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

Selvin
|
Posted - 2005.12.27 23:14:00 -
[1]
i made TriExporter with this program u can: -unstuff files from EVE-online game's resources -preview/export models from game(export to *.x, *.3ds, *.obj)
remeber that models are CCP's property
screen u can download it from here with or without source
|

elan emeiha
|
Posted - 2005.12.29 07:13:00 -
[2]
Any chance at adding support for *.mb or *.ma. I can use a converter for any of those files but im lazy ;)
|

Selvin
|
Posted - 2005.12.29 09:40:00 -
[3]
i was trying but ... i had only maya LE... can u convert capsule model to *.ma and put somewhere where i can find it ... i got maya file specification .... but i have to see one ... :)
|

elan emeiha
|
Posted - 2005.12.29 17:19:00 -
[4]
sure i'll do that today or tomorrow
|

FreeMind
|
Posted - 2005.12.31 11:40:00 -
[5]
Hello Selvin  Your exporter is awesome  My only one problem is ... i cannot apply the exported *.dds texture to the mesh in 3DS Max ... Anyone can tell me how i can apply the texture correctly ?? I have try all i can ... but .. dont work. On the TriExporter GUI the texture is correct. Or another solution ... it is possible for you to make your soft able to export directly for 3DS Max (*.max) , the texture coordinate will be then integred to the file.
But for now ... many thanx for this soft it's very good 
The isk be whith you :)
|

Selvin
|
Posted - 2006.01.01 23:44:00 -
[6]
from here
Originally by: "Selvin"
u have to remove textures from listbox and add the same but with jpg extension and export model... now use some program to change dds file to jpg after that u hould open jpg file in images editor and "swap up with down"(sorry duno how to tell that in english) then open model in ur program should works ...
|
|

Wrangler

|
Posted - 2006.01.06 11:42:00 -
[7]
Apparently this is a sanctioned tool by CCP. Feel free to edit your post back and we apologise for any inconvenience.
|
|

Jack Tau
|
Posted - 2006.01.06 16:33:00 -
[8]
Edited by: Jack Tau on 06/01/2006 16:34:54 I made a thread where I was offering to "Pimp out your ride" in general discussion I think, and it was not only locked by a forum mod, but I received a warning through the support system! Maybe a mis-communication? Either way, I take it I'm ok to start doing this again?
BTW, great tool!
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Joshua Foiritain
|
Posted - 2006.01.06 20:55:00 -
[9]
Edited by: Joshua Foiritain on 06/01/2006 20:58:35
Funky stuff 
- I was wondering though, ive been screwing around with exporting models into 3ds max, so far ive been unable to align the textures correctly because im quite nuubly when it comes to 3ds  Has anyone managed to do it yet? If so could you describe how? -------------
|

Jack Tau
|
Posted - 2006.01.06 21:01:00 -
[10]
Originally by: Joshua Foiritain Edited by: Joshua Foiritain on 06/01/2006 20:58:35
Funky stuff 
- I was wondering though, ive been screwing around with exporting models into 3ds max, so far ive been unable to align the textures correctly because im quite nuubly when it comes to 3ds  Has anyone managed to do it yet? If so could you describe how?
Im not sure about the newest version... In the old one I used to export the models with the textures in LWA format, then convert them to 3DS to get them lined up properly. Old version though. Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |
|

Joshua Foiritain
|
Posted - 2006.01.06 21:07:00 -
[11]
Originally by: Jack Tau Im not sure about the newest version... In the old one I used to export the models with the textures in LWA format, then convert them to 3DS to get them lined up properly. Old version though.
Do you remember which version that was? -------------
|

Jack Tau
|
Posted - 2006.01.06 23:57:00 -
[12]
Edited by: Jack Tau on 06/01/2006 23:59:34 0.3.5.0 is the version I use at the moment, no idea how recent that is.. The trick is to get the right textures loaded, and that can be very difficult as the names dont always match up properly and there are a lot of generic textures that apply too, for example, all minmatar ship(That puke green texture they use). Once its exported, I use "Deep Exploration" which is probably the best 3D format converter available.
And if its a huge problem, let me know what you want and I'll get them out for you.. Not a lot of help, but it'll do for the short term :)
{edit} I almost forgot, the version I used didnt export to 3dsmax6 files, so the textures just dissapeared.. it may have been fixed now though, and your problem would be solved{/edit} Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Selvin
|
Posted - 2006.01.09 08:38:00 -
[13]
its not bout TriExporter version ... AFAIK 3d max is not opening dds files easy way: 1) select model 2) add textures 3) export 4) delete textures from listbox 5) add textures "from hand"(put the same names but with fx jpg ext.) 6) export model again 7) export dds files to another format fx jpg 8) transpose image
it should works
|

Jack Tau
|
Posted - 2006.01.09 13:35:00 -
[14]
Originally by: Selvin its not bout TriExporter version ... AFAIK 3d max is not opening dds files easy way: 1) select model 2) add textures 3) export 4) delete textures from listbox 5) add textures "from hand"(put the same names but with fx jpg ext.) 6) export model again 7) export dds files to another format fx jpg 8) transpose image
it should works
The version I have exports direct to 3DS files.. It just doesnt work on versions 6 and upwards. Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Menaar
|
Posted - 2006.01.12 19:05:00 -
[15]
Nice tool, but somehow the smoothing and texture groups as well as UV-coordinates are not exported. Is it just me, or is this tool just not capable to do so? Can you export it right so that all textures are perfectly aligned?
Also this tool is yet imperfect as it slows down the pc extremely, it seems the render is not well optimited because the longer i have this programm opened the slower it and my overal system performance get. 
|

Jack Tau
|
Posted - 2006.01.13 09:24:00 -
[16]
Well I've had a bash with the latest version, and after some fiddling it is possible to get the full model out... Exporting to 3ds is still not done properly, but exporting to LWA with textures works just fine. Add all the textures to the loaded model within the client, and export to LWA. From there I convert to 3DS format, including the textures in the conversion. Heres a re-hash of a Jove cruiser that I did last night...
Jove Cruiser01 - Front Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

DaRuLe
|
Posted - 2006.01.18 11:20:00 -
[17]
If I try to run version 0.4.0.1 I get a memory read error. Instruction 0x00402a27 at address 0x00000000 :(
__________________________________________________________________________
|

Mikha'il Pelegius
|
Posted - 2006.01.22 04:50:00 -
[18]
Quote: Jove Cruiser01 - Front
Hm, that would be a Jovian frigate, classification 'Wraith'
|

Jack Tau
|
Posted - 2006.01.22 18:50:00 -
[19]
Originally by: Mikha'il Pelegius Edited by: Mikha''il Pelegius on 22/01/2006 05:11:00
Quote: Jove Cruiser01 - Front
Hm, that would be a Jovian frigate, classification 'Wraith'
Why won't it add the textures after clicking 'Add'?
hehe, close enough ;) And you just have to fiddle with the textures, there's no hard and fast rule, just put some on, take some off, repeat..
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Mikha'il Pelegius
|
Posted - 2006.01.22 21:20:00 -
[20]
Ah, it seems that adding them using the Add button and the loading [...] button are not doable. You must load the dds files in the same manner you load the tri files from the drop down menu trees.
Admiral Mikha'il Pelegius CEO Genesis Navy, 21st fleet of the Imperial Navy
|
|

Selvin
|
Posted - 2006.01.23 08:31:00 -
[21]
nah "add" and "..." is used to add files whitch are not in stuff files... it only "exporter helper" coz some 3d editors do not open dds files as textures with this button u can add filename "by hand" and export model with it then u have to unstaff dds texture and export it to desire format using some graphics tool and change name to the same as u add "by hand" and then model can be open in such editor .... damn i post it as new post twice ;/
|

Fivetide
|
Posted - 2006.02.06 01:32:00 -
[22]
Edited by: Fivetide on 06/02/2006 01:36:08 Kewl..
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

Jack Tau
|
Posted - 2006.02.07 10:05:00 -
[23]
Originally by: Fivetide Edited by: Fivetide on 06/02/2006 01:57:49 Edited by: Fivetide on 06/02/2006 01:36:08 Kewl..
Im sorry Im tottaly new to this and maybe I picked up half way through .. 
Ok Ive exported to the 3ds file opens fine in Max but I dont understand the how to get the textures out.. I unstuffed them and got a .blue file what next please. BTW if this works will make doing sigs a breeze.. can anyone please just do a step by step guide.. coz like I said Im totally new to this 3dmodeling thing.. so call me a n00b as we pass in space lol 
You need to assign the textures to the model inside triexporter, then export them together. It requires some fiddling though ;)
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Fivetide
|
Posted - 2006.02.07 19:45:00 -
[24]
Ok I
I appiled the textures to the model the .blue exported them as Object and as dds not result Then I added the mtl same again nothing. Cant add mtl to object in 3dmax Should the materials show up in triexported when I add them? I'm sure its simple once someone actually explains how to do it.
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

Fivetide
|
Posted - 2006.02.07 20:11:00 -
[25]
So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

Jack Tau
|
Posted - 2006.02.08 01:47:00 -
[26]
Originally by: Fivetide So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?
Sorry, you needed to follow the steps I posted previously in this post too... Select the object in the exporter, then double click on the textures within the interface, so the object looks like it should. Then export to an OBJ file, as this will also export an MTL file that contains the textures. Now either use lightwave to convert it, or something like DeepExploration(Great tool) to convert it to your desired format.
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Selvin
|
Posted - 2006.02.08 03:35:00 -
[27]
Originally by: Jack Tau
Originally by: Mikha'il Pelegius Edited by: Mikha''il Pelegius on 22/01/2006 05:11:00
Quote: Jove Cruiser01 - Front
Hm, that would be a Jovian frigate, classification 'Wraith'
Why won't it add the textures after clicking 'Add'?
hehe, close enough ;) And you just have to fiddle with the textures, there's no hard and fast rule, just put some on, take some off, repeat..
well easier way: 1)unstaff related .blue file 2)open it in ext editor 3)search for "listdata" 4)search for res:/Texture/.../*.tga 6)try to apply texture res:/Texture/.../*.dds in TriExporter
fx ab1.blue u can find: res:/Model/Ship/Amarr/ab1/ab1Shape.tri < model res:/Texture/AmarrShared/metalrods.tga < one of texture res:/Texture/Amarr/ab1/ab1.tga < main texture
---
yeah my export to 3ds file sux coz its not exporting textures ... u can fix it if u know how (i dont) (source is availble too) ;)
---
tech II ships .... well the nature of *.blue in models ... it kind of serialized object contains many information like: moving object(fx.: ore's ships) advanced lighting and texture options(tech II ships) added stuff (tech II ships) ... turet hardpoints and many many other stuff ... it will be pretty hard to do good preview/export tool
so if u wana made few screens of tech II ships u can: a) buy em and watch em b) ask CCP if they could make real-ship-viewer in eve's client :) c) try to edit exported model gl :)
---
"why TriExporter is not working" well maybe u got win98 and my program is prolly compiled with winver >=0x500 macro whitch means that u need at least win2000
---
support ... well i have a lot works in my current job so im making TriExporter in a free time ... but u know gf, friends, beer...
---
anyway thnx for using it :) and thnx ccp for great game :)... c ya in space -- TriExporter
|

Fivetide
|
Posted - 2006.02.08 05:34:00 -
[28]
Originally by: Jack Tau
Originally by: Fivetide So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?
Sorry, you needed to follow the steps I posted previously in this post too... Select the object in the exporter, then double click on the textures within the interface, so the object looks like it should. Then export to an OBJ file, as this will also export an MTL file that contains the textures. Now either use lightwave to convert it, or something like DeepExploration(Great tool) to convert it to your desired format.
I tried DeepExploration and the results where exactly the same.. the uv was out loads of flipped normals, so looks like Ill have to do the hard way and re-map the .dds.. but thanks for trying anyway :)
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

Jack Tau
|
Posted - 2006.02.08 14:00:00 -
[29]
Originally by: Fivetide
Originally by: Jack Tau
Originally by: Fivetide So I looked at the pic on the exporter site and found the .dds for the model.. ok I export it ok then when I render it asks to use the .dds file but stillno texture?
Sorry, you needed to follow the steps I posted previously in this post too... Select the object in the exporter, then double click on the textures within the interface, so the object looks like it should. Then export to an OBJ file, as this will also export an MTL file that contains the textures. Now either use lightwave to convert it, or something like DeepExploration(Great tool) to convert it to your desired format.
I tried DeepExploration and the results where exactly the same.. the uv was out loads of flipped normals, so looks like Ill have to do the hard way and re-map the .dds.. but thanks for trying anyway :)
null
Which model did were you trying it on?
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Fivetide
|
Posted - 2006.02.08 14:50:00 -
[30]
Actually after tweaking the setting in DE I managed to stop the flipped normals problem.. however when I import it into max as a 3ds theres no materials asigned to it.. oh it was the Prophecy (Armar Battlecruiser)
Im sure there is a base map missing Anyhow if you know of anyother way then I would be thankfull for your imput
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|
|

Jack Tau
|
Posted - 2006.02.08 22:13:00 -
[31]
Hmm, that is an odd one.. I exported the prophecy as an X file eventually(OBJ didnt work), and it seems to work ok, all loaded up into 3dsmax normally once I converted it in deep exploration.
Ohh ye, and there are two textures, its the same ABC1B.DDs file added twice.. Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Fivetide
|
Posted - 2006.02.09 19:00:00 -
[32]
When you say converted it in DE do you mean save as.. ? Because now after opening it in DE and saving as a .dds I get the proper geomertry but there are still no materials asigned to the object if you have ime could you quicky explain the steps you use ? please Im going mad trying to figure this one out. Or di d you asign the map after ? I think the problem is its flipped I may try turning the map upside down then placing it on the object.
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

Jack Tau
|
Posted - 2006.02.10 00:11:00 -
[33]
Edited by: Jack Tau on 10/02/2006 00:12:34
Originally by: Fivetide Edited by: Fivetide on 09/02/2006 19:22:35 When you say converted it in DE do you mean save as.. ? Because now after opening it in DE and saving as a .dds I get the proper geomertry but there are still no materials asigned to the object if you have ime could you quicky explain the steps you use ? please Im going mad trying to figure this one out. Or di d you asign the map after ? I think the problem is its flipped I may try turning the map upside down then placing it on the object.
Ok so far ive got the first map on fine.. looks kewl but Im not sure whats happened to the 2nd one.. as I said before I added the map twice int the triexported and the model looked fine then exported it as and x file into DE.. fine again only I dont seem to have exported all the files ? 
I dont export as dds, I export as a 3DS file, maybe thats where its going wrong? When you export as 3DS you need to make sure you go into the options and tell it to export the textures as well. When you export this way, you can open the 3DS file in 3dsmax, and it will allready have it all mapped and looking perfect.
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Fivetide
|
Posted - 2006.02.10 02:31:00 -
[34]
Hmmm not sure what the prob is I use Max8 Deep Exploration (newest of website) The trixeporter works ok I saved as an .x file Ive tried all 3 file types
Triexpoter
I open it in DeepEx and
deep
so I think somethings gone wrong here... still when I export it as a 3ds file
max
what Im seeing in DeeEx is only the opacity reflextion etc
So no idea how you manged to do it... unless I ve missed something along the way.. could you please link the 3ds file please so I can look at it in DeepEx and also the .x file to see if I exported it correctly from triexporter. I fyou could I would be very grateful
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

Jack Tau
|
Posted - 2006.02.11 07:39:00 -
[35]
Edited by: Jack Tau on 11/02/2006 07:46:15 Edited by: Jack Tau on 11/02/2006 07:45:04 Edited by: Jack Tau on 11/02/2006 07:42:29 Sure thing.
Prophecy.zip
From your screengrabs, it looks very wrong in deep exporation, but I cant seem to replicate the fault. I cant think of anything else to try :(
{edit}Just in case, heres a copy of my triexporter too, might be worth a try.{/edit) Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

Fivetide
|
Posted - 2006.02.11 23:03:00 -
[36]
Thanks for that I still think we are missing some of the bumpmapping and shader info but tbh Ill do them myself try and bring the ship a bit more to life.
Thanks for you help Tau
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

Fivetide
|
Posted - 2006.02.12 04:43:00 -
[37]
Tau did you ever find .... say the Assault frigate .dds? I can seem to locate them.
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

Jack Tau
|
Posted - 2006.02.12 11:57:00 -
[38]
Originally by: Fivetide Tau did you ever find .... say the Assault frigate .dds? I can seem to locate them.
Well I was a bit confused about this myself, as all the T2 ships seem to be missing. So I had a look in the data feeds(I use them for my website), and there are links in there from all the items to there associated 3D model. But the T2 models link to graphics files that triExporter doesnt show.
I've exported the data into a CSV file, so you can easily see what goes where. Selvin, you may want to look at this, as the Mark2 stuff isnt showing up in triexporter.
evegraphics.zip
Enkidu Production Manager
If you dont understand this sig, you need to get out less ;) |

lofty29
|
Posted - 2006.02.12 19:29:00 -
[39]
The t2 models arent technically missing. I think theyre composed of new parts, like on an enyo, the engines are just added onto the insursus model with a new texture. Could anyone write a tutorial on how to put the textures on the model in the program? I'm having difficulties. ---------------------------
|

Fivetide
|
Posted - 2006.02.13 01:32:00 -
[40]
No I understand the model parts thats simple.. If you open the .blue file in a word pad etc and scroll down you can see all the info on say the Omen... now the .dds is compiled from .tga files and in the .blue there are refrences to the the bitmaps for the t2 stuff ..only I cant locate them in the source folders. Confusing because they made the carriers seperate models.. would have made sense to do the same for the AsFrigs etc.. but hey there you go lol thanks for the excel sheet Ill take a look
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|
|

Fivetide
|
Posted - 2006.02.13 03:03:00 -
[41]
Lofty I hope this helps..
Dont laugh I havnt done a VTM before but it may explain things
TriVTM
I have been messing with the models
Titian
Profgold
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

lofty29
|
Posted - 2006.02.13 10:49:00 -
[42]
Thanks for your help, but the link doesnt work  I think I've pretty much figured it out after many hours of twiddling, but could you still upload that video?
Nice screenshots, how did you do the gold prophecy? It looks eeebil  ---------------------------
|

Fivetide
|
Posted - 2006.02.13 16:03:00 -
[43]
Lofty right click on the link and save as.. I just played with the .dds file in Photoshop.. it not hard
Don't fight a battle if you don't gain anything by winning |Erwin Johannes Eugen Rommel|
null
|

MrCue
|
Posted - 2006.02.25 05:58:00 -
[44]
Eve-files has removed it for some reason. Try uploading it Here
Killmail Database |

MrCue
|
Posted - 2006.03.01 15:48:00 -
[45]
If your having the same problem i was. The textures always looked wrong when viewing with 3ds Max, then try fliping verticaly the dds image, then saving it as a jpeg.
Does anybody know where the T2 ships & textures for Faction Ships are located?
Killmail Database |

A PUPPETMASTER
|
Posted - 2006.03.03 21:44:00 -
[46]
I don't get it. I can't get any apply any texture to the ship in triexporter  Which kind of file does the exporter accept and how to apply it to the model. When pressing add nothing happens on my ship 
I'm not spamming! This is propaganda and information Warfare ;) |

Selvin
|
Posted - 2006.03.04 10:51:00 -
[47]
1) read whole topic 2) to add texture just dbl click on *.dds files whitch are in resources too.. -- TriExporter
|

A PUPPETMASTER
|
Posted - 2006.03.04 13:06:00 -
[48]
Yo thx now it works 
I'm not spamming! This is propaganda and information Warfare ;) |

MrCue
|
Posted - 2006.03.04 14:25:00 -
[49]
Selvin, what about getting the t2 ships, or maybe just the faction textures? I cant seem to locate either.
Killmail Database |

Selvin
|
Posted - 2006.03.06 11:06:00 -
[50]
AFAIK there is no such things as special texture for this ships ... they actualy are made from normal textures ... but ... as i said before there are *.blue files whitch contains information bout glowing, lighting, colors, etc(even models addons(look at Enyo and Ishkur and Incursus) and this format is still uknown for me(and due EULA i dont want to messing with it)
i think that the better idea is ask CCP to make smth like model explorer (with fixed(one color) background for "bluebox")... so u ll be able to watch all ships and making some screenshots) -- TriExporter
|
|

elFarto
|
Posted - 2006.03.06 13:54:00 -
[51]
Originally by: Selvin ...this format is still uknown for me(and due EULA i dont want to messing with it)...
You might want to contact me 
Regards elFarto
npc.elfarto.com > Ingame NPC database Simon: River! River? Are you okay? River: I swallowed a bug. |

MrCue
|
Posted - 2006.03.06 21:27:00 -
[52]
An official tool from CCP allowing us to make out of game pictures of ships/backgrounds would be fantastic for all the signature makers out there.
I dont think we will ever see one from CCP tho, so we will have to rely on wonderful tools like this on.
Killmail Database |

MrCue
|
Posted - 2006.03.11 10:19:00 -
[53]
There was a tool that they showed in one of their videos about changes to prevent fleet lag.
They can create battles with any ships they desire, that would be an excelent tool to release too :)
Killmail Database |

Zeinin
|
Posted - 2006.03.13 02:04:00 -
[54]
Edited by: Zeinin on 13/03/2006 02:09:38 This tool is fantasic. Using it with Houdini, I was able to export, texture and mess with any ship within five minutes. The UVS came out backwards though It seems that spec info is texture-baked into the Gallente ships, so to get a badass render you would have to nullify that. I like how you guys at CCP did the flashing lights on the caracal :D
edit: You need to flip your UVS by 180 along X, I think. That sorts it all out. Fun fact: it seems that frig poly counts are comicaly high compared to BS and most cruisers :D
What is the CCP policy on using thier models for fanimations?
|

TheKiller8
|
Posted - 2006.03.14 04:47:00 -
[55]
Aight this tool is awesome. I managed to get accurate results by just importing the 3DS and DDS file seperately in 3D Studio MAX. You have to flip the DDS map (U=180) for it to allign properly.
More interestingly I've found out that some DDS files have alpha maps as well. After some messing about I've come to realize that these are mainly used to create that 'cameo' reflection effect you see on some ships (Buzzard, Nightmare, Guristas ships, etc). I've managed to recreate this effect (sort of) by applying this Alpha map to the Glossiness property of the object. Hooray :)
.: Click 2 See My Flash Animations :. |

elFarto
|
Posted - 2006.03.14 09:34:00 -
[56]
Originally by: TheKiller8 More interestingly I've found out that some DDS files have alpha maps as well. After some messing about I've come to realize that these are mainly used to create that 'cameo' reflection effect you see on some ships (Buzzard, Nightmare, Guristas ships, etc). I've managed to recreate this effect (sort of) by applying this Alpha map to the Glossiness property of the object. Hooray :)
It's actually a little more complicated than that. The alpha map is used to blend another texture or material in.
The alpha map is also used for the luminance property on caldari ships.
Regards elFarto
npc.elfarto.com > Ingame NPC database Mal: Do you want to run this ship? Jayne: Yes. Mal: Well... you can't. |

elFarto
|
Posted - 2006.03.14 09:37:00 -
[57]
Originally by: MrCue Does anybody know where the T2 ships & textures for Faction Ships are located?
T2 ships don't exist as such, they are made up of the base ship + the extra bits. All this information is in the .blue files.
Regards elFarto
npc.elfarto.com > Ingame NPC database Mal: Do you want to run this ship? Jayne: Yes. Mal: Well... you can't. |

Viktor Fyretracker
|
Posted - 2006.03.18 14:17:00 -
[58]
any sort of free version of 3ds(or program that works with 3ds files) out there that would export to a real image format or is the only way.
|

Selvin
|
Posted - 2006.03.20 01:10:00 -
[59]
blender? http://blender.org/ it actually can not open 3ds but can obj files ive played with it with eve models -- TriExporter
|

Rawthorm
|
Posted - 2006.03.22 21:35:00 -
[60]
Silly question: What can I use to view and edit the DDS files? Photoshop does not recognize them.
|
|

Viktor Fyretracker
|
Posted - 2006.03.22 21:41:00 -
[61]
irfanview with the plugin package will open DDS files.
|

Selvin
|
Posted - 2006.03.23 08:05:00 -
[62]
Photoshop plugins DDS utilities DDS Viewer all from nvidia
-- TriExporter
|

Glazialabolas
|
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!
|

Mitzuki
|
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
|
Posted - 2006.04.10 23:00:00 -
[65]
Sweet
.: Click 2 See My Flash Animations :. |

Ominus Decre
|
Posted - 2006.04.14 17:37:00 -
[66]
Originally by: TheKiller8 Sweet
Cool! You have anymore animations??? 
Boobies:  |

SirSpectre
|
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?
|

elFarto
|
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
|
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
|
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! |
|

keepiru
|
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
|
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.
|

Ather Ialeas
|
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!
|

Maxit0
|
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????  
|

Harukakanata
|
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)
|

Ather Ialeas
|
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.
|

Doppleganger
|
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
|

Ryushe
|
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/
|

Maxit0
|
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?   
|

Ather Ialeas
|
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 |
|

Brother Benthor
|
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!
|

Torin
|
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.
|

Banni Vinda
|
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
|

Banni Vinda
|
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.
|

Aceanuu
|
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?
|

elFarto
|
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
|
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!
|

Seidr
|
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
|

Banni Vinda
|
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.
|

Gar Ku
|
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
|
|

Gar Ku
|
Posted - 2006.06.08 23:01:00 -
[91]
Also managed to approximate a T2 ship after looking at the .blue file.
http://dl1.eve-files.com/media/0606/Harpy.jpg
For the T2 125m rails, I looked up the entry in the evegraphics files that was posted earlier on in this thread. It had csh531 which I intepreted as the sh as small hybrid, the numbers as barrel shape 5, small housing 3 shape, etc...
|

Torin
|
Posted - 2006.06.09 02:25:00 -
[92]
What 3D program are you using?
Red Bone Reborn |

DJ P
|
Posted - 2006.06.09 12:42:00 -
[93]
Edited by: DJ P on 09/06/2006 12:45:04
Originally by: Ryushe
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.
Cheers for the nice explanation but I have a small problem. I never used Deep Explorer, so could you please tell me how to rotate the Texture properties?
Regarding Blender 2.41 one solution is to use Blender 2.40 for import. Save it as blend project and then work on 2.41
Thank you P
|

