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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Thread Statistics | Show CCP posts - 1 post(s) |
OMEGA JACK
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Posted - 2007.09.14 10:52:00 -
[241]
Blind leading the blind here as I'm a noob with Maya/3D in general, but do you get the same problems in a Software render? My models appeared semi-transparent in hardware for some reason I still can't work out, but software is ok.
In any case for Maya I've been doing:
- export model as .obj - readdxt the .dds to extract the .tga's - flip the biggest .tga texture 180 in photoshop and save as psd (personal preference there) - import the model and apply a phong/phong e/whatever material, and load the texture in as a psd. - software render the scene
I did too. But I was applying the textures and just exporting them. then I did exactly as that page said and I can get all but 1 texture map to apply.
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OMEGA JACK
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Posted - 2007.09.16 21:23:00 -
[242]
bump
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EliteEagle
WeeFreeMen Corporation
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Posted - 2007.09.19 13:33:00 -
[243]
Hi there,
I've tried to install triexporter but it wont, what other programs do i need ? i have all the ones listed from tri website. Have Bloodshed dev-c++,did the direct x and the dds one,
Is there any other website with the obj files extracted already ?
Thx
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Killer Raccoon
Free Market Enterprizes Prime Orbital Systems
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Posted - 2007.09.25 22:47:00 -
[244]
Edited by: Killer Raccoon on 25/09/2007 22:50:54 lol right after i made this post to say how i cant figure it out, i figure it out
______________________________________________________________________________________________
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DarkXeRoX
Biohazzard Task Force Mass Destruction.
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Posted - 2007.10.13 13:27:00 -
[245]
Edited by: DarkXeRoX on 13/10/2007 15:39:59 great tool however getting them textures on modals working properly is quite hard (esp if ur a newb as 3ds max like me) managed to get a megathron textured properly but i cant seem to get the archon textured well not fully anyways.
Megathron
If someone did manage to get it working mind sharing his secret ?
still trying to get all the lights n such working on the mega but happy i atleast got 1 ship textured lol
edit : Nyx on drugs
dunno what ive done but damn 0.o BTF is Recruiting! |
Goris Son
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Posted - 2007.10.16 12:40:00 -
[246]
hello there! i have a question concerning the great nebula-textures in eve. i exported them successfully with the tool (thanx for the tool *g*), but 3d studio max doesn't work with them correctly. in max, i can only use spherical environment maps, right? is there any way to convert those cube-maps to spherical? or does anyone know a way to make those cubes work in 3dsm (version 9 btw)? would be really great, since i want to move the camera a lot, so static environment maps just don't do the job.
i found several questions concerning this problem, but no answer yet :)
mfg, tessien
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Captain Bringdown
Minmatar Eve University Ivy League
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Posted - 2007.11.08 19:58:00 -
[247]
Edited by: Captain Bringdown on 08/11/2007 19:58:08 Interesting.. i was just browsing the new sisi content.. and i found something labeled "amarr frig x" ? :D
check it outs
http://xs221.xs.to/xs221/07454/amarrx.jpg
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Ryu Nagatomi
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Posted - 2007.11.09 19:00:00 -
[248]
Originally by: Captain Bringdown Edited by: Captain Bringdown on 08/11/2007 19:58:08 Interesting.. i was just browsing the new sisi content.. and i found something labeled "amarr frig x" ? :D
check it outs
http://xs221.xs.to/xs221/07454/amarrx.jpg
That my friend, is the fabled Gold or Silver Magnate. The golden ones (of which there only were around 1 or 2) are all destroyed afaik, and of the silver ones only 2 or 3 remain.
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Plutoinum
German Cyberdome Corp Cult of War
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Posted - 2007.11.19 02:56:00 -
[249]
Edited by: Plutoinum on 19/11/2007 02:58:10 Just loaded the typhoon model into triexporter, filled the 5 texture slots with the textures that were listed in the .blue file and exported to .3ds
When I'm trying to import that .3ds file with 3ds Studio Max 2008, it says 'Improper file format'. I'm just starting with 3ds max though. Maybe I should try it via obj.
Would also be nice, if we knew a bit more about the .blue file format, since it seems to contain all the infos, how to apply the textures and how to render that stuff. But doubt that CCP is interested in releasing that info and it's surely getting a change with the trinity upgrade, too.
Originally by: Ryu Nagatomi
http://xs221.xs.to/xs221/07454/amarrx.jpg
That my friend, is the fabled Gold or Silver Magnate. The golden ones (of which there only were around 1 or 2) are all destroyed afaik, and of the silver ones only 2 or 3 remain.
