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

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.09.02 12:10:00 -
[1]
Please visit your user settings to re-enable images.
I've actually had a working Nyx model for a month or so now, I should probably check back here more often, I could have uploaded it for you.
I actually got mine by unstuffing the .gr2 file then opening it in granny viewer and saving it using an opengl grabber. Took me ages to work it out, and it came in at an angle, but it worked. |

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2008.09.03 12:09:00 -
[2]
Originally by: Ouroborus777 Edited by: Ouroborus777 on 03/09/2008 07:22:49 Here's the Opux: gy1_mod2shape.7z
Donations accepted 
Thanks Ouro, I'll send ya some iskies once I have some to give away 
the other models are "res/dx9/model/ship/gallente/gdr1", "res/dx9/model/ship/minmatar/mde1", "res/dx9/model/ship/ore/ore_l", "res/dx9/model/ship/ore/ore_m", "res/dx9/model/ship/ore/ore_s"
Textures The blue channel in the "_ngs" texture is actually a specular map. Even though everyone thinks its a bump map (and it can be used as a bump map) it's not. You dont need a bump map if you've got a normal map.
The alpha in the "_p" texture is a "paint" map. It's used like an alpha channel for colouring the base "_d" texture (like the green/blue on gallente ships. To apply this the easiest thing to do is add it as a second layer to the "_d" texture in photoshop (or similar), then apply a "Gradient Map" to the "paint" channel. And set the paint channel to overlay. Now you've got a colourized texture all ready to go.
The "_l" texture from what I can tell is an ambient occlusion map for the capital ships, although it looks like it uses different UV co-ordinates, and I have no idea how to apply it other than re-uv mapping the models which I dont want to go anywhere near.
Just another note on the alpha channel in the "_d" texture, it is also used as an actual alpha channel on some textures (like the minmatar ship solar panels).
testprix: you'll need photoshop with the dds plugins (or a dds converter) and you'll have to extract each of the textures as explained in my post and Elisa's post.
That's enough rambling from me, so here's a render I did of a "Navy Issue Brutix"
http://eve-files.com/dl/172030
P.S. if anyone remembers Chiara Lorn from a couple of pages back, that's my alt.
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.09.03 22:53:00 -
[3]
Roc: I've got VUE sitting around somewhere at home, I'll load it back up and see what I can work out later today.
As for the blue channel in the "_ngs" texture, if you look at a ship like the hyperion, you'll notice that the blue channel has black where all the paint is, and in game the paint is not glossy. That's part of the reason why I came to the conclusion that the blue channel is a specular map, although it can double as a bump map. It would be great to get some confirmation on what all the channels are from CCP, and how to work out the stuff in the .blue files to get exact rgb colour codes and all that.
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Davik Rendar
ANZAC ALLIANCE
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Posted - 2008.09.04 07:56:00 -
[4]
Thanks for that Ouro, your the man. I'll send ya some iskies once I've got some spare, we're in a war atm, so I'm a little short of cash.
Roc: I had a look at VUE but couldn't find any self-illumination settings, sorry. They probably didn't focus much on those features seeing as it is an environment rendering app.
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Davik Rendar
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Posted - 2008.09.11 11:39:00 -
[5]
I dont think there is a model of the map, I think it's just a .blue file that tells the graphics engine where to put the sprites.
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.09.22 04:01:00 -
[6]
Originally by: Fortune Taker i saw that but my _p file doesn't have the camo that that brutix has on it (yes on the brutix file not the buzzard) it is just black, and the alpha looks like additional windows
hehe, that's because I stole the camo texture from another file 
ok, T2/Faction Textures as you'll notice, some of the T2 ship just have a different colour, those ones are easy to do, as for the ones with the camo paint, you'll have to get the alpha channel out of some of the other textures.
They are found in the following directories; res/dx9/ship/guristas/guristasomni_p.dds res/dx9/ship/caldarinavy/cnavyomni_p.dds res/dx9/ship/sebiestor/tiger.dds res/dx9/ship/mordus/mordusomni_p.dds --> (same as guristasomni_p.dds)
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2008.09.28 22:56:00 -
[7]
Edited by: Davik Rendar on 28/09/2008 22:58:11 I'm not sure how to colour the textures using vray in MAX. But here's how to do it in Photoshop.
Open the _d texture, and the _p texture. Resize the _p texture to the same size as the _d texture, and copy the alpha channel into the _d texture as another RGB layer (not as an alpha channel).
Now select Image/Adjustments/Gradient Map... And recolour the _p layer to a Dark Grey and Turquoise colour. Now change the _p layer blend mode to Overlay.
And that's the basic theory of colouring the textures, you may have to play around with blend mode (sometimes Multiply works better with Gallente ships) and the Gradient Map colours to get it looking right.
Hope that helps
I think it might be time for me to make a tutorial up to show how to convert a model from start to finish, including screeshots 
btw, it's looking pretty good, very nice renders too. You might want to drop the strength of the bump mapping just a little bit, just a suggestion 
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Davik Rendar
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Posted - 2008.10.15 23:01:00 -
[8]
Originally by: Greme T2 "models" are a mash up ingame of the t1 model, a few extra doolies (separately modelled) and a new skin.
It's probably possible to recreate them ingame, but it'll take more than import model -> texture.
Actually the Trinity T2 models are seperate models, you just have to know where to look for them they are listed in the npc faction folders
e.g. for the sacrilege look under res/dx9/model/ship/khanid/ac2/ac2_khanid_hullshape.gr2
so it is as easy as import model -> texture 
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Davik Rendar
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Posted - 2008.10.18 02:47:00 -
[9]
I can't find the Orca, what directory is it in?
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Davik Rendar
Open All Hours
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Posted - 2008.10.19 06:34:00 -
[10]
Ok, I haven't got the Orca to a respectable state for rendering yet, but here's a sneak peak of the new acceleration gates.
Acceleration Gate
Looks great CCP 
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Davik Rendar
Open All Hours
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Posted - 2008.10.21 01:17:00 -
[11]
Edited by: Davik Rendar on 21/10/2008 01:18:01 Most of the "Navy Issue" textures are just the normal textures re-coloured. So there aren't any seperate Mega Navy Issue textures.
Have a look back through the past couple of pages, I think I posted how to recolour the textures in Photoshop not long ago.
Edit: here's the post http://oldforums.eveonline.com/?a=topic&threadID=269677&page=17#499
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Davik Rendar
Open All Hours
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Posted - 2008.10.23 21:33:00 -
[12]
Damn I'm a lazy ass, I need to cruise SHC more often  I'm heading over now to check out your thread.
as for the Nyx and Moros here's a directory with all the broken models in it, thanks to Ouroborus777 http://ouroborus.org/eve/models/
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Davik Rendar
Open All Hours
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Posted - 2008.10.24 00:42:00 -
[13]
Yep, makes total sense.
That's why I set my importer to split the model into materials groups.
And I prefer importing the 3ds files too. |

