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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Dairwyn
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Posted - 2008.01.27 22:13:00 -
[301]
I used TriExporter to pull the .obj and .dds I used IrfanView (w/ dds plugin) to flip the texture vertically and save as .png Imported .obj into DAZ|Studio Applied texture .png to each of the material groups The Background is a stock shot from Hubble (Pleades Cluster, I think) and rendered.
No special lighting, no post work and all the tools are free
http://img2.freeimagehosting.net/image.php?76185ce52b.jpg http://img2.freeimagehosting.net/image.php?d45cfcf7ca.jpg http://img2.freeimagehosting.net/image.php?5ee3fe42b6.jpg
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Vitalyuga
Rage and Terror Against ALL Authorities
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Posted - 2008.02.06 23:45:00 -
[302]
Edited by: Vitalyuga on 06/02/2008 23:51:57 Edited by: Vitalyuga on 06/02/2008 23:47:50 so, in fact, u don't need to use photoshop to create light, bump and normal maps from .dds files. u can easily extract them in 3dsmax workspace.
(A) Self-illumination map:
1. create bitmap. (use "get material" button) 2. pick _tex_d.dds file. 3. go to "bitmap parameters". 4. set Mono Channel Output to Alpha. (RGB Intensity is default) 5. set RGB Channel Output to Alpha as Grey (RGB is default) 6. u just extracted Alpha channel from .dds file. 7. enjoy.
i used for tests maller texture, so it have no opacity thingies.
(B) Bump map:
1. create bitmap map. 2. pick _tex_ngs.dds file. 3. click on a "bitmap" button located on the right top. 4. choose RGB Tint map and replace ur bitmap with "keep old map as a sub-map" option. 5. make red channel = RGB (0,0,0), green channel = RGB (0,0,0) and blue channel = RGB (255,255,255). 6. u just extracted Blue channel from .dds file. 7. enjoy.
u can use this bump map as a specular map, or whatever u want.
(C) Normal bump:
1. download Color Correct plug-in from http://www.cuneytozdas.com/software/3dsmax/ 2. install it. 3. choose material slot #1 and extract green channel from ur _tex_ngs.dds file. (paragraph (B), just set green to 255,255,255 and blue to 0,0,0) 4. choose material slot #2 and extract alpha channel from ur _tex_ngs.dds file. (paragraph (A)). 5. choose material slot #3 and create ColorCorrect map. 6. set source color to RGB (0,0,0). 7. online RGBA Space Channel Mapping. 8. drag and drop extracted green channel to an empty square button in the red channel line. 9. drag and drop extracted alpha channel to an empty square button in the green channel line. 10. u just create a normal bump map. 11. wooohhhooo.
so, u can use all this maps in ur signature artworks.
hope, i didn't missed something. tell me, if i did.
from russia with love, RAT RND Squad.
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Puscas Marin
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Posted - 2008.02.09 22:34:00 -
[303]
is there any 3d software that take .dds file just like that whit our any plugins ?
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Svenstaro
Amarr Eve Defence Force Insurgency
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Posted - 2008.02.11 22:40:00 -
[304]
Max kinda can. But it's not properly done so you will end up using TIFs, PNGs or whatever you prefer anyway. ____________________________________________
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Talidos
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Posted - 2008.02.16 06:00:00 -
[305]
Great program Selvin, I'm still working through the details but this sure beats making the models myself.
The only problem I'm having is that not all the polys are set with the same normals (some are backwards) and I can't find a way to realine them without picking each one out manually, does anyone know a better way. I'm using 3Ds Max 9.
Also; I found a site showing a homeworld 2 mod with the EVE ships earlier tonight, anyone else know anything about it? Looks like it'd be pretty cool anyway. Link:H2EVE
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exarkuhn
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Posted - 2008.02.17 10:48:00 -
[306]
I have download the tool but i can't find the models in the res folder:/
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Emperor Ryan
Amarr
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Posted - 2008.02.18 11:38:00 -
[307]
Edited by: Emperor Ryan on 18/02/2008 11:42:28 Edited by: Emperor Ryan on 18/02/2008 11:38:11 I've been looking at the site you have made, from what i understand, i can change the in game content or something along those terms. I'm obviously nooby in this area, so could someone sorta throw me a stick here and help me understand. If i Am able to change the content id be very interested in learning how.
Anyone willing to teach me?
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.02.19 02:04:00 -
[308]
Originally by: Emperor Ryan Edited by: Emperor Ryan on 18/02/2008 11:42:28 Edited by: Emperor Ryan on 18/02/2008 11:38:11 I've been looking at the site you have made, from what i understand, i can change the in game content or something along those terms. I'm obviously nooby in this area, so could someone sorta throw me a stick here and help me understand. If i Am able to change the content id be very interested in learning how.
Anyone willing to teach me?