First time I see them. Wow.
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Jimbob McKracken
Caldari The Tidemark Interstellar Alcohol Conglomerate
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Posted - 2007.11.22 00:44:00 -
[250]
There was only one Gold Magnate in game and it was owned by the notorious Tyrrax Thork.
He was killed by a MOO gate camp and he told me that when it exploded that a tiny bit of wee came out.
p.s Hi Tyrrax
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Irome
Pator Tech School
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Posted - 2007.11.29 16:40:00 -
[251]
I have read this entire thread, and my problem has more to do with 3ds Max than TriExporter.
My "assign material to selection" button is grayed out. I can't put the texture on the ship. In the material editor window, after I've selected the flipped/rotated PNG (made from the DDS), that box instantly grays out. Can't drag/drop, nothing. I have no idea how these fancypants computer animation programs work, sigh.
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Sethose Olderon
The Sigma Legion
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Posted - 2007.12.03 06:12:00 -
[252]
Selvin, do you plan on updating TriExporter to support Trinity? I hope you do!
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Braineater
Minmatar BINFORD Solidus Alliance
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Posted - 2007.12.03 16:49:00 -
[253]
Well, I took a look inside the DX9 stuffs and noticed they don't use .tri files anymore. Instead, it is .gr2 for the models now, which seems to be Granny2's file format. And unless you buy a license at $10k, you won't have access to a converter/importer
But maybe someone will decipher the format eventually... there have been approaches using the granny2.dll included with their demos to load the meshes, which actually looked somewhat promising. ______
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2007.12.07 13:43:00 -
[254]
heh ... i have no time ... that's the problem ... for few months im working on new triexporter.net in c# but still i didnt made render stuff(now its only texture viewer and sound preview :) ) and now new format ... heh ok but what we got ... As Braineater wrote new content are Granny's files google said: grnreander ... but its not workin .h files are made to older version of granny2.dll about .gr2 file format google said nothing(we know that is compressed more than zip and stuff but nothing more) hmmm one things looks promising:
download demo from granny's site (smaller one) and compile:
#include <windows.h>
#include <stdio.h> #include <stdlib.h> #include <string.h>
typedef DWORD (WINAPI *PFNGRANNYCONVERTFILETORAWPROC) (const char* src, const char *dst);
#define GRANNY_FUNC "_GrannyConvertFileToRaw@8"
int main(INT argc, char *argv[], char *env[]) { if(argc < 3) { printf("convert.exe <fileA> <fileB>\n" ); return 0; }
if(strcmpi( argv[1], argv[2] ) == 0) { printf("convert.exe <fileA> <fileB>\n" ); return 0; }
HINSTANCE hDLL=NULL; hDLL = LoadLibrary("granny2.dll"); if(NULL == hDLL) { return 0; }
PFNGRANNYCONVERTFILETORAWPROC GrannyConvertFileToRaw = NULL; GrannyConvertFileToRaw = (PFNGRANNYCONVERTFILETORAWPROC)GetProcAddress( hDLL, GRANNY_FUNC ); if(NULL == GrannyConvertFileToRaw) { FreeLibrary(hDLL); hDLL=NULL; return 0; }
GrannyConvertFileToRaw( argv[1], argv[2] );
FreeLibrary(hDLL); hDLL=NULL;
return 0; }
then use this program tu unpack gr2 file now we have "raw file" ... but still u have to find out more about this "raw file" to extract models ...
another problem is ... i'm really not a graphics programmer ... and my render doesn't looks like elFarto showroom application ;/ -- TriExporter
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Mhaerdirne Solveig
Minmatar
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Posted - 2007.12.09 14:07:00 -
[255]
tbh I never used your app for rendering, only stl export :)
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Transcendent Panda
Caldari
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Posted - 2007.12.10 21:08:00 -
[256]
Originally by: DarkXeRoX edit : Nyx on drugs
dunno what ive done but damn 0.o
oh god it's a Vorlon ship...
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Talula Honaloola
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Posted - 2007.12.15 14:53:00 -
[257]
Have you tried using the information that the granny viewer gives you? It seemed to detail pretty much every attribute of the file/mesh.
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DeathMan
Minmatar Esoteric Order Independent Faction
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Posted - 2007.12.16 23:55:00 -
[258]
\o/
Finaly an exporter. While last time I looked for one there was few that had it for other projects but finally looks like theres something new we can use wahoo.
Now only for the more detailed models hehe. Wonder why they switched file types for the newer files?