Banni Vinda
|
Posted - 2006.06.09 22:28:00 -
[94]
Here's what you need to do if you're using Blender 2.41 I'll use the cyclone as an example
1) Edit the Blender\.blender\scripts\obj_import.py as follows: Line 439: except AttributeError: needs changing to: except ValueError:
2) In triexporter, go to res/model/ship/minmatar/mbc1 and doubleclick mbc1shape.tri to load the model.
3) Go to res/texture/minmatar and doubleclick mbc1.dds TWICE (important!). This should now show the model properly textured.
4) In TriExporter, go to File, Export... Set the export type to 'Obj files'. Create a directory somewhere, and export the model as 'cyclone.obj'.
5) You should now have 3 files in the directory: 'cyclone.mtl', 'cyclone.obj' and 'mbc1.dds'
6) You now need to edit the mbc1.dds file in photoshop or similar. Use the DDS plugin mentioned above in this thread. You need to flip the image vertically, and then save it out as 'mbc1.png'
7) Fire up Blender, and delete the default cube.
8) Go to File, Import, Wavefront (Obj). In the next dialog, select the 'cyclone.obj' file you exported earlier.
9) In the Blender console window, you should see something similar to this: | Importing OBJ file: "f:\eve\exported\cyclone\cyclone.obj" | file length: 23749 | found 0 smoothing groups. | Attempting to load "mbc1.dds" | Image Not Found in any of the dirs, doing a recusrive search | Image Not Found "mbc1.dds" | Attempting to load "mbc1.dds" | Image Not Found in any of the dirs, doing a recusrive search | Image Not Found "mbc1.dds" | Using MTL: "cyclone.mtl" | obj import time: 1.40385495922
10) Nearly there now. You should have the model in Blender, but it will be plain grey. Here's the tricky bit, so pay attention... Select the ship model, and press F9 (Editing). In the 'Link and materials' panel, it will say either "2 mat 1" or "2 mat 2". The model is split into two parts. Thats why you had to doubleclick the texture twice in TriExporter, since each part uses the same texture. On other models, there may be more parts, and each part may use a different image. Click the arrows to make sure you have "2 mat 1" displayed if it isn't already.
11) Press F6 (Textures). In the 'Texture' tab, the second texture should be called 'Kd'. Select this texture, and then in the 'Image' tab, click 'Load image' and load the mbc1.png file you created earlier.
12) Now repeat steps 10 and 11, but this time using "2 mat 2".
13) Set up you camera and some lights, then render your image. Hopefully you have something that looks right, if a little flat and dull.
14) Now you need to tweak the material settings to get it looking pretty. As a hint, try creating a normal map, and add it to the two parts of the model in a similar way. Also try creating an emit map to make the glowing lights. Both these maps can be made in photoshop by tweaking the original mbc1.png texture map.
Well thats it. I think that should make sense, but if I've made any mistakes, please let me know. And if you've found this useful, feel free to throw a few ISK my way ingame :) Have fun!
|

Kw4h
|
Posted - 2006.06.10 08:54:00 -
[95]
Thanks Ryushe, your post works as a charm :)
|

Ronny Hendriks
|
Posted - 2006.06.12 01:15:00 -
[96]
it took some fiddling around but i finally got it working correctly! really nice tool you made here, thanks for that!
|

DJ P
|
Posted - 2006.06.12 09:32:00 -
[97]
Hello.
I did it :D Hurrah!
I had some problems but I came around :)
If you want to use only GPL or GPL like programms (or you use Linux) you need
GIMP (unfortunately the DDS plugin website is down) BLENDER DDS Converter (From Here ) Basicaly you follow the above tutorial but you convert the .dds to .tga/.png and you flip it using GIMP.
|

Ronny Hendriks
|
Posted - 2006.06.12 13:56:00 -
[98]
hmm.. can anyone help me to put those minmatar ships together? i.e. the tempest model is far from complete by itself and needs more parts but how can i find out which parts those are?
putting them together in 3dmax isn't going to be a problem just don't know which parts i need to export.
any help would be welcome :)
|

DJ P
|
Posted - 2006.06.12 15:00:00 -
[99]
Edited by: DJ P on 12/06/2006 15:03:15
Originally by: Ronny Hendriks hmm.. can anyone help me to put those minmatar ships together? i.e. the tempest model is far from complete by itself and needs more parts but how can i find out which parts those are?
putting them together in 3dmax isn't going to be a problem just don't know which parts i need to export.
any help would be welcome :)
Tempest is made of 2 parts. You need to work bit with it as 2 different models and then try to render both together.
|

elFarto
|
Posted - 2006.06.12 21:07:00 -
[100]
Originally by: Ronny Hendriks hmm.. can anyone help me to put those minmatar ships together? i.e. the tempest model is far from complete by itself and needs more parts but how can i find out which parts those are?
putting them together in 3dmax isn't going to be a problem just don't know which parts i need to export.
any help would be welcome :)
You mean like this. I wouldn't know, I read the blue files directly .
But res:/model/ship/minmatar/mb2/armshape.tri and res:/model/ship/minmatar/mb2/pcube1shape.tri are the only models I'm loading for it.
Regards elFarto
npc.elfarto.com > Ingame NPC database Mal: No grenades. Jayne: Whatà? Aw! |
|

Arckame
|
Posted - 2006.06.14 19:59:00 -
[101]
If i don t have any problemes with ships textures and models, i can t use environnement maps with succes for space rendering.
some help with lightwave 8 ?
|

Jon Anser
|
Posted - 2006.06.16 06:15:00 -
[102]
hmmm. since you got the object onfo you could theoretically......
http://www.3dmodelprinting.com/
'twould be major Awsomeness
@$%# sig nerfing (origional) Teh Goose is teh PWn |

Torin
|
Posted - 2006.06.16 18:33:00 -
[103]
How does one know which txtures are applied to which UV map? Or is one texture allpied to the whole ship?
Red Bone Reborn |

Femaref
|
Posted - 2006.06.17 12:40:00 -
[104]
Just a question: Where are the textures of the Battlecruisers, the carriers and Motherships? I can't find them in resTextures.stuff. And could anybody tell me the right alignment for the Amarr Titan texture?
|

Banni Vinda
|
Posted - 2006.06.17 18:18:00 -
[105]
Originally by: Femaref Edited by: Femaref on 17/06/2006 13:06:47 Just a question: Where are the textures of the Battlecruisers, the carriers and Motherships? I can't find them in resTextures.stuff. And could anybody tell me the right alignment for the Amarr Titan texture?
Edit: I'm missing alot of textures. Where you got them from?
Well one battle cruiser I know is the Cyclone. The model is res/model/ship/minmatar/mbc1 There are two texture slots for this model, and they both use res/texture/minmatar/mbc1.dds
|

Nazza VonBraun
|
Posted - 2006.06.17 19:14:00 -
[106]
This tool is simply awesome!!
I've tryied and succeded with a lot of exports, but I have a question: how to recreate the game backgrounds? Is there a way? I've extracted some pics from res\textures\nebula\ but can't find how to use them correctly 
|

Femaref
|
Posted - 2006.06.17 19:42:00 -
[107]
just put them on as background^^
|

Nazza VonBraun
|
Posted - 2006.06.17 20:09:00 -
[108]
Yep but when I try to render a movie I have a camera moving around, and I need an omnidiretional background like as I would see it inside EvE in the Yarrmageddon clip there's something similar to what I'd like to do, I've tried mixing many "nebulas" but always coming out with awful pics 
|

Femaref
|
Posted - 2006.06.17 23:43:00 -
[109]
I suggest you are using 3dsMax, so go to Rendering > Envroiment, and select the button near the color tab. Select Bitmap, and get your Texture in it. Volia, Textures are in ;)
|

Kw4h
|
Posted - 2006.06.18 13:10:00 -
[110]
i think he means a 3d cubemap The environmentmap in eve is a 6-'channel' dds texture. Each channel is for each face of the cube. The problem is that i also don't have a clue how to use this in 3ds max
|
|

Chuskarl's Daughter
|
Posted - 2006.06.18 17:51:00 -
[111]
Edited by: Chuskarl''s Daughter on 18/06/2006 17:52:18 (Nazza VonBraun) Thx for the clue Kw4h! I didn't noticed that but after ur post I've checked and yes, they're multi-level textures; I'm totally a noob Femaref if u use a single picture stretched along all the background, as I did before, I suggest u to try the skybox method; it gives better results 
|

Femaref
|
Posted - 2006.06.19 11:53:00 -
[112]
hmm, ok I'll have a look. I'm rather good in positioning, animatics, but a noob on textures. :)
btw, whats about making an ingamechannel just for these questions?
|

Seidr
|
Posted - 2006.06.19 12:53:00 -
[113]
I'm having some trouble when exporting models, having vertices left unexported resulting in an incomplete render in 3DS Max, in particular with the Arbitrator and the Amarr titan. On the arb the bridge window is missing, and on the titan the docking pathway is missing. Does anyone know what I might be doing wrong, as they render perfectly apart from that.
|

Femaref
|
Posted - 2006.06.19 14:21:00 -
[114]
You are exporting to .obj, right? Do it as 3ds. There you have the dockway on the Titan, on the Arbitrator im not sure, but _should_ work also. (I've it in my scenes atm)
btw, results from me: Picture I Picture II
|

Seidr
|
Posted - 2006.06.19 23:52:00 -
[115]
Perfect! Thanks Selvin :)
|

Femaref
|
Posted - 2006.07.01 09:07:00 -
[116]
bumbage for this great tool!
|

Aknot Wat
|
Posted - 2006.07.02 19:52:00 -
[117]
Could someone please post a step-by-step tutorial on how to load models in to Triexporter please?
I have read all these posts and none really state how to use the program. The only option in Triexport is "Set Folder". There is no OPEN, or VIEW, etc.
I also am not finding any of these folders you are speakingf of in my EVE install directory. my "res" folder contains no sub folder anywhere with SHIPS.
I just want a tool that opens the meshes, exports them as .3DS or .OBJ with UVs. :)
Thanks.
"He Who Has Wanted To Make A Fan Film For Quite Some Time Now"
|

Selvin
|
Posted - 2006.07.03 09:34:00 -
[118]
just "set folder" and choose EVE folder ("C:\Program files\EVE" by default) then TriExporter should open *.stuff files and show resources whitch are in as a tree of folders and files then find model whitch u wana view/export and dblclick on it then find textures and dblclick on em to load em and finally select export model and choose file format
-- TriExporter
|

Caerleus
|
Posted - 2006.07.07 12:40:00 -
[119]
If anybody is able to give me some directions as to how this here noob could do this withing Cinema4D then I would be most helpful..
So far, I've managed to extract the object files and also the tga file for a thorax.
When I load the (obj) thorax file into Cinema4D, it gives it two materials, both of which I asssign as the texture map (tga). These are both set to UVW Mapping.
Whilst most of the model looks ok, the nose area doesnt seem to align correctly.
I'm a bit of a novice as far as C4D and certainly textures and stuff are concerned, but I used to use C4D for animations so i'm fairly familiar with it.
MAny thanks.
C
|

Femaref
|
Posted - 2006.07.08 06:06:00 -
[120]
Rotate the maps on the V-Axis with 180¦.
|
|

Rumbaar
Royal Society Of Khanid
|
Posted - 2006.07.24 01:52:00 -
[121]
I've read the first page, and most of last page, but I can't seem to work out how to download this program.
I visit the link in the first post, but it takes me to a discussion section and I can't read german (?)
Is this still available or an alternative?
Looking for custom banners? click above, Feedback section. |

Ackoogin
Caldari
|
Posted - 2006.07.24 08:59:00 -
[122]
Originally by: Rumbaar I've read the first page, and most of last page, but I can't seem to work out how to download this program.
I visit the link in the first post, but it takes me to a discussion section and I can't read german (?)
Is this still available or an alternative?
The download links are on the page that is linked to in the OP. Scroll down the page until you see a version number link like: new version: 0.4.0.1
|

Rumbaar
Royal Society Of Khanid
|
Posted - 2006.07.24 23:24:00 -
[123]
Ah, thank you. So plain to see once you know. I feel a bit silly now :)
Looking for custom banners? click above, Feedback section. |

Rumbaar
Royal Society Of Khanid
|
Posted - 2006.07.25 22:42:00 -
[124]
OK I'm a newB using 3ds Max 6. Now I've read through the thread now, looking for a definitive answer/guild but couldn't find one.
I don't have DeepExplorer to do any conversions from OBJ->3DS format.
Now in TriExplorer if I select the .tri file and have it load up for say the Merlin, then export to 3ds file. I can then go into 3ds Max choose import and it gets in ok, but with no textures or shading.
Ok, so I go back in, select the tri, then goto textures and select the appropriate (I think) dds files to give it texture and signs. I then choose export to 3ds file. Then goto 3ds Max and choose import but get a file error.
Is there a sure fire method of doing this, that someone like me who has no real clue but can pick it up fairly quick to manually add the 'skin' after I get the plain model in. Or is there a complete method I can use to get from TriExplorer to 3ds Max 6 ?
Any help would be appreciated. I have read the thread and used the method above. I tried installing bender to do conversions but couldn't work that one out either.
Looking for custom banners? click above, Feedback section. |

Veest
Caldari
|
Posted - 2006.07.26 16:41:00 -
[125]
Edited by: Veest on 26/07/2006 16:44:47 Edited by: Veest on 26/07/2006 16:43:00 It's more fun if you can produce a solid model to get your hands on :)
[URL=http://img484.imageshack.us/my.php?image=megathron0028oc.jpg][/URL]
|

Ackoogin
Caldari
|
Posted - 2006.07.27 12:37:00 -
[126]
Originally by: Rumbaar OK I'm a newB using 3ds Max 6. Now I've read through the thread now, looking for a definitive answer/guild but couldn't find one.
I don't have DeepExplorer to do any conversions from OBJ->3DS format.
Now in TriExplorer if I select the .tri file and have it load up for say the Merlin, then export to 3ds file. I can then go into 3ds Max choose import and it gets in ok, but with no textures or shading.
Ok, so I go back in, select the tri, then goto textures and select the appropriate (I think) dds files to give it texture and signs. I then choose export to 3ds file. Then goto 3ds Max and choose import but get a file error.
Is there a sure fire method of doing this, that someone like me who has no real clue but can pick it up fairly quick to manually add the 'skin' after I get the plain model in. Or is there a complete method I can use to get from TriExplorer to 3ds Max 6 ?
Any help would be appreciated. I have read the thread and used the method above. I tried installing bender to do conversions but couldn't work that one out either.
Ok, this is what I do to get models from TriExp to 3DSM6:
Select model in Tri-Exp. Add Texture(s). Export as .obj. Load texture (.dds) in Photoshop. (Requires nvidias plugin) Flip horizontal then rotate 180 degrees, save. Import .obj into 3DSM using OBJ2MAX plugin, (http://www.habware.at/duck4.htm) using the following settings: +Rotate Model +Texture Coordinates +Normals +Use Materials
This should give you a textured model all lined up properly.
|

Rumbaar
Royal Society Of Khanid
|
Posted - 2006.07.28 07:13:00 -
[127]
Thank you so much. That done the trick. Now just have to work out a few render options and perfect.
Thank you so much.
Looking for custom banners? click above, Feedback section. |

Eolais
GoonWaffe GoonSwarm
|
Posted - 2006.08.10 00:29:00 -
[128]
Edited by: Eolais on 10/08/2006 00:29:26 Very cool utility
...here's my little scene I set up in Maya (excuse the poorness of detail), but it shows a Gallente Fleet:
(please excuse the poorness in detail)
http://mandos.us/pics/eve/gallente_fleet_finished.png
|

TuRtLe HeAd
Apocalypse Enterprises
|
Posted - 2006.08.13 10:47:00 -
[129]
There was me slaving away at the old version.
This newer version is much better. Cool ! Nice work !
|

Kurieg
Universal Manufacturing Corporation Knights Of the Southerncross
|
Posted - 2006.08.16 16:18:00 -
[130]
Thanks, this program is great fun :)
|
|

stridr0
Caldari Celestial Fleet Ascendant Frontier
|
Posted - 2006.08.23 18:17:00 -
[131]
Does anyone have an 3d program that is free that can import models and textures I tried blender it imports the models but doesn't get the textures.
|

Selvin
Gallente Galactic Fighters Organization 3rd Front Alliance
|
Posted - 2006.08.24 10:08:00 -
[132]
it does .... just change dds file to bmp or jpg ... how? read this thread it should be here -- TriExporter
|

Mekale Sorne
Doomheim
|
Posted - 2006.08.25 04:14:00 -
[133]
dds to jpg requires the nvidia plugin on there site, there the only ones who make it it can't be missed. And the new version of tri is a joke, i spent 2 hours trying to figure it out, downloaded and older version and it works great, the new version only showed .blue files and now .dds. Man if they wans't a **** ya off moment. Anyways got every ship out into maya and full textured. As an animation student im gonna have soooo much fun with this.
|

Nercromancer
S-44 Tre Kroner
|
Posted - 2006.08.28 22:38:00 -
[134]
Hoo-bleeping-ray..
finally made it work, using Tri, Lightwave, Deep exploration and Photoshop, I was able to make this
S-44 Faction Raven
:)
|

Jordania
Dragons Of Redemption Veritas Immortalis
|
Posted - 2006.08.31 00:26:00 -
[135]
Ok, fantastic bloody software. My workflow to get it to a workable level is:
TriExporter - Deep Exploration (Flip texture 180degrees U) - 3DSMax.
Still have to play with bump mapping and adv texture effects but can get it in with the texture applied correctly :)
Now my question... T2 Ships? Where are the textures for these hiding? I wanna get a Curse into Max. Not too worried about the extra little bits hanging off it, can model those myself if need be but the texture for it is giving me a headache. Anyone give me some insight?
|

Zatch
Gallente Death of Virtue
|
Posted - 2006.10.03 22:51:00 -
[136]
Has anybody here met with success when trying to export the Minmatar Tempest? I realize the textures need to be rotated 180 degrees, I've known that since before this program was public, but the UVW map for minmatar ships seem to be a bit screwy. So has anybody else noticed this issue? -----
Creator of the standalone EVE Material Level Calculator MLCalc |

Eolais
GoonWaffe GoonSwarm
|
Posted - 2006.10.06 02:05:00 -
[137]
Edited by: Eolais on 06/10/2006 02:06:32
Originally by: Jordania Ok, fantastic bloody software. My workflow to get it to a workable level is:
TriExporter - Deep Exploration (Flip texture 180degrees U) - 3DSMax.
Still have to play with bump mapping and adv texture effects but can get it in with the texture applied correctly :)
Now my question... T2 Ships? Where are the textures for these hiding? I wanna get a Curse into Max. Not too worried about the extra little bits hanging off it, can model those myself if need be but the texture for it is giving me a headache. Anyone give me some insight?
There are some issues with TriExporter being able to handle ships that are comprised of more than one model... generally the t2 ships are the base hull with extra bits of models tacked on afterwards... and then the texture is either another texture or tricks done with the TriShader engine, which isn't supported in TriExporter. IIRC, the only one who has managed to hack the trishader engine's .blue files (which contain information on making parts of a ship different colours or making the parts more shiny) is elFarto who made that Showroom app.
Until then, TriExporter won't accurately export textures as they're meant to be seen in -game. :|
In my free time I've tried playing around with hacking the .blue files, and possibly consolidating the multiple models that make up a ship, but for now I'm far too busy. But I do have the source code and I still keep it on the backburner. Anyway, if I come out with any breakthroughs I'll make sure to post it in this forum.
|

Phaese
Gallente Fleshreaper Inc
|
Posted - 2006.10.09 07:28:00 -
[138]
This program is brilliant... I don't have an excuse for not having a sig anymore. 
I just used TriExporter to export an .obj file (along with the .dds and whatnot). Then I used PS to save a horizontally flipped, 180-degree rotated .bmp of the texture. After that it was just a matter of applying the texture in Cinema 4D.
|

Keshi Linegod
Amarr Pod Squad Xelas Alliance
|
Posted - 2006.10.10 22:50:00 -
[139]
Edited by: Keshi Linegod on 10/10/2006 22:51:23 THANK YOU 100x Ackoogin. That was exactly the tutorial I needed. I just have one proublem. The textures load and renders correctly, but when I save as .max and reload I get something like this. Any tips on the proublem.
Also, how do you add a star field to the background. I'm assumeing that it is something simple I just have not been able to find it online.
Edit: I'm useing 3DS Max 8 and I did not need the plugin to import the .obj file. -------------------------------------------------- Loyal servant of the Amarr empire. Why the hell an't my picture showing up....... |

Archonus
Solar Wind Distant Star Alliance
|
Posted - 2006.10.11 17:32:00 -
[140]
No clue about the saving/reloading thing.
But, a starfield can easily be achieved with video posteffects.
-- PHP Programmer Extraordinaire -- -- Serving you since 1903 -- |
|

Nympfe
|
Posted - 2006.10.13 21:52:00 -
[141]
Originally by: Keshi Linegod Edited by: Keshi Linegod on 10/10/2006 22:51:23 THANK YOU 100x Ackoogin. That was exactly the tutorial I needed. I just have one proublem. The textures load and renders correctly, but when I save as .max and reload I get something like this. Any tips on the proublem.
Also, how do you add a star field to the background. I'm assumeing that it is something simple I just have not been able to find it online.
Edit: I'm useing 3DS Max 8 and I did not need the plugin to import the .obj file.
when u use 3dsmax then in material editor : on material: algin : both v and w to 180
my last rends:
|

Keshi Linegod
Amarr Pod Squad Xelas Alliance
|
Posted - 2006.10.15 06:50:00 -
[142]
Originally by: Nympfe
when u use 3dsmax then in material editor : on material: algin : both v and w to 180
Thank you. It apears to be working now and I am working on my first render (can you say Amarr wtfomgpwnage).
Have any of you guys worked on the engine flares. Most of the renders I'v seen are just the ships, they dont really look like they are moveing any where.
-K -------------------------------------------------- Loyal servant of the Amarr empire. Why the hell an't my picture showing up....... |

Reverend Hazlett
Gallente Tok'Ra Inc
|
Posted - 2006.10.16 09:16:00 -
[143]
Edited by: Reverend Hazlett on 16/10/2006 09:23:26 Selvin, this tool is fantastic, thank you! I'm using the trial for Deep Exploration, and an old copy of 3DsMax7 from when I was in school ( gotta love the student discounts... legal software for $5! ). Having read through the forums and trying various buttons, I have been able to create some of the renders that I wanted, I have a project that I'm gonna start with CCP's permission ( still pending ), but I'm slightly confused in one aspect: texture colors.
For whatever reason all my models come out black. For instance, if I load up a thorax, when I apply it's corresponding texture ( twice ), they're monochromatic and dark grey / black. Not the pretty and vibrant colors that you see in the game, like [this].
Other than that, I'm just trying to figgure out what to do with the .blue files, and if my not understanding them has anything to do with the lack of colors in my renders.
Thanks for any help!
My tutorial for new players ( work in progress ) [here]. |

Gar Ku
|
Posted - 2006.10.25 11:07:00 -
[144]
Used TriExporter to extract some new ships from the Kali test client:
http://eve-files.com/dl/66138 http://eve-files.com/dl/66139 http://eve-files.com/dl/66140
|

Macca
Gallente
|
Posted - 2006.10.27 21:41:00 -
[145]
If there is anyone using this with Blender, I need some help I have a slight problem with scaling!  Linkage --------
|

John Criten
Eve Defence Force Ascendant Frontier
|
Posted - 2006.10.28 18:53:00 -
[146]
|

InzaneD
|
Posted - 2006.11.03 21:14:00 -
[147]
Originally by: Gar Ku
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
Any chance that you will share how you had done the machariel ? I have no problems to make the other ships. but this one does all the time end up with some strange grey/silver ships for me :-/
|

Daemon Jax
|
Posted - 2006.11.12 22:44:00 -
[148]
Edited by: Daemon Jax on 12/11/2006 22:47:29 I'm trying to get the Rifter's textures to look right.
Since it looks like it's applying the texture without a UVMAP in TriExporter, is it just a lost cause to get it right using photoshop + 3dsmax 8?
No amount of simply flipping the textures is going to do it on this model... Anyone else have any luck exporting the Rifter model + textures, or even viewing the textured model correctly in TriExporter?
|

Shaada
|
Posted - 2006.11.13 15:18:00 -
[149]
I'm a major 3D noob. Is there somewhere that I can find basic instructions on using TriExorter (i.e. where to find the files to unstuff to find models and textrues--yes, I'm that noobish)?
Thanks.
|

Takigama
Black Eclipse Corp Band of Brothers
|
Posted - 2006.11.19 17:01:00 -
[150]
I discovered 2 things about the tri-exporter that blew me away today.
first, it seems to export uv wraps properly (or they just happen to unwrap correctly in 3ds max). Up until now i've been exporting the 3ds model, importing into 3ds max, unwrapping and moving the bits around until it lined up. Today i had to rotate one of the bitmaps 180 degree's on the u axis and it suddenly just all 'lined up' correctly. I was somewhat shocked, so did it with a few models. Works brilliantly and quite literally means going:
a) export model b) import into 3ds max c) apply unwrap d) add material with bitmap (3ds max can take dds's directly in btw) rotated on u at 180 e) done. f) use as x-ref somewhere else
Dam thats just soooo easy, love the triexporter .
the second thing was i've been using tri-exporter to export the mesh and eve stuff explorer to export the dds file, but there was one i couldnt find. For some reason the other eve stuff extractors dont work properly (have a look for the gallenete freighter dds for example).
|
|

elFarto
New Order Industries
|
Posted - 2006.11.19 19:17:00 -
[151]
Originally by: Takigama (have a look for the gallenete freighter dds for example).
resdungeons.stuff
res/Texture/Gallente/gfr1.dds
Regards elFarto
NPC database Mal: This is your captain speaking. We're having some technical difficulties, so we may experience some turbulence, and then explode. |

Anders1
Caldari Nakama Gemini Federation
|
Posted - 2006.12.06 20:55:00 -
[152]
Am I doing something wrong here?
Also, I tried exporting as .obj then importing it in 3DS MAX 9 with textures, but when I did it wasn't textured.
I tried Blender aswell, but couldn't UV wrap it properly so it looked like ****. [hr] My old signature 404's these days... so it's gone. It doesn't really matter. It sucked. |

kris1000
Shinra Lotka Volterra
|
Posted - 2006.12.09 23:19:00 -
[153]
You may have to apply the texture more than once, just doubleclick it a couple of times
|

Hellcore
Minmatar Reikoku Band of Brothers
|
Posted - 2006.12.16 18:22:00 -
[154]
Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part 
|

El Alamein
Destructive Influence Band of Brothers
|
Posted - 2006.12.18 09:18:00 -
[155]
Edited by: El Alamein on 18/12/2006 09:26:50
i dont think i made the ships to scale at all =x 
|

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2006.12.18 21:37:00 -
[156]
Edited by: j0sephine on 18/12/2006 21:36:59
"Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part "
* download and install DDS import plugin from dstorm page ... it's included in DirectX Export package and while not necessary, makes things way more convenient.
* unstuff the .res files to some work directory
* load model of choice into TriExporter, export to .obj file format
* launch Lightwave layout, click Load Object (+ shortcut key) and pick your .obj object
* open Image Editor (f6) click Load button, navigate and select texture files for the model from the work folder with unstuffed res files. Generally these are located in Textures sub-folder and match the name of object itself ... e.g. res/textures/caldari/cc1/ holds textures for Caldari cruiser which sits in folder res/model/ship/caldari/cc1
* close Image Editor, open Surface Editor. Your object will be listed there, with one or more surfaces named shape0, shape1 etc.
* click shape0 surface, set the colour to white (255, 255, 255), open colour texture layers (small T to the right of colour field) ... in the window that opens set Projection to UV, select "OBJ_UVTextureMap" as the UVMap in drop-down below, then in the Image dropdown select the texture to apply (one of images you loaded in earlire step)
* confirm setup with Use Texture button, repeat step above for other shapeX surfaces
... that's good enough for really basic render. Save the object in lightwave format for further work, play with textures further if you want to.
ask me in corp chat about some possible shortcuts ;s
|

