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Thread Statistics | Show CCP posts - 1 post(s) |
Vargo Hoat
Caldari Jericho Fraction The Star Fraction
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Posted - 2008.09.06 13:43:00 -
[481]
http://vooood.deviantart.com/art/The-Crow-97163253 is a model of a crow.. it's not perfect but it is more than useful.. if anyone needs it let me know!
Do you want a Caldari Marauder? Contact me for a BPC! |
Pyrotesea
Destructive Influence Band of Brothers
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Posted - 2008.09.06 18:41:00 -
[482]
I haven't read through this whole topic, but are people able to open the .stuff files? if so how are you doing it? --------------------------------- What doesn't kill you leaves you injured.
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Vargo Hoat
Caldari Jericho Fraction The Star Fraction
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Posted - 2008.09.07 08:46:00 -
[483]
TriExporter started crashing on my after latest EVE Patch. No matter what I did I was not able to run it. Re-downloaded it and still the same situation. I found out later that, somehow, it's registry entry got scr3w3d (LOCAL_MACHINE/Apps/TriExporter). I deleted the entry and TriExporter is working nice since then. I'm on Vista Home Premium and if you get into similar troubles try your registry. Make sure that you create a system restore point if you don't know what you are doing! Playing with registry entries can be dangerous!
Do you want a Caldari Marauder? Contact me for a BPC! |
Vargo Hoat
Caldari Jericho Fraction The Star Fraction
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Posted - 2008.09.07 08:49:00 -
[484]
Originally by: Pyrotesea I haven't read through this whole topic, but are people able to open the .stuff files? if so how are you doing it?
You can either do that with TriExporter (last version found on page 10 of this topic!) or Dragon Unpacker. TriExporter is very good because it can open (and texture) 3D models and export them for later usage. Dragon Unpacker can only unpack files. :)
Don't forget that all files are ¬ CCP and read the EULA before even trying to unpack files. :)
Do you want a Caldari Marauder? Contact me for a BPC! |
Valan
The Fated
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Posted - 2008.09.10 16:53:00 -
[485]
Originally by: Pyrotesea I haven't read through this whole topic, but are people able to open the .stuff files? if so how are you doing it?
or alternativeley I've had this for ages not sure who created it.
stuff /start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |
Valan
The Fated
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Posted - 2008.09.11 08:10:00 -
[486]
By the way anyone know if/where there is a model of the map? /start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |
Davik Rendar
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Posted - 2008.09.11 11:39:00 -
[487]
I dont think there is a model of the map, I think it's just a .blue file that tells the graphics engine where to put the sprites.
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Valan
The Fated
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Posted - 2008.09.11 15:52:00 -
[488]
Edited by: Valan on 11/09/2008 15:52:26 Thanks you confirmed my fears :)
I don't fancy doing it manually. It's gonna have to be a reduced version. /start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |
Ouroborus777
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Posted - 2008.09.12 01:04:00 -
[489]
Originally by: Valan Edited by: Valan on 11/09/2008 15:52:26 Thanks you confirmed my fears :)
I don't fancy doing it manually. It's gonna have to be a reduced version.
CCP makes the various game data available for download. This is includes solar system coordinates. If you're comfortable with some sort of programming, a 3D map can be generated from that. (Unless, of course, this is what you meant when you wrote, "manually.")
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KusariNinja
Caldari Deep Core Mining Inc.
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Posted - 2008.09.12 10:25:00 -
[490]
Edited by: KusariNinja on 12/09/2008 10:26:28 about 15 minutes work with triexporter and lightwave3D. was rather simple to get the models into LW from a .obj files. the dds files were loaded into photoshop and flipped vertically and saved out as jpgs and fitted the models perfectly.
one question would be this, are there any major differences between the .tri models and .gr2 ones? they use the same textures so I would assume the detail of the two formats would be practically the same? maybe tri files are for classic content and the gr2 are optimised for premium... just guessing as I have no idea whatsoever lol.
Good Hunting
Kung-Fu movies are like **** films!, First there is one on one, then two on one, then a group scene....... |
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Elisa Day
Shade.