Davik Rendar
Open All Hours
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Posted - 2008.10.28 21:40:00 -
[14]
Originally by: Suunto Viper How did you sort out the completely messed up UV mapping coz I'm struggling at the minute. it seems rotated round 90 degrees then flipped horizontally and then scaled all wrong.
Do I need to have seperate materials for each bit (mats dont even work propperly in tri-exporter)
The UV's are flipped vertically
and yes, some of the models have multiple textures the textures for the providence for example should look like this in the texture manager in TriExporter: afr1_tex_d_001.dds afr1_tex_d_002.dds
Originally by: SpaceSavage 1680 x 1050 CLICK FOR DOWNLOAD
I did this one earlier.
I couldn't find the T2 textures for the Ferox/Nighthawk/Vulture model, so i made one up myself. Im pretty sure its identical to the ingame version.
Figured out how to add the lights in Cinema 4D also, it was surprisingly easy, easier than the 3DS way using VRAY. Anyway, enjoy and comment.
I can send you the model + Texture for a little bit of isk ;)
Nice job, so you use Cinema 4D as well then?
Looks like you got the texture spot on. And no, there isn't a seperate nighthawk texture for the ferox as you noticed. Instead you have to use the "_p" textures alpha channel to colour the base "_d" texture, although it looks like you worked that out 
One thing i noticed, you need to make up another texture with the black texture but no red on it for the bridge. It looks like you've just got the normal ferox texture on it. |

