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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Scopex Novita
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Posted - 2009.07.10 11:14:00 -
[691]
This tool is pretty easy to use and I figured out how to get it all into 3dsmax.
My problem now is that it's started crashing on launch. I figured this is due to a registry entry as reinstalling it won't fix it.
Where can I find the entry to delete it so I can use it again?
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.07.11 00:43:00 -
[692]
HKEY_CURRENT_USER -> Software -> TriExporter
just change the value data to C:\Program Files\CCP\EVE (or wherever your eve directory is) and then it should run fine.
Eve Online Ship Chart - Apocrypha Edition |
Bobbechk
The Illuminati. Pandemic Legion
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Posted - 2009.07.11 10:59:00 -
[693]
So sorry i probably missed this somewhere else in the thread but is there a good guide to getting the textures work with 3DSmax anywhere?
Im having some trouble with it and from what i found in this thread so far the problem is basicly that the textures are flipped upside down?
this is what i do in 3dsmax:
-Import .obj file created with triexporter -creates UVW map for the object -creates a material with .dds texture file as skin -randomly and furiously play with the UVW scale and flipping them around. -drinks another coffee while writing this desperate post
Basicly im really bad at textures and has never worked with any before so i might need some help here
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Skyrom
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Posted - 2009.07.11 21:57:00 -
[694]
Hi
I'm having an odd problem.
When i go to res->model->ship here are my choices
booster gallente minmitar trail
Where is caldari??
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Kamikazie
Amarr AWE Corporation Intrepid Crossing
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Posted - 2009.07.12 06:17:00 -
[695]
Correct path is res > dx9 > model > ship
Augoror texture is upside down and you did not follow my directions and flip the .dds file. flip vertically your UV map or the texture again and do just either or that flip of texture or map.
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Skyrom
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Posted - 2009.07.12 14:26:00 -
[696]
Edited by: Skyrom on 12/07/2009 14:27:47
Originally by: Kamikazie Correct path is res > dx9 > model > ship
Augoror texture is upside down and you did not follow my directions and flip the .dds file. flip vertically your UV map or the texture again and do just either or that flip of texture or map.
Yeah i did follow the flipping. It worked fine on the gb1 model ( except for id=4 which didnt match perfectly for some reason? ). Now i just have to figure out how to put the eve backgroudns in maya/3ds max.
Also how do we get the on ship lights to show up? ( in 3ds or Maya )
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T'Amber
starvald emurlahn
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Posted - 2009.07.17 05:00:00 -
[697]
Hey everyone, theres alot of posts in here to search through, so excuse me if this has been answered.
Has anyone succesfully extracted and rendered any t2 models... if so contact me ingame pls :)
Thanks! T
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T'Amber
starvald emurlahn
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Posted - 2009.07.19 07:17:00 -
[698]
Edited by: T''Amber on 19/07/2009 07:18:15
:) NVM :) Found everything I needed on this page of the forum post
Heres my first render...
T
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Phi Au
Gallente Center for Advanced Studies
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Posted - 2009.07.20 07:30:00 -
[699]
TriExporter is a very handy little package.
I've been using a combo of Tri to export resources, Photoshop to extract & adjust textures, PoseRay to recombine model and textures as Moray Objects. Then MoRay and POVRay for modeling & rendering.
I have things like specular mapping, refectivity, etc down, but I'm having trouble using things like normal maps for sexy hulls and alpha channels for lighting ship windows and things.
Hence I'm considering moving to another render package. If anyone has any ideas on Moray Materials for ship lights and lit windows I'd love to hear them. Or even how to apply a normal map in MoRay. Otherwise I'll take any suggestions for better modeling and render solutions, keeping in mind that I'm fairly broke.
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Keridos
Caldari Planetary Explorations
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Posted - 2009.07.21 11:40:00 -
[700]
It took me quite a long time (about 8 hours of trial and error) to get to this result.
I used Blender for this Render (lol sounds funny). Because Blender does not really support .dds Files, I extracted the textures I needed as .tga's (normal map, bumpmap, lightmap, racecolor, texture etc.) and saved each of those as its own tga. One fine tune i made was rounding the front side of this main "bar" looking out in front of the ship" because it had ugly edges with the standard model. Now a quote how exporting the textures worked really well for me:
Originally by: Braineater Edited by: Braineater on 17/01/2008 10:55:19 Ok, that's pretty much how I did it:
Install the nVidia DDS PhotoShop Plugins from here.
