Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 14 15 16 17 18 19 20 30 .. 38 :: one page |
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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Mistral Sud
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Posted - 2008.01.07 20:58:00 -
[271]
Originally by: Selvin
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 :) )
k this is what i found out
i use raven as an example 3 maps cb1_tex_d.dds rgb channel -> this is the difuse map alpha channel -> this are the glowing lights, you can color them
cb1_tex_p.dds rgb channel -> empty alpha channel -> this is the second layer of painting, you can color it
cb1_tex_ngs.dds r channel -> empty g channel -> not sure, could be for further normal calculations or specular level b channel -> reflection channel + specular highlight level alpha channel -> normal map put it into youre bump channel
stations and titans use different maps didnt play with them till now :)
ps. thx for the program! always loved it
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Kalixa Hihro
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Posted - 2008.01.08 02:38:00 -
[272]
Originally by: Selvin Edited by: Selvin on 13/10/2006 12:55:27 np :) ok again i made a tool TriExporter screen with this tool u can view/export/unstuff eve models/resources
remeber that that models/resources are CCP's property!!!
Good one! /*----------------------------------------------------------------------------------*/ My opinion in no way represents that of my corp or anyone I am associated with, and is probably entirely wrong. |
Svenstaro
Amarr Eve Defence Force Insurgency
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Posted - 2008.01.08 06:38:00 -
[273]
Selvin, you rock in every way conceivable by humans and also in every other way. ____________________________________________
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flashfreaking
LFC FreeFall Securities
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Posted - 2008.01.09 15:06:00 -
[274]
Edited by: flashfreaking on 09/01/2008 15:06:30 Still going are you :D Nice work :D To bad the URL is dead :( can sombody post it on eve-files?
PS: Hi Selvin, LFC says hi! Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |
Svenstaro
Amarr Eve Defence Force Insurgency
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Posted - 2008.01.09 15:56:00 -
[275]
TriExporter
Here you go! ____________________________________________
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flashfreaking
LFC FreeFall Securities
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Posted - 2008.01.10 06:51:00 -
[276]
Awesome; thank you :D Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |
Anade Deltha
Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2008.01.15 10:27:00 -
[277]
An alternative ive found to TriExporter for getting models/textures etc out of the game has been http://www.deep-shadows.com/hax/3DRipperDX.htm. No messing around with .gr2 files and theres plugins direct into 3dsmax, But there is a fraction more post to just get the model you want. Also captures all the shaders and textures used in a scene.
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Braineater
Minmatar BINFORD Solidus Alliance
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Posted - 2008.01.16 17:08:00 -
[278]
Edited by: Braineater on 16/01/2008 17:14:46 /me bows before Selvin
Originally by: Mistral Sud
cb1_tex_d.dds rgb channel -> this is the difuse map alpha channel -> this are the glowing lights, you can color them
Yep, but the alpha chan also contains opacity data... you have to 'shop around a bit.
Originally by: Mistral Sud
cb1_tex_ngs.dds r channel -> empty g channel -> specular highlight level b channel -> reflection channel alpha channel -> normal map put it into youre bump channel
To me, it looks like G is the normal map, while B is the bump map. In 3DS, you can put a "Normal" material in the bump slot, assign G as Normal and B as Bump map. Looks nice...
And: flip every map vertically, first. ______
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flashfreaking
LFC FreeFall Securities
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Posted - 2008.01.16 18:20:00 -
[279]
Originally by: Anade Deltha An alternative ive found to TriExporter for getting models/textures etc out of the game has been http://www.deep-shadows.com/hax/3DRipperDX.htm. No messing around with .gr2 files and theres plugins direct into 3dsmax, But there is a fraction more post to just get the model you want. Also captures all the shaders and textures used in a scene.
Looks very promising, but I don't get the plugin to work, I'm using 3ds Max 2008 x64, any help/ideas? Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |
flashfreaking
LFC FreeFall Securities
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Posted - 2008.01.16 18:54:00 -
[280]
And could you Brain be so kind to write a quick roundup on how you got the rifter? Would be appreciated, I only manage to get a greyish print of the texture on it :( Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |
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Braineater
Minmatar BINFORD Solidus Alliance
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Posted - 2008.01.16 19:51:00 -
[281]
Of course, I'll write something tomorrow morning. Got some to do first... ______
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Braineater
Minmatar BINFORD Solidus Alliance
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Posted - 2008.01.17 09:27:00 -
[282]
Ok, that's pretty much how I did it:
Install the nVidia DDS PhotoShop Plugins from here.
Export the model under \res\dx9\model\ship\ as 3DS or OBJ. Unstuff the DDS files.
