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Thread Statistics | Show CCP posts - 1 post(s) |

Zaiyo Modi
Minmatar Republic University
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Posted - 2009.05.10 15:28:00 -
[661]
I don't want to sound noobish, but if someone could give a summary as to how useful the TriExporter is for exporting the models and maybe extract the textures for use with a 3d application, I would appreciate it.
What would be interesting to get a summary of, is what TriExporter can and cannot do when extracting and exporting models and textures.
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Captain Powers
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Posted - 2009.05.10 18:53:00 -
[662]
Ok, still working with the Punisher as my test subject. I improved the color mapping with reversing the one alpha mask from the _p file. I reversed the map and then inverted the map in Gimp ( I'll give a detailed run down soon once I have this process nailed ).
Problem is I can not figure out where the silver coloring is coming from. I am guessing some of the silver look is derived by applying the alpha map from the _ngs contained in the blue channel to get the specular values ( reflective look ). But when I rotate the model around, there appears to be genuine silver within the color map in the game. I look all over the red file for it but I don't find anything remotely to silver ( I'm guessing something like 0.752941 0.752941 0.752941 for the silver color or maybe higher ).
Here is the improved Blender 3D render Blender Punisher
Here is the in game image In game Punisher
I know I've still got to apply the alpha channel from the _ngs file to get the displacement mapping correct so the little details will snap into view also. Trying to figure this out a step at a time.
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Jmarr Hyrgund
Imperial Shipment
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Posted - 2009.05.12 18:44:00 -
[663]
I would guess that the silvery colouring on the punisher is from the specularity (how much the surface reflects the environment and how it reflects the environment) part of the texture which if I remember correctly is the alpha channel of the *_ngs_*.dds file. I'm still trying to sort out how all this works myself so someone else will probably be better able to explain it than me.
Using the ship viewer will have the silver bits reflect the environment fromt he ship viewer, these bits should look different when actually in space as you move between systems with different coloured stars and environments.
Also if anyone can help with getting environment maps and engine trails looking right in Maya that'd be great :)
Pirate - Blogger - Rifter Pilot |

Davik Rendar
NQX Innovations
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Posted - 2009.05.14 04:32:00 -
[664]
Edited by: Davik Rendar on 14/05/2009 04:33:06
Originally by: Captain Powers I improved the color mapping with reversing the one alpha mask from the _p file.
Oh, I forgot just the RGB channel of the _p texture is the paint/colouring map. Although I think it is also in the alpha.
Originally by: Captain Powers Problem is I can not figure out where the silver coloring is coming from. I am guessing some of the silver look is derived by applying the alpha map from the _ngs contained in the blue channel to get the specular values ( reflective look ). But when I rotate the model around, there appears to be genuine silver within the color map in the game. I look all over the red file for it but I don't find anything remotely to silver ( I'm guessing something like 0.752941 0.752941 0.752941 for the silver color or maybe higher ).
I think the silver colouring may be coming from the reflected environment map like Jmarr mentioned above, try looking at the ship in different coloured systems.
Originally by: Captain Powers I know I've still got to apply the alpha channel from the _ngs file to get the displacement mapping correct so the little details will snap into view also. Trying to figure this out a step at a time.
The _ngs texture contains info for a normal map, here's a very basic run down of how to extract it: 1. copy the green channel to the red channel 2. copy the alpha channel to the green channel 3. make the blue channel black It should end up with colours like this
Eve Online Ship Chart - Apocrypha Edition |

Captain Powers
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Posted - 2009.05.15 15:42:00 -
[665]
Edited by: Captain Powers on 19/05/2009 17:29:47 Edited by: Captain Powers on 19/05/2009 17:28:26 Ok, using the _p as my mask, I used the blue channel from the _ngs to get a color with the alpha mask applied. Now I get the following:
Updated Punisher
I'm making progress. Next is to apply the fore mentioned to get the displacement mapping to work, apply running lights ( forgot them this round ) and apply the lights with a mask so they emit light. ( updated and added )
Should I create a step by step tutorial so folks will know how to use Gimp and Blender to create their own ships?
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Jmarr Hyrgund
Imperial Shipment
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Posted - 2009.05.20 12:47:00 -
[666]
Can someone point me at a decent tutorial for Maya 2009 for rendering a space scene (with planets and lit by a sun, preferably) I'm having real trouble finding one online.
Also a step by step on how to get the nebula backgrounds into maya would be good too.
Thanks in advance.
Pirate - Blogger - Rifter Pilot |

