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

Wild Rho
Amarr Sniggerdly
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Posted - 2011.01.23 10:00:00 -
[961]
Originally by: DarkXBlaze Here it is.. nothing Special I feel its still lacking something what do you thing?
It's ok but is a little too bright overall, gives the whole image a very flat look. |

Kolatha
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Posted - 2011.01.23 13:12:00 -
[962]
Originally by: Selvin TriExporter .NET
u need install Framework 4.0 and XNA 4.0 redist to run
to open model dblclick on ship/gate/station red file it should open model with random background how it works(movie on youtube) source code
have fun :)
ps. there is no option to export yet
Very nice, thanks for the hard work you put in to this.
but...
as with the older version, the mesh orientation in incorrect. Look at something like the incursus (dx9>model>ship>gallente>gf4). In the game the 'lance' is on the right hand side of the ship, in tri-exporter (any version) it is on the left.
The various incarnations of tri-exporter have always rendered, and exported, ship meshes mirrored along the y axis (front to back, as opposed to side to side, you can figure that out by examining the co-ordinates for various mount point in the .red file and comparing it the the hard point locations from in the game).
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Foxgguy2001
Gallente Second Hand Lions Redneck Rage
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Posted - 2011.01.24 01:29:00 -
[963]
Can anyone get me a high-res .obj of the sansha station model? For the life of me a just can't get the high res version to export...only the low and medium res...
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DarkXBlaze
Caldari Storm Bringers
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Posted - 2011.01.24 06:23:00 -
[964]
Originally by: Foxgguy2001 Can anyone get me a high-res .obj of the sansha station model? For the life of me a just can't get the high res version to export...only the low and medium res...
I tryed for you but it looks like someone took a dump on it....eww!
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.01.24 15:02:00 -
[965]
Edited by: AlleyKat on 24/01/2011 18:53:30 url edit
Originally by: Foxgguy2001 Can anyone get me a high-res .obj of the sansha station model? For the life of me a just can't get the high res version to export...only the low and medium res...
Took a while...
SS1
I'm hoping you meant the one you see on the login screen.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
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Posted - 2011.01.25 08:10:00 -
[966]
perfect... that's exactly what I was looking for. Very much appreciate you taking the time to export it and put it up for download. |

Selvin
Gallente Galactic Fighters Organization
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Posted - 2011.01.26 10:38:00 -
[967]
AlleyKat how did u fix it ... i can't find bug in triexporter ... i'm sure that this bug is connected to bad indices but ... huh can't find it -- TriExporter |

Selvin
Gallente Galactic Fighters Organization
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Posted - 2011.01.26 20:31:00 -
[968]
Edited by: Selvin on 26/01/2011 20:33:57 Finaly i found the bug... It was the size of indiecies...short was too short... int shoul be enough... tomorrow ill upload new version
lib3ds not suport so big indicies i dont know if export to 3ds will work corectly but export to x and obj should work (ive tested it)
ive also found better way to loading vertices and indices...instead of GrannyMeshGetVertices now im using GrannyMeshCopyVertices(or smthg like that) get function returns raw vertices and then i had to convert it to useable format. ..copy version convert it automagicaly :) -- TriExporter |

AlleyKat
Gallente The Unwanted.
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Posted - 2011.01.26 21:32:00 -
[969]
Originally by: Selvin AlleyKat how did u fix it ... i can't find bug in triexporter ... i'm sure that this bug is connected to bad indices but ... huh can't find it
I ripped the DirectX calls from the Triexporter.net red file and imported it into Max. Smoothed out the lines a bit and just exported it as an obj file.
I didn't beleive it was a bug, but was related to the volumetric lighting you see at login, as the additional polygons (in my minds eye) were transparent and could only be seen by the effect they had on volumetric lighting.
Guess I was wrong.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Selvin
Gallente Galactic Fighters Organization
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Posted - 2011.01.27 10:30:00 -
[970]
new version -small indices fixed (so now you can export sansha station ) -new loading code
it is distributed without granny2.dll ... find it on your own in this thread(page 29 Serious Masta post) -- TriExporter |
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Serious Masta
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Posted - 2011.01.27 16:19:00 -
[971]
Originally by: Selvin new version -small indices fixed (so now you can export sansha station ) -new loading code
it is distributed without granny2.dll ... find it on your own in this thread(page 29 Serious Masta post)
hey selvin, thanks^^
can you update your first post to show your current version of the tri exporter? this will help new users they dont grew up with this thread :)
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Foxgguy2001
Gallente Second Hand Lions Redneck Rage
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Posted - 2011.01.27 21:57:00 -
[972]
Awesome! Very much appreciate the update! ~Fox |