Diffuse Map:
Open mf4_tex_d.dds in Photoshop. Flip the image vertically. Then select everything, copy, and paste into a new image so the alpha channel gets removed. Save as "mf4diffuse.tga" for example.
Opacity Map:
Go back to the DDS file, open the Channels tab. Make R/G/B invisible, and select the alpha channel. Select the whole image again, copy, paste into new image. You should now have a copy of the (grayscale) alphachannel. Switch this image's mode to RGB. Now, the big white chunks are obviously the opacity mask for the antennae stuff, while the other spots are the light map. You have to make the Opacity map completely white, since black = transparent, and Eve knows to apply it to the antennae only which 3DS doesnt. Select the two chunks whith a little spare after their pointy ends, invert selection, fill white. Should look like this. Save as mf4opacity.tga.
Light Map:
For the light map, you remove the large white opacity junks and leave everything else. Create a new layer, set it's mode to multiply and fill it with a color of your choice as to tint the light map. Like so, which should result in something like this. Save as mf4light.tga. If needed, either create a mask for the light map by removing the coloring layer and cranking the brightness way up, or delete everything that is black and create an alpha channel.
Bump Map:
Open mf4_tex_ngs.dds, flip it vertically. Now select only the Blue channel, copy it to a new image and save as mf4bump.tga.
Normal Map:
Same with Green channel, mf4normal.tga.
If you need help in using those maps, tell me... I'll write that up too. Two hints: Using VRay, set the IOR to 1.0 as to make the transparent areas really transparent. In the Bump-Slot create a Normal texture, instead of loading the Bumpmap directly. That way, you can also use the normal map. ______
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flashfreaking
LFC FreeFall Securities
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Posted - 2008.01.17 15:25:00 -
[283]
You sir, are awesome :D I only didn't manage to get the lights working (cockpit) This is my result: Image Suggestions?
Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |
Braineater
Minmatar BINFORD Solidus Alliance
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Posted - 2008.01.17 23:18:00 -
[284]
Looking good
Usage of the lightmap depends on which Renderer you're using. With the standard scanline one (I think) you need to use the self-illumination map (light-part of the _d.dds's alpha plus a mask which removes the black parts). If you use Vray, you have to create a VRayBlendMtl. Add your material as base. For the next layer, use a VRayLightMtl with the Map + Mask. Might need to crank up the brightness a little.
______
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.01.19 00:37:00 -
[285]
Originally by: Braineater And: flip every map vertically, first.
Save yourself some photoshop time and just apply a 180 degree U transformation on the bitmap in 3DS.
Blog |
flashfreaking
LFC FreeFall Securities
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Posted - 2008.01.19 15:09:00 -
[286]
Apparently the titan textures are cut in half, any idea on how to fix that? Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |
Braineater
Minmatar BINFORD Solidus Alliance
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Posted - 2008.01.19 17:07:00 -
[287]
Yep, create two materials with one texture each. Then create a Multi/Sub-Object Map and play around with the first couple slots... ______
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Nharak
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Posted - 2008.01.19 18:47:00 -
[288]
Thanks for the explanation Braineater. But I think you arenÆt quite right with the normal map. _ngs.dds alpha channel goes to green and the green channel from ngs goes to red. here is the different: link
But it still doesnÆt look like it does in eve. Someone know why the textures arenÆt colored? In game everything looks more colorful or just not so dark. Do we have to apply a hue/saturation filter to the diffuse textures?
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Ryushe
M. Corp Mostly Harmless
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Posted - 2008.01.19 19:12:00 -
[289]
Originally by: Braineater Yep, create two materials with one texture each. Then create a Multi/Sub-Object Map and play around with the first couple slots...
Using TriExporter, I extracted the Thanatos. Next I imported the 3DS model into 3DMax9, and created a material with a 3 slot composite map as a diffuse map. I assigned the 2 diffuse maps just as they should be (according to TriExporter, please check), seeing as gca2_tex_d_001.dds and gca2_tex_d_002.dds are both used on the same model. I render the scene, and see that the textures won't mix. Same goes for the light maps, the Thanatos also uses 2 different maps for that. Again a composite map isn't working. The original .dds textures have been converted by me into png files, along the lines of what you described above. Screenshot of what it looks like and my map assignment can be found here. Note that in the screenshot I disabled one of the light submaps, which is why the lighting appears correct on the, euh, 'nose' and not on the midsection.
As you can see here, other stuff with single textures work just fine, and looks great
Suggestions are welcome.
