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

Wild Rho
Amarr Sniggerdly
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Posted - 2010.05.03 16:06:00 -
[1]
I've read through the previous posts but I haven't been able to find the answers I'm looking for so far (or at least not explained at my current level of understanding).
So first off I am very knew to rendering in general (as in just started a week ago) so alot of the technical terminology isn't familiar to me yet but I'm trying to teach myself as I go. I'm working through the blender tutorials when I get the chance and have read up on what guides I can find (although alot of it has gone over my head so far).
Software I'm using: - Triexplorer V0.4.1.5beta - GIMP V2.6.8 - Blender 2.49b
So far I have worked out how to extract the models in triexplorer as .obj files and have successfully been able to load it into blender. I was able to extract a texture from one of the files (I can't actually remember which one) and was able to apply it to the UV map of the model and produce a simple render. Punisher
Right now I'm trying to learn about the different textures. Could someone explain what the different texture layers mean and do? Also would it be possible to get a guide or directions on how to extract the textures in GIMP (with what file formats to use etc) and how to apply them to the model in blender?
Thanks.
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.09.18 10:15:00 -
[2]
Have the .dds texture layouts been changed yet. I extracted the res folder but I'm still seeing the old _NGS, _D and _P files in the dx9 sub folders?
Also does anyone have some tips on how to apply tech 2 textures and extra model parts to a T1 hull in blender?
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.09.18 13:28:00 -
[3]
Originally by: Kolatha Edited by: Kolatha on 18/09/2010 11:50:22
Originally by: Wild Rho Have the .dds texture layouts been changed yet. I extracted the res folder but I'm still seeing the old _NGS, _D and _P files in the dx9 sub folders?
Also does anyone have some tips on how to apply tech 2 textures and extra model parts to a T1 hull in blender?
Only the new ships and the reworked scorpion use the new texture layouts. the rest use the same as before.
For the T2 hulls, they are in their own directories, look for the manufacturer's name. eg the Jaguar can be found under DX9>model>ship>thukker>mf4
Some of the T2 hulls (and most of the ore hulls) will cause triexporter to crash so you need to export the .gr2 file as is and convert it some other way.
Don't forget to mirror the mesh and UVs on the y axis other wise your model will be the mirror of how it appears in game. I did a rough tutorial for using with Blender. I probably should look at the latest version of Blender as a lot has changed.
edit: also, the reason to mirror the mesh and UVs rather than the more popular method of just mirroring the textures is that by mirroring the mesh, provided you keep track of scaling, you can make use of all the locator information on a 1:1 basis straight from the .red file. This allows you to get the right locations for weapon hardpoints as well as running lights and other little doodads.
Thanks, I'll root around the other directories.
I actually used your guide (and a few others) to get as far as I can and produced this (and a few other things) for a little project I'm working on.
Regarding your guide, I found from using the nodes like you described I was able to use them for the textures as well. This lets you convert the different texture channels within blender itself instead of having to go through photoshop or some other graphics package (although I still need GIMP to convert the _p.dds file since blender can't process it for some reason). Here's the node layout I used for creating the omen textures.
Thanks for writing the guide, it really was a huge help for some of the less obvious stuff :)
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.10.11 21:03:00 -
[4]
Does anyone have any good tips / techniques for producing nice looking sun & engine glow effects in blender?
I've recently started to get the hang of composite rendering and am happy with the results so far but I just can't figure out how to produce a good engine trail or the "star effect" when the sun faces the camera (example).
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.10.17 11:11:00 -
[5]
Thanks for the help. I was able to produce the sun effect I was aiming for.
Although the engine effect still needs some work I prefer the particle system approach as it reacts to the ship making turns giving a more convincing feel.
Result
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.10.20 18:33:00 -
[6]
Does anyone have information on turret mounts?
I'm trying to add the turrets to a zealot render and have been able to get the turret models themselves without any issues but I can't seem to find the models for the actual mountings the turrets sit on (note: I don't mean the coordinates they are located at but the actual mount models).
Thanks.
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.10.21 06:44:00 -
[7]
I've already looked through there and all it seemed to contain was the turret models but not the mounts (for medium turrets anyway), although after taking a closer look in edit mode it seems that the mounts have been mashed together into the same spot as the turret itself for some reason. Is there a simpler way to separate these things that doesn't involve doing it by hand?