Hellcore
Minmatar Reikoku Band of Brothers
|
Posted - 2006.12.19 04:58:00 -
[157]
Originally by: j0sephine Edited by: j0sephine on 18/12/2006 21:36:59
* download and install DDS import plugin from dstorm page ... it's included in DirectX Export package and while not necessary, makes things way more convenient.
* unstuff the .res files to some work directory
* load model of choice into TriExporter, export to .obj file format
* launch Lightwave layout, click Load Object (+ shortcut key) and pick your .obj object
* open Image Editor (f6) click Load button, navigate and select texture files for the model from the work folder with unstuffed res files. Generally these are located in Textures sub-folder and match the name of object itself ... e.g. res/textures/caldari/cc1/ holds textures for Caldari cruiser which sits in folder res/model/ship/caldari/cc1
* close Image Editor, open Surface Editor. Your object will be listed there, with one or more surfaces named shape0, shape1 etc.
* click shape0 surface, set the colour to white (255, 255, 255), open colour texture layers (small T to the right of colour field) ... in the window that opens set Projection to UV, select "OBJ_UVTextureMap" as the UVMap in drop-down below, then in the Image dropdown select the texture to apply (one of images you loaded in earlire step)
* confirm setup with Use Texture button, repeat step above for other shapeX surfaces
... that's good enough for really basic render. Save the object in lightwave format for further work, play with textures further if you want to.
ask me in corp chat about some possible shortcuts ;s
Thanks for the hints j0 <3
|

elFarto
New Order Industries
|
Posted - 2006.12.21 15:27:00 -
[158]
Originally by: Hellcore Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part 
For anyone interested, I wrote an importer for Lightwave that can open the .tri's directly. It's available here.
It should work exactly the same, bar the fact the tri file may contain more than one uv-map so you'll get a choice, you'll just need to play with the to see which one is the correct one.
I haven't tested it in Lightwave 9, gimme a shout if it doesn't work.
Regards elFarto
NPC database Mal: This is your captain speaking. We're having some technical difficulties, so we may experience some turbulence, and then explode. |

Hellcore
Minmatar Reikoku Band of Brothers
|
Posted - 2006.12.22 01:24:00 -
[159]
Originally by: elFarto
For anyone interested, I wrote an importer for Lightwave that can open the .tri's directly. It's available here.
It should work exactly the same, bar the fact the tri file may contain more than one uv-map so you'll get a choice, you'll just need to play with the to see which one is the correct one.
I haven't tested it in Lightwave 9, gimme a shout if it doesn't work.
Regards elFarto
Will give it a try and let you know 
|

Suberus
Caldari
|
Posted - 2007.01.12 14:18:00 -
[160]
I always seem to have a problems with the UV mapping when opening these files in Maya
Ill give it another try tonight, and upload an image so you can see whats going on.
The problem is, redoing the UV mapping isnt that straightforward ;)
|
|

Muonium
|
Posted - 2007.01.21 19:15:00 -
[161]
im having trouble getting the texture correct..
im using irfanview with the DDS plugin, and im saving to png rotated, flipped vertical / horizontal.. all sorts. and its never correct.
im using blender. and have followed the blender instructions on page 3 from Banni Vinda, thanks, but its just the texture im having issues with now. any ideas ? is irfanview not a good tool to use?, not got photoshop, so dont know what else to try.
|

gurista wreck
|
Posted - 2007.01.23 16:21:00 -
[162]
Ive been looking for something like this. I have a problem though. I have the triexporter program up and running, but can't find any models to open. I browsed to the location shown in some of the screengrabs, but there are no folders there?
|

Fuhshizzle
|
Posted - 2007.01.23 20:53:00 -
[163]
Very cool plugin. Following the instructions on the forum made it pretty painless. Heres a couple renders I did using 3dsmax and vray. If someone wanted something like this, or an idea for something, lemme know.
Harbinger simple skylight
Harbinger moody lighting
Megathron simple skylight
Megathron moody lighting
|

Zelorise
Minmatar Torchwood Institute
|
Posted - 2007.01.27 21:59:00 -
[164]
linkys please not pics Only two things are infinite, the universe and human stupidity, and I'm not sure about the former - Albert Einstein
|

Avon
Caldari Black Nova Corp Band of Brothers
|
Posted - 2007.01.28 14:07:00 -
[165]
Originally by: Fuh****zle Very cool plugin. Following the instructions on the forum made it pretty painless. Heres a couple renders I did using 3dsmax and vray. If someone wanted something like this, or an idea for something, lemme know.
You need to X mirror your models.
The Battleships is not and should not be a solo pwnmobile - Oveur
|

TheReverend
|
Posted - 2007.01.28 20:00:00 -
[166]
Originally by: Avon
Originally by: Fuh****zle Very cool plugin. Following the instructions on the forum made it pretty painless. Heres a couple renders I did using 3dsmax and vray. If someone wanted something like this, or an idea for something, lemme know.
You need to X mirror your models.
why? what would that accomplish?
|

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2007.01.28 21:47:00 -
[167]
"why? what would that accomplish?"
If you take a look at posted Megathron image, you'll note it's mirror of in-game model (the not symmetrical bits are on the opposite sides)
|

Kata Dakini
|
Posted - 2007.01.29 11:07:00 -
[168]
Mapping the Machariel is really frustrating me.
Whoever had it working needs to share steps.
For more enjoyment and greater efficiency, consumption is being standardized.
|

Fuhshizzle
|
Posted - 2007.01.29 16:19:00 -
[169]
wheres it located in the triexporter program?
|

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2007.01.30 01:50:00 -
[170]
"wheres it located in the triexporter program?"
Not sure if it's there, but it should be easy to flip the mesh once you have it loaded into 3d rendering program? ^^;;
|
|

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2007.01.30 12:51:00 -
[171]
there isnt ... i didnt know if its needed :) anyway u can always modify source of program coz its available to download too ;P -- TriExporter
|

Fuhshizzle
|
Posted - 2007.01.30 15:43:00 -
[172]
Originally by: j0sephine "wheres it located in the triexporter program?"
Not sure if it's there, but it should be easy to flip the mesh once you have it loaded into 3d rendering program? ^^;;
yeah sorry I was referring to the person looking for the texture of the marchurial.
|

ursula miner
Gallente
|
Posted - 2007.02.02 12:35:00 -
[173]
Edited by: ursula miner on 02/02/2007 12:39:58 Nearly there...
[URL=http://img409.imageshack.us/my.php?image=brutixfi8.jpg][/URL]
|

Raphe Steeler
Tactical Enterprise Group LTD
|
Posted - 2007.02.02 15:38:00 -
[174]
I'm having a terrible time exporting and re-assembling the Typhoon (all the Minmatar ships, really) in Maya. Does anyone know which textures go with the 'Phoon? mt1.dds covers part of the frame, and junk_new.dds forms the external doodads. But I'm missing a good chunk of the out frame and the entire interior. Any hints?
Wish there were a comprehensive list of what textures fit to which models.
|

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2007.02.03 16:51:00 -
[175]
Edited by: j0sephine on 03/02/2007 16:48:33
"Does anyone know which textures go with the 'Phoon?"
Typhoon is done as follows:
* chunk 1 and 2: M_MainA.dds applied with 2nd UV set, on top of it there's machi2.dds applied using 1st UV set
* chunk 3 and 4: mb1.dds
it's the two layer texturing that's likely to give people problems ^^;
|

Mara Crys
|
Posted - 2007.02.03 21:36:00 -
[176]
Edited by: Mara Crys on 03/02/2007 21:33:26
Quote: chunk 1 and 2: M_MainA.dds applied with 2nd UV set, on top of it there's machi2.dds applied using 1st UV set
Thanks. This may be moot since I'm not using 3ds and am assembling by hand in Maya, but is there a way to switch between UV sets in TriExporter itself to see the layout?
(I don't know why the forum keeps switching me to this alt, but this is obviously Raphe from above)
|

elFarto
New Order Industries
|
Posted - 2007.02.03 22:17:00 -
[177]
Originally by: Mara Crys Thanks. This may be moot since I'm not using 3ds and am assembling by hand in Maya, but is there a way to switch between UV sets in TriExporter itself to see the layout?
(I don't know why the forum keeps switching me to this alt, but this is obviously Raphe from above)
If TriExporter uses .obj files, then no. The problem with obj files is they only have support for 1 UV map. This was the whole reason behind me writing the lightwave plugin.
Regards elFarto
NPC database Mal: This is your captain speaking. We're having some technical difficulties, so we may experience some turbulence, and then explode. |

ursula miner
Gallente
|
Posted - 2007.02.04 12:42:00 -
[178]
Edited by: ursula miner on 04/02/2007 12:43:39 Edited by: ursula miner on 04/02/2007 12:41:06 Sorted! thanks for the info guys!
|

Raphe Steeler
Tactical Enterprise Group LTD
|
Posted - 2007.02.04 21:05:00 -
[179]
Here's a test render of the scene I'm working on. The textures are fudged and modified, but it's working out pretty well. Thanks for the software and support, gang.
|

Takis Shiro
Trucido Vulgus Holdings
|
Posted - 2007.02.04 23:53:00 -
[180]
I have to say I had a plaay with Triexporter today and got very lost, I still can't make a texture fit on an object inside the application. Am I missing something with the .blue files? An idiots guide into getting the textures onto the file or a whack on the head and point to the appropriate part of a thread would be greatly appreciated.
Infact should we not be subbmiting bits of this thread to the app writer as a help in the next version?
---
Eve Skill =  |
|

Arcalane Celso
Caldari Merch Industrial
|
Posted - 2007.02.10 11:40:00 -
[181]
Wow, those are some really nice renders. :)
Were those done in 3ds or Lightwave? ~~ I'm in ur belts minin' ur roids. |

DuckQuack
Caldari Decisive Outcomes
|
Posted - 2007.02.11 20:36:00 -
[182]
great tool...
would it be allowed by ccp, if we started a project to extract all the common models, and shared them online, so people didn't need to extract them all anymore?
|

Piccolo Lupo
|
Posted - 2007.02.19 14:20:00 -
[183]
Check it out, turns out 3ds is easiest way to produce these things (for me anyway). Any idea how to add the trails or the secondary flashing lights etc?
cheers.
|

duffmanoyeah
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2007.02.20 16:56:00 -
[184]
Can someone give me a rundown, on how to use the program.
So ive installed, it, what now? What do i press, how do i access the models :)
Thankyou 
|

LordGodKingBufu
|
Posted - 2007.02.23 07:59:00 -
[185]
I would be nice if we could get some pre-textured models saved in 3ds or lwo format, or does this go against ccp's conditions?
|

Bambi
|
Posted - 2007.02.25 15:35:00 -
[186]
Great tool. The tri importer for lightwave works fine under v8 too.
|

Zephyrys
Caldari RennTech
|
Posted - 2007.02.27 00:16:00 -
[187]
Cool just got this working for Maya... time to figure out how to do the lights
|

Zephyrys
Caldari RennTech
|
Posted - 2007.02.27 01:48:00 -
[188]
Ok here is a request for Selvin..
Allow us to export multiple texture maps regardless of the model. At the moment it seems I can't export a texture unless its attacked to a model
|

Svenstaro
Amarr Templars of Space CORE.
|
Posted - 2007.02.27 02:25:00 -
[189]
That's not true, just click the .dds and unstuff and bam you've got your tex. Doesn't have to be associated to a model.
____________________________________________ Toyship Wallpapers |

Zephyrys
Caldari RennTech
|
Posted - 2007.02.27 02:57:00 -
[190]
Hmm odd.. wasnt working before but just did.
Great program btw.. I figured out how to open and fit the textures in Maya.. pretty simple.. still trying to figure out the correct transparency settings to get the symbols to work such as the caldari text/symbol on the merlin.
|
|

Takis Shiro
Mining and Missions Industries
|
Posted - 2007.02.27 14:35:00 -
[191]
I'm having a puzzling time trying to get textures to be happy, exported model files as obj fine and applied the texture myself in Maya, but they dont seem to be that well. For the life of me I cannot get textures to apply inside triexporter itself. In Maya even after I flip the texture over to fit half of them don't actually seem to be in their folders, Only Ammar and Caldari have their respective folders when unstuffing the texture file. Is it just that all the other two are not organised or have I missed something crucial?
---
Eve Skill =  |

Bambi
|
Posted - 2007.02.28 07:34:00 -
[192]
I extracted all the ships tri files to my lightwave content\model\eve\ships folder, and all the dds files to my lightwave\contect\images\eve folder all with the same dir structure. When I load the tri model for the 1st time it needs its UV map applying but once this is done and the model is resaved in obj / lwo format they all work a treat.
Not sure about this UV map fliping mlarkey as some models seem to require a dds file flip and other dont. Is it me not jknowing what ships are supposed to look like or do not all dds files need a vertical flip?
|

Erim Solfara
Amarr Tarlos INC
|
Posted - 2007.02.28 18:29:00 -
[193]
Tried as hard as I could to read the whole thread for help.
I've got 3DS Max and I'm a complete noob w/regards to that. DDS and 3DS files exported from TriE fine, and the model is imported to 3DSM fine, but how do I actually get the texture on it? Or does it only show up when rendered.
I seem to be stuck just looking at a dull grey punisher. 
New ship class |

Kyria Timeyu
Pie Vendor
|
Posted - 2007.03.04 20:05:00 -
[194]
How does Eve handle multiple textures? I wanted to export a Thorax, but after loading gc4shape.tri and gc4.dds, what I get is a Vigilant. So how do I access the other textures that fit onto a ship, like if I wanted to have a Thorax or Deimos?
|

Zae'dra Xanthe
Fist of the Goat
|
Posted - 2007.03.05 03:15:00 -
[195]
Has anyone gone through and labeled which textures go with which ships? For me, the most difficult part is finding all the appropriate textures. It would be great if someone has already gone through the leg work and figured it out already.
Going through trial and error is getting to be a touch tedious.
|

Zephyrys
Caldari
|
Posted - 2007.03.06 15:26:00 -
[196]
Originally by: Zae'dra Xanthe Has anyone gone through and labeled which textures go with which ships? For me, the most difficult part is finding all the appropriate textures. It would be great if someone has already gone through the leg work and figured it out already.
Going through trial and error is getting to be a touch tedious.
Impossible to "label" them unless you aready went through the work of exporing and re-texturing them. Honestly its not hard.. took me about 5 minutes to export and rexture the Jove ships.
Jove ship wallpaper in the Toy Ships thread in Gen. Disc
|

Kyria Timeyu
Pie Vendor
|
Posted - 2007.03.06 18:12:00 -
[197]
Originally by: Zephyrys
Originally by: Zae'dra Xanthe Has anyone gone through and labeled which textures go with which ships? For me, the most difficult part is finding all the appropriate textures. It would be great if someone has already gone through the leg work and figured it out already.
Going through trial and error is getting to be a touch tedious.
Impossible to "label" them unless you aready went through the work of exporing and re-texturing them. Honestly its not hard.. took me about 5 minutes to export and rexture the Jove ships.
Jove ship wallpaper in the Toy Ships thread in Gen. Disc
So there's no way to find out which textures can work with which ships? Surely the game must use a database to store that information. Otherwise it couldn't display its ships either.
|

Zephyrys
Caldari
|
Posted - 2007.03.06 19:16:00 -
[198]
Edited by: Zephyrys on 06/03/2007 19:16:06 well beyond the obvious naming convention.. no
The way they are set now works fine... C = Caldari f = frigate # = model # or ship lvl Cf1 tri = model Cf1 blue = texture In this case it would be a caldari bantam
look in models/ships for the race and model then scroll down to textures and find the matching texture.
So far as I am aware.. Minmatar and I think Amarr are the 2 races that dont use subfolders for the textures.. so they will be more difficuklt to match.. but not impossible.
Its just a matter of sifting through and finding the matching texture.
If you want better naming scheme.. beg CCP or export and rename accordingly.. there is no easy fix for it.
If you have a specific example I can look at it later and let you know what I find
|

Zephyrys
Caldari
|
Posted - 2007.03.06 19:23:00 -
[199]
Originally by: Kyria Timeyu How does Eve handle multiple textures? I wanted to export a Thorax, but after loading gc4shape.tri and gc4.dds, what I get is a Vigilant. So how do I access the other textures that fit onto a ship, like if I wanted to have a Thorax or Deimos?
I'll take a look when I get home in a few hours. Do me a favor and ss a thorax...I'm still nub so I dunno how its supposed to look
|

Kyria Timeyu
Pie Vendor
|
Posted - 2007.03.06 21:19:00 -
[200]
Originally by: Zephyrys I'll take a look when I get home in a few hours. Do me a favor and ss a thorax...I'm still nub so I dunno how its supposed to look
http://img406.imageshack.us/img406/6589/thoraxvl7.jpg
The Deimos is the same thing with brown armor and yellow windows, and the Vigilant has black armor and green windows. The Vigilant skin is the one stored in gc4.dds which is strange as it's the faction ship and not the default player one. And there's many more ships like that in the game who have several different versions with varying colors, but I don't find any variant textures.
|
|

Zephyrys
Caldari
|
Posted - 2007.03.06 23:32:00 -
[201]
OK I see what you re talking about with the wrong textures... I'm not seeing the file type in the texture folder or the gallentae shared folder..I'm guessing its the gc4_gallantenavey.blue file but I dunno how to read/extrace or otherwise make use of a blue file.
Hey TriExporter creator.. how about an option to unpack the entire res directory to a folder so we can sift though it with windows explorer or something.. You got a nice program but its a tad awkward for searching through.
|

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2007.03.08 15:12:00 -
[202]
Edited by: Selvin on 08/03/2007 15:09:54 > how about an option to unpack the entire res directory this option is already in program click on "res" folder and then click menu File->Unstaff... unstaffing works in 2 ways for selected file unstaff file only for folder unstaff all files and folders in it :)
Anyway sorry that im not workin on new versions and features but have no time still u can do this by yourself coz source is avalible too :)
-- TriExporter
|

Zephyrys
Caldari
|
Posted - 2007.03.08 21:28:00 -
[203]
Cool then I can ninja the whole folder...
Now just gotta figure out hwo to read blue files...
According to the web.. blue is an obscure apple format.. unforuntatly thats all the info I can find about it...
Someone find or code up a blue reader
|

Kyria Timeyu
Pie Vendor
|
Posted - 2007.03.08 23:10:00 -
[204]
To be honest if you look at the way CCP organized their textures you really don't wonder anymore why the rest of the game won't work like it's intended to either.
In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it 
|

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2007.03.09 10:57:00 -
[205]
Originally by: Kyria Timeyu To be honest if you look at the way CCP organized their textures you really don't wonder anymore why the rest of the game won't work like it's intended to either.
In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it 
elFarto should know more bout blue files
about textures and stuff ... heh each "rich model" is stored in blue file path to whitch is stored in DB (with definition of ship stats) so where is the problem with file organization ? :)
in blue file are stored information bout path to "pure model" files, path to textures files, lighting, procedures "whitch are moving some parts of ship", path to other parts of ship stored in another blue files, ... and many, many other thing :)
-- TriExporter
|

Zarnic
Caldari
|
Posted - 2007.03.11 17:26:00 -
[206]
can anyone tell me the texture files fot the nighthawk i can get a normal ferox
Could this be done with shaders in game? If that is the case, then that sucks
|

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2007.03.11 18:39:00 -
[207]
Edited by: j0sephine on 11/03/2007 18:43:09
"In any other decent game, textures are neatly separated into subfolders and have a standard naming scheme, in Eve they're just thrown around the place with no apparent system behind it "
There's roughly two different systems for textures mixed together, probably because it developed while the models were being built.
* xxxxxShared -- hold common textures for race xxxxx i.e. things like hull patterns or windows or paint marks. * xxxxx -- where xxxxx can be something like "Minmatar" or "Caldari" hold files for specific models. The naming scheme is quite simple, first letter stands for race, second (and sometimes 3rd) letter stands for ship or item class, followed by number to tell the individual ships of the same class apart. So e.g. "cbc1" stands for "Caldari battlecruiser 1" and "ai2" stands for "Amarr industrial 2". These specific files can be either put in separate sub-folders named the same, or thrown all together in the race folder for Gallente and Minmatar.
edit: tech.2 ships generally have some extra layers applied, utilizing textures located in the "patterns" folder... one way to figure out the file names is to simply load the .blue file in text editor like notepad and look for plain text ending with ".dds" or ".tga" near the end of file ^^;
|

Mataquia
|
Posted - 2007.03.17 14:18:00 -
[208]
Wonderful program, and some amazing stuff coming out of it. A directed question though if I may....I have been playing with some images for my carrier....now, I must not understand correctly, but where are the extra "lights" scattered about the ship?
Same thing with the Providence, I seem to be missing cruicial details, on the freighter specifically, where are the lights down the center just under the armor plates. Could some kind soul help me find those?
Thank you.
Mataquia.
"There is no war so violent as that between people who accepted an idea yesterday and those who will accept the same idea tomorrow |

Asylum Seaker
Celtic Anarchy Anarchy Empire
|
Posted - 2007.03.23 10:47:00 -
[209]
Mataquia. Those lights are most likley made with an illumination map which is probably included in the .blue file or somewhere else, and thus inaccesible. I could be wrong.
Memento Mori.
|

Lord Evangelian
Gallente LEAP Corp
|
Posted - 2007.03.23 12:10:00 -
[210]
Ok I have the ships and models just need those awsome space back drops and I have everythign i need for the 3D part of my move...dose any one know what they would be under...I can export he DDS and convert it to BMP but i just dont know where the environment sphere texturemaps are... ----- Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) One day I'll show you... |
|

Tridgit
Infortunatus Eventus
|
Posted - 2007.04.02 23:37:00 -
[211]
Hey guys. i was busy makin the models from scratch when i was linked to this thread. soo glad this linkage was done at the beginning of my project =)
ive read the entire thread, and i still have a couple questions.
First, turrets. i saw one poster had put turrets on his harpy. i can find the turret models eg "models>turrets>lh3.tri" and i can get the base's as well. however i cannot find the textures. looked high and low cant find em. if someone could tell me how to view a blue file i could probably track down from the info from there. i dont mind exporting them and then linking them up in Maya separitly, possibly even beneficial this way. that would make animation much easier, being able to parent them myself.
Second i can see there is a plethra of people here askin about the t2 ship models, so ill just ask for an update. has anyone had any luck?
And third; to those of you with the segmented models like the tempest, i assume youve exported the segments separitly and linked them in your 3d app. just wondering if indeed this is the case.
and fourth. anyone dabbled with sprites yet? like turret firing effects and whatnot? cause again, i cant find the textures.
Anyways, ive been exporting them directly into maya, its So easy to fix the UV probs there. just right click-hold, go to UV. select the entire model. at the top go to "window > UV Texture Editor" then the second button on the top of this window is "flip UV's vertically" and voila. your done. (you might want to right click object in main window, go to material atributes and change it from a "phong" to a "lambert")
Selvin your a godsend!
-Trid << Mercenary >>
- - !INEVE is currently recruiting! - - |

Raphe Steeler
Maelstrom Crew The Cartel.
|
Posted - 2007.04.06 15:57:00 -
[212]
Maya makes this all much harder, it seems sometimes.
I like Phong E textures for metallic surfaces like the Amarr ships (boost the HSV numbers above 1 for a sheen). Haven't decided which is better for Minmatar, yet. Some angles it looks great, some it looks too plastic.
For turrets, I'm just using some of the generic metallic surfaces in the shared folder for now. Haven't been able to find the specific textures yet. For my purposes this works fine, but if I wanted closeups of some of those nice T2 guns I'd want to find the real textures.
Effects are a bit more complicated. For rocket exhaust and trails, I'm using a particle system. Draw a NURBs circle at the nozzle, making sure it has enough sections to produce a thick particle field. Emit from object, omni-directional, no XYZ force, so they don't try to work against the ship motion, then set up some volume axis fields to direct the particles in an exhaust shape. Burn baby burn
I'm using ramp shaded cloud particles (off-white to red to orange) with a high "blob" setting. When the opacity is set right, it looks really good.
Explosions and gunfire I'll be doing in After Effects, just because it's faster.
|

Toaster Bagel
ARK-CORP FREGE Alliance
|
Posted - 2007.04.09 04:12:00 -
[213]
any chance that bloke who texted the machariel could give us the 411 on that bad boy? I'd appreciate it.
Peace. ôMerchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality.ö |

Vargo Hoat
Caldari
|
Posted - 2007.04.09 19:21:00 -
[214]
Edited by: Vargo Hoat on 09/04/2007 19:23:37 An useful information for everyone who is using the latest version of Deep Exploration.. When you export the OBJ file open the .dds files in Photoshop (use NVIDIA plugin) and REMOVE the alpha channel and flip the texture verticaly. Once you do that then the texture will display as it should in Deep Exploration and 3DS (if you exported from DE).. Enjoy :) All angels lose their wings. |

Sameth Daret
Original Pirating Material
|
Posted - 2007.04.11 10:13:00 -
[215]
Edited by: Sameth Daret on 11/04/2007 10:09:56 i made this video
320x200 :( needed it quickly
using photoshop CS2, Deep Exploration 4 and 3DS MAX 7
- Original Pirating Material -
|

Kw4h
Dragon's Rage Intrepid Crossing
|
Posted - 2007.04.12 20:15:00 -
[216]
Its surprising how easy you can get decent pretty pictures, when you put some effort into creating specular and bump maps based on the original textures. Then attempt to add some proper lighting in the scene, and render it out with the starfield plugin.
Linkage ___________ Out of game eve map
|

Toaster Bagel
ARK-CORP FREGE Alliance
|
Posted - 2007.04.14 14:21:00 -
[217]
Yeah, I've started doing some nice stills here and there.
My linkage ôMerchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality.ö |

xbreaka
Veto. Veto Corp
|
Posted - 2007.05.08 01:40:00 -
[218]
for someone who uses lightwave, im having a strange problem i can get the texture on it in the viewport but when i try to render my little animation scene it still shows up as being gray despite it having the texture attached. Also is there anyway to get this so i can import it into Vue 6, that program wont accept DDS textures for the life of it.
|

Ankah Tragica
|
Posted - 2007.06.01 20:41:00 -
[219]
I want to extract the wireframes too, but Selvins webpage seems to be down. Does anyone have a link to download the tool from another source, or mail the tool to me?
|

DaOpa
Amarr Static Corp
|
Posted - 2007.06.02 03:20:00 -
[220]
Any updates on this Tool - TriExporter ?
Any chance of adding a menu for Ships .. that will automaticalyy attach the right texture to it ? instead of going threw the maze of files to pick it and then by chance having it work? ! Static Corp Website |
|

ursula miner
Gallente
|
Posted - 2007.06.04 16:27:00 -
[221]
Work in progress... Here
|

Romeq
|
Posted - 2007.06.11 08:17:00 -
[222]
well i've got some problemz here's pic : http://sfq.nm.ru/maxx.jpg i have mega 3ds file and also converted skin in jpg
and i'm tryin' to place it over and somethin' goin' wrong as u see on the second picture and i don't know why :(
|

Major Stallion
The Dark Horses Hydra Alliance
|
Posted - 2007.06.16 16:30:00 -
[223]
I've got two questions. (IF theyre already answered in the thread, then I'm sorry, but im too frackin lazy to read through all the posts.)
1) How do i get the textures for the T2 ships?
2) Ive noticed when i use 3ds, that on the model (before render) there are black spots which, when rendered, become transparent and it makes the end model look horrible. How do i fix this??
|

Dizzee
|
Posted - 2007.06.19 20:02:00 -
[224]
Hi Maybe I missed it, or I'm just plain bum either way please could someone explain how to add a texture to a model. in TriExporter I set folder to eve directory, and unstuff in the right panel I select res > models > ships > amarr > ab1 > ab1shape.tri [gives me the apoc shape] in textures I do the same and add the 2 dds files from the above directory and one from res > texture > amarr > ab1
and nothing! what am I doing wrong?
|