Wild Rho
Amarr Sniggerdly
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Posted - 2011.02.03 21:40:00 -
[973]
Does anyone know where the Sabre model and red file is? I can find the thrasher one easily enough but can't seem to locate the sabre.
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Kolatha
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Posted - 2011.02.04 08:26:00 -
[974]
Originally by: Wild Rho Does anyone know where the Sabre model and red file is? I can find the thrasher one easily enough but can't seem to locate the sabre.
dx9>model>ship>factionpc>mde1_factionpc for the model and textures the .red is one level up
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Wild Rho
Amarr Sniggerdly
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Posted - 2011.02.04 08:33:00 -
[975]
Originally by: Kolatha
Originally by: Wild Rho Does anyone know where the Sabre model and red file is? I can find the thrasher one easily enough but can't seem to locate the sabre.
dx9>model>ship>factionpc>mde1_factionpc for the model and textures the .red is one level up
Oh I thought that was an npc model for some reason, many thanks :)
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KuroiOokami
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Posted - 2011.02.07 02:17:00 -
[976]
I've downloaded triexporter, but when I go through to the models,m all I have are a gallente celestis model an some half circle minmatar model, I don't have any caldari or any amarr models.
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Kolatha
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Posted - 2011.02.07 09:03:00 -
[977]
Originally by: KuroiOokami I've downloaded triexporter, but when I go through to the models,m all I have are a gallente celestis model an some half circle minmatar model, I don't have any caldari or any amarr models.
The path you want is res>dx9>model not res>model
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Toros Revoke
Revoke Foundation
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Posted - 2011.02.07 13:41:00 -
[978]
Does anyone know of a way to extract the ship models if you're one of those unfortunates using a Mac without Bootcamp?
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.07 15:25:00 -
[979]
Originally by: Toros Revoke Does anyone know of a way to extract the ship models if you're one of those unfortunates using a Mac without Bootcamp?
No idea, other than someone doing it for you.
If there are some models in particular you'd like, I'm sure the good people of this thread would oblige.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

KuroiOokami
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Posted - 2011.02.07 16:24:00 -
[980]
Originally by: Kolatha
Originally by: KuroiOokami I've downloaded triexporter, but when I go through to the models,m all I have are a gallente celestis model an some half circle minmatar model, I don't have any caldari or any amarr models.
The path you want is res>dx9>model not res>model
Yer I realized my mistake after looking through afew of the folders, now TriExporter crashes the moment I try to launch it,
<?xml version="1.0" encoding="UTF-16"?> <DATABASE> <EXE NAME="TriExporter 2009.exe" FILTER="GRABMI_FILTER_PRIVACY"> <MATCHING_FILE NAME="granny2.dll" SIZE="618496" CHECKSUM="0x620FB6CA" BIN_FILE_VERSION="2.8.12.0" BIN_PRODUCT_VERSION="2.8.12.0" PRODUCT_VERSION="2.8.12.0" FILE_DESCRIPTION="Granny" COMPANY_NAME="RAD Game Tools, Inc." PRODUCT_NAME="Granny" FILE_VERSION="2.8.12.0" LEGAL_COPYRIGHT="¬ Copyright 1999-2008 by RAD Game Tools, Inc., All Rights Reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x0" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="2.8.12.0" UPTO_BIN_PRODUCT_VERSION="2.8.12.0" LINK_DATE="02/17/2009 22:55:51" UPTO_LINK_DATE="02/17/2009 22:55:51" VER_LANGUAGE="English (United States) [0x409]" /> <MATCHING_FILE NAME="TriExporter 2009.exe" SIZE="434176" CHECKSUM="0xEBA1D893" BIN_FILE_VERSION="0.4.1.5" BIN_PRODUCT_VERSION="0.4.1.5" PRODUCT_VERSION="0, 4, 1, 5" FILE_DESCRIPTION="TriExporter 2009" PRODUCT_NAME="TriExporter 2009" FILE_VERSION="0, 4, 1, 5" ORIGINAL_FILENAME="TriExporter.exe" INTERNAL_NAME="TriExporter 2009" LEGAL_COPYRIGHT="Copyright ¬ 2005 Selvin. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="0.4.1.5" UPTO_BIN_PRODUCT_VERSION="0.4.1.5" LINK_DATE="01/07/2008 12:22:42" UPTO_LINK_DATE="01/07/2008 12:22:42" VER_LANGUAGE="Polish [0x415]" /> </EXE> <EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY"> <MATCHING_FILE NAME="kernel32.dll" SIZE="1014784" CHECKSUM="0x33366A52" BIN_FILE_VERSION="5.2.3790.4417" BIN_PRODUCT_VERSION="5.2.3790.4417" PRODUCT_VERSION="5.2.3790.4417" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft« Windows« Operating System" FILE_VERSION="5.2.3790.4417 (srv03_sp2_qfe.081125-1348)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="¬ Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xFF035" LINKER_VERSION="0x50002" UPTO_BIN_FILE_VERSION="5.2.3790.4417" UPTO_BIN_PRODUCT_VERSION="5.2.3790.4417" LINK_DATE="11/25/2008 18:25:12" UPTO_LINK_DATE="11/25/2008 18:25:12" VER_LANGUAGE="English (United States) [0x409]" /> </EXE> </DATABASE>
Thats the error code in the .txt file.
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Foxgguy2001
Gallente Second Hand Lions Redneck Rage
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Posted - 2011.02.08 18:45:00 -
[981]
Originally by: Toros Revoke Does anyone know of a way to extract the ship models if you're one of those unfortunates using a Mac without Bootcamp?
If you want any exported let us know...we'll get em to ya. |