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.10.22 07:15:00 -
[8]
Originally by: Isaar Akaal I've managaged to get what appears to be mesh/polygon translations. Here is an example for the amarr Dreadnought lazer's RED file
componentTranslations: - type: TriVector - type: TriVector y: -1.558 z: -2.226 - type: TriVector y: 34.255 z: -35.329 - type: TriVector - type: TriVector z: -90
I would have to guess that I would have to select the polygons and translate them to where the RED leads. The poly groups are a bit... broken, but what I do is hide the bulk of the mesh (the base) and move the barrels to their intended destination. As for turret MOUNTS, I would have to assume the locations on where turrets go on the ship. Look in the ship's RED file and you should find the coordinates for the mounts. Rotation coordinates aren't in 360, so I would guestimate that value.
Yeah I've managed to get everything working now. In the end I just duplicate the model 3 times and delete the vertices for different parts of the turret until I had the 3 components (turret barrel, mount and base). The turret locations were easy enough thanks to Kolathas guide.
It took a bit of work but I can now also get the turrets to rotate automatically to track to an empty mesh I use as its target, should make animating them alot easier now although I have to say out of all the "effects" I've been trying out turrets take the most work by far.
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.10.25 19:03:00 -
[9]
Last vid I'm going to post until I've completed my little movie project. Zealots
Sorry for the video being so dark, for some reason the videos I upload end up like that after it's been processed in youtube. If anyone can recommend a format that doesn't get messed up I'd be grateful (current vids are AVI JPEG).
Here's some shots of what it looks like before going up on youtube: 1 2 3 4
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.10.30 07:09:00 -
[10]
Originally by: Serious Masta @Wild Rho: nice work. how did you do the engines?
I used a simple distorted UV sphere and particle effect to create the base image and then just used compositing to turn it into the engine effect in the video. If you're looking for something more specific let me know and I'll throw some screen shots up.
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.11.01 08:05:00 -
[11]
@Serious Masta
Here are the screen shots of how the engine glow was constructed... UV sphere model and render result Note: Ships models are given the env map texture so they are not rendered but obscure engine trails behind them.
Engine trail particle effect and render
Composite node map (note: the bottom two input nodes are for producing the engine, the upper two input nodes are the main render and another input render for other details).
Originally by: Chris Bailey @wildrho How'd you get the background? Just get a picture and make a thin wall and add the picture as a texture
Convert the eve background textures to sphere maps. In blender create 4 UV Spheres. Sphere 1 - Apply the background texture to it and set the alpha to somewhere between 0.5 and 0.7 (depending on the texture you're using). Make sure the texture mapping is set to sphere. This is the image nebula texture.
Spheres 2,3 and 4 - In edit mode select the vertices and delete all faces and edges. Use the random select on 50% to choose half of the vertices at random and rotate them in any direction. Repeat the select and rotate process a few times until the vertices are nicely mixed up. Give the spheres the halo material. For each of these spheres give the halo a different shade of grey (typically 0.8, 0.6 and 0.4 has worked for me).
Give all four spheres a constraint to copy the cameras location (but not its rotation) so when you move the camera the background never seems to move.
Now you just need to scale up the spheres to a decent size to give you room to work with and increase the camera draw range to ensure it can still see them. Finally it's best to move those spheres to another layer while you work on the ships etc.
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.11.17 15:09:00 -
[12]
Does anyone have a reliable way of converting the background textures into sphere/probe maps?
I tried the method mentioned earlier in the thread using the Cinema 4D plugin but it doesn't seem to work in the demo version.
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.12.01 09:51:00 -
[13]
Is anyone able to provide some eve backgrounds converted to probe/sphere maps? I have not been able to find any free or trial programs that will let me do this and don't own Photoshop etc.
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.12.01 21:10:00 -
[14]
Originally by: AlleyKat
Originally by: Wild Rho Is anyone able to provide some eve backgrounds converted to probe/sphere maps? I have not been able to find any free or trial programs that will let me do this and don't own Photoshop etc.
