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

Kolatha
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Posted - 2010.04.14 13:04:00 -
[781]
Originally by: Accla89 Hy@all i have @ Problem whit the TriExporter_2009, TriExporter0.4.1.0beta2 etc.
it does not show all ships
what can that be ?
Here
Tip for people new to this thread. Start at the last page and then work backwards to get the info you need. You only have to look 3 or 4 pages back to find all the instructions and information on how to use the latest version of this great little tool. You will also find nice tips and tricks on how to work with the textures, info on what all the stuff in the .blue files mean and even some starters on how to get the correct location for mount points, running lights and other effects.
Oh, and ignore the posts that say to flip the textures. The textures are fine. It is the ship models and UV co-ords that need to be flipped along the y axis. If you don't flip the model it will be the mirror image of what is in the game.
Have fun.
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Danni Arkada
Minmatar
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Posted - 2010.04.16 14:03:00 -
[782]
Not sure on that flipping, because I used almost different techniques (I don't mean to muddy the waters, here), and got good results with 3ds Max Design 2010 (just got my demo copy, and rendered these two beauties last night, tho I need to work on the animation parts now:
http://www.dreadnet.org/rendered/brutix_04.15.2010-01.png http://www.dreadnet.org/rendered/brutix_04.15.2010-02.png
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Kolatha
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Posted - 2010.04.17 03:04:00 -
[783]
Originally by: Danni Arkada Edited by: Danni Arkada on 16/04/2010 14:12:32 Not sure on that flipping, because I used almost different techniques (I don't mean to muddy the waters, here), and got good results with 3ds Max Design 2010 (just got my demo copy), and rendered these two beauties last night, tho I need to work on the animation parts now:
For the most part you won't notice on a symmetrical model like the brutix. For asymmetrical models like the incursus you will notice.
See this post and note which side the incursus's lance is on. Now go to the game and view the Incursus there, you will notice the lance is on the other side.
You will also find that if you take the models straight from TriExporter that the co-ordinates in the .blue file for things like running lights, mount points and thruster locations and other effects appear back to front (if you haven't scaled your model the co-ordinates given in the .blue file are 1 for 1 with the mesh). That's where I figured out you need to flip the UV co-ords and the model along the y axis rather than the more immediately apparent x axis.
If you've found a method the results in a correctly oriented mesh and UV co-ords then please share.
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Danni Arkada
Minmatar
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Posted - 2010.04.18 01:20:00 -
[784]
Edited by: Danni Arkada on 18/04/2010 01:22:03
Originally by: Kolatha
For the most part you won't notice on a symmetrical model like the brutix. For asymmetrical models like the incursus you will notice.
See this post and note which side the incursus's lance is on. Now go to the game and view the Incursus there, you will notice the lance is on the other side.
You will also find that if you take the models straight from TriExporter that the co-ordinates in the .blue file for things like running lights, mount points and thruster locations and other effects appear back to front (if you haven't scaled your model the co-ordinates given in the .blue file are 1 for 1 with the mesh). That's where I figured out you need to flip the UV co-ords and the model along the y axis rather than the more immediately apparent x axis.
If you've found a method the results in a correctly oriented mesh and UV co-ords then please share.
Ahh, that might be why I got away with it on the Brutix. I'm in the process of confirming the details and putting together a "how to" kind of page, that has diagrams and steps, and will give you to review to see if it makes sense.
One thing to note, the above two links were for the model and to represent a detailed rendering around that, not for any accuracy on the painting.. which is what I am trying to figure out now. I managed to get some of it (the blue section in my next link - tho I need to darken the blue more), but can't figure out the reflective aspect for the silvery regions yet, nor how to integrate the brown at the top of the Brutix.
Here's the new link:
http://www.dreadnet.org/rendered/brutix-04.16.2010-01.png
I changed three things: The lightmap is much brighter now, as well as the opacity is correct (was using the wrong map), and finally the paint (_p.dds) file is being correctly loaded for the blue, but need to figure out how to tag the tail grill (that's whitish grey atm) before that part works completely.
The black scaring in the blue sections are in fact part of the paint texture, but are quite blurred out in game vs in a detailed rendering like that.
Also, I've not been able to open any of the blue files, but the red files are completely readable in a text editor, tho I'm still working my way through understanding those.
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Don Kiote
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Posted - 2010.04.21 03:32:00 -
[785]
Wow you guys are good at this stuff lol!! Is there anywhere we can make requests for wallpapers to be made? I'd love to have a decent Hurricane Vagabond or Tempest wallpaper whipped up. The ones CCP has are trash!