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Posted - 2008.09.13 12:34:00 -
[491]
The difference between tri and gr2 files is the difference between classic and premium. On some ships (like the drake), the old model was good enough to be used almost unmodified as the low poly version for the game, so they are fairly similar. Unless you use the correct textures for it, you are missing out on all the premium detail though. Also for almost all ships, the tri and gr2 will be totally different and the tri file will have much less detail.
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Rhyothyn
Hellequin Inc.
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Posted - 2008.09.15 13:16:00 -
[492]
Made a Hurricane key ring in blender. .dds unpacked with readdxt.exe by nvidia and flipped in irfanview.
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Hatt0ri Hanz0
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Posted - 2008.09.18 16:09:00 -
[493]
i like it.
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Ouroborus777
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Posted - 2008.09.20 04:27:00 -
[494]
Originally by: Rhyothyn Edited by: Rhyothyn on 15/09/2008 19:16:05 Made a Hurricane key ring in blender. .dds unpacked with readdxt.exe by nvidia and flipped in irfanview.
Technical details: A lot of the fine detail is just that, too fine for what is supposed to be a tiny model. You'd have to spend some time in a modeler thickening various parts. Imagine what you'd get if you had a real key chain with "Made in Hong Kong" was stamped on the bottom. A different way to go would be to encase the whole thing in transparent plastic, either solid or snow globe style. The chain seems to defy gravity where it nears the connection with the ship.
But all the nit-picky details aside, this is a really cool concept and a good job as well.
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Fortune Taker
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Posted - 2008.09.20 04:57:00 -
[495]
has anyone had any luck with t2 textures? sorry if this was answered on a previous page, but im looking for the camo on the rhea, and the buzzard, also how to do the navy issue colors
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Ouroborus777
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Posted - 2008.09.20 05:14:00 -
[496]
Originally by: Fortune Taker has anyone had any luck with t2 textures? sorry if this was answered on a previous page, but im looking for the camo on the rhea, and the buzzard, also how to do the navy issue colors
This is answered most recently in the later half of page 16.
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Fortune Taker
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Posted - 2008.09.20 06:29:00 -
[497]
i saw that but my _p file doesn't have the camo that that brutix has on it (yes on the brutix file not the buzzard) it is just black, and the alpha looks like additional windows
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Walmarx
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Posted - 2008.09.21 18:45:00 -
[498]
Edited by: Walmarx on 21/09/2008 18:45:25 Edited by: Walmarx on 21/09/2008 18:45:15 Couple renders of the gorgeous gally shuttle =D
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Suittam
Gallente Wreckless Abandon G00DFELLAS
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Posted - 2008.09.21 21:12:00 -
[499]
I haven't used Triexporter since the Dx9 models, as i was having major problems getting it to work with Lightwave.
Been trying again last few days and i have started to make progress.
This is what i have so far:
Titan Destroyer Mega
-S-
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.09.22 04:01:00 -
[500]
Originally by: Fortune Taker i saw that but my _p file doesn't have the camo that that brutix has on it (yes on the brutix file not the buzzard) it is just black, and the alpha looks like additional windows
hehe, that's because I stole the camo texture from another file
ok, T2/Faction Textures as you'll notice, some of the T2 ship just have a different colour, those ones are easy to do, as for the ones with the camo paint, you'll have to get the alpha channel out of some of the other textures.
They are found in the following directories; res/dx9/ship/guristas/guristasomni_p.dds res/dx9/ship/caldarinavy/cnavyomni_p.dds res/dx9/ship/sebiestor/tiger.dds res/dx9/ship/mordus/mordusomni_p.dds --> (same as guristasomni_p.dds)
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Ceekt
The New Era HUZZAH FEDERATION
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Posted - 2008.09.25 10:08:00 -
[501]
Ok, I am sorry for asking this again but i cannot seem to figure it out...
I have a decent render of what I am working on (see link) but I cannot for the life of me figure out how I can do the "lighted" areas. I have exported and colored the light mao as previously stated (page 10 I believe) but I cannot figure out how to apply them to the current materials. I also can't figure how how to get the turquoise color on the mega but that isn't as important. I am using Vray and 3DS Max 9.