ATI Cubemap Generator
HDR Shop v1 download
Nasa Nebulae images (need converting using one of the above)
Spacescape(for creating custom universes in cubemap/spheremap format)
GIMP (free photoshop alt)
DDS Plugin for GIMP
Unreal Development Kit (handles the rendering/cubemaps/animation/movie making/SFX/materials etc)
Enjoy,
AK
That's excellent, thank you. I'll take a look at these tomorrow :)
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.12.30 23:30:00 -
[15]
If you're using blender it's much easier to manipulate the channels in blender itself using nodes rather than trying it through GIMP.
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Wild Rho
Amarr Sniggerdly
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Posted - 2011.01.11 22:39:00 -
[16]
Originally by: Andares Sol Selvin explained how to calculate Z / Blue Channel from the X and Y map, but you guys are using Blender to do stunning renders since years. So is Blender calculating z by itself? Can we use Blender to bake the missing Z channel so that we get a "normal" normal map?
(Trying to get my head round the maths of dot3 bumpmapping and per pixel lighting at the moment. )
To be honest I never bothered with the last channel and just made sure the other channels were correct and it doesn't seem to have any great impact on the end results, e.g. here's a render I created in blender a few days ago from one of the projects I'm working on: Drakes
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Wild Rho
Amarr Sniggerdly
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Posted - 2011.01.12 18:39:00 -
[17]
Originally by: Lancress Edited by: Lancress on 12/01/2011 12:36:39 This might have a simple read-the-damn-thread answer, but i cant seem to find those nice camo faction textures. (Hookbill for example)
Are those under few clicks or is some weird converting demmanded?
Looking in the Caldari navy folder there is a mask texture called cnavyomni_p.dds
This is the mask used to apply the cammo pattern, the red files in that same folder have the shader information needed to apply it to the each of the ship textures.
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Wild Rho
Amarr Sniggerdly
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Posted - 2011.01.13 19:24:00 -
[18]
You can try using GIMP with the dds plugin to convert the images from DDS to another format, it seems to work well enough.
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Wild Rho
Amarr Sniggerdly
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Posted - 2011.01.23 10:00:00 -
[19]
Originally by: DarkXBlaze Here it is.. nothing Special I feel its still lacking something what do you thing?
It's ok but is a little too bright overall, gives the whole image a very flat look. |

Wild Rho
Amarr Sniggerdly
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Posted - 2011.02.03 21:40:00 -
[20]
Does anyone know where the Sabre model and red file is? I can find the thrasher one easily enough but can't seem to locate the sabre.
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Wild Rho
Amarr Sniggerdly
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Posted - 2011.02.04 08:33:00 -
[21]
Originally by: Kolatha
Originally by: Wild Rho Does anyone know where the Sabre model and red file is? I can find the thrasher one easily enough but can't seem to locate the sabre.
dx9>model>ship>factionpc>mde1_factionpc for the model and textures the .red is one level up
Oh I thought that was an npc model for some reason, many thanks :)
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Wild Rho
Amarr Sniggerdly
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Posted - 2011.03.31 20:23:00 -
[22]
Anyone found a way to get the background textures with any decent quality? The only ones I've been able to find are 512x512 and these tend to look very rough when generating a render.
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Wild Rho
Amarr Sniggerdly
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Posted - 2011.03.31 22:47:00 -
[23]
Each of those faces are still 512 x 512 which I can already generate myself. When I use these for the skybox of a scene they come out very fuzzy no matter what I've tried and I'm hoping someone knows if there are higher detail background textures or a way to scale the resolution on the current ones up without too much pixelation.
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Wild Rho
Amarr Silent Core
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Posted - 2011.06.22 07:14:00 -
[24]
Been playing with the blender compositor to try and create the engine effects and background. Still needs a little bit more tweaking and then I can start on the weapons effects.
BTW does anyone know of a good way to extract the turrets with the bones in a format that can be imported into blender? I can get by doing the work manually but it's a bit of a chore.
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Wild Rho
Amarr Silent Core
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Posted - 2011.07.06 07:51:00 -
[25]
Originally by: Lupus Hekki
Anyway, My frist attempt on rending models using blender. It's a Drake, and i've managed to extract Normal, glow, specular and the diffuse textures. Also, Paint textures are only available to ships that - have faction variants
- have T2 variants
I'm trying to get reflections right, but caldari wouldn't be the correct choice then, as they are more rigid and less 'round' (thus prone not to reflect as much), also dark.