Romeq
|
Posted - 2007.06.20 14:03:00 -
[225]
double-click ;)
|

Major Stallion
The Dark Horses
|
Posted - 2007.06.23 16:18:00 -
[226]
Originally by: Major Stallion I've got two questions. (IF theyre already answered in the thread, then I'm sorry, but im too frackin lazy to read through all the posts.)
1) How do i get the textures for the T2 ships?
2) Ive noticed when i use 3ds, that on the model (before render) there are black spots which, when rendered, become transparent and it makes the end model look horrible. How do i fix this??
anyone????
|

WGAnubis Marrith
|
Posted - 2007.07.19 04:18:00 -
[227]
Hi, I dont know if I am doing something wrong here but I cant seem to get anywhere with this program.
I go to file, Set the Folder to the eve folder, hit okay and nothing happens. Ive clicked unstuff and checked the folder that I selected and nothing is in that folder. Did I miss something that I had to download or is there a step im not seeing?
|

elFarto
New Order Industries
|
Posted - 2007.07.19 12:32:00 -
[228]
Originally by: WGAnubis Marrith I notice that a fiar number of ships are broken up into several .tri files, is there a way to combine .tri files to make them look like what they are in the game?
Only my showroom app can do that.
Regards elFarto
NPC database Mal: This is your captain speaking. We're having some technical difficulties, so we may experience some turbulence, and then explode. |

WGAnubis Marrith
|
Posted - 2007.07.19 18:11:00 -
[229]
Originally by: elFarto
Originally by: WGAnubis Marrith I notice that a fiar number of ships are broken up into several .tri files, is there a way to combine .tri files to make them look like what they are in the game?
Only my showroom app can do that.
Regards elFarto
Can you give me a link to download your showroom app elFarto? I cant seem to find it in this thread and when I do a search it seems I can only find a refence to it, not an actual link to download.
|

Tonto Auri
|
Posted - 2007.07.19 19:47:00 -
[230]
Originally by: elFarto
Originally by: WGAnubis Marrith I notice that a fiar number of ships are broken up into several .tri files, is there a way to combine .tri files to make them look like what they are in the game?
Only my showroom app can do that.
Regards elFarto
Do You have it fixed? Last time I checked it can't properly load half of all ships. (incorrect texturing, missing objects etc.) -- Thanks CCP for cu<end of sig> |
|

elFarto
New Order Industries
|
Posted - 2007.07.19 21:01:00 -
[231]
Here
It should load all the models ok, there are issues with the little blinky lights not being positioned correctly, and a couple of the shuttles are messed up, but I haven't worked on it in a while.
Regards elFarto
NPC database Mal: This is your captain speaking. We're having some technical difficulties, so we may experience some turbulence, and then explode. |

Popsikle
Minmatar Re-Awakened Technologies Inc Electus Matari
|
Posted - 2007.07.26 18:15:00 -
[232]
Originally by: elFarto
Originally by: Hellcore Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part 
For anyone interested, I wrote an importer for Lightwave that can open the .tri's directly. It's available here.
It should work exactly the same, bar the fact the tri file may contain more than one uv-map so you'll get a choice, you'll just need to play with the to see which one is the correct one.
I haven't tested it in Lightwave 9, gimme a shout if it doesn't work.
Regards elFarto
Hmm, Cant seem to get it to function under 9.2 ;( ____ <t20> i want to be in a manager potition at Hooters <SaraDawn> Garthagk, do you have it up ? <Garthagk> I can get it up anytime. |

Lance Fighter
Amarr
|
Posted - 2007.08.02 01:19:00 -
[233]
Well then I am wondering, Is it possible to actually export the t2 stuff with all the t2 addons on it?
|

T'Amber
anomandaris demaleon
|
Posted - 2007.08.27 07:15:00 -
[234]
Something i was messing around with;
3dmax8/ 64bit Triexporter Photoshop Boosters
erebus test
I still haven't figured out how to get the EVE light/bump maps etc to work, and tried adding the lights etc after renders with varying results.
|

Orvas Dren
Coreli Corporation Exuro Mortis
|
Posted - 2007.08.31 03:41:00 -
[235]
Say I wanted an extremely hi-res still to be rendered..
And I have Lightwave and TriExporter, do I still need 3DS to make one?
And what would the process be?
Keep in mind that I have only limited knowledge of 3D anim software, as most of my experience is with using them for digital abstract single renders. __________________________________________________________
|

Darkshyla
|
Posted - 2007.09.09 19:29:00 -
[236]
i have some problems with the multi textured models ...
show the problems
1. how i get the texture correctly? 2. how i get the transparancy in front and back of the ship, between the spikes?
other models like rokh or so are no problem ...
i use 3dsmax
thx 4 help
|

T'Amber
54th Knights Templar
|
Posted - 2007.09.10 05:58:00 -
[237]
Darkshyla- Rotate the textures 180 degrees and you'll fix this problem. :)
|

Darkshyla
|
Posted - 2007.09.10 18:32:00 -
[238]
i have turn the texture many times, but the problem still there :(
other models are nit the problem ... but the rifter or the machariel are too difficult for me ...
how to refuel a minmatar-carrier?
here the solution ^^
Linkage
|

OMEGA JACK
|
Posted - 2007.09.13 12:55:00 -
[239]
I have been useing this site http://www.newedenlibrary.net/sigs/models.shtml to try and export the ships and textures in to maya. its works for the most part the only thin is there is always 1 texture map missing from the ship when i render it. can anyone help me? or am i trying to do this the way wrong for maya?
|

Dire Lauthris
Coreli Corporation Exuro Mortis
|
Posted - 2007.09.14 10:26:00 -
[240]
Originally by: OMEGA JACK I have been useing this site http://www.newedenlibrary.net/sigs/models.shtml to try and export the ships and textures in to maya. its works for the most part the only thin is there is always 1 texture map missing from the ship when i render it. can anyone help me? or am i trying to do this the way wrong for maya?
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
------
[The Exiled]
|
|

OMEGA JACK
|
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.
|

OMEGA JACK
|
Posted - 2007.09.16 21:23:00 -
[242]
bump
|

EliteEagle
WeeFreeMen Corporation
|
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
|

Killer Raccoon
Free Market Enterprizes Prime Orbital Systems
|
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
______________________________________________________________________________________________
|

DarkXeRoX
Biohazzard Task Force Mass Destruction.
|
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
|
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
|

Captain Bringdown
Minmatar Eve University Ivy League
|
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
|

Ryu Nagatomi
|
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.
|

Plutoinum
German Cyberdome Corp Cult of War
|
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. 
|

Jimbob McKracken
Caldari The Tidemark Interstellar Alcohol Conglomerate
|
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
|
|

Irome
Pator Tech School
|
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.
|

Sethose Olderon
The Sigma Legion
|
Posted - 2007.12.03 06:12:00 -
[252]
Selvin, do you plan on updating TriExporter to support Trinity? I hope you do!
|

Braineater
Minmatar BINFORD Solidus Alliance
|
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. ______
|

Selvin
Gallente Galactic Fighters Organization
|
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
|

Mhaerdirne Solveig
Minmatar
|
Posted - 2007.12.09 14:07:00 -
[255]
tbh I never used your app for rendering, only stl export :)
|

Transcendent Panda
Caldari
|
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...
|

Talula Honaloola
|
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.
|

DeathMan
Minmatar Esoteric Order Independent Faction
|
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?
|

Van Kaiser
|
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
|

Svenstaro
Amarr Eve Defence Force Insurgency
|
Posted - 2007.12.17 02:54:00 -
[260]
Neat! How did you make the engines? ____________________________________________
|
|

Ryushe
M. Corp Mostly Harmless
|
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?
|

Van Kaiser
|
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
|

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2007.12.22 16:39:00 -
[263]
Is there an exporter yet that will export the new content ships?
|

Menian Galvon
|
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
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
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
|
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
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
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
|
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
|
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
|
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
|
|

Mistral Sud
|
Posted - 2008.01.07 20:58:00 -
[271]
Originally by: Selvin
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 :) )
k this is what i found out
i use raven as an example 3 maps cb1_tex_d.dds rgb channel -> this is the difuse map alpha channel -> this are the glowing lights, you can color them
cb1_tex_p.dds rgb channel -> empty alpha channel -> this is the second layer of painting, you can color it
cb1_tex_ngs.dds r channel -> empty g channel -> not sure, could be for further normal calculations or specular level b channel -> reflection channel + specular highlight level alpha channel -> normal map put it into youre bump channel
stations and titans use different maps didnt play with them till now :)
ps. thx for the program! always loved it
|

Kalixa Hihro
|
Posted - 2008.01.08 02:38:00 -
[272]
Originally by: Selvin Edited by: Selvin on 13/10/2006 12:55:27 np :) ok again i made a tool TriExporter screen with this tool u can view/export/unstuff eve models/resources
remeber that that models/resources are CCP's property!!!
Good one! /*----------------------------------------------------------------------------------*/ My opinion in no way represents that of my corp or anyone I am associated with, and is probably entirely wrong. |

Svenstaro
Amarr Eve Defence Force Insurgency
|
Posted - 2008.01.08 06:38:00 -
[273]
Selvin, you rock in every way conceivable by humans and also in every other way. ____________________________________________
|

flashfreaking
LFC FreeFall Securities
|
Posted - 2008.01.09 15:06:00 -
[274]
Edited by: flashfreaking on 09/01/2008 15:06:30 Still going are you :D Nice work :D To bad the URL is dead :( can sombody post it on eve-files?
PS: Hi Selvin, LFC says hi! Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |

Svenstaro
Amarr Eve Defence Force Insurgency
|
Posted - 2008.01.09 15:56:00 -
[275]
TriExporter
Here you go! ____________________________________________
|

flashfreaking
LFC FreeFall Securities
|
Posted - 2008.01.10 06:51:00 -
[276]
Awesome; thank you :D Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |

Anade Deltha
Neh'bu Kau Beh'Hude Ushra'Khan
|
Posted - 2008.01.15 10:27:00 -
[277]
An alternative ive found to TriExporter for getting models/textures etc out of the game has been http://www.deep-shadows.com/hax/3DRipperDX.htm. No messing around with .gr2 files and theres plugins direct into 3dsmax, But there is a fraction more post to just get the model you want. Also captures all the shaders and textures used in a scene.
|

Braineater
Minmatar BINFORD Solidus Alliance
|
Posted - 2008.01.16 17:08:00 -
[278]
Edited by: Braineater on 16/01/2008 17:14:46 /me bows before Selvin
Originally by: Mistral Sud
cb1_tex_d.dds rgb channel -> this is the difuse map alpha channel -> this are the glowing lights, you can color them
Yep, but the alpha chan also contains opacity data... you have to 'shop around a bit.
Originally by: Mistral Sud
cb1_tex_ngs.dds r channel -> empty g channel -> specular highlight level b channel -> reflection channel alpha channel -> normal map put it into youre bump channel
To me, it looks like G is the normal map, while B is the bump map. In 3DS, you can put a "Normal" material in the bump slot, assign G as Normal and B as Bump map. Looks nice...
And: flip every map vertically, first. ______
|

flashfreaking
LFC FreeFall Securities
|
Posted - 2008.01.16 18:20:00 -
[279]
Originally by: Anade Deltha An alternative ive found to TriExporter for getting models/textures etc out of the game has been http://www.deep-shadows.com/hax/3DRipperDX.htm. No messing around with .gr2 files and theres plugins direct into 3dsmax, But there is a fraction more post to just get the model you want. Also captures all the shaders and textures used in a scene.
Looks very promising, but I don't get the plugin to work, I'm using 3ds Max 2008 x64, any help/ideas? Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |

flashfreaking
LFC FreeFall Securities
|
Posted - 2008.01.16 18:54:00 -
[280]
And could you Brain be so kind to write a quick roundup on how you got the rifter? Would be appreciated, I only manage to get a greyish print of the texture on it :( Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |
|

Braineater
Minmatar BINFORD Solidus Alliance
|
Posted - 2008.01.16 19:51:00 -
[281]
Of course, I'll write something tomorrow morning. Got some to do first... ______
|

Braineater
Minmatar BINFORD Solidus Alliance
|
Posted - 2008.01.17 09:27:00 -
[282]
Ok, that's pretty much how I did it:
Install the nVidia DDS PhotoShop Plugins from here.
Export the model under \res\dx9\model\ship\ as 3DS or OBJ. Unstuff the DDS files.
Diffuse Map:
Open mf4_tex_d.dds in Photoshop. Flip the image vertically. Then select everything, copy, and paste into a new image so the alpha channel gets removed. Save as "mf4diffuse.tga" for example.
Opacity Map:
Go back to the DDS file, open the Channels tab. Make R/G/B invisible, and select the alpha channel. Select the whole image again, copy, paste into new image. You should now have a copy of the (grayscale) alphachannel. Switch this image's mode to RGB. Now, the big white chunks are obviously the opacity mask for the antennae stuff, while the other spots are the light map. You have to make the Opacity map completely white, since black = transparent, and Eve knows to apply it to the antennae only which 3DS doesnt. Select the two chunks whith a little spare after their pointy ends, invert selection, fill white. Should look like this. Save as mf4opacity.tga.
Light Map:
For the light map, you remove the large white opacity junks and leave everything else. Create a new layer, set it's mode to multiply and fill it with a color of your choice as to tint the light map. Like so, which should result in something like this. Save as mf4light.tga. If needed, either create a mask for the light map by removing the coloring layer and cranking the brightness way up, or delete everything that is black and create an alpha channel.
Bump Map:
Open mf4_tex_ngs.dds, flip it vertically. Now select only the Blue channel, copy it to a new image and save as mf4bump.tga.
Normal Map:
Same with Green channel, mf4normal.tga.
If you need help in using those maps, tell me... I'll write that up too. Two hints: Using VRay, set the IOR to 1.0 as to make the transparent areas really transparent. In the Bump-Slot create a Normal texture, instead of loading the Bumpmap directly. That way, you can also use the normal map. ______
|

flashfreaking
LFC FreeFall Securities
|
Posted - 2008.01.17 15:25:00 -
[283]
You sir, are awesome :D I only didn't manage to get the lights working (cockpit) This is my result: Image Suggestions?
Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |

Braineater
Minmatar BINFORD Solidus Alliance
|
Posted - 2008.01.17 23:18:00 -
[284]
Looking good 
Usage of the lightmap depends on which Renderer you're using. With the standard scanline one (I think) you need to use the self-illumination map (light-part of the _d.dds's alpha plus a mask which removes the black parts). If you use Vray, you have to create a VRayBlendMtl. Add your material as base. For the next layer, use a VRayLightMtl with the Map + Mask. Might need to crank up the brightness a little.
______
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.01.19 00:37:00 -
[285]
Originally by: Braineater And: flip every map vertically, first.
Save yourself some photoshop time and just apply a 180 degree U transformation on the bitmap in 3DS. 
Blog |

flashfreaking
LFC FreeFall Securities
|
Posted - 2008.01.19 15:09:00 -
[286]
Apparently the titan textures are cut in half, any idea on how to fix that? Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |

Braineater
Minmatar BINFORD Solidus Alliance
|
Posted - 2008.01.19 17:07:00 -
[287]
Yep, create two materials with one texture each. Then create a Multi/Sub-Object Map and play around with the first couple slots... ______
|

Nharak
|
Posted - 2008.01.19 18:47:00 -
[288]
Thanks for the explanation Braineater. But I think you arenÆt quite right with the normal map. _ngs.dds alpha channel goes to green and the green channel from ngs goes to red. here is the different: link
But it still doesnÆt look like it does in eve. Someone know why the textures arenÆt colored? In game everything looks more colorful or just not so dark. Do we have to apply a hue/saturation filter to the diffuse textures?
|

Ryushe
M. Corp Mostly Harmless
|
Posted - 2008.01.19 19:12:00 -
[289]
Originally by: Braineater Yep, create two materials with one texture each. Then create a Multi/Sub-Object Map and play around with the first couple slots...
Using TriExporter, I extracted the Thanatos. Next I imported the 3DS model into 3DMax9, and created a material with a 3 slot composite map as a diffuse map. I assigned the 2 diffuse maps just as they should be (according to TriExporter, please check), seeing as gca2_tex_d_001.dds and gca2_tex_d_002.dds are both used on the same model. I render the scene, and see that the textures won't mix. Same goes for the light maps, the Thanatos also uses 2 different maps for that. Again a composite map isn't working. The original .dds textures have been converted by me into png files, along the lines of what you described above. Screenshot of what it looks like and my map assignment can be found here. Note that in the screenshot I disabled one of the light submaps, which is why the lighting appears correct on the, euh, 'nose' and not on the midsection.
As you can see here, other stuff with single textures work just fine, and looks great 
Suggestions are welcome.
~~~~~~~~~~~~~~~~~~
Character Showroom Forum Thread |

Braineater
Minmatar BINFORD Solidus Alliance
|
Posted - 2008.01.19 21:14:00 -
[290]
@Nharak: Thanks, I did only assume the channels... didn't have time to check it thoroughly
@Rhyushe: I didn't mean a Mix map, but rather a Multi/Sub-Object map. ______
|
|

Svenstaro
Amarr Eve Defence Force Insurgency
|
Posted - 2008.01.20 09:06:00 -
[291]
Originally by: Nharak
But it still doesnÆt look like it does in eve. Someone know why the textures arenÆt colored? In game everything looks more colorful or just not so dark. Do we have to apply a hue/saturation filter to the diffuse textures?
I guess thats because ingame the ships are using cubemaps on some faces to reflect the space around them plus they got lights. you can do Lights with the steps described above but you will have to do a HDR screenshot of eve space and put it as a environment map to simulate the reflecting stuff. ____________________________________________
|

Nharak
|
Posted - 2008.01.20 15:41:00 -
[292]
Originally by: Svenstaro
I guess thats because ingame the ships are using cubemaps on some faces to reflect the space around them plus they got lights. you can do Lights with the steps described above but you will have to do a HDR screenshot of eve space and put it as a environment map to simulate the reflecting stuff.
I didnÆt want to handle with HDR maps, so I tried to set a gradient in the environment channel and applied a hue/saturation filter on the diffuse textures. Yesterday I didnÆt noticed that there is a _p.dds file for the second color of the ship, so with this it looks quite nice.
Here the result: Brutix Megathron
|

Ryushe
M. Corp Mostly Harmless
|
Posted - 2008.01.20 23:54:00 -
[293]
Originally by: Braineater @Rhyushe: I didn't mean a Mix map, but rather a Multi/Sub-Object map.
Yeah, I got it working ;) Here's a little thingy I played around with ... THUNDERBIRDS ARE GO!
~~~~~~~~~~~~~~~~~~
Character Showroom Forum Thread |

Busty LaRue
|
Posted - 2008.01.23 02:20:00 -
[294]
I am more of a gimp/ps/cs3 guy than a 3d guy, so I was wondering if anyone has a decent step by step tutorial, or just a few more basic hints on how I would extract these nice dx9 models for the use in 2d projects. |

flashfreaking
LFC FreeFall Securities
|
Posted - 2008.01.23 16:50:00 -
[295]
It prolly is me, but it looks like the Bump map for the drake: cbc2_ngs doesn't have a bluechannel any solution for this rather annoying problem? Disallowed sig graphic. Send an e-mail to [email protected] when it meets the forum signature guidelines. ~Saint |

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.01.24 00:09:00 -
[296]
In terms of accuracy to EVE- there's some shaders you're missing almost certainly. All that wonderful juicy hidden data in that .blue file, I suspect (Or at least it'll reference it to where the actual shader is in the .stuff). Anyone tried getting the EVE DX9 shaders into 3DS or somesuch?
Blog |

Ann Ripley
Caldari FinFleet Band of Brothers
|
Posted - 2008.01.25 11:51:00 -
[297]
first of all. thank you very very very very very much for this exelent tool. works like a charm. Ocational crashes on some models but nothing thats realy anoying.
2 questions for you guys:
1. has anyone found out what the L map is for (black and white map that doesnt seem to fit the uv¦s.
2. Has anyone managed to parse or make use of the *.blue files (shaders) Theoreticly they should work with maya or XSI since the models where shaded to begin with in maya. maybe realtime shaders?
I managed to open the blue files using HEX editor just so i could see what common texture the models use. but alot of it was garbled. "Insert witty comment here" |

Andargor theWise
The Fated Interstellar Alcohol Conglomerate
|
Posted - 2008.01.27 00:42:00 -
[298]
Originally by: Svenstaro TriExporter
Here you go!
Thanks for the tool.
A bug: if you select unstuff, and click cancel, it still proceeds with the unstuff directly in C:.
- Stop the Feature Glut: Take the API to the Next Level
|

Jamisarius
|
Posted - 2008.01.27 01:32:00 -
[299]
Originally by: stridr0 Does anyone have an 3d program that is free that can import models and textures I tried blender it imports the models but doesn't get the textures.
I don't know if you have recieved an answer to this yet, but I've had a little luck using DAZ|Studio <a href='http://www.daz3d.com/i.x/0/0/-/?refid=557569789'>Get 3D Models, 3D Content, and 3D Software at DAZ3D!</a> and I used IrfanView to convert/flip the .dds files.
Still having problems with finding the textures for part of the ship I'm working on, but I do get some results
|

Andargor theWise
The Fated Interstellar Alcohol Conglomerate
|
Posted - 2008.01.27 08:16:00 -
[300]
Edited by: Andargor theWise on 27/01/2008 08:16:08
Awesome the stuff you can do with this tool... 
Arbitrator over Earth
The last ISS station gets destroyed!
(imported into Orbiter 2006)
- Stop the Feature Glut: Take the API to the Next Level
|
|

Dairwyn
|
Posted - 2008.01.27 22:13:00 -
[301]
I used TriExporter to pull the .obj and .dds I used IrfanView (w/ dds plugin) to flip the texture vertically and save as .png Imported .obj into DAZ|Studio Applied texture .png to each of the material groups The Background is a stock shot from Hubble (Pleades Cluster, I think) and rendered.
No special lighting, no post work and all the tools are free
http://img2.freeimagehosting.net/image.php?76185ce52b.jpg http://img2.freeimagehosting.net/image.php?d45cfcf7ca.jpg http://img2.freeimagehosting.net/image.php?5ee3fe42b6.jpg
|

Vitalyuga
Rage and Terror Against ALL Authorities
|
Posted - 2008.02.06 23:45:00 -
[302]
Edited by: Vitalyuga on 06/02/2008 23:51:57 Edited by: Vitalyuga on 06/02/2008 23:47:50 so, in fact, u don't need to use photoshop to create light, bump and normal maps from .dds files. u can easily extract them in 3dsmax workspace.
(A) Self-illumination map:
1. create bitmap. (use "get material" button) 2. pick _tex_d.dds file. 3. go to "bitmap parameters". 4. set Mono Channel Output to Alpha. (RGB Intensity is default) 5. set RGB Channel Output to Alpha as Grey (RGB is default) 6. u just extracted Alpha channel from .dds file. 7. enjoy.
i used for tests maller texture, so it have no opacity thingies.
(B) Bump map:
1. create bitmap map. 2. pick _tex_ngs.dds file. 3. click on a "bitmap" button located on the right top. 4. choose RGB Tint map and replace ur bitmap with "keep old map as a sub-map" option. 5. make red channel = RGB (0,0,0), green channel = RGB (0,0,0) and blue channel = RGB (255,255,255). 6. u just extracted Blue channel from .dds file. 7. enjoy.
u can use this bump map as a specular map, or whatever u want.
(C) Normal bump:
1. download Color Correct plug-in from http://www.cuneytozdas.com/software/3dsmax/ 2. install it. 3. choose material slot #1 and extract green channel from ur _tex_ngs.dds file. (paragraph (B), just set green to 255,255,255 and blue to 0,0,0) 4. choose material slot #2 and extract alpha channel from ur _tex_ngs.dds file. (paragraph (A)). 5. choose material slot #3 and create ColorCorrect map. 6. set source color to RGB (0,0,0). 7. online RGBA Space Channel Mapping. 8. drag and drop extracted green channel to an empty square button in the red channel line. 9. drag and drop extracted alpha channel to an empty square button in the green channel line. 10. u just create a normal bump map. 11. wooohhhooo.
so, u can use all this maps in ur signature artworks.
hope, i didn't missed something. tell me, if i did.
from russia with love, RAT RND Squad.

|

Puscas Marin
|
Posted - 2008.02.09 22:34:00 -
[303]
is there any 3d software that take .dds file just like that whit our any plugins ?
|

Svenstaro
Amarr Eve Defence Force Insurgency
|
Posted - 2008.02.11 22:40:00 -
[304]
Max kinda can. But it's not properly done so you will end up using TIFs, PNGs or whatever you prefer anyway. ____________________________________________
|

Talidos
|
Posted - 2008.02.16 06:00:00 -
[305]
Great program Selvin, I'm still working through the details but this sure beats making the models myself.
The only problem I'm having is that not all the polys are set with the same normals (some are backwards) and I can't find a way to realine them without picking each one out manually, does anyone know a better way. I'm using 3Ds Max 9.
Also; I found a site showing a homeworld 2 mod with the EVE ships earlier tonight, anyone else know anything about it? Looks like it'd be pretty cool anyway. Link:H2EVE
|

exarkuhn
|
Posted - 2008.02.17 10:48:00 -
[306]
I have download the tool but i can't find the models in the res folder:/
|

Emperor Ryan
Amarr
|
Posted - 2008.02.18 11:38:00 -
[307]
Edited by: Emperor Ryan on 18/02/2008 11:42:28 Edited by: Emperor Ryan on 18/02/2008 11:38:11 I've been looking at the site you have made, from what i understand, i can change the in game content or something along those terms. I'm obviously nooby in this area, so could someone sorta throw me a stick here and help me understand. If i Am able to change the content id be very interested in learning how.
Anyone willing to teach me?
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.02.19 02:04:00 -
[308]
Originally by: Emperor Ryan Edited by: Emperor Ryan on 18/02/2008 11:42:28 Edited by: Emperor Ryan on 18/02/2008 11:38:11 I've been looking at the site you have made, from what i understand, i can change the in game content or something along those terms. I'm obviously nooby in this area, so could someone sorta throw me a stick here and help me understand. If i Am able to change the content id be very interested in learning how.
Anyone willing to teach me?
You cannot, and doing so would violate the EULA/TOS in horrible, horrible ways.
Blog |

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2008.02.22 17:15:00 -
[309]
few ships models made in dxstudio: incursus thorax megathron
strange but as local files they have also bumpmaping ;/ fx try open http://www.agronom.pl/selvin/incursus.dxmesh in dxstudio -- TriExporter
|

ceaon
Gallente Porandor Imperium Aeternum
|
Posted - 2008.02.24 23:46:00 -
[310]
Selvin can u upload that on 3dvia.com ?
BC one |
|

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.02.27 02:20:00 -
[311]
ok,i am a bit confused here.
i got the stuff un-stuffed and tho i got an error. i pay it no mind. but now how do i go about getting a .3ds mesh out of the gr2 files useing tri exporter? that i am a little confused.
seems tri exporter only opens the tri files.
any help on this would be great.
and a helpfull readme file would be great down the road.
|

EdwardXWu
|
Posted - 2008.02.27 05:41:00 -
[312]
Originally by: Braineater Looking good 
Usage of the lightmap depends on which Renderer you're using. With the standard scanline one (I think) you need to use the self-illumination map (light-part of the _d.dds's alpha plus a mask which removes the black parts). If you use Vray, you have to create a VRayBlendMtl. Add your material as base. For the next layer, use a VRayLightMtl with the Map + Mask. Might need to crank up the brightness a little.
omg u r brilliant man, thx so much. here is what i come up with, using 3ds max and vray. still trying to get the correct hull reflection, any idea how to do that?
|