Ragnas Malor
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Posted - 2009.05.23 04:49:00 -
[667]
Does anyone know if triexporter is still available and if so where I could find it?
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Davik Rendar
NQX Innovations
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Posted - 2009.05.23 11:02:00 -
[668]
http://dl.eve-files.com/media/corp/Svenstaro/TriExporter0.4.1.0beta2.zip <- TriExporter DX9 Graphics edition - extract this version first http://dl.eve-files.com/media/corp/Xabora/TriExporter_2009.zip <- UI Update - then extract this one to the same directory, overwriting any files
As for the backgrounds: Here's the wormhole backgrounds converted to spherical maps http://dl.eve-files.com/media/corp/DavikRendar/Wormhole_Backgrounds.zip I'll try to post something up tomorrow on how to extract and convert them from TriExporter
Eve Online Ship Chart - Apocrypha Edition |

Ragnas Malor
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Posted - 2009.05.23 13:39:00 -
[669]
Originally by: Davik Rendar http://dl.eve-files.com/media/corp/Svenstaro/TriExporter0.4.1.0beta2.zip <- TriExporter DX9 Graphics edition - extract this version first http://dl.eve-files.com/media/corp/Xabora/TriExporter_2009.zip <- UI Update - then extract this one to the same directory, overwriting any files
Thanks Davik!
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Jmarr Hyrgund
Imperial Shipment
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Posted - 2009.05.25 19:20:00 -
[670]
Nice one Davik, thanks :) I'll have some example renders up soon. |

Davik Rendar
NQX Innovations
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Posted - 2009.05.27 03:05:00 -
[671]
Edited by: Davik Rendar on 27/05/2009 03:06:40 Here's how you get the backgrounds... (I've just reinstalled windows so I don't have all my apps installed yet, so some of the instructions might not be 100% correct)
Browse to the res/textures/nebula folder, extract whatever ones you want. If you cant directly apply the maps in the form they are exported in then try downloading ATI's free CubeMapGen Then load the images into it and export them as either a cube cross or a collection of separate images for each cubemap face. (You might have to play around with the export settings a bit to get it exporting at full res properly) I use a plugin in Cinema 4D to convert the exported cube cross into a spherical map. If you don't have Cinema 4D and need a spherical map then I think HDR Shop has a feature for converting panoramas; "Panoramic Transformations" or something like that.
Eve Online Ship Chart - Apocrypha Edition |

Sierra X117
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Posted - 2009.05.30 21:04:00 -
[672]
well i am an After effects person and have little experience with da 3d modeling, (know the basics in 3ds max 2010), iv been wanting to make a real good looking clip for eve with actual human actors and other stuff as well. could somebody please post either a coherent tutorial to get the eve ships ready for rendering on 3DS or upload some .ZIPs with the objects and textures that you have already done? I know this might not be much but ill definitely put your name up on the credits for da clip.
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Siramar Thi
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Posted - 2009.06.06 02:26:00 -
[673]
So, hate to sound like a total noob, but is it within the realm of possibility for someone with little modeling experience to use Triexporter and Pepakura to make a 3D paper model? I know there are some awesome pics in flickr of paper models. So is there a nice guide or something? I see various instructions here and things seem pretty technical. Any info would be lovely, thanks much in advance.
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Quantar Raalsken
Gallente
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Posted - 2009.06.07 23:45:00 -
[674]
Originally by: Siramar Thi So, hate to sound like a total noob, but is it within the realm of possibility for someone with little modeling experience to use Triexporter and Pepakura to make a 3D paper model? I know there are some awesome pics in flickr of paper models. So is there a nice guide or something? I see various instructions here and things seem pretty technical. Any info would be lovely, thanks much in advance.
id say it should be easy :P
i remember a really well done vexor a while ago done with Pepakua |

UtterChaotic
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Posted - 2009.06.09 17:25:00 -
[675]
Hey I donno if someone has already posted this but I have done a bit of research on normal mapping in Maya cause I am making a short film with the eve space ships and I have found a site with a maya 6.0 scene that has a shading network for normal mapping. Ill link below. Also I seem to have gotten the ships to look pretty good in maya so if anyone wants any help just let me know ;).
http://www.headus.com/au/samples/norm-MR/ - Normal Map Scene File MAYA |

Revanzz
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Posted - 2009.06.14 04:51:00 -
[676]
i would love to know how to make red channel green channel and alpha to green ext, in gimp been trying to figure it our for hours. some other things i would like to know but 1 step at a time. |

Keira Xi'Tral
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Posted - 2009.06.17 12:05:00 -
[677]
Edited by: Keira Xi''Tral on 17/06/2009 12:06:07 Davik if you could come up with a great tutorial starting with exporting the files with TriExporter, converting the images in Photoshop, and importing / rendering in C4D - complete with screenshots, I'd be willing to throw you a few hundred million ISK... |

