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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Talula Honaloola
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Posted - 2008.03.07 08:00:00 -
[331]
I use lightwave too, but i'm not well versed in it. What plugins do you use for LODding?
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M4g3ll4n
Circle of Shadows DeStInY.
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Posted - 2008.03.08 23:53:00 -
[332]
Hi, I started doing some animation with blender, but I have some problems with the textures.
E.g. the Tristan. I cant put it on the tristan modell so that it looks right. I already tried to do a 90¦, 180¦, 270¦ flip of the texture. But it won¦t work. I have the same problem with the Thorax and the Hyperion.
Perhaps you can give me a hint. Thx in advance.
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Arcalane Celso
Caldari Merch Industrial GoonSwarm
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Posted - 2008.03.09 06:28:00 -
[333]
Originally by: M4g3ll4n Hi, I started doing some animation with blender, but I have some problems with the textures.
E.g. the Tristan. I cant put it on the tristan modell so that it looks right. I already tried to do a 90¦, 180¦, 270¦ flip of the texture. But it won¦t work. I have the same problem with the Thorax and the Hyperion.
Perhaps you can give me a hint. Thx in advance.
You need to flip all the textures vertically (IrfanView is amazing for this as it can batch convert them to .png and vertical-flip them which saves a lot of time), and all the models will need to be flipped horizontally for them to look the same as their ingame versions.
Or at least, I had to horiz-flip them all in DAZ Studio. ~~ I'm in ur belts minin' ur roids. |
Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.03.09 22:25:00 -
[334]
still not working for me. the tri exporter EXE wont even open it crashes on startup.
so, if anyone could get me the Abaddon obj and texture files that would be awesome, i would even throw in 10 mil in game.
thanks.
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Arcalane Celso
Merch Industrial GoonSwarm
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Posted - 2008.03.13 07:25:00 -
[335]
Edited by: Arcalane Celso on 13/03/2008 18:07:06
Originally by: Freya Fimbulvetr still not working for me. the tri exporter EXE wont even open it crashes on startup.
so, if anyone could get me the Abaddon obj and texture files that would be awesome, i would even throw in 10 mil in game.
thanks.
Here y' go!
Obj and Mtl files, plus a .png of the texture, already vertically flipped. No fancy light maps or bump maps or anything, but I might be able to get the base files for you to fiddle around with if you ask nicely. ;)
~~
I have some questions of my own, for now. Has anyone worked out how the pirate ships are handled? All of the Gurista *.blue files (which can be opened in notepad, and give some fairly handy information such as the texture files used, turret attachment locations, model used and so on), for example reference "guristasomni_p.dds" which I believe is some kind of overlay or "paint" which is applied to the model. However, the file simply appears to be a black square.
Can anyone enlighten me on how I might go about making pirate-painted ships?
--
Also, would someone be so kind as to make a tutorial for using The Gnu Image Manipulation Program (aka the GIMP) to making lightmaps and bumpmaps? |
Freya Fimbulvetr
Araz Galactic Enterprises and Shipyards Inc
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Posted - 2008.03.14 14:08:00 -
[336]
Originally by: Arcalane Celso Edited by: Arcalane Celso on 13/03/2008 18:07:06
Originally by: Freya Fimbulvetr still not working for me. the tri exporter EXE wont even open it crashes on startup.
so, if anyone could get me the Abaddon obj and texture files that would be awesome, i would even throw in 10 mil in game.
thanks.
Here y' go!
Obj and Mtl files, plus a .png of the texture, already vertically flipped. No fancy light maps or bump maps or anything, but I might be able to get the base files for you to fiddle around with if you ask nicely. ;)
~~
I have some questions of my own, for now. Has anyone worked out how the pirate ships are handled? All of the Gurista *.blue files (which can be opened in notepad, and give some fairly handy information such as the texture files used, turret attachment locations, model used and so on), for example reference "guristasomni_p.dds" which I believe is some kind of overlay or "paint" which is applied to the model. However, the file simply appears to be a black square.
Can anyone enlighten me on how I might go about making pirate-painted ships?
