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Elisa Day
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Posted - 2008.08.29 19:08:00 -
[1]
Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
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Elisa Day
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Posted - 2008.08.29 20:12:00 -
[2]
Originally by: Roc Wieler
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Throw in the high rez textures and I'll add another 25 mil :)
Textures are easy, model is hard :).
For the industrious, check out 3d ripper:
http://www.deep-shadows.com/hax/3DRipperDX.htm
And find a nyx pilot :).
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Elisa Day
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Posted - 2008.08.30 14:48:00 -
[3]
Edited by: Elisa Day on 30/08/2008 14:48:32 I have a successful scene export of a nyx, but it is severely distorted. If I can fix it I will upload a functional nyx model soon (and pay myself 100m!).
To the above post:
The texture are in the same folder in the stuff files as the model, ex for the prophecy: "res/dx9/model/ship/amarr/abc1". They are in .dds format so you can open them in photoshop with nvidia texture tools:
http://developer.nvidia.com/object/nv_texture_tools.html
You'll need to flip the image maps (or uv's) upside down for them to fit, I'm sure there was a real guide earlier in this thread somewhere.
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Elisa Day
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Posted - 2008.08.31 19:43:00 -
[4]
Edited by: Elisa Day on 31/08/2008 19:42:57
Originally by: Ouroborus777
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Here's one that seems to work: gms1.7z
Not really, it's all one material so you'd have to go through all the polygons individually and see which is which of the two different texture files.
Fortunately for everyone (except myself), I spent a few hours yesterday performing this boring and thankless task, and here it is, for everyone's enjoyment:
http://dl.eve-files.com/media/corp/ElisaDay/nyx.zip
(Model of course completely copyright CCP, etc.)
The scene capture didn't seem to catch the vertex normals so you're just gonna have to live without those.
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Elisa Day
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Posted - 2008.09.01 00:43:00 -
[5]
Edited by: Elisa Day on 01/09/2008 00:44:48 Ah, I see them. It appears they were saved as selection sets (edit: I'm using modo, for the record) for some reason. Could've saved me all that work .
While it does have vertex normals, they some to be correct only in some places (round "sidepod" things around the landing strip), while in some places (such as the landing strip itself, and almost everywhere else) they are totally bonkers. These pod things are a separate material so I guess the game engine might only use vertex normals for those, and ignore the rest.
How did you get this export? I assume it's not scene capture of the game, is it triexporter somehow coaxed into working, scene capture of the granny viewer as someone tried (didn't work for me), or some altogether more esoteric method?
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Elisa Day
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Posted - 2008.09.01 11:56:00 -
[6]
Originally by: Ouroborus777
Triexporter, or course, unstuffs the .stuff files. A friend of a friend has access to a Granny 3D SDK which includes some tutorials and sample code including code for an app that dumps .gr2 files to a human-readable format. Some minor changes and additions to that and it's able to do an apparently complete dump of the .gr2 files that Eve uses. Then it's just some Perl to translate that into an .obj file. (The resulting .obj files are in text mode though, which is why the Nyx .obj ended up over 10MB.)
That would qualify as an "esoteric" method . I've taken the liberty of sending you the 100m for your trouble! |

Elisa Day
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Posted - 2008.09.03 11:08:00 -
[7]
To get the eve normal maps into the format used by the rest of the world:
1. Open the file that has the _n_ somewhere in its name, it will be predominantly green if you have the right one. 2. Copy the blue channel and save it to a separate file, this is the bump map, it's a standard height field so no more work needed. Fill the blue channel with white. 3. Copy the alpha channel into a temporary file. Delete the alpha channel. 4. Copy the green channel into the red channel. 5. Copy the temporary file you made in 3 into the green channel. 4. Run nvidia texture tools set to "normalize only", this will recreate the missing blue channel. It's not strictly mathematically necessary, but it doesn't hurt. 6. Save, you're done!
If you've done it correctly you will have: Separate file with black/white bump map. Normal map file with: Red channel looks like a greyscale image lit from the right Green channel looks like a greyscale image lit from the top Blue channel looks like a pale version where you only see the edges of the texture
Overall the normal map should look predominantly blue.
This will work in modo, max, and presumably any other renderer that does normal maps. Some game engines (like id tech 4) will require you to invert the green channel, but if you need to do that, you probably know that already.
Nvidia texture tools link: http://developer.nvidia.com/object/photoshop_dds_plugins.html
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Elisa Day
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Posted - 2008.09.03 11:43:00 -
[8]
Edited by: Elisa Day on 03/09/2008 11:44:43 Lights are in the alpha channel of the diffuse map file. In most renderers you apply it as a "self-illumination" or "luminosity" map.
As for "electronics", I'm afraid I don't understand what you are referring to, on all ships I've looked at, the textures in the model folder are all the textures needed.
EDIT: And the little blinky lights you see in game are added through the .blue files, but as far as I know, noone has made an importer/reader/converter for these files.
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Elisa Day
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Posted - 2008.09.03 14:58:00 -
[9]
Originally by: Roc Wieler Ok, these last few posts have been awesome and helpful. Question for those of us NOT using MAX or Maya. VUE doesn't support self illumination in the same way. Is there a way to get the illumination map out as a separate texture please?
You could just copy it over the diffuse map in photoshop, but lights won't be "glowy" then. I have no idea how VUE works but I'd be very surprised if it couldn't do this effect in some way.
To the above about blue channel: When I first opened it I thought it was a roughness (gloss) map, and I've used it as such in several renders, but my results do seem to look much closer to ingame by using it as a bump map at a weak (10% or so) strength.
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Elisa Day
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Posted - 2008.09.03 15:01:00 -
[10]
Originally by: Ouroborus777
Ah, that explains why some of the models have two sets of uv coordinates. Unfortunately .obj doesn't seem to support that kind of thing. I'm not sure what other format I could use. I'd prefer something that has a public api or format description or possibly something scriptable (I think 3ds has public docs for it's scripting). Anybody have a suggestion?
Collada is an open-source XML-based 3d format with plugins for most applications out there.
I do believe FBX is also open enough and generally compatible.
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Elisa Day
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Posted - 2008.09.03 17:25:00 -
[11]
Originally by: Roc Wieler but couldn't get a regular coloured texture out of it at all.
Which one? The diffuse map is just the dds with the _d in the name, shouldn't be any work at all to use.
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Elisa Day
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Posted - 2008.09.13 12:34:00 -
[12]
The difference between tri and gr2 files is the difference between classic and premium. On some ships (like the drake), the old model was good enough to be used almost unmodified as the low poly version for the game, so they are fairly similar. Unless you use the correct textures for it, you are missing out on all the premium detail though. Also for almost all ships, the tri and gr2 will be totally different and the tri file will have much less detail.
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