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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.05 00:28:00 -
[631]
Originally by: Nakuda
Originally by: Aurvundill Edited by: Aurvundill on 03/04/2009 23:34:00 N = Normal Maps (Normally found in the Alpha Layer on an Shipname_ngs.dds combo)
But that is just one channel of the normal map? You use it as a heigh map? After bit of testing I noticed that EVE normal maps have their color channels on wrong places, so they need some manipulation to make them work as normal maps (not just height maps) in 3D softwares.
This is for Gimp, but same basic idea on other image manipulation programs like photoshop. Load shipname_ngs.dds (you will need the .dds plugin) Decompose (separate color channels to layers) Invert Red channel (black to white) Recompose: Red to Blue Blue to Alpha Green to Red Alpha to Green Save to any format you like.
This is why I love working at shader level. I just break out Red & Green Seperately and Append those two channels with the neg-alpha layer. ________
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Nakuda
Gallente Adventurers Matari Visionary Coalition
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Posted - 2009.04.05 09:29:00 -
[632]
Edited by: Nakuda on 05/04/2009 09:31:17 Ah, that would make life lot easier And seems like the result are pretty much 100% accurate with the game too. Unfortunately the 3d app I'm using doesn't have support for directx shaders... Or I should look the shader code myself and "decode" it to format that works with the apps own texturing&shading. That sounds quite a pain in the butt. 
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Davik Rendar
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Posted - 2009.04.05 22:45:00 -
[633]
I just wrote myself a nice little photoshop macro to convert the normal maps. So I just have to open the dds in PS, run my normal map extraction macro and save it out. You do start going a little nuts after converting about 150 models with 5 separate textures each though.
Eve Online Ship Chart - Quantum Rise Edition |

Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.05 23:15:00 -
[634]
Originally by: Davik Rendar I just wrote myself a nice little photoshop macro to convert the normal maps. So I just have to open the dds in PS, run my normal map extraction macro and save it out. You do start going a little nuts after converting about 150 models with 5 separate textures each though.
What format do you use the models in? My preference is DAE [Collada] ________
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Anigo Montioa
Minmatar
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Posted - 2009.04.06 02:30:00 -
[635]
Just out of curiosity Aurvundil, but what program do you use for your renders? Rendering engine included? I'm using 3ds Max 9 with VRay and I'm having a hard time getting even close to matching your render quality. Albeit, I'm not the best when it comes to rendering or anything. Still can't seem to figure out how the DirectX Shader material fully works. I can get it to load the .fx (sometimes, lately the ship.fx doesn't want to properly link to ObjectLit_pool.fx), and when it does and I render the scene, it's like the shader does nothing to modify the model at all. Am I completely misunderstanding what the shader is suppose to be doing, or what?
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.06 02:45:00 -
[636]
Originally by: Anigo Montioa Just out of curiosity Aurvundil, but what program do you use for your renders? Rendering engine included?
This shall... remain a secret.
Originally by: Anigo Montioa I'm using 3ds Max 9 with VRay and I'm having a hard time getting even close to matching your render quality. Albeit, I'm not the best when it comes to rendering or anything. Still can't seem to figure out how the DirectX Shader material fully works. I can get it to load the .fx (sometimes, lately the ship.fx doesn't want to properly link to ObjectLit_pool.fx), and when it does and I render the scene, it's like the shader does nothing to modify the model at all. Am I completely misunderstanding what the shader is suppose to be doing, or what?
The FX file is compiled shader code with parameters. Those need to be set via an engine or render.
Pulling an excerpt from abc2.red.