You cannot, and doing so would violate the EULA/TOS in horrible, horrible ways.
Blog |
Selvin
Gallente Galactic Fighters Organization
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Posted - 2008.02.22 17:15:00 -
[309]
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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ceaon
Gallente Porandor Imperium Aeternum
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Posted - 2008.02.24 23:46:00 -
[310]
Selvin can u upload that on 3dvia.com ?
BC one |
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Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.02.27 02:20:00 -
[311]
ok,i am a bit confused here.
i got the stuff un-stuffed and tho i got an error. i pay it no mind. but now how do i go about getting a .3ds mesh out of the gr2 files useing tri exporter? that i am a little confused.
seems tri exporter only opens the tri files.
any help on this would be great.
and a helpfull readme file would be great down the road.
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EdwardXWu
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Posted - 2008.02.27 05:41:00 -
[312]
Originally by: Braineater 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.
omg u r brilliant man, thx so much. here is what i come up with, using 3ds max and vray. still trying to get the correct hull reflection, any idea how to do that?
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Thormoden Char
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Posted - 2008.02.27 17:55:00 -
[313]
Can anyone figure out the textures that are used by the classic version of the rifter and how to get them applied with tri-exporter?
I have tried several combinations of textures and they do not even look remotely close to the actual model. I have seen that el farto's showroom app does properly display the rifter but i have not found how to get that in tri-exporter itself.
Can anyone provide help/pointers on that particular model?
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Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.02.28 03:49:00 -
[314]
Originally by: EdwardXWu
Originally by: Braineater 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.
omg u r brilliant man, thx so much. here is what i come up with, using 3ds max and vray. still trying to get the correct hull reflection, any idea how to do that?
wow really nice edward.
that was the ship i was trying to export. still cant get it to work.
i was gona make a high poly version of it and do some cool animations.
all i need is the 3ds file of the mesh with the textures, think you could hook me up?
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EdwardXWu
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Posted - 2008.02.28 04:58:00 -
[315]
the easiest way to do it is to read Braineater's post on page 10, and he has already posted a almost complete guide from how to export the files fron eve's client to how to use all those maps in 3ds max and vray =D by the way, does anyone know how to create individual color channels in ps? i am having a hard time recreating the normal map following Braineater's tutorial.
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Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.02.29 04:24:00 -
[316]
ok, like, seriously, i looked thru the thread, and i still dont understand how to load the new trinity files into tri exporter.
thats where i am stuck.
what am i missing here?
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Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.03.01 17:40:00 -
[317]
now triexpoter crashes every time i try and open it up.
so much for makeing use of the models.
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.03.01 19:14:00 -
[318]
Originally by: Freya Fimbulvetr ok, like, seriously, i looked thru the thread, and i still dont understand how to load the new trinity files into tri exporter.
thats where i am stuck.
what am i missing here?
Have you got the latest beta version rather than the one on the first page? Only this version will open the Trinity stuff.
All the Trinity content is in a subdir in the .stuff named 'DX9'. If it's crashing, well, try reinstalling. If not, bugreport it or at least post which model it crashes on loading.
Blog |
Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.03.01 23:16:00 -
[319]
yeah,m i unstuffed the files, i got 3 DDS files, th textures right? then i got one .blue file, and then a gr2 file.
i open tri exporter, and it only allows me to open tri files, and i dont have a tri file here man!
what am i missing?
this is almost more frustrating then its worth.
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Julius Rigel
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Posted - 2008.03.02 15:17:00 -
[320]
Originally by: Freya Fimbulvetr yeah,m i unstuffed the files, i got 3 DDS files, th textures right? then i got one .blue file, and then a gr2 file.
i open tri exporter, and it only allows me to open tri files, and i dont have a tri file here man!
what am i missing?
this is almost more frustrating then its worth.
Make sure you have the new version designed to open gr2 files, it's on top of page 10 (?) in the thread. Also you need to press "export model" not "unstuff" - Eve Radio Theme Fleet unofficial mini site! |
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Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.03.02 17:26:00 -
[321]
ok, well ya know what i am dont trying to fiddle around with this program.
all i want is a model with textures, 3ds model mesh or OBJ preferably.
if anyone can get me a few of em i would be willing to pay in game isk for their trouble.
feel free to contact me in game.
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Julius Rigel
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Posted - 2008.03.04 02:53:00 -
[322]
Originally by: Freya Fimbulvetr ok, well ya know what i am dont trying to fiddle around with this program.