Kamikazie
Amarr AWE Corporation Intrepid Crossing
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Posted - 2009.06.23 03:08:00 -
[678]
You can contact me ingame, I can help people with 3DSMax and Maya rendering and settings for those programs free of charge but tips always welcome. Also I can convert you out 3d formats or files for almost any 3d program including some 2D such as Photoshop.
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Jacob Mei
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Posted - 2009.06.23 17:32:00 -
[679]
Does this tool display the classic or prem graphics now? |

Quantar Raalsken
Gallente
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Posted - 2009.06.26 23:37:00 -
[680]
Originally by: Jacob Mei Does this tool display the classic or prem graphics now?
the TriExporter pulls the models right from the game assets themselves....if it could see classic content then CCP just wasted ur HD space with unused content lol
======= Homeworld Hamachi Network
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Captain Powers
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Posted - 2009.06.30 17:16:00 -
[681]
Edited by: Captain Powers on 30/06/2009 17:19:45 Ok, been enjoying creating items within Blender. So I wanted to see how it would look in the real world...
T3 Cruiser
I'm working on the next one to make it even better. I am enjoying this.
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Kaylan Jahlar
Minmatar Industrial Limited
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Posted - 2009.06.30 20:33:00 -
[682]
Could we get a tutorial on how to properly render a model using Tri Exporter?
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Rilwar
BlackStar Industrial
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Posted - 2009.06.30 21:51:00 -
[683]
Originally by: Kaylan Jahlar Could we get a tutorial on how to properly render a model using Tri Exporter?
Triexporter doesn't render for you.
It simply provides a way to export the ship models and textures from the format used by EVE to more standard formats that can be used by a whole mess of applications.
Your quest to make your own ship chart isn't going to be easy, and you're not going to find any tutorials on how to do it, you're going to have to learn the methods and do it yourself...

Mitnal was here. |

Kaylan Jahlar
Minmatar Industrial Limited
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Posted - 2009.06.30 22:15:00 -
[684]
Edited by: Kaylan Jahlar on 30/06/2009 22:18:21
Originally by: Rilwar
Originally by: Kaylan Jahlar Could we get a tutorial on how to properly render a model using Tri Exporter?
Triexporter doesn't render for you.
It simply provides a way to export the ship models and textures from the format used by EVE to more standard formats that can be used by a whole mess of applications.
Your quest to make your own ship chart isn't going to be easy, and you're not going to find any tutorials on how to do it, you're going to have to learn the methods and do it yourself...
I know all that, I know what TriExporter is. I'm asking for a simple tutorial that will show me how I can use TriExporter to export the models, and THEN render it in another program.
learning this kind of stuff on my own is not easy at all. People go to school to learn this stuff, which is why I asked for a simple tutorial showing nothing but what I need to know, step by step.
I'm already familiar with Photoshop (having learned it in college), but I've never worked with 3D programs before.
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.07.01 05:00:00 -
[685]
I'll look at writing a tutorial, depends how much work it will be though. No promises, kk?
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1043958Eve Online Ship Chart - Apocrypha Edi |

