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Thread Statistics | Show CCP posts - 1 post(s) |
Selvin
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Posted - 2005.12.27 23:14:00 -
[1]
i made TriExporter with this program u can: -unstuff files from EVE-online game's resources -preview/export models from game(export to *.x, *.3ds, *.obj)
remeber that models are CCP's property
screen u can download it from here with or without source
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Selvin
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Posted - 2005.12.29 09:40:00 -
[2]
i was trying but ... i had only maya LE... can u convert capsule model to *.ma and put somewhere where i can find it ... i got maya file specification .... but i have to see one ... :)
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Selvin
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Posted - 2006.01.01 23:44:00 -
[3]
from here
Originally by: "Selvin"
u have to remove textures from listbox and add the same but with jpg extension and export model... now use some program to change dds file to jpg after that u hould open jpg file in images editor and "swap up with down"(sorry duno how to tell that in english) then open model in ur program should works ...
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Selvin
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Posted - 2006.01.09 08:38:00 -
[4]
its not bout TriExporter version ... AFAIK 3d max is not opening dds files easy way: 1) select model 2) add textures 3) export 4) delete textures from listbox 5) add textures "from hand"(put the same names but with fx jpg ext.) 6) export model again 7) export dds files to another format fx jpg 8) transpose image
it should works
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Selvin
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Posted - 2006.01.23 08:31:00 -
[5]
nah "add" and "..." is used to add files whitch are not in stuff files... it only "exporter helper" coz some 3d editors do not open dds files as textures with this button u can add filename "by hand" and export model with it then u have to unstaff dds texture and export it to desire format using some graphics tool and change name to the same as u add "by hand" and then model can be open in such editor .... damn i post it as new post twice ;/
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Selvin
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Posted - 2006.02.08 03:35:00 -
[6]
Originally by: Jack Tau
Originally by: Mikha'il Pelegius Edited by: Mikha''il Pelegius on 22/01/2006 05:11:00
Quote: Jove Cruiser01 - Front
Hm, that would be a Jovian frigate, classification 'Wraith'
Why won't it add the textures after clicking 'Add'?
hehe, close enough ;) And you just have to fiddle with the textures, there's no hard and fast rule, just put some on, take some off, repeat..
well easier way: 1)unstaff related .blue file 2)open it in ext editor 3)search for "listdata" 4)search for res:/Texture/.../*.tga 6)try to apply texture res:/Texture/.../*.dds in TriExporter
fx ab1.blue u can find: res:/Model/Ship/Amarr/ab1/ab1Shape.tri < model res:/Texture/AmarrShared/metalrods.tga < one of texture res:/Texture/Amarr/ab1/ab1.tga < main texture
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yeah my export to 3ds file sux coz its not exporting textures ... u can fix it if u know how (i dont) (source is availble too) ;)
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tech II ships .... well the nature of *.blue in models ... it kind of serialized object contains many information like: moving object(fx.: ore's ships) advanced lighting and texture options(tech II ships) added stuff (tech II ships) ... turet hardpoints and many many other stuff ... it will be pretty hard to do good preview/export tool
so if u wana made few screens of tech II ships u can: a) buy em and watch em b) ask CCP if they could make real-ship-viewer in eve's client :) c) try to edit exported model gl :)
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"why TriExporter is not working" well maybe u got win98 and my program is prolly compiled with winver >=0x500 macro whitch means that u need at least win2000
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support ... well i have a lot works in my current job so im making TriExporter in a free time ... but u know gf, friends, beer...