Toros Revoke
Revoke Foundation
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Posted - 2011.02.09 14:22:00 -
[982]
Originally by: Foxgguy2001
Originally by: Toros Revoke Does anyone know of a way to extract the ship models if you're one of those unfortunates using a Mac without Bootcamp?
If you want any exported let us know...we'll get em to ya.
That'd be really cool! I'm after the Anathema for a modelamking project,it's pretty difficult to actually see the ship through all the sexy details, also it might be nice to see if its worth getting some parts of it prototyped.
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.11 18:30:00 -
[983]
Originally by: Toros Revoke That'd be really cool! I'm after the Anathema for a model-making project,it's pretty difficult to actually see the ship through all the sexy details, also it might be nice to see if its worth getting some parts of it prototyped.
Ok, I exported the obj for you:
OBJ file
And I felt the urge to render it and create a desktop wallpaper, below in 2560x1600, should anyone wish to DL it.
Anathema Desktop Wallpaper
Enjoy.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Ishimaru Hun
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Posted - 2011.02.17 13:08:00 -
[984]
Bump for an awesome program Also, does anyone know how to extract the carbon models and rig them? I used dxripper 3d to rip my own character back when he was flagged for customization, but have not been able to rig it correctly. Any advice would be appreciated.
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.21 17:59:00 -
[985]
Originally by: Ishimaru Hun ...does anyone know how to extract the carbon models and rig them? I used dxripper 3d to rip my own character back when he was flagged for customization, but have not been able to rig it correctly. Any advice would be appreciated.
You talking about animation rigging, like bones and joints? Or rigging the textures into MAX?
If it's the former there are lots of tutorials on the 'net for this kinda thing, if it's the latter, it pretty much just works but you'll have to go through all of the texture files and manually set them up inside MAX.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Ishimaru Hun
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Posted - 2011.02.22 02:20:00 -
[986]
Edited by: Ishimaru Hun on 22/02/2011 02:27:02 Yea, rigging bones. I also have had no luck using triexporter to extract the character models, even a basic one, so I have had to rely on directx ripper 3d, which unfortunately, makes rigging multiple characters very difficult and inefficient use of time
Also wondering if anyone knows how to import gr2 files into 3ds max 2011
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malletman
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Posted - 2011.02.22 03:07:00 -
[987]
Edited by: malletman on 22/02/2011 03:08:20
Originally by: Ishimaru Hun Also wondering if anyone knows how to import gr2 files into 3ds max 2011
I have searched all over for this answer, but I found nothing. Although, I have found a converter that can convert the bones to .SMD and, depending on how recent CCP made the model, can convert that mesh data pre-rigged. I'd recommend getting the SMD plugin for 3ds max (google is your friend), and I can provide the converter.
GR2 Converter (one that works!)
I've tested it, and it works with recent models, but older Trinity models such as the Minmatar and Caldari dreadnoughts couldn't have their meshes converted with the rig.
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.22 19:17:00 -
[988]
Originally by: Ishimaru Hun Yea, rigging bones. I also have had no luck using triexporter to extract the character models, even a basic one, so I have had to rely on directx ripper 3d, which unfortunately, makes rigging multiple characters very difficult and inefficient use of time
Also wondering if anyone knows how to import gr2 files into 3ds max 2011
Just trying to understand what your end goal is here, all troubles aside.
Are you looking to create an animated scene using the models from the game?
The Incarna animation system used the same animation software as GTA VI btw, found here. This is why there are lots of .NSA and .MOR files. Complete guess, but I think this is what they will be using for WoD also.
Take a look at the RES/GRAPHICS/ section for more details - there is even some static WoD stuff in there under the 'interior' section.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Jacob Holland
Gallente Weyland-Vulcan Industries
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Posted - 2011.02.26 18:26:00 -
[989]
I'm having some issues with the textures... When I open the texture for the Orca (I'm following a tutorial on youtube) in GIMP all I get is a few black dots on what looks like a transparent background. It looks like all I'm actually getting is the alpha channel, the light map, am I using the right texture (orca-d00.tga)? Have I exported the texture incorrectly? --
Originally by: cordy
Respect to IAC .Your one of the few people who truly deserve to own and live in the space you are in.
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AlleyKat
Gallente The Unwanted.
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Posted - 2011.02.27 12:04:00 -
[990]
Originally by: Jacob Holland Have I exported the texture incorrectly?
Somehow yes, you have. I just did a test and imported it all into UDK, it looks fine.
You want my textures files?
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
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