Kamikazie
Amarr AWE Corporation Intrepid Crossing
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Posted - 2009.07.01 08:37:00 -
[686]
Edited by: Kamikazie on 01/07/2009 08:39:50 Go download and install the following before you begin this.
http://developer.nvidia.com/object/nv_texture_tools.html I used the following tools installed and Adobe CS4 Photoshop Extended. Adobe Photoshop Normal Map and DDS Authoring Plug-ins DDS Thumbnail Viewer
A break down of Tri Exporter before starting: http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/TriExporterBreakdown.jpg
To export out of TriExporter do the following Launch the program and Navigate to the following menu once you point the program to your EVE folder res > dx9 > model > ship. Everything resides from here on in to make the ships exported. Lets start with a simple one. Click on amarr and expand that, then click on ac3 and expand that. Lets break down what file extensions mean. *.red - Animation *.gr2 û the model file to use *_lowdetail.gr2 û the lower resolution version of the aforementioned file *_D.dds û color map of the model *_ngs.dds û normal map of the model *_p.dds û I have no Idea maybe a specular map. Ship class naming conventions # - Denotes the tier B û Battleship Bc û Battle Cruiser C û Cruiser Ca û Carrier (Note: Tier 1 and 2 are not always carrier and mom in that order, sometimes they are reversed.) De - Destroyer Dn - Dreadnought F_p û F - Frigate Fr - freightor *x û the ôxö denotes Faction I - Industrial Shuttle - Shuttle T - Titan
To get started double click on the ac3_mod2shape.gr2 you now have the ugly model shown below. LetÆs beautify it.
We will need to apply both the sets of textures, _d.dds and _ngs.dds for the ship to be complete. You will need to repeat this step again for the _ngs.dds as I am only going to cover the _d.dds. Look on the TriExporter and see how many UV Maps this ship has applied to it. Spam click on the ac3_tex_d.dds file until it is listed three times in the Model Texture List. The ship is now textured. Time to Export the Model and Textures.
http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/TriExporterExport.jpg
Create a folder on your desktop and name it ôAugororö click in TriExporter File > Export Tri-Model Select the File type OBJ from the drop down box and name it ôAugororö, press save. You now should have four files in that folder: Ac3.tex_d.dds, Augoror.mtl, Ac3.tex_ngs.dds and Augoror.obj. Please note that there may be multiple textures per model and this guide assumes there is only one. Each Texture must be exported in order for the finished product to actually be textured. Repeat these steps until they are all exported. This is for both the _d.dds and the _ngs.dds
Close TriExporter
At this point if you do not use the Adobe CS4 Photoshop Extended tools then you will be lost. Open both the dds files and click yes to the popup donÆt change any settings despite the urge to.
http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/ddsimport.jpg
Click image > Image rotation > Flip Canvas Vertical.
http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/ddsimport.jpg
Now click Window > Channels and in the Channels pane we will delete the Alpha by dragging it into the trash can Icon.
Before http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/channelsphotoshopwithalpha.jpg
After http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/channelsphotoshopwithoutalpha.jpg
We now will save these out as Targas, so do File > Save as and select from the drop down box near the bottom Targa. Please make sure you select 32bits/pixel and uncheck the box for compression. Repeat these steps again for the remainder of the texture Files.
http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/saveasphotoshop.jpg
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Kamikazie
Amarr AWE Corporation Intrepid Crossing
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Posted - 2009.07.01 08:41:00 -
[687]
Edited by: Kamikazie on 01/07/2009 08:44:47 You now have something ready to put into a 3D software, check back soon for a video tutorial on inserting them into Maya 2008. The tutorial will work for any version and other 3D software will work you just need a basic understanding of the softwareÆs texturing and rendering capabilities.
If you like this tutorial send some isk, I can spend less time ratting and more time filming the video tutorial on configuring renderer's and setting up a scene for it.
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Kaylan Jahlar
Minmatar Industrial Limited
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Posted - 2009.07.01 17:07:00 -
[688]
Originally by: Kamikazie Edited by: Kamikazie on 01/07/2009 08:44:47 You now have something ready to put into a 3D software, check back soon for a video tutorial on inserting them into Maya 2008. The tutorial will work for any version and other 3D software will work you just need a basic understanding of the softwareÆs texturing and rendering capabilities.
If you like this tutorial send some isk, I can spend less time ratting and more time filming the video tutorial on configuring renderer's and setting up a scene for it.
Wow thanks a million Kamikazie. The tutorial is very clear and easy to follow. I had no trouble at all.
I started watching those Maya 2009 tutorial videos I told you about yesterday and they are very nicely done. If you make a quick video tutorial to insert the textures in Maya the way you did them, I should be all set to do it all myself!
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Therow
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Posted - 2009.07.03 06:27:00 -
[689]
I'm new to the whole Tri-Exporter and 3D Model thing however, I am taking an independent Studies in college in which i intend to make a fan video.
With this said, could someone tell me a list of all the things ill need to export the files to Maya?
Also, how do i view the .red and .blue files and what would their uses be?
Last thing i suppose, the environments. Such as the nebula and what not.
Also, are there any tutorials out there on this subject that could help me improve or understand what im doing?
Hehe, thanks!
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Kovid
Reaper Industries
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Posted - 2009.07.04 13:20:00 -
[690]
I've been attempting to use Maya to render and I've made progress. The biggest roadblock at the moment is not understanding how to use the use the texture maps correctly. I can render a ship just fine but I want to get the windows and blinky lights all over them on as well. And while I can see the alpha channel in Photoshop in the dds file I am unsure how to use it in Maya. In fact when I show the alpha channel in Maya I don't notice the same tiny masked space where all the lights are that I do when I look at in Photoshop.
Kamikazie has a nice guide for the first part but it actually confuses me a bit more since he removes the alpha channel in the d.dds file that has the light maps.
Either way if anyone could be a bit more specific on how to work the texture maps I would be greatly appreciated as now I can't get it out of my head wanting to do it.
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