Here is the rifter .obj file and the textures I used. - Eve Radio Theme Fleet unofficial mini site! |
Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.03.04 05:57:00 -
[323]
awesome.
thanks man, you made my night.
to bad its to late and i cant stay up tonight or i would have her looking awesome in no time.
perhaps tomorrow i will post up an image.
i did look at it tho. i use lightwave 3d, and soem things are diferent then in other programs. for one i already know the luminosity will be a problem but i think i can get around that easily enough.
also, the bump also seems like more of a reflection/specular map. and yeah some games use both in one map to get the job done. another interesting thing is how some of the amarr ships have parts of there ships very reflective and others just normally specular. so i am thinking they use a gradient in there somewhere to tell when the map will reflect. that is if they only use one map.
its all very interesting dissecting game models. and i could prolly go on for hours like this. hehe
thanks again man. i owe you
now if i can only haggle out some amarr ships from you guys.
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Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.03.04 06:32:00 -
[324]
ok ok, so i didnt go to sleep after all.
figured some things out and got some quick renders up
the images are lit under a gallente station type lighting condition, as i just happend to have my minmatar pilot in a gellante station at the time so it seemed right. that why it would apear green
Rifter01 Rifter02
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Talula Honaloola
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Posted - 2008.03.05 06:25:00 -
[325]
Is it possible to retrieve the LODs using triexporter? Or is it all unpacked into the same model?
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Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.03.06 03:13:00 -
[326]
Originally by: Talula Honaloola Is it possible to retrieve the LODs using triexporter? Or is it all unpacked into the same model?
if you are refering to "level of detail" for LOD then no, the models are full detail.
any and all LOD in most if not all games are done thru internal processes that are done in real time that changed the full detail model into lower detail at a given distance. i myself am still not 100% sure how the process is done but similar processes can be done in modeling programs like the one i use which is lightwave 3d.
hope that helps.
in other notes. if some one could get me the ABADDON model that would be quite awesoem of them.
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Arcalane Celso
Caldari Merch Industrial GoonSwarm
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Posted - 2008.03.06 11:58:00 -
[327]
I've noticed that TriExporter has been crashing each time I try to load up the following ships;
Nyx (/dx9/model/ship/gallente/gms1/) Moros (/dx9/model/ship/gallente/gdr1/) Procurer (/dx9/model/ship/ore/ore_s/) Retriever (/dx9/model/ship/ore/ore_m/) Covetor (/dx9/model/ship/ore/ore_l/) Thrasher (/dx9/model/ship/minmatar/mde1/)
I found another Thrasher model under /dx9/model/ship/factionpc/mde1_factionpc/ which doesn't work with the texture in the same directory, but does work fine with the original Thrasher texture (over in /dx9/model/ship/minmatar/mde1/).
Can anyone else confirm that the above ships won't load - and if they will, could they be extracted & converted as .obj files and uploaded somewhere? |
Nniv
Gallente Galactic Fighters Organization
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Posted - 2008.03.06 13:21:00 -
[328]
Originally by: Arcalane Celso I've noticed that TriExporter has been crashing each time I try to load up the following ships;
Nyx (/dx9/model/ship/gallente/gms1/) Moros (/dx9/model/ship/gallente/gdr1/) Procurer (/dx9/model/ship/ore/ore_s/) Retriever (/dx9/model/ship/ore/ore_m/) Covetor (/dx9/model/ship/ore/ore_l/) Thrasher (/dx9/model/ship/minmatar/mde1/)
I found another Thrasher model under /dx9/model/ship/factionpc/mde1_factionpc/ which doesn't work with the texture in the same directory, but does work fine with the original Thrasher texture (over in /dx9/model/ship/minmatar/mde1/).
Can anyone else confirm that the above ships won't load - and if they will, could they be extracted & converted as .obj files and uploaded somewhere?
true, true ... but its not fault of TriExporter but granny dll in GrannyGetFileInfo function :/ it proly happens because of different file version (fx. granny2.dll can load < X version and in eve there are > X) (it's me Selvin but temporary i don't have acces to main account ;) )
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Arcalane Celso
Caldari Merch Industrial GoonSwarm
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Posted - 2008.03.06 18:05:00 -
[329]
That might explain some of the graphical corruption I was seeing on some of the starbase models too, then - stretched polygons and what-have-you. ~~ I'm in ur belts minin' ur roids. |
Julius Rigel
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Posted - 2008.03.07 04:31:00 -
[330]
Originally by: Freya Fimbulvetr reflection
Here are some observations I've done myself:
All the 'juicy stuff' is hidden in the .blue files, I know for certain that it contains instructions for reflection maps etc, and even the 'modifications' needed to create tech 2 models (as one might notice there are no separate model files for tech 2 models) I'm thinking they refer to separate files or parts of files, but I have yet to discover any gr2s with 'spare parts' in them.
I have noticed however that some faction ships (i.e. the quafe folder under ships contains what I believe is the same model used for the Nemesis, and I extracted what looks like a perfect replica of a Helios from the intakisyndicate folder, I played with it a bit and the maulus textures fit nicely on it, it even came with an additional piece of texture for the 'extra' bits.) - Eve Radio Theme Fleet unofficial mini site! |
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