type: EveShip2 turrets: [] name: "Abc2" mesh: type: Tr2Mesh geometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1.gr2" lowDetailGeometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1_lowDetail.gr2" opaqueAreas: - type: Tr2MeshArea name: "MainHull" effect: type: Tr2Effect name: "Armor" effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" parameters: - type: Tr2Vector4Parameter name: "MaterialDiffuseColor" value: [0.654902, 0.6156863, 0.5803922, 1] - type: Tr2Vector4Parameter name: "MaterialSpecularFactors" value: [0, 1, 0, 0] - type: Tr2Vector4Parameter name: "MaskDiffuseColor" value: [0.6509804, 0.6235294, 0.5882353, 1] - type: Tr2Vector4Parameter name: "MaskSpecularFactors" value: [0, 5, 0, 0] - type: Tr2Vector4Parameter name: "GlowColor" value: [3.5, 2.902899, 1.874367, 1] - type: Tr2Vector4Parameter name: "FresnelFactors" value: [1, 2.5, 1, 0] The values you see are for the vectors, they can manipulate color, lighting, glow or power of a parameter. Most ships have multiable layers and colors, so you need to drop in the proper value to grab the proper color. Vectors have 4 values when applied to a texture. [RED, GREEN, BLUE, ALPHA], but that is only when a parameter is calling colors. Otherwise its [VALUE1, VALUE2, VALUE3, VALUE4] Glow controls lighting for the alpha layer on the diffuse map as defined in the .FX file.
Anywho, a good number of ships require 2 different shaders just for the tech 1 stuff. There is a special tech 2 shader in the .RED file also.
Lot to type. :P
Mind you, a .RED will will work with a .FX if you move the values over properly. ________
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Anigo Montioa
Minmatar
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Posted - 2009.04.06 03:46:00 -
[637]
Originally by: Aurvundill
The FX file is compiled shader code with parameters. Those need to be set via an engine or render.
Pulling an excerpt from abc2.red.
-snip- The values you see are for the vectors, they can manipulate color, lighting, glow or power of a parameter. Most ships have multiable layers and colors, so you need to drop in the proper value to grab the proper color. Vectors have 4 values when applied to a texture. [RED, GREEN, BLUE, ALPHA], but that is only when a parameter is calling colors. Otherwise its [VALUE1, VALUE2, VALUE3, VALUE4] Glow controls lighting for the alpha layer on the diffuse map as defined in the .FX file.
Anywho, a good number of ships require 2 different shaders just for the tech 1 stuff. There is a special tech 2 shader in the .RED file also.
Lot to type. :P
It might be best to manipulate the values via another shader that references the .FX with the .RED variables.
So with the .red file (I'm using the Rifter one, mf4.red), it references to this .fx file: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx". As I'm sure you've discovered, that actual file doesn't exist, as it's compiled into sm_3_0_Hi, etc. How would I take that along with the vector values and use them with VRay.
What exactly do you mean by two separate shaders? I mean, I know you're saying two different shaders, but I can only seem to find one for the Rifter? I'm new to this whole shader thing too, and I'm not sure if you use/know how to use VRay as it remains a mystery.
Sorry for all the questions, just a lot more involving than I thought!
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.06 05:09:00 -
[638]
Originally by: Anigo Montioa
Originally by: Aurvundill
The FX file is compiled shader code with parameters. Those need to be set via an engine or render.
Pulling an excerpt from abc2.red.
-snip- The values you see are for the vectors, they can manipulate color, lighting, glow or power of a parameter. Most ships have multiable layers and colors, so you need to drop in the proper value to grab the proper color. Vectors have 4 values when applied to a texture. [RED, GREEN, BLUE, ALPHA], but that is only when a parameter is calling colors. Otherwise its [VALUE1, VALUE2, VALUE3, VALUE4] Glow controls lighting for the alpha layer on the diffuse map as defined in the .FX file.
Anywho, a good number of ships require 2 different shaders just for the tech 1 stuff. There is a special tech 2 shader in the .RED file also.
Lot to type. :P
It might be best to manipulate the values via another shader that references the .FX with the .RED variables.
So with the .red file (I'm using the Rifter one, mf4.red), it references to this .fx file: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx". As I'm sure you've discovered, that actual file doesn't exist, as it's compiled into sm_3_0_Hi, etc. How would I take that along with the vector values and use them with VRay.
What exactly do you mean by two separate shaders? I mean, I know you're saying two different shaders, but I can only seem to find one for the Rifter? I'm new to this whole shader thing too, and I'm not sure if you use/know how to use VRay as it remains a mystery.
Sorry for all the questions, just a lot more involving than I thought!
Some ships have 1 shader, others might have multiable. (Depending on UV Material Maps) In this case a rifter would have 1 base T1 shader with 2 or so other shaders for Tech 2 colors.
