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

Lord Saradomin
Gallente Nex Exercitus IT Alliance
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Posted - 2010.06.01 00:40:00 -
[811]
Originally by: Kambo 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 :)
That's the explanation i needed! many thanks!
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Cyerus
Galactic Dominion Eternal Strife
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Posted - 2010.06.01 23:48:00 -
[812]
That's 400m on the PDF guide. Any takers?
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Kambo
AWE Corporation Intrepid Crossing
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Posted - 2010.06.02 10:09:00 -
[813]
Not that I want to sound greedy, but throw in another 100 mil and I'll pimp the guide with some shaders and render settings :).
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Cyerus
Galactic Dominion Eternal Strife
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Posted - 2010.06.02 21:28:00 -
[814]
Originally by: Kambo Not that I want to sound greedy, but throw in another 100 mil and I'll pimp the guide with some shaders and render settings :).
I can currently offer about 50 mill extra for those options. Might be able to hit 75 mill within a few days, altho uncertain at this point. Got hit by a wardeck so cash is slow..
Let me know if you are willing to do it for this price.
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Dayfox
Caldari
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Posted - 2010.06.06 00:58:00 -
[815]
Edited by: Dayfox on 06/06/2010 01:01:20 Edited by: Dayfox on 06/06/2010 00:59:42 Managed to fix my Tri exporter, just stripped out the registry entries and we were back in business.
Iv noticed that the free image software called GIMP does not handle the channels in the same way as photoshop so I would advise people against using this if you have had trouble getting things like the specular map out of the NGS file.
Jove docked in station
So heres my latest attempt at a view that wont be seen in game! I realised after the render finnished the glow wasn't showing enough from the shaders but havent had time to re-render yet.
Need to get into adding effects like the spot lights with fog of the station. Running lights and the engines, but have not delved into this sort of thing before (not much call for this in the kitchen design world where I learnt most of this amazingly!). I have a friend who knows some about this but has not had time to show me, so if anyone could give me a poke in the right direction for 3DS Max 2011 with V-ray that would be great.
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Sed Man
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Posted - 2010.06.07 05:03:00 -
[816]
Originally by: sedee eve ships to 3ds tutorial:
I put this together for myself, someone else may find it useful.
http://www.sudonet.com/?p=64
Has noone bothered to checkout the tutorial I put togther? I was going to do the same thing for photoshop for breaking up of the images, then update the 3Ds tutorial with the additional materials.
But if I dont even get a comments............
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Lord Saradomin
Gallente Nex Exercitus IT Alliance
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Posted - 2010.06.08 19:35:00 -
[817]
Originally by: Sed Man
Originally by: sedee eve ships to 3ds tutorial:
I put this together for myself, someone else may find it useful.
http://www.sudonet.com/?p=64
Has noone bothered to checkout the tutorial I put togther? I was going to do the same thing for photoshop for breaking up of the images, then update the 3Ds tutorial with the additional materials.
But if I dont even get a comments............
I looked at it, noticed it wasn't complete and didnt help with my "lights" map problem so moved on :)
Otherwise, yes it's a very good "starter" guide, thank you :)
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Noli Turbare
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Posted - 2010.06.09 20:19:00 -
[818]
Anyone have finished 3ds max models? Preferably Gallente. I will pay good money (ISKies off course). Contact me ingame.
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Dayfox
Caldari
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Posted - 2010.06.10 12:20:00 -
[819]
Originally by: Sed Man
Originally by: sedee eve ships to 3ds tutorial:
I put this together for myself, someone else may find it useful.
http://www.sudonet.com/?p=64
Has noone bothered to checkout the tutorial I put togther? I was going to do the same thing for photoshop for breaking up of the images, then update the 3Ds tutorial with the additional materials.
But if I dont even get a comments............
Would post a comment but am getting "Invalid Data: Please go back and try again." page.