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Davik Rendar
ANZAC ALLIANCE IT Alliance
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Posted - 2010.04.21 23:58:00 -
[786]
Yea, I have to agree with you there, CCP really doesn't put much effort into their wallpapers. I have done a couple of Wallpapers in the past:
Gallente Navy (I did the navy camo Dominix first ) Rifters (mostly unfinished, just playing around with renders)
I've got a couple more "polished" wallpapers in the works, and then I was thinking of accepting custom wallpaper requests, possibly custom shipcharts as well.
Eve Online Ship Chart |

Don Kiote
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Posted - 2010.04.22 00:08:00 -
[787]
Edited by: Don Kiote on 22/04/2010 00:12:09 I really like that Rifter one. If you could have a Minmatar logo and Minmatar written in a corner or something that'd a wikkid wallpaper! Awesome work dude! I wanted to try that but I can't even get Triexporter to work nvm tweaking the textures and all that ****.
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Max Hardcase
Art of War Cult of War
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Posted - 2010.04.22 19:18:00 -
[788]
Edited by: Max Hardcase on 22/04/2010 19:21:28
Originally by: Davik Rendar Yea, I have to agree with you there, CCP really doesn't put much effort into their wallpapers. I have done a couple of Wallpapers in the past:
Gallente Navy (I did the navy camo Dominix first ) Rifters (mostly unfinished, just playing around with renders)
I've got a couple more "polished" wallpapers in the works, and then I was thinking of accepting custom wallpaper requests, possibly custom shipcharts as well.
I could think of nice animation sequence based on that rifter shot.... Have them making a strafing run on the lead Apoc while dodging Tachyon / Mega pulse laser fire originating from the Apocs (add a barrel roll around a Tach blast). You'd need to add turrets obviously.
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Davik Rendar
ANZAC ALLIANCE IT Alliance
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Posted - 2010.04.23 04:03:00 -
[789]
Yea, I've had a few ideas for animated sequences, maybe one day in the future when I have a bit of time.
Unfortunately at the moment I can't do any 3D work. I installed a new hard drive in my laptop and now Cinema 4D (3D app I use) installs, but just won't launch for some unknown reason. Still looking for a solution, but so far no luck, hopefully I'll get it sorted soon.
Eve Online Ship Chart |

Anigo Montioa
Minmatar
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Posted - 2010.04.30 00:20:00 -
[790]
I feel like an idiot for asking this, but I can't figure out how to get the running lights to show during the rendering process. (Using Vray and 3ds Max). I used to be able to do it, but I completely forgot how at this point, since it's been so long. I've got a Composite texture set up at the moment. Base is VrayMtl with diffuse/normal/opacity etc. Material 1 is a VrayLightMtl with the light texture in place. Using a texture in the opacity doesn't seem to help. (I have tried inverted and none, nothing.) I've heard I should use a VrayBlendMtl but I only have a Blend, and that doesn't seem to be working either, though I may be setting it up incorrectly.
I obtained my textures with the method on page 10, so I know it's not that.
Thanks a bunch for reading and helping!
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Xyla Kador
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Posted - 2010.05.01 17:40:00 -
[791]
Originally by: Arous Drephius
Originally by: Kolatha
Originally by: Arous Drephius Is it possible to extract the Sleeper icons from the client? If so, where are they?
If you mean the icons for the sleeper salvage then you might try looking under
res>ui>texture>icons
there are a whole host of icons in there and I'm pretty sure I saw some sleeper stuff when I was poking about in there.
No, I meant the images for the actual Sleeper NPCs.
Davik Rendar: Thanks for that. I was hoping there'd be a better way though :(
from what i can tell is that all the ship icons (the ones u see at the info window) are all rendered separately, they arent static pictures that are saved somewhere, this is why u see some ships covered in a bright flash, cause the renderer took the pic right when the lights flashed on
ull also notice that with lesser shader setting the ship icon will also change to reflect this
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Wild Rho
Amarr Sniggerdly
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Posted - 2010.05.03 16:06:00 -
[792]
I've read through the previous posts but I haven't been able to find the answers I'm looking for so far (or at least not explained at my current level of understanding).
So first off I am very knew to rendering in general (as in just started a week ago) so alot of the technical terminology isn't familiar to me yet but I'm trying to teach myself as I go. I'm working through the blender tutorials when I get the chance and have read up on what guides I can find (although alot of it has gone over my head so far).