I dont use VRay so I cant exactly tell you how. ________
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Anigo Montioa
Minmatar
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Posted - 2009.04.06 16:06:00 -
[639]
Ah, okay. Still a bit confused on exactly what I should be doing, but I'll Google around. Thanks for the help though! If I have any other questions, you have MSN or something?
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Anigo Montioa
Minmatar
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Posted - 2009.04.08 19:32:00 -
[640]
How do you go about texturing the Docking Bays? I know there are several materials for each section but how do you get the materials to line up? Flipping them doesn't seem to be doing the trick.
Ideas?
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.08 21:12:00 -
[641]
Originally by: Anigo Montioa How do you go about texturing the Docking Bays? I know there are several materials for each section but how do you get the materials to line up? Flipping them doesn't seem to be doing the trick.
Ideas?
Make sure the textures are flipped!
adbay1_shapemesh Multiply specular layer with defuse to attain proper specular colors. Material 0: amarr_dock_detailb_d (Opaque) Material 1: amarr_dock_ground_d Material 2: amarr_dock_mainboard_d Material 3: amarr_dock_inside_d Material 4: amarr_dock_detailb_d (Transparent) Material 5: amarr_dock_detail_d ________
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Anigo Montioa
Minmatar
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Posted - 2009.04.08 21:22:00 -
[642]
Flipped which way? 180 degrees verticaly, I assume? Also, since the stations have multiple textures for each, and the geometry is broken into different material groups, how do you go about figuring out which material goes where? That is, without actually going ingame. (I'm working on a Minmatar station at the moment, no luck except for the first material: Top. Such a difficult one!
Thanks for all the help so far! Means a lot!
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Davik Rendar
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Posted - 2009.04.08 22:14:00 -
[643]
Originally by: Anigo Montioa Flipped which way? 180 degrees verticaly, I assume? Also, since the stations have multiple textures for each, and the geometry is broken into different material groups, how do you go about figuring out which material goes where? That is, without actually going ingame. (I'm working on a Minmatar station at the moment, no luck except for the first material: Top. Such a difficult one!
I think if I remember correctly you have to mirror the texture vertically, not rotate.
As for what texture goes where? You just kind of have to guess. Some of them are in order, others aren't. Usually I find the textures in the .red file called "armor" are the big main areas and the textures called "tech" are for some of the smaller detail areas.
Check out the preview viewer in the latest Singularity client, it's the little red button next to the ship image in the "show info" window. It works with drones and stations too, very handy for having a look at the models and working out where the textures go.
Aurvundill: I'm using Cinema 4d (.C4D)
Eve Online Ship Chart - Apocrypha Edition |

Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.09 01:21:00 -
[644]
Edited by: Aurvundill on 09/04/2009 01:24:10
Originally by: Davik Rendar As for what texture goes where? You just kind of have to guess. Some of them are in order, others aren't. Usually I find the textures in the .red file called "armor" are the big main areas and the textures called "tech" are for some of the smaller detail areas.
Check out the preview viewer in the latest Singularity client, it's the little red button next to the ship image in the "show info" window. It works with drones and stations too, very handy for having a look at the models and working out where the textures go.
Basic Rundown on a .RED.
type: EveShip2 turrets: [] name: "Abc2" mesh: type: Tr2Mesh geometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1.gr2" (MODEL) lowDetailGeometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1_lowDetail.gr2" (LOW DETAIL) opaqueAreas: - type: Tr2MeshArea name: "MainHull" (Primary Texture) effect: type: Tr2Effect name: "Armor" (Tech 1 Shader & Vectors) effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" parameters: - type: Tr2MeshArea name: "MainHull" effect: type: Tr2Effect name: "Crome" (Tech 1 Crome Effect Shader & Vectors) effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" parameters: - type: Tr2MeshArea name: "MainHull" effect: type: Tr2Effect name: "Tech" ('Tech' is Tech 2 Armor Shader & Vectors, can cover all material slots) effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" decalAreas: [] depthAreas: [] transparentAreas: [] additiveAreas: [] shadowEffect: (Controls Shadow Resolution and Rendering) type: Tr2Effect effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/Shadow.fx" parameters: [] resources: [] damageLocators: (Smoke and Fire effect for Hull Damage) spriteSets: effect: (Blinking Lights, Locations, and Timers) type: Tr2Effect effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/FlashingLights.fxo" parameters: [] resources: locators: (Turrent Locations for roll, pitch and yaw) - type: EveLocator2 name: "locator_turret_1a" (Turrent ID Location) transform: (Controls roll, pitch and yaw)
Originally by: Davik Rendar Aurvundill: I'm using Cinema 4d (.C4D)
 Welp, that quite expensive. ________
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Davik Rendar
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Posted - 2009.04.09 03:02:00 -
[645]
Originally by: Aurvundill
Originally by: Davik Rendar Aurvundill: I'm using Cinema 4d (.C4D)
 Welp, that quite expensive.