Thormoden Char
|
Posted - 2008.02.27 17:55:00 -
[313]
Can anyone figure out the textures that are used by the classic version of the rifter and how to get them applied with tri-exporter?
I have tried several combinations of textures and they do not even look remotely close to the actual model. I have seen that el farto's showroom app does properly display the rifter but i have not found how to get that in tri-exporter itself.
Can anyone provide help/pointers on that particular model?
|

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.02.28 03:49:00 -
[314]
Originally by: EdwardXWu
Originally by: Braineater Looking good 
Usage of the lightmap depends on which Renderer you're using. With the standard scanline one (I think) you need to use the self-illumination map (light-part of the _d.dds's alpha plus a mask which removes the black parts). If you use Vray, you have to create a VRayBlendMtl. Add your material as base. For the next layer, use a VRayLightMtl with the Map + Mask. Might need to crank up the brightness a little.
omg u r brilliant man, thx so much. here is what i come up with, using 3ds max and vray. still trying to get the correct hull reflection, any idea how to do that?
wow really nice edward.
that was the ship i was trying to export. still cant get it to work.
i was gona make a high poly version of it and do some cool animations.
all i need is the 3ds file of the mesh with the textures, think you could hook me up?
|

EdwardXWu
|
Posted - 2008.02.28 04:58:00 -
[315]
the easiest way to do it is to read Braineater's post on page 10, and he has already posted a almost complete guide from how to export the files fron eve's client to how to use all those maps in 3ds max and vray =D by the way, does anyone know how to create individual color channels in ps? i am having a hard time recreating the normal map following Braineater's tutorial.
|

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.02.29 04:24:00 -
[316]
ok, like, seriously, i looked thru the thread, and i still dont understand how to load the new trinity files into tri exporter.
thats where i am stuck.
what am i missing here?
|

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.03.01 17:40:00 -
[317]
now triexpoter crashes every time i try and open it up.
so much for makeing use of the models.
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.03.01 19:14:00 -
[318]
Originally by: Freya Fimbulvetr ok, like, seriously, i looked thru the thread, and i still dont understand how to load the new trinity files into tri exporter.
thats where i am stuck.
what am i missing here?
Have you got the latest beta version rather than the one on the first page? Only this version will open the Trinity stuff.
All the Trinity content is in a subdir in the .stuff named 'DX9'. If it's crashing, well, try reinstalling. If not, bugreport it or at least post which model it crashes on loading.
Blog |

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.03.01 23:16:00 -
[319]
yeah,m i unstuffed the files, i got 3 DDS files, th textures right? then i got one .blue file, and then a gr2 file.
i open tri exporter, and it only allows me to open tri files, and i dont have a tri file here man!
what am i missing?
this is almost more frustrating then its worth.
|

Julius Rigel
|
Posted - 2008.03.02 15:17:00 -
[320]
Originally by: Freya Fimbulvetr yeah,m i unstuffed the files, i got 3 DDS files, th textures right? then i got one .blue file, and then a gr2 file.
i open tri exporter, and it only allows me to open tri files, and i dont have a tri file here man!
what am i missing?
this is almost more frustrating then its worth.
Make sure you have the new version designed to open gr2 files, it's on top of page 10 (?) in the thread. Also you need to press "export model" not "unstuff"  - Eve Radio Theme Fleet unofficial mini site! |
|

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.03.02 17:26:00 -
[321]
ok, well ya know what i am dont trying to fiddle around with this program.
all i want is a model with textures, 3ds model mesh or OBJ preferably.
if anyone can get me a few of em i would be willing to pay in game isk for their trouble.
feel free to contact me in game.
|

Julius Rigel
|
Posted - 2008.03.04 02:53:00 -
[322]
Originally by: Freya Fimbulvetr ok, well ya know what i am dont trying to fiddle around with this program.
Here is the rifter .obj file and the textures I used. - Eve Radio Theme Fleet unofficial mini site! |

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.03.04 05:57:00 -
[323]
awesome.
thanks man, you made my night.
to bad its to late and i cant stay up tonight or i would have her looking awesome in no time.
perhaps tomorrow i will post up an image.
i did look at it tho. i use lightwave 3d, and soem things are diferent then in other programs. for one i already know the luminosity will be a problem but i think i can get around that easily enough.
also, the bump also seems like more of a reflection/specular map. and yeah some games use both in one map to get the job done. another interesting thing is how some of the amarr ships have parts of there ships very reflective and others just normally specular. so i am thinking they use a gradient in there somewhere to tell when the map will reflect. that is if they only use one map.
its all very interesting dissecting game models. and i could prolly go on for hours like this. hehe
thanks again man. i owe you
now if i can only haggle out some amarr ships from you guys.
|

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.03.04 06:32:00 -
[324]
ok ok, so i didnt go to sleep after all.
figured some things out and got some quick renders up
the images are lit under a gallente station type lighting condition, as i just happend to have my minmatar pilot in a gellante station at the time so it seemed right. that why it would apear green
Rifter01 Rifter02
|

Talula Honaloola
|
Posted - 2008.03.05 06:25:00 -
[325]
Is it possible to retrieve the LODs using triexporter? Or is it all unpacked into the same model?
|

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.03.06 03:13:00 -
[326]
Originally by: Talula Honaloola Is it possible to retrieve the LODs using triexporter? Or is it all unpacked into the same model?
if you are refering to "level of detail" for LOD then no, the models are full detail.
any and all LOD in most if not all games are done thru internal processes that are done in real time that changed the full detail model into lower detail at a given distance. i myself am still not 100% sure how the process is done but similar processes can be done in modeling programs like the one i use which is lightwave 3d.
hope that helps.
in other notes. if some one could get me the ABADDON model that would be quite awesoem of them.
|

Arcalane Celso
Caldari Merch Industrial GoonSwarm
|
Posted - 2008.03.06 11:58:00 -
[327]
I've noticed that TriExporter has been crashing each time I try to load up the following ships;
Nyx (/dx9/model/ship/gallente/gms1/) Moros (/dx9/model/ship/gallente/gdr1/) Procurer (/dx9/model/ship/ore/ore_s/) Retriever (/dx9/model/ship/ore/ore_m/) Covetor (/dx9/model/ship/ore/ore_l/) Thrasher (/dx9/model/ship/minmatar/mde1/)
I found another Thrasher model under /dx9/model/ship/factionpc/mde1_factionpc/ which doesn't work with the texture in the same directory, but does work fine with the original Thrasher texture (over in /dx9/model/ship/minmatar/mde1/).
Can anyone else confirm that the above ships won't load - and if they will, could they be extracted & converted as .obj files and uploaded somewhere? |

Nniv
Gallente Galactic Fighters Organization
|
Posted - 2008.03.06 13:21:00 -
[328]
Originally by: Arcalane Celso I've noticed that TriExporter has been crashing each time I try to load up the following ships;
Nyx (/dx9/model/ship/gallente/gms1/) Moros (/dx9/model/ship/gallente/gdr1/) Procurer (/dx9/model/ship/ore/ore_s/) Retriever (/dx9/model/ship/ore/ore_m/) Covetor (/dx9/model/ship/ore/ore_l/) Thrasher (/dx9/model/ship/minmatar/mde1/)
I found another Thrasher model under /dx9/model/ship/factionpc/mde1_factionpc/ which doesn't work with the texture in the same directory, but does work fine with the original Thrasher texture (over in /dx9/model/ship/minmatar/mde1/).
Can anyone else confirm that the above ships won't load - and if they will, could they be extracted & converted as .obj files and uploaded somewhere?
true, true ... but its not fault of TriExporter but granny dll in GrannyGetFileInfo function :/ it proly happens because of different file version (fx. granny2.dll can load < X version and in eve there are > X) (it's me Selvin but temporary i don't have acces to main account ;) )
|

Arcalane Celso
Caldari Merch Industrial GoonSwarm
|
Posted - 2008.03.06 18:05:00 -
[329]
That might explain some of the graphical corruption I was seeing on some of the starbase models too, then - stretched polygons and what-have-you. ~~ I'm in ur belts minin' ur roids. |

Julius Rigel
|
Posted - 2008.03.07 04:31:00 -
[330]
Originally by: Freya Fimbulvetr reflection
Here are some observations I've done myself:
All the 'juicy stuff' is hidden in the .blue files, I know for certain that it contains instructions for reflection maps etc, and even the 'modifications' needed to create tech 2 models (as one might notice there are no separate model files for tech 2 models) I'm thinking they refer to separate files or parts of files, but I have yet to discover any gr2s with 'spare parts' in them.
I have noticed however that some faction ships (i.e. the quafe folder under ships contains what I believe is the same model used for the Nemesis, and I extracted what looks like a perfect replica of a Helios from the intakisyndicate folder, I played with it a bit and the maulus textures fit nicely on it, it even came with an additional piece of texture for the 'extra' bits.) - Eve Radio Theme Fleet unofficial mini site! |
|

Talula Honaloola
|
Posted - 2008.03.07 08:00:00 -
[331]
I use lightwave too, but i'm not well versed in it. What plugins do you use for LODding?
|

M4g3ll4n
Circle of Shadows DeStInY.
|
Posted - 2008.03.08 23:53:00 -
[332]
Hi, I started doing some animation with blender, but I have some problems with the textures.
E.g. the Tristan. I cant put it on the tristan modell so that it looks right. I already tried to do a 90¦, 180¦, 270¦ flip of the texture. But it won¦t work. I have the same problem with the Thorax and the Hyperion.
Perhaps you can give me a hint. Thx in advance.
|

Arcalane Celso
Caldari Merch Industrial GoonSwarm
|
Posted - 2008.03.09 06:28:00 -
[333]
Originally by: M4g3ll4n Hi, I started doing some animation with blender, but I have some problems with the textures.
E.g. the Tristan. I cant put it on the tristan modell so that it looks right. I already tried to do a 90¦, 180¦, 270¦ flip of the texture. But it won¦t work. I have the same problem with the Thorax and the Hyperion.
Perhaps you can give me a hint. Thx in advance.
You need to flip all the textures vertically (IrfanView is amazing for this as it can batch convert them to .png and vertical-flip them which saves a lot of time), and all the models will need to be flipped horizontally for them to look the same as their ingame versions.
Or at least, I had to horiz-flip them all in DAZ Studio. ~~ I'm in ur belts minin' ur roids. |

Freya Fimbulvetr
Minmatar Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.03.09 22:25:00 -
[334]
still not working for me. the tri exporter EXE wont even open it crashes on startup.
so, if anyone could get me the Abaddon obj and texture files that would be awesome, i would even throw in 10 mil in game.
thanks.
|

Arcalane Celso
Merch Industrial GoonSwarm
|
Posted - 2008.03.13 07:25:00 -
[335]
Edited by: Arcalane Celso on 13/03/2008 18:07:06
Originally by: Freya Fimbulvetr still not working for me. the tri exporter EXE wont even open it crashes on startup.
so, if anyone could get me the Abaddon obj and texture files that would be awesome, i would even throw in 10 mil in game.
thanks.
Here y' go!
Obj and Mtl files, plus a .png of the texture, already vertically flipped. No fancy light maps or bump maps or anything, but I might be able to get the base files for you to fiddle around with if you ask nicely. ;)
~~
I have some questions of my own, for now. Has anyone worked out how the pirate ships are handled? All of the Gurista *.blue files (which can be opened in notepad, and give some fairly handy information such as the texture files used, turret attachment locations, model used and so on), for example reference "guristasomni_p.dds" which I believe is some kind of overlay or "paint" which is applied to the model. However, the file simply appears to be a black square.
Can anyone enlighten me on how I might go about making pirate-painted ships?
--
Also, would someone be so kind as to make a tutorial for using The Gnu Image Manipulation Program (aka the GIMP) to making lightmaps and bumpmaps? |

Freya Fimbulvetr
Araz Galactic Enterprises and Shipyards Inc
|
Posted - 2008.03.14 14:08:00 -
[336]
Originally by: Arcalane Celso Edited by: Arcalane Celso on 13/03/2008 18:07:06
Originally by: Freya Fimbulvetr still not working for me. the tri exporter EXE wont even open it crashes on startup.
so, if anyone could get me the Abaddon obj and texture files that would be awesome, i would even throw in 10 mil in game.
thanks.
Here y' go!
Obj and Mtl files, plus a .png of the texture, already vertically flipped. No fancy light maps or bump maps or anything, but I might be able to get the base files for you to fiddle around with if you ask nicely. ;)
~~
I have some questions of my own, for now. Has anyone worked out how the pirate ships are handled? All of the Gurista *.blue files (which can be opened in notepad, and give some fairly handy information such as the texture files used, turret attachment locations, model used and so on), for example reference "guristasomni_p.dds" which I believe is some kind of overlay or "paint" which is applied to the model. However, the file simply appears to be a black square.
Can anyone enlighten me on how I might go about making pirate-painted ships?
--
Also, would someone be so kind as to make a tutorial for using The Gnu Image Manipulation Program (aka the GIMP) to making lightmaps and bumpmaps?
yeah, hey, thanks for the model. gona start doing some awesome things with it this weekend. and yeah i could use the other files, like the spec and bump and the glow. but if not i can get em, i just need to find my PS disc and install it so i can convert the DDS. so not a big problem there.
thanks again, i will send ya 10 mil when i sign on later today.
|

Arcalane Celso
Merch Industrial GoonSwarm
|
Posted - 2008.03.14 14:23:00 -
[337]
Originally by: Freya Fimbulvetr yeah, hey, thanks for the model. gona start doing some awesome things with it this weekend. and yeah i could use the other files, like the spec and bump and the glow. but if not i can get em, i just need to find my PS disc and install it so i can convert the DDS. so not a big problem there.
thanks again, i will send ya 10 mil when i sign on later today.
Unmodified texture & bumpmap files below;
Linkage
Only thing I've done is renamed them - they'll still need altering/etc.
|

Blackfiredaemon
54th Knights Templar THORN Alliance
|
Posted - 2008.03.22 14:08:00 -
[338]
Sorry If this has been asked before, but is there any way to import eve backgrounds onto 3ds max, so I can make a space shot?
|

Zedma
ACME United
|
Posted - 2008.03.25 16:37:00 -
[339]
Here is my rifter orbiting around the Earth:
rifter.jpg
The texture association is different from the example given by Braineater on page 10
Leave a comment if you like it, ty. 
|

Beor0d
|
Posted - 2008.04.05 01:50:00 -
[340]
Ok, sorry to ask again but everyone just wrote that its easy to texture the models in 3DS.
I downloaded the 3ds max 2009 trial from autodesk and the model import worked but now i have no clue how this texture thing is working. Any tutorials for this? _______________________ hmmm.... |
|

Zedma
|
Posted - 2008.04.07 14:03:00 -
[341]
All we know that textures are swapped on Y axis, but no one noticed that all the models are swapped on X axis??
Maybe i've found a little bug, try to open that .gr2 file:
res\dx9\model\ship\thukker\mc1_thukker\mc1_thukkershape.gr2 <- Vagabond model
it will lead to a crash and close the TriExporter. I've unstuffed the directory and tried to open it with granny viewer (new version available on radtools site) and it will open and display correctly.
There are other .gr2 models that cause crash of TriExporter.
Best Regards, Selvin, and ty for that great tool.
|

Ix Forres
|
Posted - 2008.04.08 02:52:00 -
[342]
Originally by: Blackfiredaemon Sorry If this has been asked before, but is there any way to import eve backgrounds onto 3ds max, so I can make a space shot?
Sort of. I used Photoshop to stitch the exported EVE background into a vertical cross format, then used HDRshop to turn it into a cubemap, then imported that into 3DS's environment map with spherical mapping. Works OK.
Originally by: Beor0d I downloaded the 3ds max 2009 trial from autodesk and the model import worked but now i have no clue how this texture thing is working. Any tutorials for this?
Loads, but it's very difficult. I've been working on and off with 3DS Max for the best part of a year now and still don't understand it all. http://www.save-evetv.com/ Please visit your user settings to re-enable images.[/url] Blog |

Van Kaiser
X-TRADE INDUSTRY
|
Posted - 2008.04.08 13:19:00 -
[343]
I have made a desktop picture for my Corp a couple of months ago.
Amarr Battelship 1
|

Nniv
Gallente Galactic Fighters Organization
|
Posted - 2008.04.09 19:57:00 -
[344]
Selvin's here...(main acount is not active) about some gr2 files whitch crash triexporter as i wrote before its not my fault but old version of granny2.dll(i think that this models are made by newer version) Any way now i'm trying to build TriExporter in C# u can get Beta Beta Beta release here
|

Kolatha
|
Posted - 2008.04.10 11:38:00 -
[345]
Just spent some time tinkering and finding the right material settings. tempest.jpg176k Warning, it's rather a big image. I went for more a moody look rather than all the global/hrd stuff that people do. Rendered with Blender and Yafray.
The beta beta beta goes kaput on me. Anyways, keep up the good work on the tri-exporter.
|

Nniv
Gallente Galactic Fighters Organization
|
Posted - 2008.04.11 11:02:00 -
[346]
Now should work. :)
|

Antediluvia
Caldari Heretic Logistics
|
Posted - 2008.04.11 21:42:00 -
[347]
Edited by: Antediluvia on 11/04/2008 21:42:41 Something I've made. Rokh's
|

Ix Forres
|
Posted - 2008.04.12 01:37:00 -
[348]
Originally by: Antediluvia Edited by: Antediluvia on 11/04/2008 21:42:41 Something I've made. Rokh's
Hope you don't mind me asking, but how are you generating your engine nozzles?
Blog |

Antediluvia
Caldari Heretic Logistics
|
Posted - 2008.04.12 02:46:00 -
[349]
I use KY trails plugin for the engine thrusters, and tracers (though in that image, you do not see the Rokh's shooting). I plan on making animated shorts with more ships, as well.
|

Dissociactive
Solar Dragons SOLAR FLEET
|
Posted - 2008.04.18 07:56:00 -
[350]
i know how to use simple old-classic client ships\textures and extract them right to 3dmax...yeeah..but...
OK i will pay 40mil for player who'll write some kind of normal FAQ about how to get new trinity textures usin' TriEXp and how to cover it on ship using 3dmax cause i've got no idea about how to get&use them :(
ps...yeepp...i've found new granny upgrade for triE. and i've also found dx9 folder in eve and found new granny files for ships...and seems like granny* works IN TRIEXPORTER, but textures dont wanna works fine with my TriEXp :D
so there's hot :) and there's lot of some dds' textures// and i cant even extract them and use them right :(
i saw lots of posts in this thread about *howtodothat* but i really cant undestand them :(
hope someone will help me :)
|
|

Beor0d
Congregatio Solidus Alliance
|
Posted - 2008.04.18 10:30:00 -
[351]
Edited by: Beor0d on 18/04/2008 10:30:22 I would like to see a proper tutorial from beginning with triexporter up to the texturing and rendering in 3d max.
I exported a Tempest and it worked pretty good but now i am stuck at texturing and rendering. _______________________ hmmm.... |

Dissociactive
Solar Dragons SOLAR FLEET
|
Posted - 2008.04.18 11:01:00 -
[352]
so do i ;)
|

Ix Forres
|
Posted - 2008.04.18 17:37:00 -
[353]
Originally by: Dissociactive i know how to use simple old-classic client ships\textures and extract them right to 3dmax...yeeah..but...
OK i will pay 40mil for player who'll write some kind of normal FAQ about how to get new trinity textures usin' TriEXp and how to cover it on ship using 3dmax cause i've got no idea about how to get&use them :(
ps...yeepp...i've found new granny upgrade for triE. and i've also found dx9 folder in eve and found new granny files for ships...and seems like granny* works IN TRIEXPORTER, but textures dont wanna works fine with my TriEXp :D
so there's hot :) and there's lot of some dds' textures// and i cant even extract them and use them right :(
i saw lots of posts in this thread about *howtodothat* but i really cant undestand them :(
hope someone will help me :)
I'm expecting 40mISK from you... :)
Right, open up TriExporter. Find the model you'd like to use, and select the folder it's in (For example, if you were going for a Rokh, you'd select the path res/dx9/model/ship/caldari/cb3). Hit File -> Unstuff, and select a folder. Then select the model, do not apply any textures, and then export to .3DS.
Next, open 3DS Max. Hit 'Import', set the file type to 3DS Max and then find the ship you exported- you'll now have the ship in 3DS, but just the model. Select the rotate tool and enter '90' in the X rotation field at the bottom of the main window to get it in the right orientation. Next, we need to texture it. Hit 'M' to bring up the material browser, and then press the eyedropper to select the ship's material. You'll see in most cases a layered map or, in some cases, just the one- you must preserve the layered maps to make sure it all works nicely.
The Rokh has just one texture. If it's layered, you just need to go to the first subtexture, and then when you've followed the instructions below, copy it to the other slots by dragging it.
First, switch the material to 'metal', and then set the Ambient/Diffuse colour to black. Leave the rest of the settings. Now, hit the little box by the diffuse field- the map field. Select 'bitmap' from the menu which pops up, and then find the texture field. For the Rokh, this is cb3_d.dds. 3DS Max will open DDS files just fine. Now, you'll have a screen showing you the bitmap. To flip it, you should look to the top right of the panel- there are 3 input boxes for U, V and W rotation. Set U to 180, and then use the drop-down menu at the top to navigate to the main texture again.
That's pretty much it, folks. I've taken a screenshot of the output which should look exactly the same if you follow me word-for-word (OK, so I zoomed in a bit, but..) I'm using 3DS Max 2008, no plugins or silly buggers, and the normal Scanline renderer. You can use the same bitmaps in Mental Ray textures if you're really confident but that's a whole new can 'o worms ;) http://img361.imageshack.us/img361/5109/testms5.png
Blog |

Dissociactive
Solar Dragons SOLAR FLEET
|
Posted - 2008.04.20 16:15:00 -
[354]
tnx money transfered ;)
pew pew |

Dissociactive
Solar Dragons SOLAR FLEET
|
Posted - 2008.04.20 16:16:00 -
[355]
hope u'll also write about tech2 textures and racial colors ( as for gallente we need some green colors in textures ) and so on...
pew pew |

Ix Forres
|
Posted - 2008.04.21 06:40:00 -
[356]
Racial colours are included in the skin material. However, EVE also applies shaders to ship models. This may include tints and specularity colours and so on... you can use other materials to add this sort of effect. I find one of the most effective to be Mental Ray's Architecture and Design filter, or the Car Paint MR texture, though the Car Paint texture will not accept non-photonic lighting, which leads to a _lot_ of head-scratching with Mental Ray.
T2 textures are just a matter of finding the textures and applying them- they're stored as a spherical map iirc which you can apply to the ship model as an overlay in a composite material. Not really tried that much before.
Blog |

Korbin Lotan
|
Posted - 2008.04.25 08:28:00 -
[357]
Selvin, I am really impressed with TriExporter, as I'm trying to use it to create 3D card models of Eve-O ships. Even with Granny2.dll the Trinity models come out sweet.
That is, all except for the ORE ships! 
I have no idea why, but all the exhumers tend to crash Triexporter. None of the other meshes do, not even the capitals (which I would assume would have by shear weight of polys).
If you get around to reading this, it would be great to get an idea how I could convert a hulk to 3DS. 
Thanks for a terrific app!
|

Lemony Snicket
|
Posted - 2008.05.08 17:36:00 -
[358]
Does anyone know of a guide from start to finish using this tool. I ran through the 12 pages and ended up with triexporter not recognizing the files that it once did, one model in 3ds without textures, I'm down 4 packs of cigarettes and now... I've got to go bury the cat I killed.
|

Braineater
Minmatar PPN United Against ALL Authorities
|
Posted - 2008.05.08 22:39:00 -
[359]
Edited by: Braineater on 08/05/2008 22:41:27
Originally by: EdwardXWu by the way, does anyone know how to create individual color channels in ps? i am having a hard time recreating the normal map following Braineater's tutorial.
I always stumble about this one myself. But I'm fairly certain that you have to create a new layer, select it, switch to the Channels flyout, select a single channel and paste the contents. First you have to select a single channel in the source and copy it, ofc.
Originally by: Zedma Here is my rifter orbiting around the Earth:
rifter.jpg
The texture association is different from the example given by Braineater on page 10
Leave a comment if you like it, ty. 
Looks great! What did you do different? ______
|

Kzassou Itsuensha
|
Posted - 2008.05.09 16:17:00 -
[360]
Edited by: Kzassou Itsuensha on 09/05/2008 16:23:28 Edited by: Kzassou Itsuensha on 09/05/2008 16:17:42 Does anyone have any tips for smoothing the mesh? You can't use a normal mesh_smooth on the surface. I feel like an idiot not knowing how to adjust the smoothness, but I can't figure it out right now. Anyone?
edit: Ok I figured it out: smoothing groups, here's how for anyone wondering the same thing.
Select your mesh and go into polygon edit mode. Under the surface properties pop-down, you'll see the smoothing groups. Using the selection tool, select the first area to be smoothed. When you have all the polys selected, click on the "1" button under "Smoothing Groups". This will make Max smooth just those poys without screwing up your edges. Go ahead and do this for all the rounded surfaces on your mesh and it'll look beautiful.
|
|

testprix
|
Posted - 2008.05.16 18:30:00 -
[361]
ok... i use blender i now i can get the model and apply the texture well.
But for metal effect and all others info for the ship how to get them ?
I understood .blue file contain those info but i didnt understood how it is possible to read or use .blue files
|

Pyr3x
Gallente TiS Industries Ursa Stellar Initiative
|
Posted - 2008.05.17 23:19:00 -
[362]
Ok I am very lost.. Could someone please make a better guide? A real guide with details and if possible maybe share that abaddon model since it appears to be the best so far. I just need something to use as an example to base further work off of.
Thank you for your time.
|

Ix Forres
Caldari Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.05.18 13:49:00 -
[363]
Originally by: Pyr3x Ok I am very lost.. Could someone please make a better guide? A real guide with details and if possible maybe share that abaddon model since it appears to be the best so far. I just need something to use as an example to base further work off of.
Thank you for your time.
Better guide for what?
Blog |

darkte
Caldari Rising Force
|
Posted - 2008.05.18 16:13:00 -
[364]
this is realy awesom prog
but the thing i found is u need to do some stuff to get it right
but main thing i have a prob with is t2 ships or even the textures
isnt there a way to abtain it ? or get it ?
grt D
|

Pyr3x
Gallente TiS Industries Ursa Stellar Initiative
|
Posted - 2008.05.19 10:53:00 -
[365]
Exporting the model is pretty easy and getting the basic skin on it seems simple enough however the lighting effects and everything else is rather unclear and a mix of opinions.
|

Ix Forres
Caldari Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.05.19 14:24:00 -
[366]
Originally by: Pyr3x Exporting the model is pretty easy and getting the basic skin on it seems simple enough however the lighting effects and everything else is rather unclear and a mix of opinions.
'tis the nature of the beast!
The variety of programs and methods of lighting are so varied that writing tutorials 'for EVE lighting' is pretty much impossible.
Some hints, though.
You can find the background maps in the materials nebula folders. Once you have the nebula materials you can use HDRshop or equivalent to convert them to your application's preferred environment map format and use that for your background.
Lighting the ships is only half the battle- especially in 3DS Max, what material and renderer you choose has a major effect on your final scene. Play around with simple stuff if you're new to 3D. 3DS Max with some fairly hefty tweaks can use the Mental Ray shader for space scenes, which looks fantastic, but it's bloody difficult. Good luck if you choose that path.
Blog |

testprix
|
Posted - 2008.05.24 21:55:00 -
[367]
please please, who can just answer to this question :
how to read and use the "*.blue" files ?
thanx !
|

