Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 .. 38 :: one page |
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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Viktor Fyretracker
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Posted - 2006.03.22 21:41:00 -
[61]
irfanview with the plugin package will open DDS files.
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Selvin
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Posted - 2006.03.23 08:05:00 -
[62]
Photoshop plugins DDS utilities DDS Viewer all from nvidia
-- TriExporter
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Glazialabolas
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Posted - 2006.04.06 21:16:00 -
[63]
Hello there guys , so i have a problem with some exported .tri models in folder called Amar -> Actulally there havent models of all battlecruisers , all dreadnouts , all carriers. I saw that there is not aviablle Amar BattleCrusier directory and Amar Dreadnout directory please help me. I guess that the version of Eveext.exe is not work correctly?!...Please tell me if is it aviablle new version. From another hand if someone has uploaded models lets give me a link..;)
Thanks in advance!
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Mitzuki
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Posted - 2006.04.09 18:24:00 -
[64]
anyone know how i can import the .dss into OBJ/LWO in "Lightwave 8.0" ?? or do i have to surface each texture manually? |
TheKiller8
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Posted - 2006.04.10 23:00:00 -
[65]
Sweet
.: Click 2 See My Flash Animations :. |
Ominus Decre
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Posted - 2006.04.14 17:37:00 -
[66]
Originally by: TheKiller8 Sweet
Cool! You have anymore animations???
Boobies: |
SirSpectre
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Posted - 2006.04.14 21:08:00 -
[67]
I cant seem to figure out how to put on or view the textures at all. I have deepexplorer and everything else I need, all i see are DDS files. When i got to add the texture to the model in the triexporter client it adds, but nothing happens. Could someone give me a step by step tutorial?
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elFarto
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Posted - 2006.04.16 11:22:00 -
[68]
Originally by: TheKiller8 Sweet
As I just posted this in another post, I thought I'd post it here too.
Impoc
Regards elFarto
npc.elfarto.com > Ingame NPC database Zoe: Do you really think any of us are going to get through this? Jayne: I might! |
keepiru
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Posted - 2006.04.28 17:42:00 -
[69]
Mmmm... think there's a way to get the character creation backgrounds with this? Or am I missing something really simple? ----------------
Official ISD cake & bree reserve thief. Barricades a speciality! Last stands on request. |
elFarto
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Posted - 2006.04.29 18:02:00 -
[70]
Originally by: keepiru Mmmm... think there's a way to get the character creation backgrounds with this? Or am I missing something really simple?
resFaceTextures.stuff
res/Texture/Face/Backdrop
Regards elFarto npc.elfarto.com > Ingame NPC database Zoe: Do you really think any of us are going to get through this? Jayne: I might! |
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keepiru
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Posted - 2006.04.30 04:20:00 -
[71]
Yeah, but the problem is the software says "Error: WTF?" when i try to open the .blue inside the .stuff, and if i extract im left with a .blue which I can... stare at, pretty much :) ----------------
Official ISD cake & bree reserve thief. Barricades a speciality! Last stands on request. |
Gar Ku
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Posted - 2006.05.02 19:57:00 -
[72]
Anyone able to help with exporting the Machariel ship model with the image map applied correctly? The ship is at Model/Ship/pirate/pirb1/AngB1Shape.tri, while the texture at /Texture/Merc/Alien3a.dds does not seem to map fully correctly.
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Ather Ialeas
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Posted - 2006.05.02 22:01:00 -
[73]
Edited by: Ather Ialeas on 02/05/2006 22:01:30 I was directed to here from another thread and decided to give the whole thing a whirl. After a few mishaps I managed to do this:
Firstly, a picture as a proof-of-concept: Linkage! And secondly a short video of the same: Linkage!
There was a lot of guesswork involved in making of this but hey, it works!
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Maxit0
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Posted - 2006.05.03 07:19:00 -
[74]
Hello guys...
I export the model ship apoc to 3d studio max 7 (format *.obj) i can see the model of apoc very nice
Nice.. how i can put the textures????
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Harukakanata
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Posted - 2006.05.07 15:23:00 -
[75]
can someone please explain what im doing wrong, i cant get the textures to correctly work on the model, although they work fine in the triexporter.
I first exported the model from triexporter to a .obj file, then i unstuff the texture to the same location. since blender doesnt like .dds files i converted the.dds to a .tga then applied that as a texture to the model and tried to render it. i tried using the different settings to put the texture on the model but it always appears either in the wrong positions, or stretched.
so can someone tell me, how do i correctly apply the texture. is it because i converted the .dds into a .tga? or is it because im using blender (cant afford 3dsm)
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Ather Ialeas
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Posted - 2006.05.07 17:38:00 -
[76]
Originally by: Harukakanata can someone please explain what im doing wrong, i cant get the textures to correctly work on the model, although they work fine in the triexporter.