--
Also, would someone be so kind as to make a tutorial for using The Gnu Image Manipulation Program (aka the GIMP) to making lightmaps and bumpmaps?
yeah, hey, thanks for the model. gona start doing some awesome things with it this weekend. and yeah i could use the other files, like the spec and bump and the glow. but if not i can get em, i just need to find my PS disc and install it so i can convert the DDS. so not a big problem there.
thanks again, i will send ya 10 mil when i sign on later today.
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Arcalane Celso
Merch Industrial GoonSwarm
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Posted - 2008.03.14 14:23:00 -
[337]
Originally by: Freya Fimbulvetr yeah, hey, thanks for the model. gona start doing some awesome things with it this weekend. and yeah i could use the other files, like the spec and bump and the glow. but if not i can get em, i just need to find my PS disc and install it so i can convert the DDS. so not a big problem there.
thanks again, i will send ya 10 mil when i sign on later today.
Unmodified texture & bumpmap files below;
Linkage
Only thing I've done is renamed them - they'll still need altering/etc.
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Blackfiredaemon
54th Knights Templar THORN Alliance
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Posted - 2008.03.22 14:08:00 -
[338]
Sorry If this has been asked before, but is there any way to import eve backgrounds onto 3ds max, so I can make a space shot?
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Zedma
ACME United
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Posted - 2008.03.25 16:37:00 -
[339]
Here is my rifter orbiting around the Earth:
rifter.jpg
The texture association is different from the example given by Braineater on page 10
Leave a comment if you like it, ty.
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Beor0d
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Posted - 2008.04.05 01:50:00 -
[340]
Ok, sorry to ask again but everyone just wrote that its easy to texture the models in 3DS.
I downloaded the 3ds max 2009 trial from autodesk and the model import worked but now i have no clue how this texture thing is working. Any tutorials for this? _______________________ hmmm.... |
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Zedma
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Posted - 2008.04.07 14:03:00 -
[341]
All we know that textures are swapped on Y axis, but no one noticed that all the models are swapped on X axis??
Maybe i've found a little bug, try to open that .gr2 file:
res\dx9\model\ship\thukker\mc1_thukker\mc1_thukkershape.gr2 <- Vagabond model
it will lead to a crash and close the TriExporter. I've unstuffed the directory and tried to open it with granny viewer (new version available on radtools site) and it will open and display correctly.
There are other .gr2 models that cause crash of TriExporter.
Best Regards, Selvin, and ty for that great tool.
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Ix Forres
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Posted - 2008.04.08 02:52:00 -
[342]
Originally by: Blackfiredaemon Sorry If this has been asked before, but is there any way to import eve backgrounds onto 3ds max, so I can make a space shot?
Sort of. I used Photoshop to stitch the exported EVE background into a vertical cross format, then used HDRshop to turn it into a cubemap, then imported that into 3DS's environment map with spherical mapping. Works OK.
Originally by: Beor0d I downloaded the 3ds max 2009 trial from autodesk and the model import worked but now i have no clue how this texture thing is working. Any tutorials for this?
Loads, but it's very difficult. I've been working on and off with 3DS Max for the best part of a year now and still don't understand it all. http://www.save-evetv.com/Please visit your user settings to re-enable images.[/url] Blog |
Van Kaiser
X-TRADE INDUSTRY
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Posted - 2008.04.08 13:19:00 -
[343]
I have made a desktop picture for my Corp a couple of months ago.
Amarr Battelship 1
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Nniv
Gallente Galactic Fighters Organization
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Posted - 2008.04.09 19:57:00 -
[344]
Selvin's here...(main acount is not active) about some gr2 files whitch crash triexporter as i wrote before its not my fault but old version of granny2.dll(i think that this models are made by newer version) Any way now i'm trying to build TriExporter in C# u can get Beta Beta Beta release here
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Kolatha
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Posted - 2008.04.10 11:38:00 -
[345]
Just spent some time tinkering and finding the right material settings. tempest.jpg176k Warning, it's rather a big image. I went for more a moody look rather than all the global/hrd stuff that people do. Rendered with Blender and Yafray.
The beta beta beta goes kaput on me. Anyways, keep up the good work on the tri-exporter.