Kolatha
|
Posted - 2008.05.25 06:41:00 -
[368]
Originally by: testprix
how to read and use the "*.blue" files ?
You don't.
It looks like the .blue files contain game relevant information like thruster location, mounting points for turrets and weaponry, location of any additional running lights and details for small animations like the rotating doodad on the catalyst and the mechanical watsits on the underside of the mining barges. It also contains references to the shader model the ship uses but isn't much use since they don't seem to be anything other than a reference to a predefined setting held by the game engine.
Open it up with a hex editor and you will see all sorts of interesting looking information that isn't of much use outside of the game engine.
All the information you need for texturing the ships is contained within the mesh files and the .dds files.
Someone might be able to extract the info from these files but you don't need them for playing with the models and textures, and likely someone will correct me on what is actually in the .blue files but you don't need them.
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.05.25 13:46:00 -
[369]
Originally by: Kolatha
Originally by: testprix
how to read and use the "*.blue" files ?
Someone might be able to extract the info from these files but you don't need them for playing with the models and textures, and likely someone will correct me on what is actually in the .blue files but you don't need them.
The .blue files contain plenty of things; mostly shaders and so on. You could benefit from having them but by and large they're useless for 3D work.
Extracting them is a little tricky. They're essentially Python pickles, but you need the EVE framework around that to work with it pretty much, or as far as I understand that is the case. -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |

testprix
|
Posted - 2008.05.25 17:00:00 -
[370]
ok, thanks for answer !
but without those files i cant have the same render than the render's game... no light lights and light's effects... pitty !
|
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.05.25 22:17:00 -
[371]
Originally by: testprix ok, thanks for answer !
but without those files i cant have the same render than the render's game... no light lights and light's effects... pitty !
Yes you can. Guess or look at the ships ingame if you're trying to place lights. It's not exactly hard... :) -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |

DeviantAnt
|
Posted - 2008.05.28 07:43:00 -
[372]
I know someone had the problem exporting let's say the Nyx out due to granny2.dll. I have the same problem and maybe it just didn't poke my eye out, but I couldn't find a solution in this topic. Can anyone help me out?
|

DeviantAnt
|
Posted - 2008.05.28 08:32:00 -
[373]
Oh and another thing.
I tried to texture the thanatos. Since I'm not a big 3DS Max guru can someone hep me out? I have all the textures unstuffed, but I can't sem to get things right. I used multi material but can't get teh settngs right for them. Mainly I have problem with the ngs and p files. Cn someone guide me to the right direction pls?
|

Danni Arkada
|
Posted - 2008.05.29 03:13:00 -
[374]
Edited by: Danni Arkada on 29/05/2008 03:15:10
So, I think I am getting things figured out, bit by bit. After following these steps, I was able to get a decent render via 3d studio max 8:
1. Exported model only via triexporter for the celestis, using the dx9 model.
2. Selected the Anisotropic Material.
3. Set the Ambient, and diffuse color to black.
4. Linked Ambient, Diffuse, Specular colors to the gc1_tex_d.dds file, rotating on the "u" axis by 180 degrees.
5. Linked Diffuse and Specular levels to the same texture, again rotating 180 degree's on U.
6. Set self illumination to initially link to the gc1_tex_d.dds file, rotated 180 degrees on U and set: filtering = Summed Area, Mono Channel ouput = Alpha, RGB Channel Output = Alpha as gray, and Alpha Source = Image Alpha. I then clicked the "Bitmap" button and selected "RGB Multiply", choosing to use the previous map as my sub-map. I then selected "Alpha From" to be from map #1. Then set the color for Color #2 to be a light green color.
7. Next I opened the gc1_tex_p.dds file via photoshop, flipped it on the vertical, selected only the alpha channel and copied that into another image. I changed it's mode from Greyscale to RGB (as previously recommended on page 10). I then selected (via the magic wand tool) the black color, changing it to white, but not all of the black color, I simply clicked once on one of the bigger black blotched areas and left what every was not selected alone. I saved this as a TGA file, 32 bit texture.
8. Once I had the tga file for the opacity, I tied the opacity map to that file, not rotating 180 degrees, as it was done before. I found that if you try to use the DDS file directly, half the ship vanished cause of the black making parts of the ship transparent, so this step cleared up that issue.
9. I did not choose to do a normal bump map, mainly cause I found all the previous descriptions of it pretty confusing in relation to 3ds max. So I simply tied the "bump" map at 30% to the gc1_tex_ngs.dds file, rotated 180 degrees, and selected the "Bitmap" button again, to select "RGB Tint", setting the red and blue parts to (0, 0, 0) so that only the green was selected (again as stated on page 10). This gave me the bumps I wanted, though I might look again at trying to figure out the normal bump maps.
10. Lastly I made sure that the anisotropy material was also set to the gc1_tex_d.dds file, rotating it 180 degrees as well.
This is what I got:
http://www.dreadnet.org/rendered/Celestis.png
A couple of things I want to figure out yet, is how to brighten up the sun a bit more (it's off screen in the image) so there's a little more definition on the right side of the image where the ship is shadowed out a bit, and to clear out the color in the background, just to the upper right of the ship (ick).
I also want to create some feint star fields in the back ground and a few after burner effects for the thrusters - no clue where to even start that yet. The background I used was another DDS file that was unstuffed when I did the entire texture tree, think it was texture/nebula or something like that.
Let me know what you think.
*edit, fixed the link.
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.05.29 12:42:00 -
[375]
Danni: Looks good. Try adding a Smooth modifier to the ship's mesh, checking the 'auto smooth' box and adjusting the threshold. Is your background map correctly set up? As in, when you move camera, does the background stay where it is in relation to the ship? If so, detailsplox!  -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |

Danni Arkada
|
Posted - 2008.05.29 13:23:00 -
[376]
Originally by: Ix Forres Danni: Looks good. Try adding a Smooth modifier to the ship's mesh, checking the 'auto smooth' box and adjusting the threshold. Is your background map correctly set up? As in, when you move camera, does the background stay where it is in relation to the ship? If so, detailsplox! 
Hi Ix,
Thanks for the pointers there, though converting the model to a mesh and enabling the "auto-smooth" in the Element portion of the modifier list did not seem to make a difference.
As for the back ground, if I change the position of the ship, the only thing that changes IS the orientation, I have rendered another sample showing this fact.
http://www.dreadnet.org/rendered/Celestis2.png
|

Iwana Haulallot
Radioactive Rubberpants
|
Posted - 2008.05.29 13:48:00 -
[377]
has anyone had any luck extracting the problematic models? I need the nyx and moros model especially for an upcoming movie.
Ive tried looking for a newer version on the Granny2.dll but had no luck. can someone link the dll so all models can be extracted?
Or if someone could send me the Nyx and Moros model (direct x 9 version) it would be most appreciated.
Ive been toying around with the amarr models and reworking the materials on them to try to simulate how they would look in reality. going beyond the trinity look.
will post some examples when i get home from work. |

Danni Arkada
|
Posted - 2008.05.29 14:10:00 -
[378]
Originally by: Iwana Haulallot has anyone had any luck extracting the problematic models? I need the nyx and moros model especially for an upcoming movie.
Ive tried looking for a newer version on the Granny2.dll but had no luck. can someone link the dll so all models can be extracted?
Or if someone could send me the Nyx and Moros model (direct x 9 version) it would be most appreciated.
Ive been toying around with the amarr models and reworking the materials on them to try to simulate how they would look in reality. going beyond the trinity look.
will post some examples when i get home from work.
I just tried to export them both via the beta copy of triexporter I have, and get a total crash of triexporter.
|

Iwana Haulallot
Radioactive Rubberpants
|
Posted - 2008.05.29 14:18:00 -
[379]
yeah. its probably because of a dll issue. just trying to solve it
|

Danni Arkada
|
Posted - 2008.05.29 18:56:00 -
[380]
Originally by: Danni Arkada
Originally by: Ix Forres Danni: Looks good. Try adding a Smooth modifier to the ship's mesh, checking the 'auto smooth' box and adjusting the threshold. Is your background map correctly set up? As in, when you move camera, does the background stay where it is in relation to the ship? If so, detailsplox! 
Hi Ix,
Thanks for the pointers there, though converting the model to a mesh and enabling the "auto-smooth" in the Element portion of the modifier list did not seem to make a difference.
As for the back ground, if I change the position of the ship, the only thing that changes IS the orientation, I have rendered another sample showing this fact.
http://www.dreadnet.org/rendered/Celestis2.png
Woop, I forgot to select the object, yeah the auto-smooth feature works really well. I will update the image sometime later today.
|
|

Archonus
Imperial Shipment
|
Posted - 2008.05.29 20:39:00 -
[381]
Quote: A couple of things I want to figure out yet, is how to brighten up the sun a bit more (it's off screen in the image) so there's a little more definition on the right side of the image where the ship is shadowed out a bit, and to clear out the color in the background, just to the upper right of the ship (ick).
When I messed with this a couple years ago, I put an ambient light in the corner of my scene to represent a "sun" like light. It possible that you could put a sphere in that spot, assign a light to emit from it, and give it a glowing texture.
Quote: I also want to create some feint star fields in the back ground
In Maya, I did this by making a particle system that attached itself to each vertex of a sphere. Randomly sized spheres (within a range) emitted from each vertex at random speeds. Now, you should have a "sphere-shaped wall" of particles after a few seconds. I then froze the particle system and used it for my stars.
In Max, it might not be that difficult. I believe the easiest way would probably be to use some AfterEffects. I had some plugin that I used for my 3ds scene though (can't recall the name). I do remember having a hard-time avoiding flickering upon camera movement though.
It might be possible to have a large cube or sphere with an alpha-mapped transparent noise-texture to give the appearance of stars.
Quote: a few after burner effects for the thrusters - no clue where to even start that yet.
I placed spheres where each engine would be, and attached them to the model so that when the model moves, they move with it. Then I created a particle system that emitted from each sphere. I remember it took quite a bit of playing to get the particle effect to my liking. [url=http://www.simshaun.com/kb/?a=pilot_detail&plt_id=39011][/url] |

Danni Arkada
|
Posted - 2008.05.29 22:51:00 -
[382]
Quote: When I messed with this a couple years ago, I put an ambient light in the corner of my scene to represent a "sun" like light. It possible that you could put a sphere in that spot, assign a light to emit from it, and give it a glowing texture.
I gave that a try, and found that I needed to actually adjust the "scene" ambient light to brighten up some of the objects, got better results doing it that way anyway. Having said that I am currently working on a combination of both methods to provide some degree of shadowing, and not making the whole image too dark all at once.
Quote:
In Maya, I did this by making a particle system that attached itself to each vertex of a sphere. Randomly sized spheres (within a range) emitted from each vertex at random speeds. Now, you should have a "sphere-shaped wall" of particles after a few seconds. I then froze the particle system and used it for my stars.
In Max, it might not be that difficult. I believe the easiest way would probably be to use some AfterEffects. I had some plugin that I used for my 3ds scene though (can't recall the name). I do remember having a hard-time avoiding flickering upon camera movement though.
It might be possible to have a large cube or sphere with an alpha-mapped transparent noise-texture to give the appearance of stars.
Hmm I'll have to give that a try, thx.
Quote:
I placed spheres where each engine would be, and attached them to the model so that when the model moves, they move with it. Then I created a particle system that emitted from each sphere. I remember it took quite a bit of playing to get the particle effect to my liking.
sweet, I like that idea, will play with that idea and see what I come up with.
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.05.29 23:08:00 -
[383]
Originally by: Archonus
In Max, it might not be that difficult. I believe the easiest way would probably be to use some AfterEffects. I had some plugin that I used for my 3ds scene though (can't recall the name). I do remember having a hard-time avoiding flickering upon camera movement though.
The correct way to achieve starfields is to create a camera in your scene, and use the Video Post feature. There's a starfield system in there which produces an excellent effect and won't flicker. You do then get to run your main renders through Video Post, but it's easy as hell to use anyway. -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |

Danni Arkada
|
Posted - 2008.05.30 00:32:00 -
[384]
And here is the re-rendered version with a few bonuses..
http://www.dreadnet.org/rendered/gallente_t1_cruisers.png
or for a slightly larger version:
http://www.dreadnet.org/rendered/gallente_t1_cruisers_1920x1080.png
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.05.30 00:47:00 -
[385]
Originally by: Danni Arkada And here is the re-rendered version with a few bonuses..
http://www.dreadnet.org/rendered/gallente_t1_cruisers.png
or for a slightly larger version:
http://www.dreadnet.org/rendered/gallente_t1_cruisers_1920x1080.png
I take it you're using the scanline renderer rather than Mental Ray? Any tips on lighting? I never really managed to get scene environments/lighting right. -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |

Danni Arkada
|
Posted - 2008.05.30 02:31:00 -
[386]
Originally by: Ix Forres
Originally by: Danni Arkada And here is the re-rendered version with a few bonuses..
http://www.dreadnet.org/rendered/gallente_t1_cruisers.png
or for a slightly larger version:
http://www.dreadnet.org/rendered/gallente_t1_cruisers_1920x1080.png
I take it you're using the scanline renderer rather than Mental Ray? Any tips on lighting? I never really managed to get scene environments/lighting right.
I am using mental ray, high qual, or atleast that's what I have set :/
|

Iwana Haulallot
Radioactive Rubberpants
|
Posted - 2008.05.30 11:46:00 -
[387]
I figgured a way to extract the problematic models.
I used the granny viewer and an openGL grabber that temporarly exports the model beeing viewed in the granny viewer as an obj file in the granny viewer directory.
then i just brought it into softimage XSI, welded the polys and added the maps.
So now i have the Nyx and moros fully textured and ready.
One question. Where can i find the textures for the Turrets? havent been able to locate them yet.
Anyone ?
|

Ix Forres
Vanguard Frontiers Imperial Republic Of the North
|
Posted - 2008.05.30 13:50:00 -
[388]
Originally by: Danni Arkada
Originally by: Ix Forres
Originally by: Danni Arkada And here is the re-rendered version with a few bonuses..
http://www.dreadnet.org/rendered/gallente_t1_cruisers.png
or for a slightly larger version:
http://www.dreadnet.org/rendered/gallente_t1_cruisers_1920x1080.png
I take it you're using the scanline renderer rather than Mental Ray? Any tips on lighting? I never really managed to get scene environments/lighting right.
I am using mental ray, high qual, or atleast that's what I have set :/
Awesome. I've been trying to get Mental Ray working for some time for in-space stuff. Feel like doing a few pointers on how to set up Mental Ray's environment map and exposure control stuff/lighting the scene? :) -- Ix Forres EVE Application Developer ISKsense | RLS-EVE | Blog |

Tor Umar
|
Posted - 2008.06.03 22:09:00 -
[389]
Ive just exported the Nyx with no problems at all. And ive just checked the Moros exported fine as well!
|

Mashie Saldana
Hooligans Of War
|
Posted - 2008.06.03 22:49:00 -
[390]
Has anyone managed to export the Trinity versions of the Jove Phantom?
I would love to see a few high res images of it from various angles.
|
|

Tor Umar
|
Posted - 2008.06.04 13:14:00 -
[391]
I'll export it out tonight...evemail me in game with your email address and i'll send you through a few hi-res shots
|

Vvaren VonSchlegel
|
Posted - 2008.06.11 10:30:00 -
[392]
Anyone know how to get the models and textures working in Cinema 4D? |

Korbin Lotan
|
Posted - 2008.06.11 12:04:00 -
[393]
My Tri exporter crashes when I try and export a Hulk model (the DX9 Trinity Version). If someone else has any luck extracting it, can you please post its . It doen't matter if it's textured, I have that part sorted :) Cheers |

Cashflow Broker
|
Posted - 2008.06.11 13:47:00 -
[394]
ok...this is gonna be the most stupid question here. But...I can lookt at the gray version of the ship right, but how do I get the texture on it?
|

alisandent
Ministry of War
|
Posted - 2008.06.13 20:20:00 -
[395]
Edited by: alisandent on 13/06/2008 20:20:55 If there's someone bored enough, I'll pay 500k for each and every properly exported model w/ proper textures, packed into a zip. Looking for battle cruisers, battleships, motherships, and titans. Needs to be the new trinity models/textures.
Would need opacity maps/self illum maps where applicable, and model needs to be .obj format. Also needs to have files properly named to correspond to ship type and map use, ie diffuse, opacity etc.
Eve-mail me or respond here if your interested.
|

Korbin Lotan
|
Posted - 2008.06.14 02:20:00 -
[396]
Alisandent, Evemail sent. Awaiting reply. Cheers, KL 
|

JForce
The Arrow Project Morsus Mihi
|
Posted - 2008.06.18 13:11:00 -
[397]
Much like the guy above, I am willing to pay ISK to get a single model of a ship with correct textures etc. As to what format etc, well I don't mind "downloading" a program to view a model, I just want to be able to zoom in and rotate a full model in 3D which displays all the correct proportions and textures etc.
Evemail me please if anyone is willing to assist :) |

JForce
The Arrow Project Morsus Mihi
|
Posted - 2008.06.20 02:21:00 -
[398]
Anyone able to help me out with this? |

Menian Galvon
|
Posted - 2008.06.21 22:02:00 -
[399]
Im willing to provide any 3ds max models for a little isk. I can also probably packege the whole thing w/ textures and all, all set up.
Also, Ive got the models textured and everything is ready to go.... but how do i get the cool space background??? and how can i make it static so that when the camera moves, it doest follow?
Also, does anyone know where i can find tutorials on how to make beams and stuff? engine glow etc? I do have FumeFX and was wondering if that is the best solution.
|

JForce
The Arrow Project Morsus Mihi
|
Posted - 2008.06.23 00:30:00 -
[400]
Originally by: Menian Galvon Im willing to provide any 3ds max models for a little isk. I can also probably packege the whole thing w/ textures and all, all set up.
Also, Ive got the models textured and everything is ready to go.... but how do i get the cool space background??? and how can i make it static so that when the camera moves, it doest follow?
Also, does anyone know where i can find tutorials on how to make beams and stuff? engine glow etc? I do have FumeFX and was wondering if that is the best solution.
Awesome, I shall evemail you with some details of what I want/need....and it's not as involved as the other stuff you want :D |
|

alisandent
Demon Theory
|
Posted - 2008.06.24 20:32:00 -
[401]
you don't need fume fx for much of anything in regards to rendering out space shots. I'd just google what your looking for and youll find tutorials. Engine glow, lasers, and whatnot can all be done in photoshop.
|

Kucs Macuvue
Caldari The Edge Foundation Zenith Affinity
|
Posted - 2008.07.06 12:21:00 -
[402]
Originally by: Selvin Edited by: Selvin on 13/10/2006 12:55:27 np :) ok again i made a tool TriExporter screen with this tool u can view/export/unstuff eve models/resources
remeber that that models/resources are CCP's property!!!
Thanks heaps. Your the man :)
|

Leonardo DiJita
The Jita Institution of Fine Arts
|
Posted - 2008.07.10 10:47:00 -
[403]
Heres a lill thing i made. Thank you for the Tri Exporter... Wonderful tool.
check out the sell orders thread. decided to try turning this thing into an isk income :) Get yout portrait too :)
Si Hoc Legere Scis Nimium Eruditionis Habes My Portrait service |

Furyn DarkStar
Viking Direct
|
Posted - 2008.07.13 13:50:00 -
[404]
has anyone worked out how to do things like adding the pastel blue to the gallente ships or is thta something that cant be done??
thanks in advance
Furyn
|

Shiroi Mitsukai
Gallente
|
Posted - 2008.07.15 00:39:00 -
[405]
Originally by: Furyn DarkStar has anyone worked out how to do things like adding the pastel blue to the gallente ships or is thta something that cant be done??
thanks in advance
Furyn
Use the "_p.dds" as an alpha map for the paint (like the pastel blue). Hope that helps
Customized Eve Desktop Wallpapers |

MotherMoon
Huang Yinglong
|
Posted - 2008.07.16 05:47:00 -
[406]
Edited by: MotherMoon on 16/07/2008 05:52:08 nvm got it to work don't set folder before hand >.<
|

Shiroi Mitsukai
Gallente
|
Posted - 2008.07.17 07:39:00 -
[407]
Originally by: MotherMoon Edited by: MotherMoon on 16/07/2008 05:58:23 Edited by: MotherMoon on 16/07/2008 05:52:08 nvm got it to work don't set folder before hand >.<
edit: ok I can view and texture the old dx7 models what about the dx9 models? the dx9 folder has no tri files just textures.
DX9 uses the the .gr2 files for models
Customized Eve Desktop Wallpapers |

Chiara Lorn
|
Posted - 2008.07.17 11:57:00 -
[408]
Edited by: Chiara Lorn on 17/07/2008 12:02:18 Thanks for the awesome tool, especially the update for the dx9 graphics 
Here's a couple of renders out of Cinema 4D, just trying to get it looking as close as the ingame graphics as possible Hyperion
and a "Navy" Issue  Hyperion Navy Issue
|

knifee
Caldari Euphoria Heavy Industries
|
Posted - 2008.07.18 15:52:00 -
[409]
Mmm so I finally installed this and its great :D
anyway had a really quick play this afternoon.
eve-dev - making a good thing better
|

Menian Galvon
BAD WOLF INC. CryoGenesis Mining Syndicate
|
Posted - 2008.07.23 14:15:00 -
[410]
Where do i find the background space pictures? I want to create movies, but that doesnt work with just a plane textured. I cant find the space anywhere. ~Pilots stay up longer~ |
|

Valan
The Fated
|
Posted - 2008.07.23 17:07:00 -
[411]
Originally by: Chiara Lorn Edited by: Chiara Lorn on 17/07/2008 12:02:18 Thanks for the awesome tool, especially the update for the dx9 graphics 
Here's a couple of renders out of Cinema 4D, just trying to get it looking as close as the ingame graphics as possible Hyperion
and a "Navy" Issue  Hyperion Navy Issue
I'm out of practice with C4D just getting back into things how did you deal with textures?
/start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

Chiara Lorn
|
Posted - 2008.07.24 03:31:00 -
[412]
Menian: In TriExporter go to the directory "res/texture/nebula/" The backgrounds are all in there, you'll have to unstuff the dds textures, convert them, and then map them onto a cube.
Valan: mail sent At some point if I get the chance I might make a tutorial on how to set up the textures in C4D, and possibly just exporting the models in general.
And how could I post without posting more renders? Here's a few shots of my favourite Inty, the Malediction. http://img293.imageshack.us/img293/1490/malediction001jl6.jpg http://img293.imageshack.us/img293/3004/malediction002uu5.jpg http://img293.imageshack.us/img293/5464/maledictionsquadrontv5.jpg
|

Valan
The Fated
|
Posted - 2008.07.24 12:05:00 -
[413]
Thanks, I'll take a look when I get in tonight. Drove myself mental last night I tried all sorts I was getting close and it increased my skill level but frustrating all the same.
Nice work on the malediction.
I guess everyone was inspired by clear skies to some extent. I'm currently modelling the insides of a Gallente ship. I'm doing it in a modular fashion.
I was thinking about setting up a website where anyone can post up models they've done of consoles, corridoors, offices, control panels, characters pretty much anything really. This would them form a free repositroy of models people can draw upon for their movies. Fling the bits together for a scene and away you go. Should cut down on production time. then the story makers can concentrate on stories.
The quality of model maybe a little dodgy sometimes but look at clear skies (don't get me wrong it was very well done) the environment isn't great but it didn't detract from the story.
/start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

Chiara Lorn
|
Posted - 2008.07.24 12:47:00 -
[414]
A model archive website sounds like a great idea.
I'd like to see how far you are with the interior model, I sometimes model aswell, but I tend to get bored after a couple of days worth of modelling and give up 
I read back through some of this thread and found out how to set up the normal maps properly, which has pushed the quality of my renders way higher. So after several hours of tweaking and adjusting material settings I think I've pretty much managed to hit in-game quality.
http://img373.imageshack.us/img373/4023/megathronyx9.jpg http://img373.imageshack.us/img373/6545/feroxze1.jpg
It's quite ironic really, trying to match the in-game graphics in a proffesional 3D program btw, these shots are completely animatable and only take a few seconds to render \o/
|

Valan
The Fated
|
Posted - 2008.07.24 13:02:00 -
[415]
I've just got broadband I'll try and get it on tonight. It's only a bare coridoor at the moment and my skill level is low.
However, I'm hoping that it's good enough for background and people can add to it. Hence the free open source thing.
You've also highlighted the other reason for creating a repository time. I'm busy or get bored and don't follow things through same as most. The Evol project was such a monster it lost its way (I heard its back on track). Clear Skies took forever to create.
Now if someone wants to spend a couple of hours one night creating a model then thats great. They don't have to subscribe to a huge project. People can also put requests in for voice actors, sound samples, 2D work anything really.
The quality may not always be there but I reckon it'll grow over time. Some one may even take one of my models and retexture it. It's all good.
I'll start the web frame work this weekend. All thats needed is an EVE skin on a postnuke framework.
/start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

MotherMoon
Huang Yinglong
|
Posted - 2008.07.24 16:52:00 -
[416]
Originally by: Shiroi Mitsukai
Originally by: MotherMoon Edited by: MotherMoon on 16/07/2008 05:58:23 Edited by: MotherMoon on 16/07/2008 05:52:08 nvm got it to work don't set folder before hand >.<
edit: ok I can view and texture the old dx7 models what about the dx9 models? the dx9 folder has no tri files just textures.
DX9 uses the the .gr2 files for models
yes I know this but triexportor won't open them. are you guys using a different ap now other than triexporter to open the gr2 files?
|

Chiara Lorn
|
Posted - 2008.07.24 20:47:00 -
[417]
Edited by: Chiara Lorn on 24/07/2008 20:48:32 There's actually a dx9 (beta) version out, your probably using the old one.
Here's the link for the new one http://www.agronom.pl/selvin/TriExporter0.4.1.0beta2.zip
Run that one and you'll be able open the .gr2 files.
btw, I can't open the Nyx, Moros, or Opux Luxury Yacht, anyone know how to fix this? Or is there anyone who can export the models as .3ds for me? TriExporter just completely closes when I try to open them, no error messages or anything, just crashes to desktop.
|

MotherMoon
Huang Yinglong
|
Posted - 2008.07.24 21:04:00 -
[418]
Originally by: Chiara Lorn Edited by: Chiara Lorn on 24/07/2008 20:48:32 There's actually a dx9 (beta) version out, your probably using the old one.
Here's the link for the new one http://www.agronom.pl/selvin/TriExporter0.4.1.0beta2.zip
Run that one and you'll be able open the .gr2 files.
btw, I can't open the Nyx, Moros, or Opux Luxury Yacht, anyone know how to fix this? Or is there anyone who can export the models as .3ds for me? TriExporter just completely closes when I try to open them, no error messages or anything, just crashes to desktop.
ugh that makes a lot more sence. as much as messing with the old fiules has been (adding better glass and such) I felt like I was walking backwards wasting my time.
|