[url=http://storietime.com/gsy/killboard/?a=pilot_detail&plt_id=13442] [/url] |
Ceekt
The New Era HUZZAH FEDERATION
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Posted - 2008.09.26 04:05:00 -
[502]
Ok, I have figured out the lights by using braineater's method of using the VrayBlendMtl. I still am unable to figure out how to apply the "turquoise" bits and i know i would use the *_p.dds to do it, just not sure how. Any comments? :P
[url=http://storietime.com/gsy/killboard/?a=pilot_detail&plt_id=13442] [/url] |
Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.09.28 22:56:00 -
[503]
Edited by: Davik Rendar on 28/09/2008 22:58:11 I'm not sure how to colour the textures using vray in MAX. But here's how to do it in Photoshop.
Open the _d texture, and the _p texture. Resize the _p texture to the same size as the _d texture, and copy the alpha channel into the _d texture as another RGB layer (not as an alpha channel).
Now select Image/Adjustments/Gradient Map... And recolour the _p layer to a Dark Grey and Turquoise colour. Now change the _p layer blend mode to Overlay.
And that's the basic theory of colouring the textures, you may have to play around with blend mode (sometimes Multiply works better with Gallente ships) and the Gradient Map colours to get it looking right.
Hope that helps
I think it might be time for me to make a tutorial up to show how to convert a model from start to finish, including screeshots
btw, it's looking pretty good, very nice renders too. You might want to drop the strength of the bump mapping just a little bit, just a suggestion
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Walmarx
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Posted - 2008.09.29 20:02:00 -
[504]
Well, Ive read as much of this thread as possible, and Ive only seen one mention of importing edited textures / models back into the game. I am aware of all the typical refuting notes- all ships of the same type will look the same, I will be the only one who sees said models, and of course the EULA. At any rate, I would love to make some mild tweaks to my ships to make them slightly more aesthetically pleasing. If anyone has any clue whatsoever where I can find more info on this (I've looked, thoroughly), please PM me. I am desperate. I can provide some isk for any useful info! |
Valan
The Fated
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Posted - 2008.10.03 16:45:00 -
[505]
Edited by: Valan on 03/10/2008 16:45:18 The reason that you won't find anything is that you're looking at a permaban for doing it. You'll get a slap for disclosing how to do it.
I believe thats why CCP changed to Granny and changed the code to prevent it as there used to be a model hack.
Suggest you forget it if you want to continue playing. /start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |
Dmian
Gallente The Scope
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Posted - 2008.10.04 12:31:00 -
[506]
Originally by: Walmarx Well, Ive read as much of this thread as possible, and Ive only seen one mention of importing edited textures / models back into the game. I am aware of all the typical refuting notes- all ships of the same type will look the same, I will be the only one who sees said models, and of course the EULA. At any rate, I would love to make some mild tweaks to my ships to make them slightly more aesthetically pleasing. If anyone has any clue whatsoever where I can find more info on this (I've looked, thoroughly), please PM me. I am desperate. I can provide some isk for any useful info!
You know that the system does a checksum everytime it connects to the server, right? If you modify the client in any way, the system will refuse your login. And you risk being banned from the game.
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Eve Alpha - The font of Eve - Get it here |
Fester Prax
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Posted - 2008.10.05 23:07:00 -
[507]
Originally by: Davik Rendar I dont think there is a model of the map, I think it's just a .blue file that tells the graphics engine where to put the sprites.
in a recent search inside the resui.stuff, there's a cachefile.blue that seems to have that info. maybe someone knows how to read .blue files an can share the knowledge.
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Vash The'Stampede
Sicarii.
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Posted - 2008.10.08 03:34:00 -
[508]
just some shots of the Harb in UE3
Harb01
Harb02
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Greme
Amarr Slacker Industries
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Posted - 2008.10.08 11:33:00 -
[509]
A little shot I did to test a few things. For some reason the station did not want to accept my smooth modifier :(
Linkage
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D4RT N3RDiUS
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Posted - 2008.10.13 05:54:00 -
[510]
ok im frikin noob in this and no have idea can anione get the vaga model? and put in a zip with the textures? pls? i dont now wath im doing so pls anione? can help? or t2 models are imposible to get? even the old grafics models?
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