Davik Rendar
Open All Hours
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Posted - 2008.11.12 23:24:00 -
[15]
Very cool
I like the one with the Drakes in the Asteroid Field a lot
How did you enhance the quiality of the textures?
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Davik Rendar
Open All Hours
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Posted - 2008.12.23 22:54:00 -
[16]
Originally by: OzakiFragments Can anyone who's been successful with Lightwave in exporting the model and texturing write up a small guide? I'm having trouble texturing the models I export cuz I'm fairly new, and I read a small tut at pg 7 of this thread, but it doesnt render properly when I do it. So far:
-I've managed to get the models out -Extract the .tga files from the .dds file [but there's like 10, and I just use the biggest one] -Use Photoshop to flip it -Use image editor to load the image -Use a UV Map for the texture <- this is where it gets weird. -After I use the textures and I hit render frame F9, I get a weird looking harbinger.
Am I supposed use more than just a UV map?
Sorry mate, not sure whats going on there, I haven't used lightwave for a few years, and I dont have a copy of it anymore.
Originally by: Tor Umar Hi fellas.
Does anyone know where to find the T2 textures for the zealot? ive been looking for hours
The Zealot doesn't actually have any seperate textures, the trick to making them is re-colouring the omen textures 
Originally by: Mickey Simon I've been watching and reading this thread with interest. I do a fair bit of 3D work, but haven't done much spaceships or special effects work. Currently have a model exported, and sitting in max 2009 x64 textured and working fine and dandy with the mentalray rendering engine.
1 question though. Is it possible to do the engine trails in max? I've experimented with glow effects, but they don't seem right (too small up close, too large at distance; can't see behind the ship) so I'm wondering if there's a better way to do this?
Have looked online, but haven't found very many tutes. If you've got any information you're willing to share, I'd be very grateful ^_^
Engine trails in MAX? No Idea. I use Cinema 4D, and I've found the best way for me to make engine effects is with volumetric lights and some faint lense flares. Thats how I did these ones: http://img146.imageshack.us/img146/1433/retributionmg0.jpg (sorry it's on imageshack, hosted it there ages ago and I cant be bothered re-hosting it)
I actually used 2 volumetric lights, 1 for the main exhaust, the other for the long trail. Although it only works for still shots, I'm not really sure how to make the trails follow the ship and curve.
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.02.16 02:55:00 -
[17]
While looking through the latest SiSi files I came across a new ships folder called "talocan" The Talocan are one of New Eden's ancient races, like the new Sleepers coming out in Apocrypha.
Here's a render of the Talocan Battleship being escorted by 2 Talocan Frigates.
There are also models for a Talocan cruiser and destroyer, but they aren't textured properly yet. btw, the sleeper models are listed under "res/dx9/model/drone/sleeper"
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.02.19 06:50:00 -
[18]
Originally by: Harbngr
I run Vista and have had no issues with running triexporter v0.4.1.0beta.
I am runing vista enterprise with dep enabled. Only thing I have done is turn off the User Account Control.
^This I got tired of Vista whining at me every time I modified program files or installed something, so I turned it off  It also means vista security doesn't interfere with applications like this
Originally by: Rem Laideker I'm just starting out with this and I can get a model with texture into Blender. Of course it's pretty bland and hasn't got any extra stuff on it.
Could someone explain what UVMap,bumpmap and alpha channel and alike are? Or point me in the direction to a link with information?
If I understand it correctly, these are things you use for the textures with all the extra little details and lights?
UV Map - This is information stored in the model file which wraps the texture onto the model, usually all you have to do is change the texture/projection method to "UVW Mapping" to enable it.
Bump Map - This is for the rendering engine, it "fakes" detail. But I would suggest using the normal maps stored in the "_ngs" texture file, if you can use normal maps. They just look better 
Alpha Channel - This is for making surfaces transparent, it's used a lot on the Minmatar ship models for the sails.
I haven't used Blender myself so I don't know any tutorial sites, although I would suggest having a look around for them as they should be able to explain how to use most of these techniques.
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.03.05 00:54:00 -
[19]
Originally by: Sondrou Xi'Tral I'm a C4D user also. Any idea when you might come out with that tutorial, because it would help out a ton.
Hehe, maybe one day, not sure when though. I've still got the new Ship Chart to finish first, so maybe after that.
Originally by: Anigo Montioa Edited by: Anigo Montioa on 04/03/2009 03:08:03 I figured out the Light issue, but I have another few questions.
1) How do I make my renders more glossy? I'm using VRay, and thought I read somewhere to put the grayscale bump map into the Glossiness Channel, but that didn't seem to help.
2) What is the most successful way of doing trails? I have KY Trail, and it does alright, but nothing like the lens-flare engine trails like their ingame counterparts.
3) How do I get the nebula textures to work correctly with 3ds Max and environment maps? Do you do it a different way or do you need to convert the cube-map that Eve uses into a spherical map? I used HDRShop and used the Image > Panorama > Panoramic Transformations to convert it to a cube map, but the lines between each of the six images in the cube map showed up very prominently. Unless I am choosing the wrong options of each image: I assume the original EVE texture is "Cubic Environment (6 Separate Images)" and I want "Mirror Ball" as the end result?
This thread has been a big help, but these last few things I have not been able to find at all.
1. The greyscale "bump map" is actually a specular map as I have said before. Use it in the specular channel, and turn the specularity of the material up. The other thing you can do for glossiness is add an environment reflection of the nebula background.
2. I use volumetric lights for engine flames, and just use the same light and apply a custom lens flare to it.
3. I manually rearrange the 6 sides into a box-cross map in Photoshop, and then use a Cinema 4D plugin which converts HDR-cross images into spherical maps. Here's one of the new wormhole textures that I converted using that method http://dl.eve-files.com/media/corp/DavikRendar/wormhole_class_01.jpg
Eve Online Ship Chart - Quantum Rise Edition |