Chiara Lorn
|
Posted - 2008.07.25 09:17:00 -
[419]
Alright, had a day off work today, so I decided to have a go at animating a scene.
Enjoy... http://eve-files.com/dl/167543
btw, if I don't reply it's because my account has expired and I'll be reactivating it in 2-3 weeks. So expect more animations when I get back online 
|

knifee
Caldari Euphoria Heavy Industries
|
Posted - 2008.07.26 11:19:00 -
[420]
Originally by: Chiara Lorn Alright, had a day off work today, so I decided to have a go at animating a scene.
Enjoy... http://eve-files.com/dl/167543
btw, if I don't reply it's because my account has expired and I'll be reactivating it in 2-3 weeks. So expect more animations when I get back online 
Thats really nice, looking forward to seeing some more in a cpl weeks.
eve-dev - making a good thing better
|
|

MotherMoon
Huang Yinglong
|
Posted - 2008.07.27 03:17:00 -
[421]
ok I got everything working but I can't save the models as .obj files out of max which is stopping me form getting more than one fixed texture model into a scene...
anyone know if I'm missing a plug in or something? I'm using max 2009.
|

Valan
The Fated
|
Posted - 2008.07.27 17:54:00 -
[422]
Got most of it sorted apart from...
Amarr DX9 textures they seem to be different from the other races. The old textures I can get on there without an issue.
Issue 1 I can't get the orientation correct on the model I'm assuming the UV co-ordinates need manipulating.
Issue 2 Multi-texture models. The Apoc for instance has three poly selections and there are two textures.
I'm seriously struggling in C4D to get them on and as above orientated correctly.
Any hints or answers would be appreciated.
/start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

Shiroi Mitsukai
Gallente
|
Posted - 2008.07.28 13:45:00 -
[423]
okay... let's solve this "bugged ship model" problem once and for all. I will host the files and offer them for free downloads. What I need is .obj, or .3ds exports of the following models: DX9\Model\Ships\Gallente: gdr1 gms1 gy1
DX9\Model\Ships\Minmatar mde1
DX9\Model\Ships\Ore ore_l ore_m ore_s
If any one can help, that would be fantastic!
Customized Eve Renders |

MotherMoon
Huang Yinglong
|
Posted - 2008.07.28 13:47:00 -
[424]
Originally by: Valan Got most of it sorted apart from...
Amarr DX9 textures they seem to be different from the other races. The old textures I can get on there without an issue.
Issue 1 I can't get the orientation correct on the model I'm assuming the UV co-ordinates need manipulating.
Issue 2 Multi-texture models. The Apoc for instance has three poly selections and there are two textures.
I'm seriously struggling in C4D to get them on and as above orientated correctly.
Any hints or answers would be appreciated.
woo somewhere I can finally help!
Do a UV unwrap, then under the UV unwrap section click edit. This will let you move around all of the planes to manually line up the textures.
mak sure you select element.
you can also click on the model in this mode and it will select the group of polys in the uv map editor.
for me all I had to do was select them all and flip vertically. but it sounds like you need more control.
|

Valan
The Fated
|
Posted - 2008.07.28 14:12:00 -
[425]
Thanks.
Chiara helped me out with another way of doing it but all tips help. I've learnt loads trying to get on top off this stuff. I try all the advice given as it improves your overall skill level. I must've analysed the whole thread in detail about ten times lol.
Chiara asked me about the bugged models also. I'll try exporting them tonight. I'm planning on hosting all the textured models if I can at some point.
/start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

iulixxi
EVE-RO
|
Posted - 2008.07.28 14:55:00 -
[426]
Nice work. I was watching this topic for a looooong time but 3D animation just isn't my field. Any one here willing to help me with some 3D ship models animated in flash for a EVE fan-site project ? :P IF any one is intrested please mail me and i'll give u more details.
Thanks.
|

MotherMoon
Huang Yinglong
|
Posted - 2008.07.28 15:32:00 -
[427]
Originally by: iulixxi Nice work. I was watching this topic for a looooong time but 3D animation just isn't my field. Any one here willing to help me with some 3D ship models animated in flash for a EVE fan-site project ? :P IF any one is intrested please mail me and i'll give u more details.
Thanks.
can't get in game right now I'm always at work :/
but I'm interested :)
|

iulixxi
EVE-RO
|
Posted - 2008.07.28 16:09:00 -
[428]
Cool , I droped you a mail in game, check it when you can :P
Thanks Iulian
|

SghnDubh
BattleClinic
|
Posted - 2008.07.29 05:09:00 -
[429]
First major props to Selvin if you're even still around. Thanks man.
Second, Adobe Photoshop CS3 Extended.
Smart Objects.
With NVidia plugs installed, CS3 will read the OBJ and DDS and apply the textures to the 3D model.
However, CS3 applies the textures completely incorrectly. At least it does on the Maller. And, there doesn't seem to be any way to directly edit or move the textures from within CS3.
For sheets and grins I flipped the DDS files vertically and re-opened the model, but that only made things fuglier.
Anyone with CS3 been experimenting and know how to get the textures to apply correctly?
Those of you who reply with 'get 3D max' etc need not apply. Timecodes: http://shop.BattleClinic.com
|

Valan
The Fated
|
Posted - 2008.07.30 11:25:00 -
[430]
I was trying to extract the troublesome modules.
I even tried grnreader and other tools out there. Somehow I managed to break Triexporter. It crashed every time I tried to open it.
I deleted some registry entries which did the trick and now I can only open .tri files.
Will be building a new computer next week so I'll be starting from scratch. Any ideas on a fix in the meantime would be great.
/start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |
|

Valan
The Fated
|
Posted - 2008.07.31 11:05:00 -
[431]
I believe the reason for the problematic ships is because they have an animation component. Probably a bone stuck in there.
There is a huge thread on the same site you get grnreader form on how to use tools to extract grn files with animation structures. I don't have 3d studio max so someone may want to have a go at the at.
Linkage /start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

Sacred Vengeance
|
Posted - 2008.08.03 14:11:00 -
[432]
Originally by: SghnDubh First major props to Selvin if you're even still around. Thanks man.
Second, Adobe Photoshop CS3 Extended.
Smart Objects.
With NVidia plugs installed, CS3 will read the OBJ and DDS and apply the textures to the 3D model.
However, CS3 applies the textures completely incorrectly. At least it does on the Maller. And, there doesn't seem to be any way to directly edit or move the textures from within CS3.
For sheets and grins I flipped the DDS files vertically and re-opened the model, but that only made things fuglier.
Anyone with CS3 been experimenting and know how to get the textures to apply correctly?
Those of you who reply with 'get 3D max' etc need not apply.
having the same problem... I've been at it for the last 3 days.My eyes are bright red because of 2 sleepless nights... I really need those textures on the ships.Im pretty good with photoshop and since i haven't found a solution yet i can only assume it can't be done with phtoshop. When it comes down to using 3DsMax i start to shiver since i tried it a while back and it gave me migraines.Plus the app is HUGE compared to photoshop...not to mention utterly difficult.So PLEASE if anyone knows a solution for the photoshop problem i would really appreciate it.If not, then guess i'd better stock up on headache pills and install 3Dmax...god save me
|

alisandent
Amarr Sowers of Discord
|
Posted - 2008.08.12 20:27:00 -
[433]
Edited by: alisandent on 12/08/2008 20:27:56 hmmm... 3dsmax is really not that hard. there's just alot of stuff there, that you don't even need to worry about if your going to do simple renders of your eve models.
save out dds file as a texture import obj put your texture into the diffuse slot throw in a couple lights and a camera render!
If you want to get crazy, adjust the diffuse texture in PS and create a bump map or specular map, stick those on for some added sexiness. ___________________________________
|

Belphegorn
|
Posted - 2008.08.16 12:13:00 -
[434]
Hi,
I'm trying to export and texture the T1 Raven. I obviously use the Tri Exporter to export the files into .obj. However, I can't find out how to add the proper texture. Every other model in TriExp works fine - tha applied textures look well on the models. The Raven model however messes them up! It was then when I realised I was looking at the wrong model! All 3 Raven models in ships/caldari/cb1 folder have "double" bridges and only one tower when the in-game Raven has two separate towers and a single brigde! I'm sure the textures (which I take from dx9 folders) are the proper ones - it's juzst the model that is wrong! Any idea anybody where the right model of the T1 Raven is???
Cheers!
|

Belphegorn
|
Posted - 2008.08.16 23:17:00 -
[435]
That's all right! I manged to find a solution to that... Here's the effect:
|

flashfreaking
LFC Executive Outcomes
|
Posted - 2008.08.17 16:42:00 -
[436]
Originally by: Braineater Looking good 
Usage of the lightmap depends on which Renderer you're using. With the standard scanline one (I think) you need to use the self-illumination map (light-part of the _d.dds's alpha plus a mask which removes the black parts). If you use Vray, you have to create a VRayBlendMtl. Add your material as base. For the next layer, use a VRayLightMtl with the Map + Mask. Might need to crank up the brightness a little.
If I use this method, my ship becomes black, examples will follow
Saint unlocked my sig!!! For this I will buy her unlimited amounts of Beer at FF!
OH hai! Thanks!!!!! ~Saint |

flashfreaking
LFC Executive Outcomes
|
Posted - 2008.08.17 18:40:00 -
[437]
and nevermind that, solution has been found, after messing around a bit with VrayMTL, I got this:
SEXY Saint unlocked my sig!!! For this I will buy her unlimited amounts of Beer at FF!
OH hai! Thanks!!!!! ~Saint |

Don J
Doom Guard
|
Posted - 2008.08.17 23:04:00 -
[438]
Edited by: Don J on 17/08/2008 23:05:58 Dramiel sexeh 
Linkage
Non trinity model exported as 3ds and rendered in Cinema4D Guess i need to get modelling guns and stuff.
|

alisandent
Amarr Sowers of Discord
|
Posted - 2008.08.18 12:44:00 -
[439]
something i threw together :D
___________________________________
|

flashfreaking
LFC Executive Outcomes
|
Posted - 2008.08.18 18:04:00 -
[440]
1) I saw this somewhere already, don't know if it was yours or not 2) it's a Myrmiddon, not a Harbinger (name is Harby...)
Otherwise, very good looking render Saint unlocked my sig!!! For this I will buy her unlimited amounts of Beer at FF!
OH hai! Thanks!!!!! ~Saint |
|

Neodell
Amarr Team Squirrel
|
Posted - 2008.08.20 21:05:00 -
[441]
Edited by: Neodell on 20/08/2008 21:09:59 Edited by: Neodell on 20/08/2008 21:05:21 Hey,
I think I am being dumb....
I have the TriExporter and loaded (unstuffed) the files, but not a single one is a .tri file.... where are they or how do i convert them? 
Please help really want to get this working 
its the first time i have loaded this program, any help would be great
-Neo
|

Neodell
Amarr Team Squirrel
|
Posted - 2008.08.20 21:26:00 -
[442]
AAAhA! sorted it
Thanks to
http://www.newedenlibrary.net/sigs/models.shtml
well worth the vist if your new the program |

iulixxi
EVE-RO
|
Posted - 2008.08.21 12:07:00 -
[443]
Ok , my last attempt failed so here I go again:
Any one here willing to help me with some 3D ship models animated in flash for a EVE fan-site project ? :P IF any one is intrested please mail me and i'll give u more details.
Thanks. |

Ouroborus777
|
Posted - 2008.08.23 20:55:00 -
[444]
My favorite ship for the rendering:
1920x1200 - 1168KB
I wish I could get it to have a kind of shiny dark 'beetle-ness' to it without losing detail to the shadows. (Similar to what's in the game. But that could just be a lack of lighting there.)
|

Roc Wieler
Freeform Industries
|
Posted - 2008.08.29 13:28:00 -
[445]
Ok, so I had no trouble exporting the basic models and textures. I really want to use the Trinity DX versions. So I can export most of the DX models. Two things:
1. The Nyx mothership always crashes on export. 2. Can someone please tell me how to get the DX textures out? I recently did a piece of artwork for the community, but the textures are the low rez ones. I would really like to redo the image with much better texturing.
Thanks for the help!
PS. Would love to know where the pod model is too for a future picture. "Never start a fight you can win." - Roc Wieler |

Ouroborus777
|
Posted - 2008.08.29 18:25:00 -
[446]
Originally by: Roc Wieler PS. Would love to know where the pod model is too for a future picture.
The pod is actually called a capsule. I had a hard time finding it as well, until I noticed the name. I think res/model/worldobject/capsule for the low res version and capsule2 for the high res version.
|

Roc Wieler
Freeform Industries
|
Posted - 2008.08.29 18:59:00 -
[447]
Originally by: Ouroborus777
Originally by: Roc Wieler PS. Would love to know where the pod model is too for a future picture.
The pod is actually called a capsule. I had a hard time finding it as well, until I noticed the name. I think res/model/worldobject/capsule for the low res version and capsule2 for the high res version.
Awesome. Thanks. Hate to keep sounding like a noob. I got the obj out. And this is the first DDS that when I import it into PS, it's completely black. res/textures/worldobject/capsule2.dds
Any ideas? "Never start a fight you can win." - Roc Wieler |

Elisa Day
Shade.
|
Posted - 2008.08.29 19:08:00 -
[448]
Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
|

Roc Wieler
Freeform Industries
|
Posted - 2008.08.29 20:09:00 -
[449]
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Throw in the high rez textures and I'll add another 25 mil :) "Never start a fight you can win." - Roc Wieler |

Elisa Day
Shade.
|
Posted - 2008.08.29 20:12:00 -
[450]
Originally by: Roc Wieler
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Throw in the high rez textures and I'll add another 25 mil :)
Textures are easy, model is hard :).
For the industrious, check out 3d ripper:
http://www.deep-shadows.com/hax/3DRipperDX.htm
And find a nyx pilot :).
|
|

Roc Wieler
Freeform Industries
|
Posted - 2008.08.30 12:16:00 -
[451]
Originally by: Elisa Day
Originally by: Roc Wieler
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Throw in the high rez textures and I'll add another 25 mil :)
Textures are easy, model is hard :).
For the industrious, check out 3d ripper:
http://www.deep-shadows.com/hax/3DRipperDX.htm
And find a nyx pilot :).
If textures are easy, could you please tell me how to get the high rez DX9 textures out for any model? I am stumped. "Never start a fight you can win." - Roc Wieler |

Elisa Day
Shade.
|
Posted - 2008.08.30 14:48:00 -
[452]
Edited by: Elisa Day on 30/08/2008 14:48:32 I have a successful scene export of a nyx, but it is severely distorted. If I can fix it I will upload a functional nyx model soon (and pay myself 100m!).
To the above post:
The texture are in the same folder in the stuff files as the model, ex for the prophecy: "res/dx9/model/ship/amarr/abc1". They are in .dds format so you can open them in photoshop with nvidia texture tools:
http://developer.nvidia.com/object/nv_texture_tools.html
You'll need to flip the image maps (or uv's) upside down for them to fit, I'm sure there was a real guide earlier in this thread somewhere.
|

Ouroborus777
|
Posted - 2008.08.31 09:03:00 -
[453]
Originally by: Roc Wieler
Originally by: Ouroborus777
Originally by: Roc Wieler PS. Would love to know where the pod model is too for a future picture.
The pod is actually called a capsule. I had a hard time finding it as well, until I noticed the name. I think res/model/worldobject/capsule for the low res version and capsule2 for the high res version.
Awesome. Thanks. Hate to keep sounding like a noob. I got the obj out. And this is the first DDS that when I import it into PS, it's completely black. res/textures/worldobject/capsule2.dds
Any ideas?
Not sure about that texture. If you can handle the newer gr2 models, you might try the res/dx9/model/worldobject/capsule directory instead.
|

Ouroborus777
|
Posted - 2008.08.31 10:37:00 -
[454]
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Here's one that seems to work: gms1.7z
|

Elisa Day
Shade.
|
Posted - 2008.08.31 19:43:00 -
[455]
Edited by: Elisa Day on 31/08/2008 19:42:57
Originally by: Ouroborus777
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Here's one that seems to work: gms1.7z
Not really, it's all one material so you'd have to go through all the polygons individually and see which is which of the two different texture files.
Fortunately for everyone (except myself), I spent a few hours yesterday performing this boring and thankless task, and here it is, for everyone's enjoyment:
http://dl.eve-files.com/media/corp/ElisaDay/nyx.zip
(Model of course completely copyright CCP, etc.)
The scene capture didn't seem to catch the vertex normals so you're just gonna have to live without those.
|

Ouroborus777
|
Posted - 2008.08.31 22:37:00 -
[456]
Edited by: Ouroborus777 on 31/08/2008 22:37:46
Originally by: Elisa Day Here's one that seems to work: gms1.7z
Not really, it's all one material so you'd have to go through all the polygons individually and see which is which of the two different texture files.
Fortunately for everyone (except myself), I spent a few hours yesterday performing this boring and thankless task, and here it is, for everyone's enjoyment:
http://dl.eve-files.com/media/corp/ElisaDay/nyx.zip
(Model of course completely copyright CCP, etc.)
The scene capture didn't seem to catch the vertex normals so you're just gonna have to live without those.
You may want to check again. The faces in gms1.obj are grouped the same as in the original and include normals and texture coords. So it's just an issue of applying the textures to the various groups. 3DS seems to recognize the groups, but I can't get Blender to do it.
|

Elisa Day
Shade.
|
Posted - 2008.09.01 00:43:00 -
[457]
Edited by: Elisa Day on 01/09/2008 00:44:48 Ah, I see them. It appears they were saved as selection sets (edit: I'm using modo, for the record) for some reason. Could've saved me all that work .
While it does have vertex normals, they some to be correct only in some places (round "sidepod" things around the landing strip), while in some places (such as the landing strip itself, and almost everywhere else) they are totally bonkers. These pod things are a separate material so I guess the game engine might only use vertex normals for those, and ignore the rest.
How did you get this export? I assume it's not scene capture of the game, is it triexporter somehow coaxed into working, scene capture of the granny viewer as someone tried (didn't work for me), or some altogether more esoteric method?
|

Ouroborus777
|
Posted - 2008.09.01 02:18:00 -
[458]
Originally by: Elisa Day While it does have vertex normals, they some to be correct only in some places (round "sidepod" things around the landing strip), while in some places (such as the landing strip itself, and almost everywhere else) they are totally bonkers. These pod things are a separate material so I guess the game engine might only use vertex normals for those, and ignore the rest.
The vertex data in the gr2 files include position, normal, tangent, binormal, and uv. Of course, the tangent and binormal data is lost in converting to .obj (as .obj doesn't seem to support them). This particular file includes a lot of apparently extraneous data as well. (For example, it says it was exported from Maya 8.5 and includes a bunch of environment data that probably isn't used by the game client.)
Originally by: Elisa Day How did you get this export? I assume it's not scene capture of the game, is it triexporter somehow coaxed into working, scene capture of the granny viewer as someone tried (didn't work for me), or some altogether more esoteric method?
Triexporter, or course, unstuffs the .stuff files. A friend of a friend has access to a Granny 3D SDK which includes some tutorials and sample code including code for an app that dumps .gr2 files to a human-readable format. Some minor changes and additions to that and it's able to do an apparently complete dump of the .gr2 files that Eve uses. Then it's just some Perl to translate that into an .obj file. (The resulting .obj files are in text mode though, which is why the Nyx .obj ended up over 10MB.) |

Elisa Day
Shade.
|
Posted - 2008.09.01 11:56:00 -
[459]
Originally by: Ouroborus777
Triexporter, or course, unstuffs the .stuff files. A friend of a friend has access to a Granny 3D SDK which includes some tutorials and sample code including code for an app that dumps .gr2 files to a human-readable format. Some minor changes and additions to that and it's able to do an apparently complete dump of the .gr2 files that Eve uses. Then it's just some Perl to translate that into an .obj file. (The resulting .obj files are in text mode though, which is why the Nyx .obj ended up over 10MB.)
That would qualify as an "esoteric" method . I've taken the liberty of sending you the 100m for your trouble! |

Ouroborus777
|
Posted - 2008.09.01 12:38:00 -
[460]
Originally by: Elisa Day That would qualify as an "esoteric" method . I've taken the liberty of sending you the 100m for your trouble!
Awesome, thanks! |
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2008.09.02 12:10:00 -
[461]
Please visit your user settings to re-enable images.
I've actually had a working Nyx model for a month or so now, I should probably check back here more often, I could have uploaded it for you.
I actually got mine by unstuffing the .gr2 file then opening it in granny viewer and saving it using an opengl grabber. Took me ages to work it out, and it came in at an angle, but it worked. |

Roc Wieler
Freeform Industries
|
Posted - 2008.09.02 14:02:00 -
[462]
Ok, I am still having trouble with texturing the Nyx. Got the model fine, thanks (will send you isk tonight!)
I am using VUE 6. It's a landscape rendering software, with limited boolean and metablob modelling, but nothing like MAX or MAYA. It does support OBJ import, which I have used for years without issue. When I import the Nyx, it imports a few sections. That's great I think.
I also have the DDR plugin for Photoshop CS3. When I open most of the textures in CS 3, all I get is a black screen. No texture. I can get what appears to be a bump map from one DDS, but that's it.
So back in VUE, when I try to apply textures, well I don't really have any.
Any help please for the high rez DX9 Nyx? Sorry this is proving so problematic for me. "Never start a fight you can win." - Roc Wieler |

Ouroborus777
|
Posted - 2008.09.03 04:40:00 -
[463]
Originally by: Roc Wieler Ok, I am still having trouble with texturing the Nyx. Got the model fine, thanks (will send you isk tonight!)
I am using VUE 6. It's a landscape rendering software, with limited boolean and metablob modelling, but nothing like MAX or MAYA. It does support OBJ import, which I have used for years without issue. When I import the Nyx, it imports a few sections. That's great I think.
I also have the DDR plugin for Photoshop CS3. When I open most of the textures in CS 3, all I get is a black screen. No texture. I can get what appears to be a bump map from one DDS, but that's it.
So back in VUE, when I try to apply textures, well I don't really have any.
Any help please for the high rez DX9 Nyx? Sorry this is proving so problematic for me.
gms1_tex_d_001.dds & gms1_tex_d_002.dds - RGB layers are the pigment maps; alpha is the glow map gms1_tex_n_001gs.dds & gms1_tex_n_002gs.dds - Red seems empty; Green, Blue, Alpha are x, z, y of a normal map gms1_tex_p_001.dds & gms1_tex_p_001.dds - Only the Alpha layer seems to have something in it, but I'm not sure what it's supposed to be. gms1_tex_l.dds - Looks like it's supposed to be gray-scale and seems to be a bump map but I'm not sure on that.
|

Ouroborus777
|
Posted - 2008.09.03 05:01:00 -
[464]
Edited by: Ouroborus777 on 03/09/2008 05:01:15
Originally by: Davik Rendar Would someone be able to export the Moros, Thrasher, Opux Luxury Yacht and Mining Barges too? They're the other ones that dont work in TriExporter
Any chance you know which gr2 files these are?
|

Ouroborus777
|
Posted - 2008.09.03 07:19:00 -
[465]
Edited by: Ouroborus777 on 03/09/2008 07:22:49 Here's the Opux: gy1_mod2shape.7z
Donations accepted 
|

Vargo Hoat
Caldari Jericho Fraction The Star Fraction
|
Posted - 2008.09.03 08:37:00 -
[466]
here's a detail of the caldari titan rendered with 3ds max 9, scanline, radiosity.. other tools used photoshop, triexporter and info found on page 10 of this topic..
http://eve-files.com/dl/171992
Do you want a Caldari Marauder? Contact me for a BPC! |

Elisa Day
Shade.
|
Posted - 2008.09.03 11:08:00 -
[467]
To get the eve normal maps into the format used by the rest of the world:
1. Open the file that has the _n_ somewhere in its name, it will be predominantly green if you have the right one. 2. Copy the blue channel and save it to a separate file, this is the bump map, it's a standard height field so no more work needed. Fill the blue channel with white. 3. Copy the alpha channel into a temporary file. Delete the alpha channel. 4. Copy the green channel into the red channel. 5. Copy the temporary file you made in 3 into the green channel. 4. Run nvidia texture tools set to "normalize only", this will recreate the missing blue channel. It's not strictly mathematically necessary, but it doesn't hurt. 6. Save, you're done!
If you've done it correctly you will have: Separate file with black/white bump map. Normal map file with: Red channel looks like a greyscale image lit from the right Green channel looks like a greyscale image lit from the top Blue channel looks like a pale version where you only see the edges of the texture
Overall the normal map should look predominantly blue.
This will work in modo, max, and presumably any other renderer that does normal maps. Some game engines (like id tech 4) will require you to invert the green channel, but if you need to do that, you probably know that already.
Nvidia texture tools link: http://developer.nvidia.com/object/photoshop_dds_plugins.html
|

testprix
|
Posted - 2008.09.03 11:28:00 -
[468]
i have seen some work and screen and there is something i dont understand.
i can easly open model texture ect. but i am not able to find where and how to apply the little textures like lights, little colors , electronics ect... How you do to find thoses textures? wich files you open wich programme you use ?
|

Elisa Day
Shade.
|
Posted - 2008.09.03 11:43:00 -
[469]
Edited by: Elisa Day on 03/09/2008 11:44:43 Lights are in the alpha channel of the diffuse map file. In most renderers you apply it as a "self-illumination" or "luminosity" map.
As for "electronics", I'm afraid I don't understand what you are referring to, on all ships I've looked at, the textures in the model folder are all the textures needed.
EDIT: And the little blinky lights you see in game are added through the .blue files, but as far as I know, noone has made an importer/reader/converter for these files.
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2008.09.03 12:09:00 -
[470]
Originally by: Ouroborus777 Edited by: Ouroborus777 on 03/09/2008 07:22:49 Here's the Opux: gy1_mod2shape.7z
Donations accepted 
Thanks Ouro, I'll send ya some iskies once I have some to give away 
the other models are "res/dx9/model/ship/gallente/gdr1", "res/dx9/model/ship/minmatar/mde1", "res/dx9/model/ship/ore/ore_l", "res/dx9/model/ship/ore/ore_m", "res/dx9/model/ship/ore/ore_s"
Textures The blue channel in the "_ngs" texture is actually a specular map. Even though everyone thinks its a bump map (and it can be used as a bump map) it's not. You dont need a bump map if you've got a normal map.
The alpha in the "_p" texture is a "paint" map. It's used like an alpha channel for colouring the base "_d" texture (like the green/blue on gallente ships. To apply this the easiest thing to do is add it as a second layer to the "_d" texture in photoshop (or similar), then apply a "Gradient Map" to the "paint" channel. And set the paint channel to overlay. Now you've got a colourized texture all ready to go.
The "_l" texture from what I can tell is an ambient occlusion map for the capital ships, although it looks like it uses different UV co-ordinates, and I have no idea how to apply it other than re-uv mapping the models which I dont want to go anywhere near.
Just another note on the alpha channel in the "_d" texture, it is also used as an actual alpha channel on some textures (like the minmatar ship solar panels).
testprix: you'll need photoshop with the dds plugins (or a dds converter) and you'll have to extract each of the textures as explained in my post and Elisa's post.
That's enough rambling from me, so here's a render I did of a "Navy Issue Brutix"
http://eve-files.com/dl/172030
P.S. if anyone remembers Chiara Lorn from a couple of pages back, that's my alt.
|
|