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Nniv
Gallente Galactic Fighters Organization
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Posted - 2008.04.11 11:02:00 -
[346]
Now should work. :)
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Antediluvia
Caldari Heretic Logistics
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Posted - 2008.04.11 21:42:00 -
[347]
Edited by: Antediluvia on 11/04/2008 21:42:41 Something I've made. Rokh's
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Ix Forres
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Posted - 2008.04.12 01:37:00 -
[348]
Originally by: Antediluvia Edited by: Antediluvia on 11/04/2008 21:42:41 Something I've made. Rokh's
Hope you don't mind me asking, but how are you generating your engine nozzles?
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Antediluvia
Caldari Heretic Logistics
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Posted - 2008.04.12 02:46:00 -
[349]
I use KY trails plugin for the engine thrusters, and tracers (though in that image, you do not see the Rokh's shooting). I plan on making animated shorts with more ships, as well.
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Dissociactive
Solar Dragons SOLAR FLEET
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Posted - 2008.04.18 07:56:00 -
[350]
i know how to use simple old-classic client ships\textures and extract them right to 3dmax...yeeah..but...
OK i will pay 40mil for player who'll write some kind of normal FAQ about how to get new trinity textures usin' TriEXp and how to cover it on ship using 3dmax cause i've got no idea about how to get&use them :(
ps...yeepp...i've found new granny upgrade for triE. and i've also found dx9 folder in eve and found new granny files for ships...and seems like granny* works IN TRIEXPORTER, but textures dont wanna works fine with my TriEXp :D
so there's hot :) and there's lot of some dds' textures// and i cant even extract them and use them right :(
i saw lots of posts in this thread about *howtodothat* but i really cant undestand them :(
hope someone will help me :)
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Beor0d
Congregatio Solidus Alliance
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Posted - 2008.04.18 10:30:00 -
[351]
Edited by: Beor0d on 18/04/2008 10:30:22 I would like to see a proper tutorial from beginning with triexporter up to the texturing and rendering in 3d max.
I exported a Tempest and it worked pretty good but now i am stuck at texturing and rendering. _______________________ hmmm.... |
Dissociactive
Solar Dragons SOLAR FLEET
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Posted - 2008.04.18 11:01:00 -
[352]
so do i ;)
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Ix Forres
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Posted - 2008.04.18 17:37:00 -
[353]
Originally by: Dissociactive i know how to use simple old-classic client ships\textures and extract them right to 3dmax...yeeah..but...
OK i will pay 40mil for player who'll write some kind of normal FAQ about how to get new trinity textures usin' TriEXp and how to cover it on ship using 3dmax cause i've got no idea about how to get&use them :(
ps...yeepp...i've found new granny upgrade for triE. and i've also found dx9 folder in eve and found new granny files for ships...and seems like granny* works IN TRIEXPORTER, but textures dont wanna works fine with my TriEXp :D
so there's hot :) and there's lot of some dds' textures// and i cant even extract them and use them right :(
i saw lots of posts in this thread about *howtodothat* but i really cant undestand them :(
hope someone will help me :)
I'm expecting 40mISK from you... :)
Right, open up TriExporter. Find the model you'd like to use, and select the folder it's in (For example, if you were going for a Rokh, you'd select the path res/dx9/model/ship/caldari/cb3). Hit File -> Unstuff, and select a folder. Then select the model, do not apply any textures, and then export to .3DS.
Next, open 3DS Max. Hit 'Import', set the file type to 3DS Max and then find the ship you exported- you'll now have the ship in 3DS, but just the model. Select the rotate tool and enter '90' in the X rotation field at the bottom of the main window to get it in the right orientation. Next, we need to texture it. Hit 'M' to bring up the material browser, and then press the eyedropper to select the ship's material. You'll see in most cases a layered map or, in some cases, just the one- you must preserve the layered maps to make sure it all works nicely.
The Rokh has just one texture. If it's layered, you just need to go to the first subtexture, and then when you've followed the instructions below, copy it to the other slots by dragging it.