Export the model under \res\dx9\model\ship\ as 3DS or OBJ. Unstuff the DDS files.
Diffuse Map:
Open mf4_tex_d.dds in Photoshop. Flip the image vertically. Then select everything, copy, and paste into a new image so the alpha channel gets removed. Save as "mf4diffuse.tga" for example.
Opacity Map:
Go back to the DDS file, open the Channels tab. Make R/G/B invisible, and select the alpha channel. Select the whole image again, copy, paste into new image. You should now have a copy of the (grayscale) alphachannel. Switch this image's mode to RGB. Now, the big white chunks are obviously the opacity mask for the antennae stuff, while the other spots are the light map. You have to make the Opacity map completely white, since black = transparent, and Eve knows to apply it to the antennae only which 3DS doesnt. Select the two chunks whith a little spare after their pointy ends, invert selection, fill white. Should look like this. Save as mf4opacity.tga.
Light Map:
For the light map, you remove the large white opacity junks and leave everything else. Create a new layer, set it's mode to multiply and fill it with a color of your choice as to tint the light map. Like so, which should result in something like this. Save as mf4light.tga. If needed, either create a mask for the light map by removing the coloring layer and cranking the brightness way up, or delete everything that is black and create an alpha channel.
Bump Map:
Open mf4_tex_ngs.dds, flip it vertically. Now select only the Blue channel, copy it to a new image and save as mf4bump.tga.
Normal Map:
The normal map can be constructed by creating a new RGB image. The blue channel stays black, the green channel is the green channel from mf4_tex_ngs.dds and the red channel is the alpha from mf4_tex_ngs.dds. Looks like that. Additionaly, you can copy mf4_tex_ngs.dds's blue channel to the normal map's blue channel, which controls vertical offset. This will add more geometry, but also appears to look quite nice.
If you need help in using those maps, tell me... I'll write that up too. A hint: Using VRay, set the IOR to 1.0 as to make the transparent areas really transparent. To use the normal map, create a Normal Bump in the main material's bump slot. It has two slots, on for the bump and one for the normal map.
Just do it as Braineater described it, works pretty good.
If i get a bit more time i may even post a tutorial for it (with Blender) but that may take some time.
So far, Greetings Keridos
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Phi Au
Gallente Center for Advanced Studies
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Posted - 2009.07.22 07:42:00 -
[701]
Well I bit the bullet and moved to 3Ds Max 9. (It's a tax writeoff anyway)
took me a bit to figure out the ship lights with self illumination, enabling the colour map and setting the bump to 3 (so they show up in no light conditions)
Still trying to get used to spotlights and particle effects for the jets, but the model has been smoothed nicely ... but this is what I have so far.
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Jessica Jennings
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Posted - 2009.07.25 00:05:00 -
[702]
Hi all
Is there an easy way to export the capitals and have them split into material groups for 3ds Max 2009?
If not, could someone provide me with the Rorqual model either in .obj or .3ds whichever is easiest (the Nyx model i used from this post was a .obj model that was split up into material groups.)
Thanks in advance
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Moissac
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Posted - 2009.07.25 11:11:00 -
[703]
Edited by: Moissac on 25/07/2009 11:15:11 here some test done with Blender and using texture node. The result seems good but the normal map is a bit strange compared to the traditionnal normal map used as a simple texture image. The good thing with texture node is that you can macroed the texture work : do all the transformation in a single pass
oneiros2 oneiros
gallente shuttle
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TwitchOfEVE
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Posted - 2009.07.30 22:48:00 -
[704]
cool. you guys are doin some good models.
has anyone figured out how the .sm files work ? i think they are compiled .fx files. some of the fx files include other fx files that dont exist. i bet they are the .sm files.
sm=shader model ?