Software I'm using: - Triexplorer V0.4.1.5beta - GIMP V2.6.8 - Blender 2.49b
So far I have worked out how to extract the models in triexplorer as .obj files and have successfully been able to load it into blender. I was able to extract a texture from one of the files (I can't actually remember which one) and was able to apply it to the UV map of the model and produce a simple render. Punisher
Right now I'm trying to learn about the different textures. Could someone explain what the different texture layers mean and do? Also would it be possible to get a guide or directions on how to extract the textures in GIMP (with what file formats to use etc) and how to apply them to the model in blender?
Thanks.
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Kari Trace
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Posted - 2010.05.05 05:35:00 -
[793]
Ok,first things first: AMAZING WORK you guys are all doing here! Just WOW!
After seeing this thread I decided to start pulling ships out, texturing them and start creating short videos using the models.
However, for the life of me I can not get the window/portal lights to show in 3Ds Max (V2010). I import as OBJs (all textures changed to TGAs). I even have the bump mapping working pretty decently. And everything thing seems to be working properly. I even added multiply layers to the window textures and brightened it WAY up, but no dice for me...
Would anyone be kind enough to tell em what I am doing wrong here? I've spent three days pouring over this thread and researching this issue but to no avail.
Thank you in advance, and fly safe.
3DS/OBJ/Texture file here
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Grrrrrrrre
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Posted - 2010.05.05 20:00:00 -
[794]
Hello All
I need some help with getting the models and more to the point the textures to work in Maya. I have got the models to import and have the texture map. But i can not get the map to apply.
I suspect that the problem may be that the instructions say that in blender and 3ds you have 5 sections to a ship and you have to apply the map to each section. In maya i am only getting the 1 sections. This is using the vexor btw.
I also read the devblog about how they intend to change the texturing system used. how will this effect extracting?
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Anigo Montioa
Minmatar
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Posted - 2010.05.05 23:34:00 -
[795]
Originally by: Kari Trace Ok,first things first: AMAZING WORK you guys are all doing here! Just WOW!
After seeing this thread I decided to start pulling ships out, texturing them and start creating short videos using the models.
However, for the life of me I can not get the window/portal lights to show in 3Ds Max (V2010). I import as OBJs (all textures changed to TGAs). I even have the bump mapping working pretty decently. And everything thing seems to be working properly. I even added multiply layers to the window textures and brightened it WAY up, but no dice for me...
Would anyone be kind enough to tell em what I am doing wrong here? I've spent three days pouring over this thread and researching this issue but to no avail.
Thank you in advance, and fly safe.
3DS/OBJ/Texture file here
Depends what render you are using, if it's VRay you use a VRayLight Material as a separate texture on the composite map. With default 3ds Max materials, do what you did with the composite material, with the light material, put it in the opacity map, then check the 'color' box in the 'Self-Illumination' box. I set my color to an orange usually. Then, under the composite material parent director, set the number from 100, to 150. (The number next to the Light-material channel.)
It won't look nearly as good as it would with VRay and the VRayLightMtl, but it works for what you need.
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Kari Trace
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Posted - 2010.05.06 02:23:00 -
[796]
THANK YOU!!!!! That did the trick. I would go for the better looking VRay material's but I was luck to get 3DS max.
I attached a link to the image, turned out great!
As a side note: do you know of a way to do a glow where the light map is present?
(this is a large image, it may take a moment or two to load up. (2048*1575ish) Rifter 2 : into the light.
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fairimear
Gallente Esto Perpetua BiffCo.
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Posted - 2010.05.07 12:53:00 -
[797]
Davik Rendar i was wondering if you could give some more details of the process that you went through to make your archon warp in.
I am curious to the software you have used. How you get normal maps and all the other maps that govern lighting to work properly (and how you get them out of the exported textures) and if you have assigned diffrent materials to diffrent sections of the model ect.
Bringing a type of class to PL. |

Maxsim Goratiev
Gallente Imperial Tau Syndicate Sodalitas XX
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Posted - 2010.05.12 10:55:00 -
[798]
guys- if anyone is using lightwave, do you have a comprehensive plugin that allows it to use DDS textures? Because splitting them is a pain, and i still get some maps wrong, mainly the normal.