Very good starters guide. Would suggested selecting the multi-layer, not metal as then you can add more layers for self illumination (same texture file, but select "use image alpha" and "alpha as grey"). Also Specular levels and bump mapping easily. Dont know if that helps you Noli Turbare as havent seen your question
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Darkael
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Posted - 2010.06.13 19:31:00 -
[820]
I finally figured out the light map and everything, this is what I have so far for the Apoc. One question though (I'm new to 3ds max), I made the metallic effect of the upper bits of the apoc using the gloss and specualar level maps. Is this the way to go or should I be using something else? I have been trying to see what the Reflection and Refraction maps but I can't seem to figure them out. Any comments or advice for a 3d modeling noob?
Apocalipse
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Barrus Inane
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Posted - 2010.06.20 23:15:00 -
[821]
Edited by: Barrus Inane on 20/06/2010 23:22:39 Edited by: Barrus Inane on 20/06/2010 23:15:23 Hey guys, have been trying to get it running on xp64 and no luck. I downloaded the link pages back from eve-files, the TriExporter_2009 one. Anyways, I once got it to load, it crashed out and since then, nothing. On startup gives the:
TriExporter 2009 has encountered a problem and needs to close. We are sorry for the inconvenience.
Anyways, I read about the registry stuff, and be darned if I could figure it out or get it to work. I am good with 3d art, but other formats of programming I am clueless, can somebody in laymans terms explain how I might get this working?
Edit: And shortly after posting I find and get it working it seems. maybe posting asking how to fix, fixes the problem
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deideros
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Posted - 2010.06.21 10:49:00 -
[822]
So how exactly can you fix the registry on the Tri-exporter application?
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Dayfox
Caldari
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Posted - 2010.06.21 20:19:00 -
[823]
Open registry editor (start - run - regedit)
Edit - Find - TriExporter
Select the registry entry for TriExporter on the explorer on the left and delete it.
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enterprisePSI
Gallente Unimatrix 0.1
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Posted - 2010.06.29 13:06:00 -
[824]
For an up coming event i want to extract the hulk and the catalyst but i cannot. Every time i try it triexporter crashes. I have tried it on win 7 32bi, 64bit and on win xp sp3 32bit. Any ideas? Or if someone has already extracted them , can give me a hand? 
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Jack bubu
Lyonesse. RAZOR Alliance
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Posted - 2010.06.29 17:35:00 -
[825]
The download link in the OP does not work anymore :(
is there another link ?
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Mintoko
Gallente Taedium In Perpetuam
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Posted - 2010.06.29 19:32:00 -
[826]
Edited by: Mintoko on 29/06/2010 19:33:14 The latest revision I have located appears to be this:
http://dl.eve-files.com/media/corp/Xabora/TriExporter_2009.zip
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Dayfox
Caldari
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Posted - 2010.06.30 00:55:00 -
[827]
Originally by: enterprisePSI For an up coming event i want to extract the hulk and the catalyst but i cannot. Every time i try it triexporter crashes. I have tried it on win 7 32bi, 64bit and on win xp sp3 32bit. Any ideas? Or if someone has already extracted them , can give me a hand? 
None of these work in TriExporter (for unknown reasons), somebody did post the 3 ORE ships that do not work earlier in this thread, but there are no textures with them and I haven't come accross them yet. My catalyst doesnt even appear correctly ingame, dont know if that is maybe why triexporter stuggles. I know there are also some stations that dont work also.
Can anyone explain how to use the mask in 3ds Max? It's mainly a problem in T2 ships for me, but im guessing its why some of mine are not quite coming out as they should. I'm getting my head around most of the info in the .red file such as glow colours and the main diffuse colour, but it also talks about mask diffuse colour and mask specular levels, but the mast file (tex_p.dds) always appears black once I have converted it, am I missing something? The only time I have found the mask info is in the new pgs.dds files on new ships.
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Dayfox
Caldari
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Posted - 2010.07.02 21:28:00 -
[828]
Now I dont know if im being completely dense, but any T2 or item that requires a mask in the old shader layout is coming out black. the tex_p map is completly void of information, even the dds file is 10x smaller than the tex_d or tex_ngs file... is anyone else getting this, or is anyone able to supply me with a texture that is different?
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Dayfox
Caldari
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Posted - 2010.07.04 17:35:00 -
[829]
Originally by: Dayfox Now I dont know if im being completely dense, but any T2 or item that requires a mask in the old shader layout is coming out black. the tex_p map is completly void of information, even the dds file is 10x smaller than the tex_d or tex_ngs file... is anyone else getting this, or is anyone able to supply me with a texture that is different?