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anyway thnx for using it :) and thnx ccp for great game :)... c ya in space -- TriExporter
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Selvin
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Posted - 2006.03.04 10:51:00 -
[7]
1) read whole topic 2) to add texture just dbl click on *.dds files whitch are in resources too.. -- TriExporter
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Selvin
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Posted - 2006.03.06 11:06:00 -
[8]
AFAIK there is no such things as special texture for this ships ... they actualy are made from normal textures ... but ... as i said before there are *.blue files whitch contains information bout glowing, lighting, colors, etc(even models addons(look at Enyo and Ishkur and Incursus) and this format is still uknown for me(and due EULA i dont want to messing with it)
i think that the better idea is ask CCP to make smth like model explorer (with fixed(one color) background for "bluebox")... so u ll be able to watch all ships and making some screenshots) -- TriExporter
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Selvin
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Posted - 2006.03.20 01:10:00 -
[9]
blender? http://blender.org/ it actually can not open 3ds but can obj files ive played with it with eve models -- TriExporter
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Selvin
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Posted - 2006.03.23 08:05:00 -
[10]
Photoshop plugins DDS utilities DDS Viewer all from nvidia
-- TriExporter
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Selvin
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Posted - 2006.07.03 09:34:00 -
[11]
just "set folder" and choose EVE folder ("C:\Program files\EVE" by default) then TriExporter should open *.stuff files and show resources whitch are in as a tree of folders and files then find model whitch u wana view/export and dblclick on it then find textures and dblclick on em to load em and finally select export model and choose file format
-- TriExporter
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Selvin
Gallente Galactic Fighters Organization 3rd Front Alliance
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Posted - 2006.08.24 10:08:00 -
[12]
it does .... just change dds file to bmp or jpg ... how? read this thread it should be here -- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2007.01.30 12:51:00 -
[13]
there isnt ... i didnt know if its needed :) anyway u can always modify source of program coz its available to download too ;P -- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2007.03.08 15:12:00 -
[14]
Edited by: Selvin on 08/03/2007 15:09:54 > how about an option to unpack the entire res directory this option is already in program click on "res" folder and then click menu File->Unstaff... unstaffing works in 2 ways for selected file unstaff file only for folder unstaff all files and folders in it :)
Anyway sorry that im not workin on new versions and features but have no time still u can do this by yourself coz source is avalible too :)
-- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2007.03.09 10:57:00 -
[15]
Originally by: Kyria Timeyu To be honest if you look at the way CCP organized their textures you really don't wonder anymore why the rest of the game won't work like it's intended to either.
In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it
elFarto should know more bout blue files
about textures and stuff ... heh each "rich model" is stored in blue file path to whitch is stored in DB (with definition of ship stats) so where is the problem with file organization ? :)
in blue file are stored information bout path to "pure model" files, path to textures files, lighting, procedures "whitch are moving some parts of ship", path to other parts of ship stored in another blue files, ... and many, many other thing :)
-- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2007.12.07 13:43:00 -
[16]
heh ... i have no time ... that's the problem ... for few months im working on new triexporter.net in c# but still i didnt made render stuff(now its only texture viewer and sound preview :) ) and now new format ... heh ok but what we got ... As Braineater wrote new content are Granny's files google said: grnreander ... but its not workin .h files are made to older version of granny2.dll about .gr2 file format google said nothing(we know that is compressed more than zip and stuff but nothing more) hmmm one things looks promising:
download demo from granny's site (smaller one) and compile:
#include <windows.h>
#include <stdio.h> #include <stdlib.h> #include <string.h>
typedef DWORD (WINAPI *PFNGRANNYCONVERTFILETORAWPROC) (const char* src, const char *dst);
#define GRANNY_FUNC "_GrannyConvertFileToRaw@8"
int main(INT argc, char *argv[], char *env[]) { if(argc < 3) { printf("convert.exe <fileA> <fileB>\n" ); return 0; }
if(strcmpi( argv[1], argv[2] ) == 0) { printf("convert.exe <fileA> <fileB>\n" ); return 0; }
HINSTANCE hDLL=NULL; hDLL = LoadLibrary("granny2.dll"); if(NULL == hDLL) { return 0; }
PFNGRANNYCONVERTFILETORAWPROC GrannyConvertFileToRaw = NULL; GrannyConvertFileToRaw = (PFNGRANNYCONVERTFILETORAWPROC)GetProcAddress( hDLL, GRANNY_FUNC ); if(NULL == GrannyConvertFileToRaw) { FreeLibrary(hDLL); hDLL=NULL; return 0; }
GrannyConvertFileToRaw( argv[1], argv[2] );
FreeLibrary(hDLL); hDLL=NULL;
return 0; }
then use this program tu unpack gr2 file now we have "raw file" ... but still u have to find out more about this "raw file" to extract models ...
