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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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elan emeiha
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Posted - 2005.12.29 07:13:00 -
[2]
Any chance at adding support for *.mb or *.ma. I can use a converter for any of those files but im lazy ;)
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Selvin
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Posted - 2005.12.29 09:40:00 -
[3]
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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elan emeiha
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Posted - 2005.12.29 17:19:00 -
[4]
sure i'll do that today or tomorrow
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FreeMind
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Posted - 2005.12.31 11:40:00 -
[5]
Hello Selvin Your exporter is awesome My only one problem is ... i cannot apply the exported *.dds texture to the mesh in 3DS Max ... Anyone can tell me how i can apply the texture correctly ?? I have try all i can ... but .. dont work. On the TriExporter GUI the texture is correct. Or another solution ... it is possible for you to make your soft able to export directly for 3DS Max (*.max) , the texture coordinate will be then integred to the file.
But for now ... many thanx for this soft it's very good
The isk be whith you :)
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Selvin
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Posted - 2006.01.01 23:44:00 -
[6]
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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Wrangler
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Posted - 2006.01.06 11:42:00 -
[7]
Apparently this is a sanctioned tool by CCP. Feel free to edit your post back and we apologise for any inconvenience.
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Jack Tau
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Posted - 2006.01.06 16:33:00 -
[8]
Edited by: Jack Tau on 06/01/2006 16:34:54 I made a thread where I was offering to "Pimp out your ride" in general discussion I think, and it was not only locked by a forum mod, but I received a warning through the support system! Maybe a mis-communication? Either way, I take it I'm ok to start doing this again?
BTW, great tool!
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
Joshua Foiritain
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Posted - 2006.01.06 20:55:00 -
[9]
Edited by: Joshua Foiritain on 06/01/2006 20:58:35
Funky stuff
- I was wondering though, ive been screwing around with exporting models into 3ds max, so far ive been unable to align the textures correctly because im quite nuubly when it comes to 3ds Has anyone managed to do it yet? If so could you describe how? -------------
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Jack Tau
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Posted - 2006.01.06 21:01:00 -
[10]
Originally by: Joshua Foiritain Edited by: Joshua Foiritain on 06/01/2006 20:58:35
Funky stuff
- I was wondering though, ive been screwing around with exporting models into 3ds max, so far ive been unable to align the textures correctly because im quite nuubly when it comes to 3ds Has anyone managed to do it yet? If so could you describe how?
Im not sure about the newest version... In the old one I used to export the models with the textures in LWA format, then convert them to 3DS to get them lined up properly. Old version though. Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
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Joshua Foiritain
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Posted - 2006.01.06 21:07:00 -
[11]
Originally by: Jack Tau Im not sure about the newest version... In the old one I used to export the models with the textures in LWA format, then convert them to 3DS to get them lined up properly. Old version though.
Do you remember which version that was? -------------
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Jack Tau
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Posted - 2006.01.06 23:57:00 -
[12]
Edited by: Jack Tau on 06/01/2006 23:59:34 0.3.5.0 is the version I use at the moment, no idea how recent that is.. The trick is to get the right textures loaded, and that can be very difficult as the names dont always match up properly and there are a lot of generic textures that apply too, for example, all minmatar ship(That puke green texture they use). Once its exported, I use "Deep Exploration" which is probably the best 3D format converter available.
And if its a huge problem, let me know what you want and I'll get them out for you.. Not a lot of help, but it'll do for the short term :)
{edit} I almost forgot, the version I used didnt export to 3dsmax6 files, so the textures just dissapeared.. it may have been fixed now though, and your problem would be solved{/edit} Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
Selvin
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Posted - 2006.01.09 08:38:00 -
[13]
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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Jack Tau
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Posted - 2006.01.09 13:35:00 -
[14]
Originally by: Selvin 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
The version I have exports direct to 3DS files.. It just doesnt work on versions 6 and upwards. Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
Menaar
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Posted - 2006.01.12 19:05:00 -
[15]
Nice tool, but somehow the smoothing and texture groups as well as UV-coordinates are not exported. Is it just me, or is this tool just not capable to do so? Can you export it right so that all textures are perfectly aligned?
Also this tool is yet imperfect as it slows down the pc extremely, it seems the render is not well optimited because the longer i have this programm opened the slower it and my overal system performance get.
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Jack Tau
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Posted - 2006.01.13 09:24:00 -
[16]
Well I've had a bash with the latest version, and after some fiddling it is possible to get the full model out... Exporting to 3ds is still not done properly, but exporting to LWA with textures works just fine. Add all the textures to the loaded model within the client, and export to LWA. From there I convert to 3DS format, including the textures in the conversion. Heres a re-hash of a Jove cruiser that I did last night...