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Mnement'h
Amarr Body Count Inc. Against ALL Authorities
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Posted - 2010.05.16 13:17:00 -
[799]
Originally by: Maxsim Goratiev guys- if anyone is using lightwave, do you have a comprehensive plugin that allows it to use DDS textures? Because splitting them is a pain, and i still get some maps wrong, mainly the normal.
evemail me in-game with your email address for a photoshop dds plug-in. You have to split the maps, no way of using dds without going insane first :) ... but I can send you shader trees and instructions on how to split the textures properly. Do not meddle in the affairs of dragons, for thou are crunchy and go well with ketchup ... |

Jadice Dreamshifter
SPORADIC MOVEMENT Cult of War
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Posted - 2010.05.16 13:59:00 -
[800]
Edited by: Jadice Dreamshifter on 16/05/2010 14:00:21
I'd greatly appreciate it if anyone could provide a link to the latest version of TriExporter and a few guidelines on how to export the models into Maya / 3dsMax, either here or ingame. Thanks.
Tried reading through the posts up till now but it's next to impossible to find something up to date.
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Cylince
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Posted - 2010.05.20 00:17:00 -
[801]
I have been trying to read through all the post to find out how to get the textures to work in C4D but haven't had any luck...anyone on here know how to do it?
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Dayfox
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Posted - 2010.05.20 10:10:00 -
[802]
Originally by: Davik Rendar Edited by: Davik Rendar on 23/04/2010 04:23:18 Yea, I've had a few ideas for animated sequences, maybe one day in the future when I have a bit of time.
Actually, as a bit of a teaser of what could eventually be made, here's a warp-in animation/render test I did not so long ago: http://dl.eve-files.com/media/corp/DavikRendar/archon_warp_in.zip And a fighter launch render I did a couple of years ago: http://dl.eve-files.com/media/corp/DavikRendar/Firbolg_launch.zip
Unfortunately at the moment I can't do any 3D work. I installed a new hard drive in my laptop and now Cinema 4D (3D app I use) installs, but just won't launch for some unknown reason. Still looking for a solution, but hopefully I'll get it sorted soon.
Davik Rendar this stuff is amazin! Iv been working on and off on this for a couple of months now, but this has just blown all my dreams out of the water! Will need to invest much more time to running lights and engines.
On another note, has anyone downloaded the Tyrannis client and tried to export the new Scorpian model? My Tri exporter is having trouble, I know they have reorganised the shader layers but I cannot load the model. 
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sedee
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Posted - 2010.05.22 16:05:00 -
[803]
eve ships to 3ds tutorial:
I put this together for myself, someone else may find it useful.
http://www.sudonet.com/?p=64
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Kambo
AWE Corporation Intrepid Crossing
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Posted - 2010.05.25 12:00:00 -
[804]
Working with 3ds max I found out the best way to make the ships... ehm... glow for lack of a better word is to use mental ray with a raytrace material and use a glow map. Here's a render I did a while back. The background is a procedural material, a mix of noise maps, self illuminating also illuminates the scene, there are no active lights.
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Davik Rendar
ANZAC ALLIANCE IT Alliance
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Posted - 2010.05.25 23:58:00 -
[805]
Originally by: fairimear Davik Rendar i was wondering if you could give some more details of the process that you went through to make your archon warp in.
I am curious to the software you have used. How you get normal maps and all the other maps that govern lighting to work properly (and how you get them out of the exported textures) and if you have assigned diffrent materials to diffrent sections of the model ect.
The Archon warp-in I made with Cinema 4D, it was simply just a straight line animation with a bit of camera movement and some motion blur. As for the textures, I'm working through writing a tutorial atm for general exporting, texture conversion, and then importing and material setup in Cinema 4D (the export/texture conversion sections will be generic and just based on using TriExporter and Photoshop).
Originally by: Jadice Dreamshifter I'd greatly appreciate it if anyone could provide a link to the latest version of TriExporter
Pretty sure I re-linked it a few pages back, here it is: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=269677&page=23#664
Originally by: "Cylince" I have been trying to read through all the post to find out how to get the textures to work in C4D but haven't had any luck...anyone on here know how to do it?
as above ... I'm writing a tutorial atm ...
Originally by: Dayfox Davik Rendar this stuff is amazin! Iv been working on and off on this for a couple of months now, but this has just blown all my dreams out of the water! Will need to invest much more time to running lights and engines.
On another note, has anyone downloaded the Tyrannis client and tried to export the new Scorpian model? My Tri exporter is having trouble, I know they have reorganised the shader layers but I cannot load the model.
Thats after a couple of years learning how all the textures work, my tutorial should help by sharing some of that knowledge  Also, yes, I got the scorp exported... http://img227.imageshack.us/img227/4320/scorpionshowroom.jpg
Nice tutorial sedee, I'm sure that will help a few people get started. Also nice render Kambo.
Eve Online Ship Chart |

Sophie Telrunya
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Posted - 2010.05.26 10:39:00 -
[806]
Originally by: Davik Rendar I'm working through writing a tutorial atm for general exporting, texture conversion, and then importing and material setup in Cinema 4D (the export/texture conversion sections will be generic and just based on using TriExporter and Photoshop).