another problem is ... i'm really not a graphics programmer ... and my render doesn't looks like elFarto showroom application ;/ -- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2008.01.04 12:04:00 -
[17]
Ok very unstable with gr2 files but ... with some of em it will work http://www.agronom.pl/selvin/TriExporter0.4.1.0beta.zip -- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2008.01.07 13:06:00 -
[18]
beta2 and src
hmmm now i had a question is it possible to apply normal map textures(usualy *.*_n(gs).dds in *.stuff) in blender (tutorial link pls :) ) -- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2008.02.22 17:15:00 -
[19]
few ships models made in dxstudio: incursus thorax megathron
strange but as local files they have also bumpmaping ;/ fx try open http://www.agronom.pl/selvin/incursus.dxmesh in dxstudio -- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2009.11.13 15:56:00 -
[20]
here? yeap i'm here :P -- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2010.10.27 10:21:00 -
[21]
Edited by: Selvin on 27/10/2010 10:24:29 anyone tried to load *.sm_3_0_hi or *.sm_2_0_lo files ... it seams to be fxo (compiled fx files) anyway i tried ... and it is possible all you need is add few bytes { 0xcf, 11, 240, 0xbc, 0x10, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0 } at the begining of file
now ... i'm wondering how to feed it (effect) with params hehe
fx.: FlashingLights.sm_3_0_hi Effect has this params:
Name: PerFramePS, Type: Void, Class: Struct Name: PerFrameVS, Type: Void, Class: Struct Name: PerObjectVS, Type: Void, Class: Struct Name: SpriteCornerOffset, Type: Single, Class: Vector Name: SpriteTexCoord, Type: Single, Class: Vector Name: Time, Type: Single, Class: Scalar Name: DiffuseMap, Type: Texture2D, Class: Object Name: FLASH_PEAK_TIME, Type: Single, Class: Scalar
why i'm asking ... coz i'm trying to build smth new in C# using XNA try: http://esilo.pl/EVEViewer.zip (u need to download and install XNA 4.0 redist from Microsoft) this sample works only with gal fighter(well its load other models but textures in content folder are for figter coz now it not support loading textures from stuff file)
i made my own Effect(fx) file but it not support all stuff what i'm tring to do is use compiled Effect from stuff file
-- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2010.12.30 12:15:00 -
[22]
Edited by: Selvin on 30/12/2010 12:15:29
Originally by: Max Hardcase Edited by: Max Hardcase on 28/12/2010 21:02:31 GIMP really is the most crappy program ever for this channel and layer stuff. I got the main diffuse channel right, I got the alpha and specular layers as seperate .tiffs right now ( I hope ).
Trying to create the damn normal map now...no luck.
hehe ... becouse you can't ...regular normal map is stored in RGB components but in ngs file is store only in G and A components G is R in regular A is G in regular and B u have to compute
here is pseudo C# code:
Color orginalColor; var nx = (double)orginalColor.G / 255.0 - 0.5; var ny = (double)orginalColor.A / 255.0 - 0.5; var nz = Math.Sqrt(1.0 - (nx * nx + ny * ny)); var returnColor = Color.FromArgb(orginalColor.G, orginalColor.A, (int)(255.0 * nz));
tada orginal converted to png and result -- TriExporter
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2011.01.20 11:09:00 -
[23]
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
-- TriExporter |
Selvin
Gallente Galactic Fighters Organization
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Posted - 2011.01.20 14:42:00 -
[24]
thnx Masta
it's still alpha release ... i have no time coz lots of RL work ... -- TriExporter |
Selvin
Gallente Galactic Fighters Organization
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Posted - 2011.01.26 10:38:00 -
[25]
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 -- TriExporter |
Selvin
Gallente Galactic Fighters Organization
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Posted - 2011.01.26 20:31:00 -
[26]
Edited by: Selvin on 26/01/2011 20:33:57 Finaly i found the bug... It was the size of indiecies...short was too short... int shoul be enough... tomorrow ill upload new version
lib3ds not suport so big indicies i dont know if export to 3ds will work corectly but export to x and obj should work (ive tested it)
ive also found better way to loading vertices and indices...instead of GrannyMeshGetVertices now im using GrannyMeshCopyVertices(or smthg like that) get function returns raw vertices and then i had to convert it to useable format. ..copy version convert it automagicaly :) -- TriExporter |
Selvin
Gallente Galactic Fighters Organization
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Posted - 2011.01.27 10:30:00 -
[27]
new version -small indices fixed (so now you can export sansha station ) -new loading code
it is distributed without granny2.dll ... find it on your own in this thread(page 29 Serious Masta post) -- TriExporter |
Selvin
Gallente Galactic Fighters Organization
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Posted - 2011.03.23 12:15:00 -
[28]
Originally by: NaK'Lin Edited by: NaK''Lin on 15/03/2011 12:29:29 ... PS: SELVIN, in your .NET version of the RED file viewer you recently released you only take into account one texture map data from the RED file. Ships with more than one separate map information look very wrong due to this fact. You seem to parse only for the first mapping information of each respective .RED file.
this problem is connected to new pgs textures. My HLSL code doesn't work with this textures, it works only with ngs ... i got new HLSL code too but i need to find the way to select proper shader ... (if i will find some free time) -- TriExporter |
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