maximize works, but has a minor issue. >_>
TriExporter 2009 Download TriExporter 2009 UI Screenshot
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.21 22:26:00 -
[7]
Originally by: DaOpa Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..

s1 = front s2 = front middle s3 = middle s4 = back middle s5 = back/engine
You have 5 versions of each peice however only Minny's s1-5v4&v5 are modeled.
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.22 02:06:00 -
[8]
Originally by: Irumani Aurvundill, if you could add a check box option when extracting a whole directory, to export all included .gr2 files as .obj and/or .3ds, you'd be my new personal god.
Bit of a toughy but I'll look at the options... oh and also.
Sweet Sweet Hyperion Love with Glowing Lights. :D
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.22 03:07:00 -
[9]
Originally by: DaOpa
Originally by: Aurvundill
Originally by: DaOpa Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..

s1 = front s2 = front middle s3 = middle s4 = back middle s5 = back/engine
You have 5 versions of each peice however only Minny's s1-5v4&v5 are modeled.
ok .. let me try again :P
s1 = front = OFFENSIVE SUBSYSTEM s2 = front middle = WHAT? s3 = middle = WHAT? s4 = back middle = WHAT? s5 = back/engine = WHAT?

IIRC its: Defensive Subsystems Offensive Subsystems Electronic Subsystems Engineering Subsystems Propulsion Subsystems
Now have a His & Her Hyperion since you made me post.
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.23 00:38:00 -
[10]
Edited by: Aurvundill on 23/03/2009 00:39:27 *yawn* Got bored today.
Have a few pics: A Tight Docking Situation 1 A Tight Docking Situation 2 A Tight Docking Situation 3
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.30 23:26:00 -
[11]
Originally by: Quantar Raalsken nice new sig 
Thanks, was messing around with the color constants on the shader. About 75% of it is complete.
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.03 22:47:00 -
[12]
Edited by: Aurvundill on 03/04/2009 22:58:00
Originally by: Quantar Raalsken Edited by: Quantar Raalsken on 03/04/2009 16:54:20
Originally by: Aurvundill
Originally by: Quantar Raalsken nice new sig 
Thanks, was messing around with the color constants on the shader. About 75% of it is complete.
btw which shader did u use?
the ones that are pointed to in the .red files take me to "pieces" of shader files and they are already compiled so i cant make any use of them...i tried hacking together the ship.fx one but i got lost lol
Edit: also all of my ship_d.dds files are showing up as black/blank in all my picture editors/viewers with .dds support any idea?
I sorta wrote my own after decoding the image formatting.
Did some more work on it today, about 90% done on the shader. http://dl.eve-files.com/media/corp/Xabora/eve_proph1.JPG http://dl.eve-files.com/media/corp/Xabora/eve_proph2.JPG http://dl.eve-files.com/media/corp/Xabora/eve_proph3.JPG I used sage (Dark Green), because it was a nice easy color to see if its working right. SIDE NOTE: I did not directly color the dds files, I just used a constant vector to change it in the shader.
Just a few tips on IDing your images that you extract. Most DDS will have the ship/model name followed by some lettering. D = Diffuse (Nuff said, ship skin) [Can sometimes have 'light' textures embedded into the alpha layer] N = Normal Maps (Normally found in the Alpha Layer on an Shipname_ngs.dds combo) G = Gloss (Used for Cubemap Rendering on Ships) S = Specular P = Paint (Used for Tinting and Hues on Some Ship Parts) L = Lettering (Seen on ships in differing patterns)
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.04 19:22:00 -
[13]
Originally by: MagicBox Is there any chance to put in a Export to Animated gif option?
or would that be to hard to code in ?
Thats something for a renderer to do like 3DS Max, Maya, Blender and the such to do.
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.04 21:58:00 -
[14]
Edited by: Aurvundill on 04/04/2009 22:01:15 Here is a proper colored one, about 95% done. Just need to do work on the glass shaders & cubemap shaders for the armor points.
I used native values for this so they are 1:1 to EVE in a white light area.
http://i40.tinypic.com/2qdbrxt.jpg
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.05 00:28:00 -
[15]
Originally by: Nakuda
Originally by: Aurvundill Edited by: Aurvundill on 03/04/2009 23:34:00 N = Normal Maps (Normally found in the Alpha Layer on an Shipname_ngs.dds combo)
But that is just one channel of the normal map? You use it as a heigh map? After bit of testing I noticed that EVE normal maps have their color channels on wrong places, so they need some manipulation to make them work as normal maps (not just height maps) in 3D softwares.