So awesome :3
Been waiting since you mentioned some possible tutorial some pages back, I gave up on TriExporter and C4D, the headaches became unbearable :(
Thanks!
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Lord Saradomin
Gallente Nex Exercitus IT Alliance
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Posted - 2010.05.26 23:19:00 -
[807]
http://dl.eve-files.com/media/1005/Erebus.jpg
That's my attempt so far during downtime, with TriExporter, photoshop and 3DS Max 9
My problem is the materials in 3DS...I have created them all using the instructions here:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=269677&page=10#278
But I'm a little lost with where to put them in 3DS...is there a tutorial..I have gone through all 27 odd pages so I'm not being lazy...:-/
Infact Kambo's render just up thar is exactly what I want to do...but creating thwe vray materials is beyond my knowledge atm :-)
Any help?
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Kambo
AWE Corporation Intrepid Crossing
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Posted - 2010.05.29 18:41:00 -
[808]
Edited by: Kambo on 29/05/2010 18:42:18 Edited by: Kambo on 29/05/2010 18:41:57
Originally by: Lord Saradomin http://dl.eve-files.com/media/1005/Erebus.jpg
That's my attempt so far during downtime, with TriExporter, photoshop and 3DS Max 9
My problem is the materials in 3DS...I have created them all using the instructions here:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=269677&page=10#278
But I'm a little lost with where to put them in 3DS...is there a tutorial..I have gone through all 27 odd pages so I'm not being lazy...:-/
Infact Kambo's render just up thar is exactly what I want to do...but creating thwe vray materials is beyond my knowledge atm :-)
Any help?
It's not Vray it's mental ray. You need it for the photo realistic shaders... or in other words the "glow" map for the luminosity map slot. The shader of choice also needs to be able to support that, so you can either go the hard way with a blank mental ray material, or you can take a Raytrace mat. Now raytrace isn't exactly a mental ray material, but the glow map is, and for stuff that's either glowing or transparent... or reflective... it's a great basic shader to start working with.
You use a glow map in the illumination slot of your raytrace. The light map of the ships can be extracted with photoshop from one of the dds files. You use that map to tell where the material should be glowing, its black with some white dots. You stick that map in the glow and surface material slots and use the diffuse color to determine what color's the light. Turn up the brightness to your liking. I'd usually go with around 30.
Also on a final note... if the ship appears to be bright and the map's not fitting right while you're using the DDS files directly in 3ds max, you need to do 2 things. In the bitmap editor you need to disable the image alpha (under Alpha Source select None(Opaque)) and flip the texture 180 degrees, that's in the coordinates tabe the U value needs to be 180 because max reads map coordinates... well... different then maya.
If you still have trouble figuring it out and happen to have a few isk layin around, I'll put up a foolproof tutorial how to do it for some change :)... For the right isk I'll even throw in the shaders and renderer settings that I use in there too :)
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Cyerus
Galactic Dominion Eternal Strife
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Posted - 2010.05.30 01:48:00 -
[809]
I'm offering 100 mill for whom can give me very detailed step-by-step newb guide (PDF with screenshots) from the exporting of TriExporter to the ending screenshot with random angle and random lighting. So, in short, explain every step of the how, what and why from the start to end.
I have no experience in Blender, Photoshop and such, but willing to try if somebody can create me a guide to the model exporting, editing in Blender and exporting to a screenshot.
Perhaps there are other people, like me, that want the same but have none to almost no experience in this matter aswell, that might even put an X-amount of ISK to my price if this guide is to be created.
Thanks in advance.
~Cyerus
ps. This is no joke.
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Dragonus Khan
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Posted - 2010.05.31 18:35:00 -
[810]
Originally by: Cyerus I'm offering 100 mill for whom can give me very detailed step-by-step newb guide (PDF with screenshots) from the exporting of TriExporter to the ending screenshot with random angle and random lighting. So, in short, explain every step of the how, what and why from the start to end.
I have no experience in Blender, Photoshop and such, but willing to try if somebody can create me a guide to the model exporting, editing in Blender and exporting to a screenshot.
Perhaps there are other people, like me, that want the same but have none to almost no experience in this matter aswell, that might even put an X-amount of ISK to my price if this guide is to be created.
Thanks in advance.
~Cyerus
ps. This is no joke.
Yes this would be great I will put another 300mil in the pot... Please EveMail me in game of notice and I will transfer the Funds... No Joke......Thanks
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