Ahh have found it, for some reason the nvdecompress.exe did not give out any of the info in the P file, now im using the PS plugin its fine. Some results to come!
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Xenuria
Gallente Marcabian 5th Invasion Fleet
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Posted - 2010.07.05 14:24:00 -
[830]
Honestly who uses 3ds?
Give me the ability to import this stuff into maya 6.
"My name is legion, for we are many" |
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Raven Tesio
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Posted - 2010.07.05 15:02:00 -
[831]
Originally by: Xenuria Honestly who uses 3ds?
Give me the ability to import this stuff into maya 6.
Export to Tris Model > Save Type ("Obj")
All versions of Maya can read that filetype, as for the .DDS if you were using a new version (8.0+ iirc) you can just import them straight. In 6, you'll need to convert them to .TGA (32-bit) which can be done with Photoshop, Gimp, Paint .NET something like that.
Now with Maya you do get two choices (well 3 in Maya 8+)
1) You can use Photoshop, which is the only program I know that both supports DDS as well as Channel Editing to re-order the Normal Map and export the individual components of the NGS
2) You can utilise HyperShade to manually take each channel and create useable materials you can then link from within Maya
3) In Maya 8+, just import the .FX (can be found in the Effect folder) and directly link the files and they'll render properly
Now something to note, is that EVE uses a Left Hand Y-Up System... this means that you'll need the Up Axis in the options set to Y but also when you import the model be sure to set it's Z Scale to -1 then Freeze Transformation. This will make sure that's the default for the object.
Another thing to note is that (probably because there is an OpenGL Mac version of EVE) the Texture UV (V Coordinates) are reversed... now sure you can manually fix in the UV Mapper by flipping them Horizontally, however precision will cause nasty gapping because of the UV maps aren't 100% to the edges and you can spend a while trying to tweak that to get rid of blank space.
Instead I'd suggest utilising the TextureCoord Hypershade to physically change the Repeat V to -1 for the Shader Material itself, this will have 2 bonus' ... firstly it'll work across the entire model and secondly should you decide to use the game shader the it won't interfere with it, rendering correctly.
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Matah Hari
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Posted - 2010.07.06 03:49:00 -
[832]
Originally by: Xenuria Honestly who uses 3ds?
I do 
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Jozef Zwolski
Isis Progeny THE-FEDERATION
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Posted - 2010.07.08 05:35:00 -
[833]
How exactly do I import .fx files? I've got maya 2009 and it just says "Unrecognized file type" every time I import. Do I just use the file referenced in the .red or another one?
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Dayfox
Caldari
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Posted - 2010.07.09 00:48:00 -
[834]
Now I'v got the masks I'v been having a bit of fun!
Just made what might be the up and coming T2 Rokh and Drake from Kaalakiota.
What do people think?
T2 Ships
I also have a Badger Mk 3 on the way, but havent quite finnished that yet due to work taking priority. Watch this space.
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Raven Tesio
Minmatar Republic Military School
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Posted - 2010.07.12 11:44:00 -
[835]
Edited by: Raven Tesio on 12/07/2010 11:47:40
Originally by: Jozef Zwolski How exactly do I import .fx files? I've got maya 2009 and it just says "Unrecognized file type" every time I import. Do I just use the file referenced in the .red or another one?
Alright quick breakdown on how this works.
First things first, go to Window > Settings / Preferences > Plug-in Manager
Scroll down and load ddsFloatReader, and hlslShader Now ddsFloatReader isn't quite as important, but it does drastically improve precision.
Next thing to do is output the folder Res/Graphics/Effect.fxo/ just output all of it, this is the shader cache used by EVE. Now they're not labelled how you'd expect them to be (as in .fxo or .fxb) but instead they're labelled after the Shader version they use.
Now you remember the .red file in the model directory? Open that with Notepad. Everything in there is all the information you will need to fill the Shader itself once loaded in Maya.