What do you think?
It's a good start and you have the basics down but you've got a bit of work to go yet :)
Some things that might help:
- Look at using texture & material nodes for the skin, it becomes much easier to extract and manipulate the image channels. - Open each ships .red file and take a look in there, you'll find useful details on the ships material colours, mask colours, glow colours and turret / engine hardpoints (they're a bit messy to read initially but you get used to them quickly). - Get GIMP 2.x with the .dds plugin to extract the paint maps (nearly every ship has one but blender can't open them for some reason).
Hope that helped.
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Wild Rho
Amarr Silent Core
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Posted - 2011.07.09 07:41:00 -
[26]
Was able to get blenders action and NLA editor to animate the new turrets deploying and firing. |

Wild Rho
Amarr Silent Core
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Posted - 2011.07.09 19:14:00 -
[27]
Edited by: Wild Rho on 09/07/2011 19:14:30
Originally by: Lupus Hekki
Awesome, but what i worry about is the end animation, doesn't that revert to the same position a little bit too fast? (What am i to judge, i'm still trying to figure out how to texture everything correctly) Also this might be of assistance to you, explosion.zip (.red files)
i found where the capsule is. dx9/model/worldobject/capsule lol @ dx9/model/worldobject/wsign
Cheers, yeah I noticed the turrets reset a little too quickly after I had finished rendering but since it's only an experiment animation I'm not too worried about it.
For the textures have a read back through the thread, there are several very good guides (I used Kolath's guide when I first started). If you're using blender I can try to answer any questions you've got. |

Wild Rho
Amarr Silent Core
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Posted - 2011.07.10 06:54:00 -
[28]
Edited by: Wild Rho on 10/07/2011 06:55:12
Originally by: Lupus Hekki
1/ How did you get the turrets to animate (also, where did you find them?)
You can find the turrets under dx9 -> models -> turrets. The new turret models have a much nicer naming convention and are easier to find than the old models
For the deployment animation I had to manually break the turret model into the individual componenents I wanted to animate (the turrets base, the mount and the barrel). I animate the behaviour of each component when the turret deploys and save the IPO curves as actions (it's really important to give each IPO and action a proper name or it'll get very confusing quickly). Once the actions are saved I can remove them from the current turret model as they will be saved on that blend file for use later.
For the tracking animations I created an "empty" to act as the turrets target and then applied the "track to" constraints on each turret component that would need to move to follow the target. I also added the "limit rotation" constraint afterwards to ensure the components turned the right way to follow the target.
Originally by: Lupus Hekki
2/ How did you do the lens flares?
Using the glare node in the composite node editor with the "ghosts" setting.
Originally by: Lupus Hekki
3/ How did you do the lasers/projectile/energy?
Each weapon has its own process to produce the effect. For the laser it's a simple cylinder mesh stretched from the turrets barrel to its target. The cylinder is given a simple white colour and set to shadless. To finish the effect I go into the compositor and apply a glare node set to streaks to the laser, then add the output of that node back into the existing image.
Sorry the descriptions are general but I'd be here all day doing a detailed guide and I don't fancy spending my weekend doing a full document of the process, I'll try update the above with some screenshots later than may help. |

Wild Rho
Amarr Silent Core
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Posted - 2011.07.19 05:51:00 -
[29]
Turret and booster positions in blender are really simple. Just create an Empty for each point, use the ship object as that Empty's parent and fill in the coordinates as they are in the red file (just remember to invert the x coordinates). If you have parented the Empty's properly they will automatically adjust to the scale of the ship object when you resize it.
When it comes to adding turrets and boosters just parent them to the appropriate empty and you're done. No matter how you scale the ships the turrets size and positions adjust.
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Wild Rho
Amarr Silent Core
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Posted - 2011.07.19 20:23:00 -
[30]
Nak, I know your post is addressed to snaggle but the trick to resolving the reflection issue you mentioned is to use the mask maps to decide what sections of the texture are reflective and which ones are not.
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Wild Rho
Amarr Silent Core
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Posted - 2011.08.06 07:05:00 -
[31]
Finished the first minute or so of my own little project.
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