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Character Showroom Forum Thread |
Braineater
Minmatar BINFORD Solidus Alliance
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Posted - 2008.01.19 21:14:00 -
[290]
@Nharak: Thanks, I did only assume the channels... didn't have time to check it thoroughly
@Rhyushe: I didn't mean a Mix map, but rather a Multi/Sub-Object map. ______
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Svenstaro
Amarr Eve Defence Force Insurgency
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Posted - 2008.01.20 09:06:00 -
[291]
Originally by: Nharak
But it still doesnÆt look like it does in eve. Someone know why the textures arenÆt colored? In game everything looks more colorful or just not so dark. Do we have to apply a hue/saturation filter to the diffuse textures?
I guess thats because ingame the ships are using cubemaps on some faces to reflect the space around them plus they got lights. you can do Lights with the steps described above but you will have to do a HDR screenshot of eve space and put it as a environment map to simulate the reflecting stuff. ____________________________________________
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Nharak
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Posted - 2008.01.20 15:41:00 -
[292]
Originally by: Svenstaro
I guess thats because ingame the ships are using cubemaps on some faces to reflect the space around them plus they got lights. you can do Lights with the steps described above but you will have to do a HDR screenshot of eve space and put it as a environment map to simulate the reflecting stuff.
I didnÆt want to handle with HDR maps, so I tried to set a gradient in the environment channel and applied a hue/saturation filter on the diffuse textures. Yesterday I didnÆt noticed that there is a _p.dds file for the second color of the ship, so with this it looks quite nice.
Here the result: Brutix Megathron
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Ryushe
M. Corp Mostly Harmless
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Posted - 2008.01.20 23:54:00 -
[293]
Originally by: Braineater @Rhyushe: I didn't mean a Mix map, but rather a Multi/Sub-Object map.
Yeah, I got it working ;) Here's a little thingy I played around with ... THUNDERBIRDS ARE GO!
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Character Showroom Forum Thread |
Busty LaRue
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Posted - 2008.01.23 02:20:00 -
[294]
I am more of a gimp/ps/cs3 guy than a 3d guy, so I was wondering if anyone has a decent step by step tutorial, or just a few more basic hints on how I would extract these nice dx9 models for the use in 2d projects. |
flashfreaking
LFC FreeFall Securities
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Posted - 2008.01.23 16:50:00 -
[295]
It prolly is me, but it looks like the Bump map for the drake: cbc2_ngs doesn't have a bluechannel any solution for this rather annoying problem? Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |
Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.01.24 00:09:00 -
[296]
In terms of accuracy to EVE- there's some shaders you're missing almost certainly. All that wonderful juicy hidden data in that .blue file, I suspect (Or at least it'll reference it to where the actual shader is in the .stuff). Anyone tried getting the EVE DX9 shaders into 3DS or somesuch?
Blog |
Ann Ripley
Caldari FinFleet Band of Brothers
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Posted - 2008.01.25 11:51:00 -
[297]
first of all. thank you very very very very very much for this exelent tool. works like a charm. Ocational crashes on some models but nothing thats realy anoying.
2 questions for you guys:
1. has anyone found out what the L map is for (black and white map that doesnt seem to fit the uv¦s.
2. Has anyone managed to parse or make use of the *.blue files (shaders) Theoreticly they should work with maya or XSI since the models where shaded to begin with in maya. maybe realtime shaders?
I managed to open the blue files using HEX editor just so i could see what common texture the models use. but alot of it was garbled. "Insert witty comment here" |
Andargor theWise
The Fated Interstellar Alcohol Conglomerate
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Posted - 2008.01.27 00:42:00 -
[298]
Originally by: Svenstaro TriExporter
Here you go!
Thanks for the tool.
A bug: if you select unstuff, and click cancel, it still proceeds with the unstuff directly in C:.
- Stop the Feature Glut: Take the API to the Next Level
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Jamisarius
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Posted - 2008.01.27 01:32:00 -
[299]
Originally by: stridr0 Does anyone have an 3d program that is free that can import models and textures I tried blender it imports the models but doesn't get the textures.
I don't know if you have recieved an answer to this yet, but I've had a little luck using DAZ|Studio <a href='http://www.daz3d.com/i.x/0/0/-/?refid=557569789'>Get 3D Models, 3D Content, and 3D Software at DAZ3D!</a> and I used IrfanView to convert/flip the .dds files.
Still having problems with finding the textures for part of the ship I'm working on, but I do get some results
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Andargor theWise
The Fated Interstellar Alcohol Conglomerate
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Posted - 2008.01.27 08:16:00 -
[300]
Edited by: Andargor theWise on 27/01/2008 08:16:08
Awesome the stuff you can do with this tool...
Arbitrator over Earth
The last ISS station gets destroyed!
(imported into Orbiter 2006)
- Stop the Feature Glut: Take the API to the Next Level
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