anyone know if i can decode these files ? |
Commander Kurupt
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Posted - 2009.08.02 07:12:00 -
[705]
ok guys and gals i'm interseted in using triexporter to rip and import the models into 3dsmax 2009 but two things are stopping me one i cant get triexporter to work where should i put it, as the version i have doesnt work when i run it any help would be greatful just incase you need to know i use 32bit windows vista with 2gb ram
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.08.02 23:47:00 -
[706]
Edited by: Davik Rendar on 02/08/2009 23:49:35
Originally by: Commander Kurupt ok guys and gals i'm interseted in using triexporter to rip and import the models into 3dsmax 2009 but two things are stopping me one i cant get triexporter to work where should i put it, as the version i have doesnt work when i run it any help would be greatful just incase you need to know i use 32bit windows vista with 2gb ram
Only thing I can think of is to try checking that the registry entry is correct Have a look at this post
And check that you've got the correct version, I posted the correct links a couple of pages back EDIT: updated download links post
Eve Online Ship Chart - Apocrypha Edition |
Therow
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Posted - 2009.08.04 22:49:00 -
[707]
So, i finely got the models unpacked, with the textures, converted the textures to targa(Without the alpha channel), and now i seem to be lacking a little bit, in some areas.
1) What is the green map used for? Ambient? The black map? I dunno what these two are for, outside of the normal texture map.
2) How do i unpack the .red and the .blue? Are these animated files? What programs would i need in order to unpack them, and view them?
3) Now that i have the ships imported to Maya, with the textures properly aligned and all that jazz, how do i bump up the rendering, to be really high quality? (Would i need to paint over the polygons my self using Zbrush or something?)
-Thanks in advance
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TwitchOfEVE
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Posted - 2009.08.05 03:34:00 -
[708]
1) the .blue files are binary, i dont think we can use them, i think they are the format used before we went to diretx 9
the .red files are the new ones we use. open them in note pad.
they have color codes like this 0.2392157, 0.2392157, 0.2392157 i cant figure out what color format that is.
2) you need to get the normal map. its made from 3 channels of that greeny texture. its explained in here how to do it.
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Therow
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Posted - 2009.08.05 17:25:00 -
[709]
Originally by: TwitchOfEVE 1)they have color codes like this 0.2392157, 0.2392157, 0.2392157 i cant figure out what color format that is.
2) you need to get the normal map. its made from 3 channels of that greeny texture. its explained in here how to do it.
1) If i open them in note pad, how can i turn around and use them? I mean they need to have in the client, the affects such as lasers, and sun animations, right? (I was reading about how to extract the green map, and i must admit, at fist i just glanced over it. Though now it makes a little bit of sense =x )
I also would like to know if using 3ds would be better than Maya for these models, since Maya often times handles bump, and diffuse differently than 3ds.
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Bassarid
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Posted - 2009.08.09 21:13:00 -
[710]
Can anyone give me a rundown on how i do render EVe-models using 3dsmax 2010 ?
Steps i have taken: 1. Go into TriExporter2009, take the ship i`d like to render (in my case Erebus. Select the shape, add the 4 textures to it. Click on export and export to *.obj-File. 2. Load obj-File into 3dsmax --> I get 4 windows, 3 with grids and one showing the ship with textures. 3. Go to render and render the ship. 4. get a white shape form
Where am i going wrong ?
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red righthand
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Posted - 2009.08.10 12:03:00 -
[711]
Hey, first up, cool program. Cant wait to get started on my custom skins.
However ive had a problem with my graphics card or drivers recently, since a blackout, i can not get it to show anything above 1024x768 (well i can on my little lcd moniter, but it requires trickery and the pixels distort, and the monitor tells me the signal is out of range).
But annnyway, at this resolution i can't view "remove" textures button.
This shouldn't stop me from using the program, i was just wondering if anyone knew a work-around?
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Therow
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Posted - 2009.08.15 22:56:00 -
[712]
Originally by: Therow
Originally by: TwitchOfEVE 1)they have color codes like this 0.2392157, 0.2392157, 0.2392157 i cant figure out what color format that is.
2) you need to get the normal map. its made from 3 channels of that greeny texture. its explained in here how to do it.
1) If i open them in note pad, how can i turn around and use them? I mean they need to have in the client, the affects such as lasers, and sun animations, right? (I was reading about how to extract the green map, and i must admit, at fist i just glanced over it. Though now it makes a little bit of sense =x )
I also would like to know if using 3ds would be better than Maya for these models, since Maya often times handles bump, and diffuse differently than 3ds.