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.03.15 09:28:00 -
[20]
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.
CCP has removed most of the old ship models because with the removal of the classic client they don't need them in the install anymore.
Originally by: Aurvundill To view the ship models, look under res/DX9/model/ship/<race>/<ship model id>
Nice work tidying up the Tri interface too Aurvundill
Eve Online Ship Chart - Quantum Rise Edition |
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.03.16 22:55:00 -
[21]
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.
Eve Online Ship Chart - Quantum Rise Edition |

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.03.22 21:57:00 -
[22]
Just a slight correction on Aurvundill's post
s1 = Electronic s2 = Defensive s3 = Engineering s4 = Offensive s5 = Propulsion
Very nice job on the UI revamp too Aurvundill
Eve Online Ship Chart - Quantum Rise Edition |

Davik Rendar
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Posted - 2009.04.05 22:45:00 -
[23]
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.
Eve Online Ship Chart - Quantum Rise Edition |

Davik Rendar
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Posted - 2009.04.08 22:14:00 -
[24]
Originally by: Anigo Montioa Flipped which way? 180 degrees verticaly, I assume? Also, since the stations have multiple textures for each, and the geometry is broken into different material groups, how do you go about figuring out which material goes where? That is, without actually going ingame. (I'm working on a Minmatar station at the moment, no luck except for the first material: Top. Such a difficult one!
I think if I remember correctly you have to mirror the texture vertically, not rotate.
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.
Aurvundill: I'm using Cinema 4d (.C4D)
Eve Online Ship Chart - Apocrypha Edition |

Davik Rendar
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Posted - 2009.04.09 03:02:00 -
[25]
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.
Eve Online Ship Chart - Apocrypha Edition |

Davik Rendar
NQX Innovations
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Posted - 2009.05.08 05:50:00 -
[26]
res/texture/nebula/ and res/dx9/scene/wormholes/
ATI CubeMapGen is really handy for loading/previewing/converting the cube maps that you export from EFT and its free \o/
Eve Online Ship Chart - Apocrypha Edition |

Davik Rendar
NQX Innovations
|
Posted - 2009.05.09 10:42:00 -
[27]
Originally by: Captain Powers I'm almost got it working except the trick to generating the correct colors for the texture maps.
Dude, that punisher is looking pretty awesome.
The alpha channel in the "_p" file is used for colouring the base "_d" texture. Basically what you will need to do is colour it according to the info in the .red file. The RGB info under the "MaterialDiffuseColor" entry is the colour you should change the black area in the "_p" alpha to. The RGB info under the "MaskDiffuseColor" entry is the colour you should change the white area in the "_p" alpha to. See if GIMP has a "Gradient Map" filter or something like that for recolouring the "_p" alpha channel once you've extracted it. Set up the recoloured "_p" alpha channel as a second layer over the "_d" texture and set it to "overlay" blend mode.
Hopefully that should be of help 
Originally by: Jmarr Hyrgund Where are the turret textures kept? I've found the models but the only other files in the folder with the models are .red files. If someone can point me at the textures I'd be most grateful.
res/dx9/texture/global/ and I think most of the turrets use the "universaltech_" textures
Eve Online Ship Chart - Apocrypha Edition |