Jove Cruiser01 - Front Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
DaRuLe
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Posted - 2006.01.18 11:20:00 -
[17]
If I try to run version 0.4.0.1 I get a memory read error. Instruction 0x00402a27 at address 0x00000000 :(
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Mikha'il Pelegius
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Posted - 2006.01.22 04:50:00 -
[18]
Quote: Jove Cruiser01 - Front
Hm, that would be a Jovian frigate, classification 'Wraith'
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Jack Tau
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Posted - 2006.01.22 18:50:00 -
[19]
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..
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
Mikha'il Pelegius
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Posted - 2006.01.22 21:20:00 -
[20]
Ah, it seems that adding them using the Add button and the loading [...] button are not doable. You must load the dds files in the same manner you load the tri files from the drop down menu trees.
Admiral Mikha'il Pelegius CEO Genesis Navy, 21st fleet of the Imperial Navy
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Selvin
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Posted - 2006.01.23 08:31:00 -
[21]
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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Fivetide
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Posted - 2006.02.06 01:32:00 -
[22]
Edited by: Fivetide on 06/02/2006 01:36:08 Kewl..
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
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Jack Tau
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Posted - 2006.02.07 10:05:00 -
[23]
Originally by: Fivetide Edited by: Fivetide on 06/02/2006 01:57:49 Edited by: Fivetide on 06/02/2006 01:36:08 Kewl..
Im sorry Im tottaly new to this and maybe I picked up half way through ..
Ok Ive exported to the 3ds file opens fine in Max but I dont understand the how to get the textures out.. I unstuffed them and got a .blue file what next please. BTW if this works will make doing sigs a breeze.. can anyone please just do a step by step guide.. coz like I said Im totally new to this 3dmodeling thing.. so call me a n00b as we pass in space lol
You need to assign the textures to the model inside triexporter, then export them together. It requires some fiddling though ;)
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
Fivetide
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Posted - 2006.02.07 19:45:00 -
[24]
Ok I
I appiled the textures to the model the .blue exported them as Object and as dds not result Then I added the mtl same again nothing. Cant add mtl to object in 3dmax Should the materials show up in triexported when I add them? I'm sure its simple once someone actually explains how to do it.
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
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Fivetide
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Posted - 2006.02.07 20:11:00 -
[25]
So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
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Jack Tau
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Posted - 2006.02.08 01:47:00 -
[26]
Originally by: Fivetide So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?
Sorry, you needed to follow the steps I posted previously in this post too... Select the object in the exporter, then double click on the textures within the interface, so the object looks like it should. Then export to an OBJ file, as this will also export an MTL file that contains the textures. Now either use lightwave to convert it, or something like DeepExploration(Great tool) to convert it to your desired format.
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
Selvin
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Posted - 2006.02.08 03:35:00 -
[27]
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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Fivetide
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Posted - 2006.02.08 05:34:00 -
[28]
Originally by: Jack Tau
Originally by: Fivetide So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?
Sorry, you needed to follow the steps I posted previously in this post too... Select the object in the exporter, then double click on the textures within the interface, so the object looks like it should. Then export to an OBJ file, as this will also export an MTL file that contains the textures. Now either use lightwave to convert it, or something like DeepExploration(Great tool) to convert it to your desired format.
I tried DeepExploration and the results where exactly the same.. the uv was out loads of flipped normals, so looks like Ill have to do the hard way and re-map the .dds.. but thanks for trying anyway :)
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
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Jack Tau
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Posted - 2006.02.08 14:00:00 -
[29]
Originally by: Fivetide
Originally by: Jack Tau
Originally by: Fivetide So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?
Sorry, you needed to follow the steps I posted previously in this post too... Select the object in the exporter, then double click on the textures within the interface, so the object looks like it should. Then export to an OBJ file, as this will also export an MTL file that contains the textures. Now either use lightwave to convert it, or something like DeepExploration(Great tool) to convert it to your desired format.
I tried DeepExploration and the results where exactly the same.. the uv was out loads of flipped normals, so looks like Ill have to do the hard way and re-map the .dds.. but thanks for trying anyway :)
null
Which model did were you trying it on?
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
Fivetide
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Posted - 2006.02.08 14:50:00 -
[30]
Actually after tweaking the setting in DE I managed to stop the flipped normals problem.. however when I import it into max as a 3ds theres no materials asigned to it.. oh it was the Prophecy (Armar Battlecruiser)
Im sure there is a base map missing Anyhow if you know of anyother way then I would be thankfull for your imput
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
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