This is for Gimp, but same basic idea on other image manipulation programs like photoshop. Load shipname_ngs.dds (you will need the .dds plugin) Decompose (separate color channels to layers) Invert Red channel (black to white) Recompose: Red to Blue Blue to Alpha Green to Red Alpha to Green Save to any format you like.
This is why I love working at shader level. I just break out Red & Green Seperately and Append those two channels with the neg-alpha layer. ________
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.05 23:15:00 -
[16]
Originally by: Davik Rendar I just wrote myself a nice little photoshop macro to convert the normal maps. So I just have to open the dds in PS, run my normal map extraction macro and save it out. You do start going a little nuts after converting about 150 models with 5 separate textures each though.
What format do you use the models in? My preference is DAE [Collada] ________
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.06 02:45:00 -
[17]
Originally by: Anigo Montioa Just out of curiosity Aurvundil, but what program do you use for your renders? Rendering engine included?
This shall... remain a secret.
Originally by: Anigo Montioa I'm using 3ds Max 9 with VRay and I'm having a hard time getting even close to matching your render quality. Albeit, I'm not the best when it comes to rendering or anything. Still can't seem to figure out how the DirectX Shader material fully works. I can get it to load the .fx (sometimes, lately the ship.fx doesn't want to properly link to ObjectLit_pool.fx), and when it does and I render the scene, it's like the shader does nothing to modify the model at all. Am I completely misunderstanding what the shader is suppose to be doing, or what?
The FX file is compiled shader code with parameters. Those need to be set via an engine or render.
Pulling an excerpt from abc2.red.
type: EveShip2 turrets: [] name: "Abc2" mesh: type: Tr2Mesh geometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1.gr2" lowDetailGeometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1_lowDetail.gr2" opaqueAreas: - type: Tr2MeshArea name: "MainHull" effect: type: Tr2Effect name: "Armor" effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" parameters: - type: Tr2Vector4Parameter name: "MaterialDiffuseColor" value: [0.654902, 0.6156863, 0.5803922, 1] - type: Tr2Vector4Parameter name: "MaterialSpecularFactors" value: [0, 1, 0, 0] - type: Tr2Vector4Parameter name: "MaskDiffuseColor" value: [0.6509804, 0.6235294, 0.5882353, 1] - type: Tr2Vector4Parameter name: "MaskSpecularFactors" value: [0, 5, 0, 0] - type: Tr2Vector4Parameter name: "GlowColor" value: [3.5, 2.902899, 1.874367, 1] - type: Tr2Vector4Parameter name: "FresnelFactors" value: [1, 2.5, 1, 0] The values you see are for the vectors, they can manipulate color, lighting, glow or power of a parameter. Most ships have multiable layers and colors, so you need to drop in the proper value to grab the proper color. Vectors have 4 values when applied to a texture. [RED, GREEN, BLUE, ALPHA], but that is only when a parameter is calling colors. Otherwise its [VALUE1, VALUE2, VALUE3, VALUE4] Glow controls lighting for the alpha layer on the diffuse map as defined in the .FX file.
Anywho, a good number of ships require 2 different shaders just for the tech 1 stuff. There is a special tech 2 shader in the .RED file also.
Lot to type. :P
Mind you, a .RED will will work with a .FX if you move the values over properly. ________
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.06 05:09:00 -
[18]
Originally by: Anigo Montioa
Originally by: Aurvundill
The FX file is compiled shader code with parameters. Those need to be set via an engine or render.
Pulling an excerpt from abc2.red.
-snip- The values you see are for the vectors, they can manipulate color, lighting, glow or power of a parameter. Most ships have multiable layers and colors, so you need to drop in the proper value to grab the proper color. Vectors have 4 values when applied to a texture. [RED, GREEN, BLUE, ALPHA], but that is only when a parameter is calling colors. Otherwise its [VALUE1, VALUE2, VALUE3, VALUE4] Glow controls lighting for the alpha layer on the diffuse map as defined in the .FX file.
Anywho, a good number of ships require 2 different shaders just for the tech 1 stuff. There is a special tech 2 shader in the .RED file also.
Lot to type. :P
It might be best to manipulate the values via another shader that references the .FX with the .RED variables.
So with the .red file (I'm using the Rifter one, mf4.red), it references to this .fx file: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx". As I'm sure you've discovered, that actual file doesn't exist, as it's compiled into sm_3_0_Hi, etc. How would I take that along with the vector values and use them with VRay.
What exactly do you mean by two separate shaders? I mean, I know you're saying two different shaders, but I can only seem to find one for the Rifter? I'm new to this whole shader thing too, and I'm not sure if you use/know how to use VRay as it remains a mystery.
Sorry for all the questions, just a lot more involving than I thought!
Some ships have 1 shader, others might have multiable. (Depending on UV Material Maps) In this case a rifter would have 1 base T1 shader with 2 or so other shaders for Tech 2 colors.