Davik Rendar
NQX Innovations
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Posted - 2009.05.14 04:32:00 -
[28]
Edited by: Davik Rendar on 14/05/2009 04:33:06
Originally by: Captain Powers I improved the color mapping with reversing the one alpha mask from the _p file.
Oh, I forgot just the RGB channel of the _p texture is the paint/colouring map. Although I think it is also in the alpha.
Originally by: Captain Powers Problem is I can not figure out where the silver coloring is coming from. I am guessing some of the silver look is derived by applying the alpha map from the _ngs contained in the blue channel to get the specular values ( reflective look ). But when I rotate the model around, there appears to be genuine silver within the color map in the game. I look all over the red file for it but I don't find anything remotely to silver ( I'm guessing something like 0.752941 0.752941 0.752941 for the silver color or maybe higher ).
I think the silver colouring may be coming from the reflected environment map like Jmarr mentioned above, try looking at the ship in different coloured systems.
Originally by: Captain Powers I know I've still got to apply the alpha channel from the _ngs file to get the displacement mapping correct so the little details will snap into view also. Trying to figure this out a step at a time.
The _ngs texture contains info for a normal map, here's a very basic run down of how to extract it: 1. copy the green channel to the red channel 2. copy the alpha channel to the green channel 3. make the blue channel black It should end up with colours like this
Eve Online Ship Chart - Apocrypha Edition |

Davik Rendar
NQX Innovations
|
Posted - 2009.05.23 11:02:00 -
[29]
http://dl.eve-files.com/media/corp/Svenstaro/TriExporter0.4.1.0beta2.zip <- TriExporter DX9 Graphics edition - extract this version first http://dl.eve-files.com/media/corp/Xabora/TriExporter_2009.zip <- UI Update - then extract this one to the same directory, overwriting any files
As for the backgrounds: Here's the wormhole backgrounds converted to spherical maps http://dl.eve-files.com/media/corp/DavikRendar/Wormhole_Backgrounds.zip I'll try to post something up tomorrow on how to extract and convert them from TriExporter
Eve Online Ship Chart - Apocrypha Edition |

Davik Rendar
NQX Innovations
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Posted - 2009.05.27 03:05:00 -
[30]
Edited by: Davik Rendar on 27/05/2009 03:06:40 Here's how you get the backgrounds... (I've just reinstalled windows so I don't have all my apps installed yet, so some of the instructions might not be 100% correct)
Browse to the res/textures/nebula folder, extract whatever ones you want. If you cant directly apply the maps in the form they are exported in then try downloading ATI's free CubeMapGen Then load the images into it and export them as either a cube cross or a collection of separate images for each cubemap face. (You might have to play around with the export settings a bit to get it exporting at full res properly) I use a plugin in Cinema 4D to convert the exported cube cross into a spherical map. If you don't have Cinema 4D and need a spherical map then I think HDR Shop has a feature for converting panoramas; "Panoramic Transformations" or something like that.
Eve Online Ship Chart - Apocrypha Edition |
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.07.01 05:00:00 -
[31]
I'll look at writing a tutorial, depends how much work it will be though. No promises, kk?
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1043958Eve Online Ship Chart - Apocrypha Edi |

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.07.11 00:43:00 -
[32]
HKEY_CURRENT_USER -> Software -> TriExporter
just change the value data to C:\Program Files\CCP\EVE (or wherever your eve directory is) and then it should run fine.
Eve Online Ship Chart - Apocrypha Edition |

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.08.02 23:47:00 -
[33]
Edited by: Davik Rendar on 02/08/2009 23:49:35
Originally by: Commander Kurupt ok guys and gals i'm interseted in using triexporter to rip and import the models into 3dsmax 2009 but two things are stopping me one i cant get triexporter to work where should i put it, as the version i have doesnt work when i run it any help would be greatful just incase you need to know i use 32bit windows vista with 2gb ram
Only thing I can think of is to try checking that the registry entry is correct Have a look at this post
And check that you've got the correct version, I posted the correct links a couple of pages back EDIT: updated download links post
Eve Online Ship Chart - Apocrypha Edition |