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Van Kaiser
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Posted - 2007.12.17 01:11:00 -
[259]
Edited by: Van Kaiser on 17/12/2007 01:15:53 As all good already have posted pictures of their work, I make the same times. I have a long time before even a few desktop backgrounds for my Corp.
These pictures were always in the Corp, their first since they only see half of my Corp.. Again, many thanks to CCP for such a beautiful game
Please excused my bad English.
Have fun with the pictures
Rohk 1 http://img250.imageshack.us/img250/1225/rohk20158ga6.jpg Rohk 2 http://img213.imageshack.us/img213/6310/rohk1tg4.jpg Polaris http://img162.imageshack.us/img162/9591/polarisfinal2zo1.jpg
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Svenstaro
Amarr Eve Defence Force Insurgency
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Posted - 2007.12.17 02:54:00 -
[260]
Neat! How did you make the engines? ____________________________________________
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Ryushe
M. Corp Mostly Harmless
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Posted - 2007.12.17 17:20:00 -
[261]
Originally by: Svenstaro Neat! How did you make the engines?
I would guess by using a volumetric light with some particles at the exhausts?
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Van Kaiser
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Posted - 2007.12.17 19:30:00 -
[262]
Originally by: Captain Bringdown Edited by: Captain Bringdown on 08/11/2007 19:58:08 Interesting.. i was just browsing the new sisi content.. and i found something labeled "amarr frig x" ? :D
check it outs
http://xs221.xs.to/xs221/07454/amarrx.jpg
Yes is a nice Ship
I have make a pic of this ship http://img118.imageshack.us/img118/5929/amarrfx0158wt7.jpg
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Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
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Posted - 2007.12.22 16:39:00 -
[263]
Is there an exporter yet that will export the new content ships?
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Menian Galvon
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Posted - 2007.12.24 22:39:00 -
[264]
Where are the textures? I cant find them. What do I do to add them into the obj file or whatever.... mind you, it took me about 30 minutes to finally find out how to get just the object it's self loaded. Now I cant find the textures. I have EVE installed in the default Program Files/CCP/EVE. Thanks
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2007.12.25 02:03:00 -
[265]
Originally by: Freya Fimbulvetr Is there an exporter yet that will export the new content ships?
CCP are as usual supporting the content producers entirely. Not.
The new models make use of RAD Game Tools's Granny engine and model format. I've seen _one_ MAXscript-based importer for 3DS MAX 9 for the gr2 format, and that was for AOE3 and does not work with the CCP models. Unless someone has way too much time to spend playing around and decoding this pile of.. well, it'd be some work. The AOE3 tool is open-source, though (It's C, builds a MAXscript file to create the model in 3DS). Give it a google and you'll find it pretty quickly.
The alternative to reverse-engineering is to buy the Granny SDK. It's not that much- only $12,000 a license...
For now I've been using the old models and new textures. Not many problems yet.
Blog |
Selvin
Gallente Galactic Fighters Organization
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Posted - 2008.01.04 12:04:00 -
[266]
Ok very unstable with gr2 files but ... with some of em it will work http://www.agronom.pl/selvin/TriExporter0.4.1.0beta.zip -- TriExporter
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Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.01.05 03:17:00 -
[267]
Originally by: Selvin Ok very unstable with gr2 files but ... with some of em it will work http://www.agronom.pl/selvin/TriExporter0.4.1.0beta.zip
You, good sir, are a god.
Blog |
Ryushe
M. Corp Mostly Harmless
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Posted - 2008.01.05 03:41:00 -
[268]
Originally by: Ix Forres
Originally by: Selvin Ok very unstable with gr2 files but ... with some of em it will work http://www.agronom.pl/selvin/TriExporter0.4.1.0beta.zip
You, good sir, are a god.
QFT. 'nuff said.
----------------------- Vi veri veniversum vivus vici! |
Ix Forres
Vanguard Frontiers Imperial Republic Of the North
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Posted - 2008.01.05 03:50:00 -
[269]
Edited by: Ix Forres on 05/01/2008 03:53:51 On a side note, is there anything we should be doing bugreport-wise?
Points so far: * Crashes on Amarr outpost * Turret models and several station models are all over the place. Stray vertexes etc. * Corpse models crash
Edit: OK, found a major problem- gr2 exported models (with textures, not tried without) are invalid (Improper file format error in 3DS), at least for the 3DS exporter..
Blog |
Selvin
Gallente Galactic Fighters Organization
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Posted - 2008.01.07 13:06:00 -
[270]
beta2 and src
hmmm now i had a question is it possible to apply normal map textures(usualy *.*_n(gs).dds in *.stuff) in blender (tutorial link pls :) ) -- TriExporter
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