I dont use VRay so I cant exactly tell you how. ________
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.08 21:12:00 -
[19]
Originally by: Anigo Montioa How do you go about texturing the Docking Bays? I know there are several materials for each section but how do you get the materials to line up? Flipping them doesn't seem to be doing the trick.
Ideas?
Make sure the textures are flipped!
adbay1_shapemesh Multiply specular layer with defuse to attain proper specular colors. Material 0: amarr_dock_detailb_d (Opaque) Material 1: amarr_dock_ground_d Material 2: amarr_dock_mainboard_d Material 3: amarr_dock_inside_d Material 4: amarr_dock_detailb_d (Transparent) Material 5: amarr_dock_detail_d ________
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.09 01:21:00 -
[20]
Edited by: Aurvundill on 09/04/2009 01:24:10
Originally by: Davik Rendar As for what texture goes where? You just kind of have to guess. Some of them are in order, others aren't. Usually I find the textures in the .red file called "armor" are the big main areas and the textures called "tech" are for some of the smaller detail areas.
Check out the preview viewer in the latest Singularity client, it's the little red button next to the ship image in the "show info" window. It works with drones and stations too, very handy for having a look at the models and working out where the textures go.
Basic Rundown on a .RED.
type: EveShip2 turrets: [] name: "Abc2" mesh: type: Tr2Mesh geometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1.gr2" (MODEL) lowDetailGeometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1_lowDetail.gr2" (LOW DETAIL) opaqueAreas: - type: Tr2MeshArea name: "MainHull" (Primary Texture) effect: type: Tr2Effect name: "Armor" (Tech 1 Shader & Vectors) effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" parameters: - type: Tr2MeshArea name: "MainHull" effect: type: Tr2Effect name: "Crome" (Tech 1 Crome Effect Shader & Vectors) effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" parameters: - type: Tr2MeshArea name: "MainHull" effect: type: Tr2Effect name: "Tech" ('Tech' is Tech 2 Armor Shader & Vectors, can cover all material slots) effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" decalAreas: [] depthAreas: [] transparentAreas: [] additiveAreas: [] shadowEffect: (Controls Shadow Resolution and Rendering) type: Tr2Effect effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/Shadow.fx" parameters: [] resources: [] damageLocators: (Smoke and Fire effect for Hull Damage) spriteSets: effect: (Blinking Lights, Locations, and Timers) type: Tr2Effect effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/FlashingLights.fxo" parameters: [] resources: locators: (Turrent Locations for roll, pitch and yaw) - type: EveLocator2 name: "locator_turret_1a" (Turrent ID Location) transform: (Controls roll, pitch and yaw)
Originally by: Davik Rendar Aurvundill: I'm using Cinema 4d (.C4D)
 Welp, that quite expensive. ________
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.09 04:31:00 -
[21]
Originally by: Davik Rendar
Originally by: Aurvundill
Originally by: Davik Rendar Aurvundill: I'm using Cinema 4d (.C4D)
 Welp, that quite expensive.
Heh, yea, its a legit commercial license too, as I was doing some professional 3D work for a little while.
As for the .RED files, I'm not completely convinced. There are separate .red files for Tech 2 shaders for example (a lot of which are in the "factionpc" folder).
Quote: - type: Tr2MeshArea
From what I've found each of these is assigned to a different UV area of the mesh. And when I've applied the textures with the colour values listed under each "type" section, they have come out looking exactly right.
Although I haven't had any experience with DirectX shaders or anything like that before, so everything I say is just purely from my own recent findings and previous 3D experience.
Totally forgot to mention that faction like navy, blood and such have their own unique RED files. ________
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.09 22:33:00 -
[22]
Decided to try something different.
Amarr/Amarr/Female Using Stock Station Textures except for the Gold Headpeice Texture. Didn't have a stock normal or specular so I emulated those via shader.
Fullsize: http://i41.tinypic.com/17pfu8.jpg The balls next to the face are the eyes, just not placed in the head ... yet.
Unfortunately the DDS files I pulled for the skin, hair and clothing gave me errors with Compressionator. ________
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.16 02:14:00 -
[23]
Originally by: Hellena ive been experiencing fatal errors with the program. i got it to open once and navigated to my EVE directory...then the program 'encountered an error' and needed to close. now, it wont even open.
am running xp 64 bit.
any suggestions? or....would people want to email me converted .obj files?
Make a file called TriExporter_Fix.reg
And put this into the file using notepad.
[HKEY_CURRENT_USER\Software\TriExporter] "EVE"="C:\\Program Files(x86)\\CCP\\EVE"
Should fix your issue. ________
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