Could someone please clarify ^
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Mashie Saldana
BFG Tech
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Posted - 2009.08.19 17:44:00 -
[713]
Do anyone fancy the challence of extracting the new pod that is in the sisi client?
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king jks
tr0pa de elite Triumvirate.
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Posted - 2009.08.20 17:07:00 -
[714]
Originally by: Mashie Saldana Do anyone fancy the challence of extracting the new pod that is in the sisi client?
Please visit your user settings to re-enable images. |
niroshido
Caldari Madhatters Inc. The Initiative.
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Posted - 2009.08.23 14:06:00 -
[715]
Hey all. I am having difficulty using this package.
I have windows XP media center edition, Quad core processor (pentium))
i am getting (TriExporter.exe has encountered a problem and needs to close. we are sorry for the inconvenience.) i managed to bypass it, by "run as: " but i get errors such as browse for folder Desktop in accessable Access is denied.
any help regarding this would be appreciated, i also created a reg file called TriExporter_Fix.reg as recommended earlier in this topic, but this has done nothing.
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Quantar Raalsken
Gallente
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Posted - 2009.08.25 01:19:00 -
[716]
Originally by: niroshido Hey all. I am having difficulty using this package.
I have windows XP media center edition, Quad core processor (pentium))
i am getting (TriExporter.exe has encountered a problem and needs to close. we are sorry for the inconvenience.) i managed to bypass it, by "run as: " but i get errors such as browse for folder Desktop in accessable Access is denied.
any help regarding this would be appreciated, i also created a reg file called TriExporter_Fix.reg as recommended earlier in this topic, but this has done nothing.
dont recreate the registry file but go edit it =======
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niroshido
Caldari Madhatters Inc. The Initiative.
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Posted - 2009.08.28 23:57:00 -
[717]
Originally by: Quantar Raalsken
Originally by: niroshido Hey all. I am having difficulty using this package.
I have windows XP media center edition, Quad core processor (pentium))
i am getting (TriExporter.exe has encountered a problem and needs to close. we are sorry for the inconvenience.) i managed to bypass it, by "run as: " but i get errors such as browse for folder Desktop in accessable Access is denied.
any help regarding this would be appreciated, i also created a reg file called TriExporter_Fix.reg as recommended earlier in this topic, but this has done nothing.
dont recreate the registry file but go edit it
tbh i dont know how to edit it, im assuming through regedit but it only seems to allow me modify the name or the binary, which is something i will avoid unless explained properly. Aside from the above i mentioned i can list a few things of which i dont understand - The instructions are simple. Load TriExporter, set file to ccp/eve, go through the res file, find models and ships. Issue here is most of the ships dont exist in this section, i cant understand it, under models/ships i find 4 folders gallente, minmatar, booster and trail and 1 file each with something like mca1 or gca1 in each of these i would have files like "pplaneshape1.gr2" or something like "locator_booster7shape.gr2", none of which are in tri format.
- i am constantly getting these "cannot access" messages etc,
-
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Atreus Tac
Blood Covenant Pandemic Legion
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Posted - 2009.08.29 00:20:00 -
[718]
I would love to ahve a go at using tri exporter, however im stuck at stage 1.
When i try to run TriExporter it doesnt go further than a error message saying it has stopped working. I highly doubt i have downloaded it wrong but it seems to make no sense.
Any help would be welcome __________________________________________________________
[16:54:07] Kopier Tante > if you got an mwd then your completly ****ed [16:54:34] Kopier Tante > you got no defence, no speed, nothing. |
Naawnn Ahren
Caldari Caldari Provisions
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Posted - 2009.08.29 20:57:00 -
[719]
Guys I am having an issue when it comes to some of the models, when I extract them from triexporter & go to import them in 3DS MAX 7 some of the model is missing. Like for example the Thanatos is missing the centre top portion (landing strip of the model).
Does anyone know why this happens & ultimately how to resolve this problem.
Thanks in advance
Naawnn
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TCL987
Gallente
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Posted - 2009.09.03 05:51:00 -
[720]
For some reason in all my renders the ship is either completely black, grey or the texture is blurry. I'm using 3Ds Max has anyone else had this problem?
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