Heh, yea, its a legit commercial license too, as I was doing some professional 3D work for a little while.
As for the .RED files, I'm not completely convinced. There are separate .red files for Tech 2 shaders for example (a lot of which are in the "factionpc" folder).
Quote: - type: Tr2MeshArea
From what I've found each of these is assigned to a different UV area of the mesh. And when I've applied the textures with the colour values listed under each "type" section, they have come out looking exactly right.
Although I haven't had any experience with DirectX shaders or anything like that before, so everything I say is just purely from my own recent findings and previous 3D experience.
Eve Online Ship Chart - Apocrypha Edition |

Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.09 04:31:00 -
[646]
Originally by: Davik Rendar
Originally by: Aurvundill
Originally by: Davik Rendar Aurvundill: I'm using Cinema 4d (.C4D)
 Welp, that quite expensive.
Heh, yea, its a legit commercial license too, as I was doing some professional 3D work for a little while.
As for the .RED files, I'm not completely convinced. There are separate .red files for Tech 2 shaders for example (a lot of which are in the "factionpc" folder).
Quote: - type: Tr2MeshArea
From what I've found each of these is assigned to a different UV area of the mesh. And when I've applied the textures with the colour values listed under each "type" section, they have come out looking exactly right.
Although I haven't had any experience with DirectX shaders or anything like that before, so everything I say is just purely from my own recent findings and previous 3D experience.
Totally forgot to mention that faction like navy, blood and such have their own unique RED files. ________
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.09 22:33:00 -
[647]
Decided to try something different.
Amarr/Amarr/Female Using Stock Station Textures except for the Gold Headpeice Texture. Didn't have a stock normal or specular so I emulated those via shader.
Fullsize: http://i41.tinypic.com/17pfu8.jpg The balls next to the face are the eyes, just not placed in the head ... yet.
Unfortunately the DDS files I pulled for the skin, hair and clothing gave me errors with Compressionator. ________
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Cadet Seaton
Paisti Paisti Syndicate
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Posted - 2009.04.15 20:43:00 -
[648]
mach_1680-1050.png
Getting there slowly but still not quite what I'm looking for. But I also like them simple and using it as my background atm :)
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Hellena
Minmatar Dark Star Industries
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Posted - 2009.04.15 23:13:00 -
[649]
ive been experiencing fatal errors with the program. i got it to open once and navigated to my EVE directory...then the program 'encountered an error' and needed to close. now, it wont even open.
am running xp 64 bit.
any suggestions? or....would people want to email me converted .obj files?
Not Just Another Pretty Face La Maison Hostess |

Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.16 02:14:00 -
[650]
Originally by: Hellena ive been experiencing fatal errors with the program. i got it to open once and navigated to my EVE directory...then the program 'encountered an error' and needed to close. now, it wont even open.
am running xp 64 bit.
any suggestions? or....would people want to email me converted .obj files?
Make a file called TriExporter_Fix.reg
And put this into the file using notepad.
[HKEY_CURRENT_USER\Software\TriExporter] "EVE"="C:\\Program Files(x86)\\CCP\\EVE"
Should fix your issue. ________
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DiLantius
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Posted - 2009.04.17 00:56:00 -
[651]
I'm having a similar problem opening the app in vista. It opened fine, played around with it a bit, it crashed and now won't reopen, despite restarting and reinstalling (unarchived and replaced). Any suggestions?
Quote: Problem signature: Problem Event Name:BEX Application Name:TriExporter 2009.exe Application Version:0.4.1.5 Application Timestamp:47821992 Fault Module Name:TriExporter 2009.exe Fault Module Version:0.4.1.5 Fault Module Timestamp:47821992 Exception Offset:00029bad Exception Code:c000000d Exception Data:00000000 OS Version:6.0.6001.2.1.0.256.1
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DiLantius
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Posted - 2009.04.17 20:34:00 -
[652]
And... got it to work by nixing the regedit entry.