Davik Rendar
ANZAC ALLIANCE IT Alliance
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Posted - 2010.03.23 23:18:00 -
[34]
Originally by: JS LiamElms i lost my link in triexporter to load up the models and for the life of deleting it and reloading it, i can't seem to get it back.... so it forever crashes on me :(
It's a broken registry entry.
Here's how to fix it: Open the Registry Editor (regedit.exe) browse to this directory: HKEY_CURRENT_USER\Software\TriExporter open the EVE entry change the value data to: "C:\Program Files(x86)\CCP\EVE" (64bit OS) or: "C:\Program Files\CCP\EVE" (32bit OS)
Originally by: JS LiamElms 2nd issue... getting the specular levels right on 3ds :-/ i just added 7% raytrace on the reflect map... which really dosn't do it at all :-/ WHen loading up the ingame preview i been really wanting to get the level of shine they are getting using the material map. Yeah, i guessed the lighting is changing the general color output, but to get the shine seems a little over my head :((
Depends what 3D app your using, I can only help if its Cinema 4D, but from the sounds of it it's probably 3ds max, or maya.
Also, nice test render 
I got the new scorp model with new PGS texture system exported: Scorpion
Eve Online Ship Chart |

Davik Rendar
ANZAC ALLIANCE IT Alliance
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Posted - 2010.04.01 04:36:00 -
[35]
Originally by: Arous Drephius Is it possible to extract the Sleeper icons from the client? If so, where are they?
I'm not sure how to actually generate them on demand, however if you load the npc info in game it will generate an icon in your cache. Generally it's in the following directory: AppData\Local\CCP\EVE\c_program_files_(x86)_ccp_eve_tranquility\cache\Pictures\Gids - (Windows 7 64bit, cant remember the exact directory for any other OS)
They are stored as .DSS files, so you will need to get the nvidia photoshop dds plugin, or another dds viewer. Then you'll just have to browser through until you find them.
Hopefully that will put you on the right track 
Eve Online Ship Chart |

Davik Rendar
ANZAC ALLIANCE IT Alliance
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Posted - 2010.04.21 23:58:00 -
[36]
Yea, I have to agree with you there, CCP really doesn't put much effort into their wallpapers. I have done a couple of Wallpapers in the past:
Gallente Navy (I did the navy camo Dominix first ) Rifters (mostly unfinished, just playing around with renders)
I've got a couple more "polished" wallpapers in the works, and then I was thinking of accepting custom wallpaper requests, possibly custom shipcharts as well.
Eve Online Ship Chart |

Davik Rendar
ANZAC ALLIANCE IT Alliance
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Posted - 2010.04.23 04:03:00 -
[37]
Yea, I've had a few ideas for animated sequences, maybe one day in the future when I have a bit of time.
Unfortunately at the moment I can't do any 3D work. I installed a new hard drive in my laptop and now Cinema 4D (3D app I use) installs, but just won't launch for some unknown reason. Still looking for a solution, but so far no luck, hopefully I'll get it sorted soon.
Eve Online Ship Chart |

Davik Rendar
ANZAC ALLIANCE IT Alliance
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Posted - 2010.05.25 23:58:00 -
[38]
Originally by: fairimear Davik Rendar i was wondering if you could give some more details of the process that you went through to make your archon warp in.
I am curious to the software you have used. How you get normal maps and all the other maps that govern lighting to work properly (and how you get them out of the exported textures) and if you have assigned diffrent materials to diffrent sections of the model ect.
The Archon warp-in I made with Cinema 4D, it was simply just a straight line animation with a bit of camera movement and some motion blur. As for the textures, I'm working through writing a tutorial atm for general exporting, texture conversion, and then importing and material setup in Cinema 4D (the export/texture conversion sections will be generic and just based on using TriExporter and Photoshop).
Originally by: Jadice Dreamshifter I'd greatly appreciate it if anyone could provide a link to the latest version of TriExporter
Pretty sure I re-linked it a few pages back, here it is: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=269677&page=23#664
Originally by: "Cylince" I have been trying to read through all the post to find out how to get the textures to work in C4D but haven't had any luck...anyone on here know how to do it?
as above ... I'm writing a tutorial atm ...
Originally by: Dayfox Davik Rendar this stuff is amazin! Iv been working on and off on this for a couple of months now, but this has just blown all my dreams out of the water! Will need to invest much more time to running lights and engines.
On another note, has anyone downloaded the Tyrannis client and tried to export the new Scorpian model? My Tri exporter is having trouble, I know they have reorganised the shader layers but I cannot load the model.
Thats after a couple of years learning how all the textures work, my tutorial should help by sharing some of that knowledge  Also, yes, I got the scorp exported... http://img227.imageshack.us/img227/4320/scorpionshowroom.jpg
Nice tutorial sedee, I'm sure that will help a few people get started. Also nice render Kambo.
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