In short, the UV:s vertical vector is flipped so you need to either flip the UV:s or flip the texture. I recommend the latter.
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Doppleganger
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Posted - 2006.05.07 23:20:00 -
[77]
Originally by: Gar Ku Anyone able to help with exporting the Machariel ship model with the image map applied correctly? The ship is at Model/Ship/pirate/pirb1/AngB1Shape.tri, while the texture at /Texture/Merc/Alien3a.dds does not seem to map fully correctly.
Yeah I have the same prob with the Mach myself... I havent had probs with any other ships but that one.
Think I need to just try to remap it myself =(
Quote: All right, they're on our left, they're on our right, they're in front of us, they're behind us... they can't get away this time. - Lieutenant General Lewis B.'Chesty' Puller
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Ryushe
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Posted - 2006.05.08 10:08:00 -
[78]
I've been somewhat successfull exporting the models from TriExporter in .obj format, and 'converting' them in Deep Explorer (great little tool there, find a 30 day full functional trial at http://www.righthemisphere.com/products/dexp/index.htm). The basic steps I took in order:
1) Select model, apply texture in TriExporter, export as .obj 2) Open the .dds file for the texture, which TriExporter exports as well, in Photoshop (using the nVidia .dds stuff) and flip horizontal. 3) Open the .obj file in Deep Explorer, changing all the texture properties to rotate them 180 degrees (so they line up correctly), and then save the same .obj file again. 4) Import the .obj file in 3DMax (for instance), rotate the model -90 over x, and 180 over y, mirror horizontal. 5) Do a basic render, and your model should look ok.
There are however a few exceptions of course. - First off I can't get the cpaint.dds (which makes the red painted bars on caldari ships) to correctly display in 3DMax. - I can't get the glass parts for stations and jumpgates to become translucent as far as I can see. - There are some models that come in parts, such as the Heron and the Tempest, aligning the various parts can be a bit difficult. - I can't find the textures for the tech2 versions of ships, for instance stuff like the Deimos texture or Cerberus texture. - Creating (and placing) the blue blinker lights on (again) Caldari ships can be a pain. - Information about the materials seems to get lost in the translation. From what I can tell, simply having the .dds files (texture) and the models isn't enough. Most of the parameters for how the texture is displayed is contained in the .blue file for the model. For instance there are items which only have a .blue file entry in that directory in the stuff files, which simply use some other model + special texture settings to look different.
Overall, very nice toy to play with :) Two examples of pics I made with this during the first 2 hours of playing with it: Image 1 (Carrier + Fighters) Woot, shiny surfaces rule!
If there's anyone who can help me out a bit with the issues I mentioned above, I'd be very gratefull :)
----------------------- Ryushe / CoCEO JubaCorp http://www.jubacorp.com/
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Maxit0
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Posted - 2006.05.08 22:12:00 -
[79]
Ryushe nice post! very nice infor
i can make this APOC No have the correct position texture how u can make the correct position texture?
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Ather Ialeas
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Posted - 2006.05.12 07:13:00 -
[80]
Made this during last DT: http://www.eve-files.com/media/0605/yarrmageddon_shoots.avi my capital mining ship idea |
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Brother Benthor
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Posted - 2006.05.13 18:33:00 -
[81]
After a few minutes playing with the texturing i was very satisfied with the results on my gallente ships texturing :) Very nice aplication!
Brutix (3DsMax 8) Megathron (3DsMax 8) Dominix (3DsMax 8)
Designer Services click me!
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Torin
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Posted - 2006.05.19 18:53:00 -
[82]
Does anyone have converted lightwave versions of the ship models? I'm interested in playing around with them.