First, switch the material to 'metal', and then set the Ambient/Diffuse colour to black. Leave the rest of the settings. Now, hit the little box by the diffuse field- the map field. Select 'bitmap' from the menu which pops up, and then find the texture field. For the Rokh, this is cb3_d.dds. 3DS Max will open DDS files just fine. Now, you'll have a screen showing you the bitmap. To flip it, you should look to the top right of the panel- there are 3 input boxes for U, V and W rotation. Set U to 180, and then use the drop-down menu at the top to navigate to the main texture again.
That's pretty much it, folks. I've taken a screenshot of the output which should look exactly the same if you follow me word-for-word (OK, so I zoomed in a bit, but..) I'm using 3DS Max 2008, no plugins or silly buggers, and the normal Scanline renderer. You can use the same bitmaps in Mental Ray textures if you're really confident but that's a whole new can 'o worms ;) http://img361.imageshack.us/img361/5109/testms5.png
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Dissociactive
Solar Dragons SOLAR FLEET
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Posted - 2008.04.20 16:15:00 -
[354]
tnx money transfered ;)
pew pew |
Dissociactive
Solar Dragons SOLAR FLEET
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Posted - 2008.04.20 16:16:00 -
[355]
hope u'll also write about tech2 textures and racial colors ( as for gallente we need some green colors in textures ) and so on...
pew pew |
Ix Forres
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Posted - 2008.04.21 06:40:00 -
[356]
Racial colours are included in the skin material. However, EVE also applies shaders to ship models. This may include tints and specularity colours and so on... you can use other materials to add this sort of effect. I find one of the most effective to be Mental Ray's Architecture and Design filter, or the Car Paint MR texture, though the Car Paint texture will not accept non-photonic lighting, which leads to a _lot_ of head-scratching with Mental Ray.
T2 textures are just a matter of finding the textures and applying them- they're stored as a spherical map iirc which you can apply to the ship model as an overlay in a composite material. Not really tried that much before.
Blog |
Korbin Lotan
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Posted - 2008.04.25 08:28:00 -
[357]
Selvin, I am really impressed with TriExporter, as I'm trying to use it to create 3D card models of Eve-O ships. Even with Granny2.dll the Trinity models come out sweet.
That is, all except for the ORE ships!
I have no idea why, but all the exhumers tend to crash Triexporter. None of the other meshes do, not even the capitals (which I would assume would have by shear weight of polys).
If you get around to reading this, it would be great to get an idea how I could convert a hulk to 3DS.
Thanks for a terrific app!
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Lemony Snicket
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Posted - 2008.05.08 17:36:00 -
[358]
Does anyone know of a guide from start to finish using this tool. I ran through the 12 pages and ended up with triexporter not recognizing the files that it once did, one model in 3ds without textures, I'm down 4 packs of cigarettes and now... I've got to go bury the cat I killed.
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Braineater
Minmatar PPN United Against ALL Authorities
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Posted - 2008.05.08 22:39:00 -
[359]
Edited by: Braineater on 08/05/2008 22:41:27
Originally by: EdwardXWu 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.
I always stumble about this one myself. But I'm fairly certain that you have to create a new layer, select it, switch to the Channels flyout, select a single channel and paste the contents. First you have to select a single channel in the source and copy it, ofc.
Originally by: Zedma Here is my rifter orbiting around the Earth:
rifter.jpg
The texture association is different from the example given by Braineater on page 10
Leave a comment if you like it, ty.
Looks great! What did you do different? ______
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Kzassou Itsuensha
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Posted - 2008.05.09 16:17:00 -
[360]
Edited by: Kzassou Itsuensha on 09/05/2008 16:23:28 Edited by: Kzassou Itsuensha on 09/05/2008 16:17:42 Does anyone have any tips for smoothing the mesh? You can't use a normal mesh_smooth on the surface. I feel like an idiot not knowing how to adjust the smoothness, but I can't figure it out right now. Anyone?
edit: Ok I figured it out: smoothing groups, here's how for anyone wondering the same thing.
Select your mesh and go into polygon edit mode. Under the surface properties pop-down, you'll see the smoothing groups. Using the selection tool, select the first area to be smoothed. When you have all the polys selected, click on the "1" button under "Smoothing Groups". This will make Max smooth just those poys without screwing up your edges. Go ahead and do this for all the rounded surfaces on your mesh and it'll look beautiful.
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