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Cayth
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Posted - 2009.04.20 18:44:00 -
[653]
Can someone try to explain to me how to dump the compiled shaders and get them to work in 3dsmax? I've dumped the entire shader directory, but the individual shaders in the paths referenced by the .red files don't seem to work...(little experience working with game shaders)
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Kyoko Sakoda
Caldari Veto. Veto Corp
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Posted - 2009.04.27 01:45:00 -
[654]
Edited by: Kyoko Sakoda on 27/04/2009 01:46:47
Never mind, nixing the registry key worked.
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Latest video: War Has Come (720p) |

Niru Tiara
Amarr
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Posted - 2009.05.07 07:06:00 -
[655]
It¦s possibl to extract the background of space ? Then yes where are the textures???
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Davik Rendar
NQX Innovations
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Posted - 2009.05.08 05:50:00 -
[656]
res/texture/nebula/ and res/dx9/scene/wormholes/
ATI CubeMapGen is really handy for loading/previewing/converting the cube maps that you export from EFT and its free \o/
Eve Online Ship Chart - Apocrypha Edition |

Captain Powers
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Posted - 2009.05.08 19:39:00 -
[657]
Btw, thanks to everyone that has posted to this thread. Based on this thread, I set out to use Gimp and Blender to work with TriExporter. I'm almost got it working except the trick to generating the correct colors for the texture maps.
Maybe it's due to no experience with Gimp but I can now separate the different RGBA channels and recompose them ( kept trying Recompose, just had to use the silly compose feature to put the different channels back into one RGBA layer. I believe the values in the red files for textures is value 0 to 1 ( 0 to 255 converted for Gimp ).
I first tried to paint the colors I needed over the blue channel but I can not for the life of me figure how to blend ( not using blender3D ) the image with the color to obtain the final image I can pull into Blender 3D for rendering.
Since I can now play with the different channels, I can create layers or textures for generating refections, transparent, etc with Blender. But creating accurate colors with Blender is escaping me based on what I have read. I don't have access to Photoshop and I'm so close to getting to work, just need some ideas or corrections of my bad assumptions.
Thanks ahead of time and great work everyone. (I'll update this link later with information and images)
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Jmarr Hyrgund
Imperial Shipment
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Posted - 2009.05.09 10:06:00 -
[658]
A couple of questions:
I'm using 3ds max with models exported from tri-exporter and would like to know..
1- Where are the turret textures kept? I've found the models but the only other files in the folder with the models are .red files. If someone can point me at the textures I'd be most grateful.
2- If someone could tell me where I can find a tutorial for making little point lights in max (for the blinky running lights), that'd be great too :)
Pirate - Blogger - Rifter Pilot |

Davik Rendar
NQX Innovations
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Posted - 2009.05.09 10:42:00 -
[659]
Originally by: Captain Powers I'm almost got it working except the trick to generating the correct colors for the texture maps.
Dude, that punisher is looking pretty awesome.
The alpha channel in the "_p" file is used for colouring the base "_d" texture. Basically what you will need to do is colour it according to the info in the .red file. The RGB info under the "MaterialDiffuseColor" entry is the colour you should change the black area in the "_p" alpha to. The RGB info under the "MaskDiffuseColor" entry is the colour you should change the white area in the "_p" alpha to. See if GIMP has a "Gradient Map" filter or something like that for recolouring the "_p" alpha channel once you've extracted it. Set up the recoloured "_p" alpha channel as a second layer over the "_d" texture and set it to "overlay" blend mode.
Hopefully that should be of help 
Originally by: Jmarr Hyrgund Where are the turret textures kept? I've found the models but the only other files in the folder with the models are .red files. If someone can point me at the textures I'd be most grateful.
res/dx9/texture/global/ and I think most of the turrets use the "universaltech_" textures
Eve Online Ship Chart - Apocrypha Edition |

Beor0d
Congregatio Majesta Empire
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Posted - 2009.05.10 14:14:00 -
[660]
Can I run this on a mac too? _______________________ Current projects by EVE players |
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