Next thing to do is create a new HLSL Shader Material, this will bring up a screen which asks you to link a file; so link "graphics\effect.fxo\managed\space\ship\alpha_doublefresnelreflectionwithglow.sm_3_0_hi"
Now create a Point Light, and use that for PerFrameVS.Sun.DirWorld/PerFramePS.Sun.DirWorld by typing in pointLight1 making sure to press enter. It will fill in the information it's looking for.
In Hypershader load the Diffuse, Normal and PGS/NGS and then use the outputs to link in to the HLSL Shader where needed and fill in the rest of the information from the .red for the model.
A few things you will have to skip or just make up, such-as Sun colour and Shadowmap/AmbientOcclusion. Now you could make a shader to provide these but it does get a little complicated to do that from within Maya itself. Unfortunately given the shaders are compiled I have no way of physically providing a Mental Ray Shader equivilant to allow some high quality rendering, however if you like I can provide a shader material that comes close (atleast with the Scorpion and Primae)
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Lykouleon
Trust Doesn't Rust
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Posted - 2010.07.12 17:30:00 -
[836]
Does anyone else get errors/crashes when they try to extract the Vagabond model? I've tried extracting it using TriExporter and it constantly crashes. I've also tried to convert the .gr2 file, but that seems to consistantly cause crashes as well...
Quote: CCP Mindstar > Sorry - I've completely messed all that up. lets try again
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Dayfox
Caldari
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Posted - 2010.07.12 22:17:00 -
[837]
Originally by: Raven Tesio
A few things you will have to skip or just make up, such-as Sun colour and Shadowmap/AmbientOcclusion. Now you could make a shader to provide these but it does get a little complicated to do that from within Maya itself. Unfortunately given the shaders are compiled I have no way of physically providing a Mental Ray Shader equivilant to allow some high quality rendering, however if you like I can provide a shader material that comes close (atleast with the Scorpion and Primae)
Great writeup, shame I dont use Maya... yet... Any ideas if this process can be used for Max? Can you supply these .mtl files? as I am struggling with the reflection and specular parameters, maybe these can shed some light. I just cant get my head around what each number each can be referencing. Can anyone maybe explain each of these for me?:
name: "MaterialSpecularFactors" value: [0.5, 6.5, 0, 0] name: "FresnelFactors" value: [1, 1.5, 1, 0] name: "ReflectionFactors" value: [0.25, 1, 0.3, 1] name: "MaterialSpecularCurve" value: [60, 90, 0.5, 0]
Now I understand what each of the names mean, but the values mean nothing to me yet...
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Jozef Zwolski
Isis Progeny THE-FEDERATION
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Posted - 2010.07.14 04:25:00 -
[838]
Originally by: Raven Tesio
Next thing to do is create a new HLSL Shader Material, this will bring up a screen which asks you to link a file; so link "graphics\effect.fxo\managed\space\ship\alpha_doublefresnelreflectionwithglow.sm_3_0_hi"
Everytime I do this Maya crashes straight to desktop. I've never had this happen before. I'm using Maya 2009 and have the plugins loaded. Any idea why it might do this? Is there anything else I need to have installed?
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Craig Linford
Gallente British Buccaneers
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Posted - 2010.08.25 10:02:00 -
[839]
Hi all,
I am new to this whole export ship models and editing them.
I have got Maya 2011, and running Windows 7 X86.
The problem I have at the moment is that TriExporter will not load.
I have tired to load in Windows XP (SP2 & SP3) compatibility mode, but failed.
Also ran as administrator, got the UAC message, clicked Yes to run, still fails to load.
Can anyone help please??
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Haiyooo
Minmatar Di-Tron Heavy Industries Atlas Alliance
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Posted - 2010.08.29 06:35:00 -
[840]
Hey Folks, I have had no luck with this tool and I am in desperate need to get some help extracting models in a .X format to convert into Sins of a Solar Empire. I would love to recruit help for this mod!
I have been working hard on the GUI and effects, just really need help on the models. I can reference all the links to how others have done it but i have zero model/texture experience.
My "Sins of a Solar Empire" Linkage
ModDB Linkage
You can PM me at any of the 2 places or inside EVE! Thanks aton and great work on alot of the work you have all done!!!
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