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Banni Vinda
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Posted - 2006.05.20 23:41:00 -
[83]
Firstly I gotta say thanks to Selvin for TriExporter :) I've been trying to get some models imported into Blender, but having no luck so far. When I try to import a .obj file, I get the following error:
Using Python version 2.4 'import site' failed; use -v for traceback
Importing OBJ file: "f:\eve\exported\cyclone1\cyclone.obj" file length: 23749 found 0 smoothing groups. Attempting to load "mbc1.png" Image Not Found in any of the dirs, doing a recusrive search Image Not Found "mbc1.png" Attempting to load "mbc1.png" Image Not Found in any of the dirs, doing a recusrive search Image Not Found "mbc1.png" Using MTL: "cyclone.mtl" Traceback (most recent call last): File "<string>", line 877, in load_obj File "<string>", line 435, in getUniqueName ValueError: object "shape" not found
I converted the .dds files to .png, because I don't Blender supports them. The error was the same if I tried to use the dds files. I'll post this on the Blender forums too, and see if I get any luck there, but I thought one of you might have Blender experience that could help. Cheers
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Banni Vinda
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Posted - 2006.05.21 01:05:00 -
[84]
Originally by: Banni Vinda Firstly I gotta say thanks to Selvin for TriExporter :) I've been trying to get some models imported into Blender, but having no luck so far. When I try to import a .obj file, I get the following error: <snip>
I've managed to track it down. It was due to a bug in the 2.41 python scripts. Anyone else using Blender, let me know and I'll post an edited version of the script. And so, I now present... Linkage for your pleasure. Getting the textures working was a little tricky. I converted them to png before importing to Blender, tho I suspect it may actually support dds. The trick is that each texture layer appear as a separate material, but only the first one is assigned to the actual texture file. The others must be pointed to the file by hand. The texture must also be flipped vertically as someone else pointed out.
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Aceanuu
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Posted - 2006.05.25 00:26:00 -
[85]
Does anyone know how to extract the space maps? Like the aaaawesome environment-map-like image that you see when you look into "space." I'm trying to make a movie, and I can't leave the background black, and I can't use a static image of EVE space because it looks horrible and induces a wierd vertigo. Anyway, anyone know how to get the space spheremap or whatever into Lightwave 3D?
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elFarto
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Posted - 2006.05.25 11:42:00 -
[86]
Originally by: Aceanuu Does anyone know how to extract the space maps? Like the aaaawesome environment-map-like image that you see when you look into "space." I'm trying to make a movie, and I can't leave the background black, and I can't use a static image of EVE space because it looks horrible and induces a wierd vertigo. Anyway, anyone know how to get the space spheremap or whatever into Lightwave 3D?
The cube-maps used for the backgrounds are in resCelestialTextures.stuff, you'll need to poke around for them in there.
As for getting them into Lightwave, I never figured out a way todo it easily.
Regards elFarto
npc.elfarto.com > Ingame NPC database Simon: River! River? Are you okay? River: I swallowed a bug. |
Kaya Ironwood
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Posted - 2006.06.01 14:43:00 -
[87]
Originally by: Banni Vinda I've managed to track it down. It was due to a bug in the 2.41 python scripts. Anyone else using Blender, let me know and I'll post an edited version of the script.
I am using the latest version of Blender 2.41 and am also having issues importing the models from TriEx. Could you provide instructions on getting it to work? I appreciate the help!
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Seidr
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Posted - 2006.06.02 11:54:00 -
[88]
First off, thanks for the program. It's exactly what I was looking for :). I had some time during d/t, and decided to play around a bit, and here's what I came up with. The skybox is pretty sketchy, but I got the comparison I wanted :)
Avatar vs Caldari station
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Banni Vinda
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Posted - 2006.06.03 16:51:00 -
[89]
Originally by: Kaya Ironwood
Originally by: Banni Vinda I've managed to track it down. It was due to a bug in the 2.41 python scripts. Anyone else using Blender, let me know and I'll post an edited version of the script.
I am using the latest version of Blender 2.41 and am also having issues importing the models from TriEx. Could you provide instructions on getting it to work? I appreciate the help!
I'm away from my main computer atm so I can't remember the exact fix, but I know I started here. You need to edit the python script file for importing the lightwave objects. I seem to recall that 2 different files needed to be edited in the same way. I'll be back home next week, so if you're still stuck, post back here or contact me and I'll check which files I had to edit.
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Gar Ku
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Posted - 2006.06.08 10:40:00 -
[90]
Originally by: Doppleganger
Originally by: Gar Ku Anyone able to help with exporting the Machariel ship model with the image map applied correctly? The ship is at Model/Ship/pirate/pirb1/AngB1Shape.tri, while the texture at /Texture/Merc/Alien3a.dds does not seem to map fully correctly.
Yeah I have the same prob with the Mach myself... I havent had probs with any other ships but that one.
Think I need to just try to remap it myself =(
Finally figured out how to adjust the UV map by scaling and moving UVs around to get the Machariel textured as desired:
http://dl.eve-files.com/media/0606/Machariel.jpg
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