Ouroborus777
|
Posted - 2008.09.03 14:04:00 -
[471]
Originally by: Davik Rendar Textures The blue channel in the "_ngs" texture is actually a specular map. Even though everyone thinks its a bump map (and it can be used as a bump map) it's not. You dont need a bump map if you've got a normal map.
The alpha in the "_p" texture is a "paint" map. It's used like an alpha channel for colouring the base "_d" texture (like the green/blue on gallente ships. To apply this the easiest thing to do is add it as a second layer to the "_d" texture in photoshop (or similar), then apply a "Gradient Map" to the "paint" channel. And set the paint channel to overlay. Now you've got a colourized texture all ready to go.
The "_l" texture from what I can tell is an ambient occlusion map for the capital ships, although it looks like it uses different UV co-ordinates, and I have no idea how to apply it other than re-uv mapping the models which I dont want to go anywhere near.
Just another note on the alpha channel in the "_d" texture, it is also used as an actual alpha channel on some textures (like the minmatar ship solar panels).
Ah, that explains why some of the models have two sets of uv coordinates. Unfortunately .obj doesn't seem to support that kind of thing. I'm not sure what other format I could use. I'd prefer something that has a public api or format description or possibly something scriptable (I think 3ds has public docs for it's scripting). Anybody have a suggestion?
|

Roc Wieler
Freeform Industries
|
Posted - 2008.09.03 14:09:00 -
[472]
Ok, these last few posts have been awesome and helpful. Question for those of us NOT using MAX or Maya. VUE doesn't support self illumination in the same way. Is there a way to get the illumination map out as a separate texture please?
"Never start a fight you can win." - Roc Wieler
|

Elisa Day
Shade.
|
Posted - 2008.09.03 14:58:00 -
[473]
Originally by: Roc Wieler Ok, these last few posts have been awesome and helpful. Question for those of us NOT using MAX or Maya. VUE doesn't support self illumination in the same way. Is there a way to get the illumination map out as a separate texture please?
You could just copy it over the diffuse map in photoshop, but lights won't be "glowy" then. I have no idea how VUE works but I'd be very surprised if it couldn't do this effect in some way.
To the above about blue channel: When I first opened it I thought it was a roughness (gloss) map, and I've used it as such in several renders, but my results do seem to look much closer to ingame by using it as a bump map at a weak (10% or so) strength.
|

testprix
|
Posted - 2008.09.03 14:59:00 -
[474]
well .. there is something i dont understand.
I have the texture from file d_.dds (converted to bmp) i have the texture from file p_.dds (strange, its seems like black and white after exported the alpha) (convertd to bmp to)
what sould i do now ? no use of the other dds files ?
|

Elisa Day
Shade.
|
Posted - 2008.09.03 15:01:00 -
[475]
Originally by: Ouroborus777
Ah, that explains why some of the models have two sets of uv coordinates. Unfortunately .obj doesn't seem to support that kind of thing. I'm not sure what other format I could use. I'd prefer something that has a public api or format description or possibly something scriptable (I think 3ds has public docs for it's scripting). Anybody have a suggestion?
Collada is an open-source XML-based 3d format with plugins for most applications out there.
I do believe FBX is also open enough and generally compatible.
|

Roc Wieler
Freeform Industries
|
Posted - 2008.09.03 17:22:00 -
[476]
The new version of VUE coming out supports Collada, which will be helpful. It can do self illumination, but it does it using a bitmap.
Also, I tried your techniques above. Ended up with the bump map ok, but couldn't get a regular coloured texture out of it at all.
I might have to try coming at this another way. I opened it up in MAX 9 demo, but I couldn't figure out the materials editor. It's way different than VUE.
If you really want to help, there is a demo of VUE at www.e-onsoftware.com
"Never start a fight you can win." - Roc Wieler
|

Elisa Day
Shade.
|
Posted - 2008.09.03 17:25:00 -
[477]
Originally by: Roc Wieler but couldn't get a regular coloured texture out of it at all.
Which one? The diffuse map is just the dds with the _d in the name, shouldn't be any work at all to use.
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2008.09.03 22:53:00 -
[478]
Roc: I've got VUE sitting around somewhere at home, I'll load it back up and see what I can work out later today.
As for the blue channel in the "_ngs" texture, if you look at a ship like the hyperion, you'll notice that the blue channel has black where all the paint is, and in game the paint is not glossy. That's part of the reason why I came to the conclusion that the blue channel is a specular map, although it can double as a bump map. It would be great to get some confirmation on what all the channels are from CCP, and how to work out the stuff in the .blue files to get exact rgb colour codes and all that.
|

Ouroborus777
|
Posted - 2008.09.04 04:10:00 -
[479]
Originally by: Davik Rendar Would someone be able to export the Moros, Thrasher, Opux Luxury Yacht and Mining Barges too? They're the other ones that dont work in TriExporter
Finally got around to finishing these. You can find them at http://ouroborus.org/eve/models/.
Donations welcome. 
|

Davik Rendar
ANZAC ALLIANCE
|
Posted - 2008.09.04 07:56:00 -
[480]
Thanks for that Ouro, your the man. I'll send ya some iskies once I've got some spare, we're in a war atm, so I'm a little short of cash.
Roc: I had a look at VUE but couldn't find any self-illumination settings, sorry. They probably didn't focus much on those features seeing as it is an environment rendering app.
|
|

Vargo Hoat
Caldari Jericho Fraction The Star Fraction
|
Posted - 2008.09.06 13:43:00 -
[481]
http://vooood.deviantart.com/art/The-Crow-97163253 is a model of a crow.. it's not perfect but it is more than useful.. if anyone needs it let me know!
Do you want a Caldari Marauder? Contact me for a BPC! |

Pyrotesea
Destructive Influence Band of Brothers
|
Posted - 2008.09.06 18:41:00 -
[482]
I haven't read through this whole topic, but are people able to open the .stuff files? if so how are you doing it? --------------------------------- What doesn't kill you leaves you injured.
|

Vargo Hoat
Caldari Jericho Fraction The Star Fraction
|
Posted - 2008.09.07 08:46:00 -
[483]
TriExporter started crashing on my after latest EVE Patch. No matter what I did I was not able to run it. Re-downloaded it and still the same situation. I found out later that, somehow, it's registry entry got scr3w3d (LOCAL_MACHINE/Apps/TriExporter). I deleted the entry and TriExporter is working nice since then. I'm on Vista Home Premium and if you get into similar troubles try your registry. Make sure that you create a system restore point if you don't know what you are doing! Playing with registry entries can be dangerous!
Do you want a Caldari Marauder? Contact me for a BPC! |

Vargo Hoat
Caldari Jericho Fraction The Star Fraction
|
Posted - 2008.09.07 08:49:00 -
[484]
Originally by: Pyrotesea I haven't read through this whole topic, but are people able to open the .stuff files? if so how are you doing it?
You can either do that with TriExporter (last version found on page 10 of this topic!) or Dragon Unpacker. TriExporter is very good because it can open (and texture) 3D models and export them for later usage. Dragon Unpacker can only unpack files. :)
Don't forget that all files are ¬ CCP and read the EULA before even trying to unpack files. :)
Do you want a Caldari Marauder? Contact me for a BPC! |

Valan
The Fated
|
Posted - 2008.09.10 16:53:00 -
[485]
Originally by: Pyrotesea I haven't read through this whole topic, but are people able to open the .stuff files? if so how are you doing it?
or alternativeley I've had this for ages not sure who created it.
stuff /start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

Valan
The Fated
|
Posted - 2008.09.11 08:10:00 -
[486]
By the way anyone know if/where there is a model of the map? /start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

Davik Rendar
|
Posted - 2008.09.11 11:39:00 -
[487]
I dont think there is a model of the map, I think it's just a .blue file that tells the graphics engine where to put the sprites.
|

Valan
The Fated
|
Posted - 2008.09.11 15:52:00 -
[488]
Edited by: Valan on 11/09/2008 15:52:26 Thanks you confirmed my fears :)
I don't fancy doing it manually. It's gonna have to be a reduced version. /start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

Ouroborus777
|
Posted - 2008.09.12 01:04:00 -
[489]
Originally by: Valan Edited by: Valan on 11/09/2008 15:52:26 Thanks you confirmed my fears :)
I don't fancy doing it manually. It's gonna have to be a reduced version.
CCP makes the various game data available for download. This is includes solar system coordinates. If you're comfortable with some sort of programming, a 3D map can be generated from that. (Unless, of course, this is what you meant when you wrote, "manually.")
|

KusariNinja
Caldari Deep Core Mining Inc.
|
Posted - 2008.09.12 10:25:00 -
[490]
Edited by: KusariNinja on 12/09/2008 10:26:28 about 15 minutes work with triexporter and lightwave3D. was rather simple to get the models into LW from a .obj files. the dds files were loaded into photoshop and flipped vertically and saved out as jpgs and fitted the models perfectly.
one question would be this, are there any major differences between the .tri models and .gr2 ones? they use the same textures so I would assume the detail of the two formats would be practically the same? maybe tri files are for classic content and the gr2 are optimised for premium... just guessing as I have no idea whatsoever lol.
Good Hunting
Kung-Fu movies are like **** films!, First there is one on one, then two on one, then a group scene....... |
|

Elisa Day
Shade.
|
Posted - 2008.09.13 12:34:00 -
[491]
The difference between tri and gr2 files is the difference between classic and premium. On some ships (like the drake), the old model was good enough to be used almost unmodified as the low poly version for the game, so they are fairly similar. Unless you use the correct textures for it, you are missing out on all the premium detail though. Also for almost all ships, the tri and gr2 will be totally different and the tri file will have much less detail.
|

Rhyothyn
Hellequin Inc.
|
Posted - 2008.09.15 13:16:00 -
[492]
Made a Hurricane key ring in blender. .dds unpacked with readdxt.exe by nvidia and flipped in irfanview.
|

Hatt0ri Hanz0
|
Posted - 2008.09.18 16:09:00 -
[493]
i like it.
|

Ouroborus777
|
Posted - 2008.09.20 04:27:00 -
[494]
Originally by: Rhyothyn Edited by: Rhyothyn on 15/09/2008 19:16:05 Made a Hurricane key ring in blender. .dds unpacked with readdxt.exe by nvidia and flipped in irfanview.
Technical details: A lot of the fine detail is just that, too fine for what is supposed to be a tiny model. You'd have to spend some time in a modeler thickening various parts. Imagine what you'd get if you had a real key chain with "Made in Hong Kong" was stamped on the bottom. A different way to go would be to encase the whole thing in transparent plastic, either solid or snow globe style. The chain seems to defy gravity where it nears the connection with the ship.
But all the nit-picky details aside, this is a really cool concept and a good job as well.
|

Fortune Taker
|
Posted - 2008.09.20 04:57:00 -
[495]
has anyone had any luck with t2 textures? sorry if this was answered on a previous page, but im looking for the camo on the rhea, and the buzzard, also how to do the navy issue colors
|

Ouroborus777
|
Posted - 2008.09.20 05:14:00 -
[496]
Originally by: Fortune Taker has anyone had any luck with t2 textures? sorry if this was answered on a previous page, but im looking for the camo on the rhea, and the buzzard, also how to do the navy issue colors
This is answered most recently in the later half of page 16.
|

Fortune Taker
|
Posted - 2008.09.20 06:29:00 -
[497]
i saw that but my _p file doesn't have the camo that that brutix has on it (yes on the brutix file not the buzzard) it is just black, and the alpha looks like additional windows
|

Walmarx
|
Posted - 2008.09.21 18:45:00 -
[498]
Edited by: Walmarx on 21/09/2008 18:45:25 Edited by: Walmarx on 21/09/2008 18:45:15 Couple renders of the gorgeous gally shuttle =D
|

Suittam
Gallente Wreckless Abandon G00DFELLAS
|
Posted - 2008.09.21 21:12:00 -
[499]
I haven't used Triexporter since the Dx9 models, as i was having major problems getting it to work with Lightwave.
Been trying again last few days and i have started to make progress.
This is what i have so far:
Titan Destroyer Mega
-S-
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2008.09.22 04:01:00 -
[500]
Originally by: Fortune Taker i saw that but my _p file doesn't have the camo that that brutix has on it (yes on the brutix file not the buzzard) it is just black, and the alpha looks like additional windows
hehe, that's because I stole the camo texture from another file 
ok, T2/Faction Textures as you'll notice, some of the T2 ship just have a different colour, those ones are easy to do, as for the ones with the camo paint, you'll have to get the alpha channel out of some of the other textures.
They are found in the following directories; res/dx9/ship/guristas/guristasomni_p.dds res/dx9/ship/caldarinavy/cnavyomni_p.dds res/dx9/ship/sebiestor/tiger.dds res/dx9/ship/mordus/mordusomni_p.dds --> (same as guristasomni_p.dds)
|
|

Ceekt
The New Era HUZZAH FEDERATION
|
Posted - 2008.09.25 10:08:00 -
[501]
Ok, I am sorry for asking this again but i cannot seem to figure it out...
I have a decent render of what I am working on (see link) but I cannot for the life of me figure out how I can do the "lighted" areas. I have exported and colored the light mao as previously stated (page 10 I believe) but I cannot figure out how to apply them to the current materials. I also can't figure how how to get the turquoise color on the mega but that isn't as important. I am using Vray and 3DS Max 9.
[url=http://storietime.com/gsy/killboard/?a=pilot_detail&plt_id=13442] [/url] |

Ceekt
The New Era HUZZAH FEDERATION
|
Posted - 2008.09.26 04:05:00 -
[502]
Ok, I have figured out the lights by using braineater's method of using the VrayBlendMtl. I still am unable to figure out how to apply the "turquoise" bits and i know i would use the *_p.dds to do it, just not sure how. Any comments? :P
[url=http://storietime.com/gsy/killboard/?a=pilot_detail&plt_id=13442] [/url] |

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2008.09.28 22:56:00 -
[503]
Edited by: Davik Rendar on 28/09/2008 22:58:11 I'm not sure how to colour the textures using vray in MAX. But here's how to do it in Photoshop.
Open the _d texture, and the _p texture. Resize the _p texture to the same size as the _d texture, and copy the alpha channel into the _d texture as another RGB layer (not as an alpha channel).
Now select Image/Adjustments/Gradient Map... And recolour the _p layer to a Dark Grey and Turquoise colour. Now change the _p layer blend mode to Overlay.
And that's the basic theory of colouring the textures, you may have to play around with blend mode (sometimes Multiply works better with Gallente ships) and the Gradient Map colours to get it looking right.
Hope that helps
I think it might be time for me to make a tutorial up to show how to convert a model from start to finish, including screeshots 
btw, it's looking pretty good, very nice renders too. You might want to drop the strength of the bump mapping just a little bit, just a suggestion 
|

Walmarx
|
Posted - 2008.09.29 20:02:00 -
[504]
Well, Ive read as much of this thread as possible, and Ive only seen one mention of importing edited textures / models back into the game. I am aware of all the typical refuting notes- all ships of the same type will look the same, I will be the only one who sees said models, and of course the EULA. At any rate, I would love to make some mild tweaks to my ships to make them slightly more aesthetically pleasing. If anyone has any clue whatsoever where I can find more info on this (I've looked, thoroughly), please PM me. I am desperate. I can provide some isk for any useful info! |

Valan
The Fated
|
Posted - 2008.10.03 16:45:00 -
[505]
Edited by: Valan on 03/10/2008 16:45:18 The reason that you won't find anything is that you're looking at a permaban for doing it. You'll get a slap for disclosing how to do it.
I believe thats why CCP changed to Granny and changed the code to prevent it as there used to be a model hack.
Suggest you forget it if you want to continue playing. /start sig I love old characters that post 'I've beeen playing the game four years' when I know their account has been sold on. /end sig |

Dmian
Gallente The Scope
|
Posted - 2008.10.04 12:31:00 -
[506]
Originally by: Walmarx Well, Ive read as much of this thread as possible, and Ive only seen one mention of importing edited textures / models back into the game. I am aware of all the typical refuting notes- all ships of the same type will look the same, I will be the only one who sees said models, and of course the EULA. At any rate, I would love to make some mild tweaks to my ships to make them slightly more aesthetically pleasing. If anyone has any clue whatsoever where I can find more info on this (I've looked, thoroughly), please PM me. I am desperate. I can provide some isk for any useful info!
You know that the system does a checksum everytime it connects to the server, right? If you modify the client in any way, the system will refuse your login. And you risk being banned from the game.
----
Eve Alpha - The font of Eve - Get it here |

Fester Prax
|
Posted - 2008.10.05 23:07:00 -
[507]
Originally by: Davik Rendar I dont think there is a model of the map, I think it's just a .blue file that tells the graphics engine where to put the sprites.
in a recent search inside the resui.stuff, there's a cachefile.blue that seems to have that info. maybe someone knows how to read .blue files an can share the knowledge.
|

Vash The'Stampede
Sicarii.
|
Posted - 2008.10.08 03:34:00 -
[508]
just some shots of the Harb in UE3
Harb01
Harb02
|

Greme
Amarr Slacker Industries
|
Posted - 2008.10.08 11:33:00 -
[509]
A little shot I did to test a few things. For some reason the station did not want to accept my smooth modifier :(
Linkage
|

D4RT N3RDiUS
|
Posted - 2008.10.13 05:54:00 -
[510]
ok im frikin noob in this and no have idea can anione get the vaga model? and put in a zip with the textures? pls? i dont now wath im doing so pls anione? can help? or t2 models are imposible to get? even the old grafics models?
|
|

Admrl Cain
Caldari CaldaCorp Quantum Star Alliance
|
Posted - 2008.10.13 12:17:00 -
[511]
Edited by: Admrl Cain on 13/10/2008 12:17:58 A few mins work rebuilding the shaders. Enjoy, this is in 3ds max. a few mesh tweaks as well to smooth things out. Linkage ----------------------------------------
Admiral Cain. Yep, that's right.. mmhmmm |

Greme
Amarr Slacker Industries
|
Posted - 2008.10.13 14:21:00 -
[512]
T2 "models" are a mash up ingame of the t1 model, a few extra doolies (separately modelled) and a new skin.
It's probably possible to recreate them ingame, but it'll take more than import model -> texture.
|

Joshua Foiritain
Gallente Reikoku Band of Brothers
|
Posted - 2008.10.15 09:14:00 -
[513]
Originally by: Admrl Cain Edited by: Admrl Cain on 13/10/2008 12:17:58 A few mins work rebuilding the shaders. Enjoy, this is in 3ds max. a few mesh tweaks as well to smooth things out. Linkage
Can i interest you in posting a tutorial for us 3ds max noobies?
-----
|

Davik Rendar
|
Posted - 2008.10.15 23:01:00 -
[514]
Originally by: Greme T2 "models" are a mash up ingame of the t1 model, a few extra doolies (separately modelled) and a new skin.
It's probably possible to recreate them ingame, but it'll take more than import model -> texture.
Actually the Trinity T2 models are seperate models, you just have to know where to look for them they are listed in the npc faction folders
e.g. for the sacrilege look under res/dx9/model/ship/khanid/ac2/ac2_khanid_hullshape.gr2
so it is as easy as import model -> texture 
|

Greme
Amarr Slacker Industries
|
Posted - 2008.10.17 11:34:00 -
[515]
Orly? sex on a stick!
|

Dr Prometheus
Caldari Gears of Construction
|
Posted - 2008.10.17 21:46:00 -
[516]
Found the Orca in it (see some other topics.) somebody care to make a high res picture of it? :)
/me doesnt have 3D skills :( - Dude where is my Charon? - |

Davik Rendar
|
Posted - 2008.10.18 02:47:00 -
[517]
I can't find the Orca, what directory is it in?
|

Davik Rendar
Open All Hours
|
Posted - 2008.10.19 06:34:00 -
[518]
Ok, I haven't got the Orca to a respectable state for rendering yet, but here's a sneak peak of the new acceleration gates.
Acceleration Gate
Looks great CCP 
|

enterprisePSI
Gallente Unimatrix 0.1
|
Posted - 2008.10.20 12:50:00 -
[519]
Edited by: enterprisePSI on 20/10/2008 12:50:46 Hey guys i dont seem to be able to locate the megathron navy issue textures... if anyone has any ideas? much appreciate
Hey look what i made in lightwave!
CEO of Unimatrix 0.1« An Eve Online« Corporation. |

Davik Rendar
Open All Hours
|
Posted - 2008.10.21 01:17:00 -
[520]
Edited by: Davik Rendar on 21/10/2008 01:18:01 Most of the "Navy Issue" textures are just the normal textures re-coloured. So there aren't any seperate Mega Navy Issue textures.
Have a look back through the past couple of pages, I think I posted how to recolour the textures in Photoshop not long ago.
Edit: here's the post http://oldforums.eveonline.com/?a=topic&threadID=269677&page=17#499
|
|

enterprisePSI
Gallente Unimatrix 0.1
|
Posted - 2008.10.21 12:57:00 -
[521]
thanks i ll give it a try CEO of Unimatrix 0.1« An Eve Online« Corporation. |

Suunto Viper
|
Posted - 2008.10.22 12:27:00 -
[522]
anyone managed to pull the amarr freighter ouot? I can get the model but the textures dont seem to work?
Also wtrying to figure out the shinyness maps from the dds's
|

Ceekt
The New Era HUZZAH FEDERATION
|
Posted - 2008.10.23 20:53:00 -
[523]
Edited by: Ceekt on 23/10/2008 20:56:15 Well if any one frequents SHC (you will know that acronym if you do :P ) You will know what I have been up to as of late.
Any who, here is the Providence as previously asked for:
If you browse this directory:
http://eveart.l3ds.com/pics/
then you will find every standard ship up to BS (with the exception of the Moros and Nyx (Any luck on getting a better working version of tri exporter?))
Any who, my ultimate plan is to complete all the standard ships, then the faction ships, and lastly start working on the T2 versions. [url=http://storietime.com/gsy/killboard/?a=pilot_detail&plt_id=13442] [/url] |

Davik Rendar
Open All Hours
|
Posted - 2008.10.23 21:33:00 -
[524]
Damn I'm a lazy ass, I need to cruise SHC more often  I'm heading over now to check out your thread.
as for the Nyx and Moros here's a directory with all the broken models in it, thanks to Ouroborus777 http://ouroborus.org/eve/models/
|

Ceekt
The New Era HUZZAH FEDERATION
|
Posted - 2008.10.24 00:13:00 -
[525]
The main problem with those models is the fact that I like having the Material ID's that get exported when the models are exported as 3ds files.
It makes it easier to discern certain things. One main thing I can think of is minmatar ships and their opacity maps. for everything but the area that uses them I use a VrayBlendMtl to apply the light maps.
If I have to use one map for the whole ship, it just doesn't allow the same freedoms. Make sence? |

Davik Rendar
Open All Hours
|
Posted - 2008.10.24 00:42:00 -
[526]
Yep, makes total sense.
That's why I set my importer to split the model into materials groups.
And I prefer importing the 3ds files too. |

Suunto Viper
|
Posted - 2008.10.27 13:08:00 -
[527]
Edited by: Suunto Viper on 27/10/2008 13:10:42
Originally by: Ceekt Edited by: Ceekt on 23/10/2008 20:56:15 Well if any one frequents SHC (you will know that acronym if you do :P ) You will know what I have been up to as of late.
Any who, here is the Providence as previously asked for:
If you browse this directory:
http://eveart.l3ds.com/pics/
then you will find every standard ship up to BS (with the exception of the Moros and Nyx (Any luck on getting a better working version of tri exporter?))
Any who, my ultimate plan is to complete all the standard ships, then the faction ships, and lastly start working on the T2 versions.
How did you sort out the completely messed up UV mapping coz I'm struggling at the minute. it seems rotated round 90 degrees then flipped horizontally and then scaled all wrong.
Do I need to have seperate materials for each bit (mats dont even work propperly in tri-exporter)
|

SpaceSavage
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2008.10.28 19:34:00 -
[528]
Please visit your user settings to re-enable images.
1680 x 1050 CLICK FOR DOWNLOAD
I did this one earlier.
I couldn't find the T2 textures for the Ferox/Nighthawk/Vulture model, so i made one up myself. Im pretty sure its identical to the ingame version.
Figured out how to add the lights in Cinema 4D also, it was surprisingly easy, easier than the 3DS way using VRAY. Anyway, enjoy and comment.
I can send you the model + Texture for a little bit of isk ;) |

Davik Rendar
Open All Hours
|
Posted - 2008.10.28 21:40:00 -
[529]
Originally by: Suunto Viper How did you sort out the completely messed up UV mapping coz I'm struggling at the minute. it seems rotated round 90 degrees then flipped horizontally and then scaled all wrong.
Do I need to have seperate materials for each bit (mats dont even work propperly in tri-exporter)
The UV's are flipped vertically
and yes, some of the models have multiple textures the textures for the providence for example should look like this in the texture manager in TriExporter: afr1_tex_d_001.dds afr1_tex_d_002.dds
Originally by: SpaceSavage 1680 x 1050 CLICK FOR DOWNLOAD
I did this one earlier.
I couldn't find the T2 textures for the Ferox/Nighthawk/Vulture model, so i made one up myself. Im pretty sure its identical to the ingame version.
Figured out how to add the lights in Cinema 4D also, it was surprisingly easy, easier than the 3DS way using VRAY. Anyway, enjoy and comment.
I can send you the model + Texture for a little bit of isk ;)
Nice job, so you use Cinema 4D as well then?
Looks like you got the texture spot on. And no, there isn't a seperate nighthawk texture for the ferox as you noticed. Instead you have to use the "_p" textures alpha channel to colour the base "_d" texture, although it looks like you worked that out 
One thing i noticed, you need to make up another texture with the black texture but no red on it for the bridge. It looks like you've just got the normal ferox texture on it. |

SpaceSavage
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2008.10.28 22:20:00 -
[530]
Hmm no i didnt use an _p textures, seem to remember having issues with nothing showing up in photoshop. As for the bridge, ingame its like a silver colour, which is what ive done with this one, no the colour is different than the ferox colour. _______________
|
|

SpaceSavage
Omega Fleet Enterprises Executive Outcomes
|
Posted - 2008.10.29 22:28:00 -
[531]
Made a "Titan under construction".
_______________
|

Will Hunter
GoonFleet GoonSwarm
|
Posted - 2008.10.30 04:41:00 -
[532]
Great work!
|

Philip Stark
|
Posted - 2008.11.01 12:30:00 -
[533]
Anyone able to apply the textures using blender? I have figured out how to import the model using triexporter (export as .x file) but I cant seem to figure out how to apply the textures. Is there another program that I can use like blender?
|

Philip Stark
|
Posted - 2008.11.02 07:41:00 -
[534]
Ok couldnt figure out how to get gimp and binder to work togeather. So I got 3ds Max. I tried following the way people said to render things but I always got just a gray render. If I exported to obj the perspective view would have the textures, but if I imported the 3ds file then added the textures nothing would render just be a grey ship. Any pointers as to what im doing wrong?
|

Manturox
|
Posted - 2008.11.03 17:09:00 -
[535]
Edited by: Manturox on 03/11/2008 17:09:48 I have a problem with the alpha channel in Photoshop. If i load a *_p.dds file and activate the alpha channel under channels it only shows the contours of the white areas. Whether i choose 8/16/32bits still the same.
I dont know what the problem is. Because it works a few month ago 
|

Gorgosti
Gallente Green Men Incorporated
|
Posted - 2008.11.03 21:54:00 -
[536]
Originally by: Ouroborus777
Originally by: Valan Edited by: Valan on 11/09/2008 15:52:26 Thanks you confirmed my fears :)
I don't fancy doing it manually. It's gonna have to be a reduced version.
CCP makes the various game data available for download. This is includes solar system coordinates. If you're comfortable with some sort of programming, a 3D map can be generated from that. (Unless, of course, this is what you meant when you wrote, "manually.")
really? where can I download that data then?
|

Mograph
|
Posted - 2008.11.05 11:40:00 -
[537]
Edited by: Mograph on 05/11/2008 11:44:15 Edited by: Mograph on 05/11/2008 11:41:32
Originally by: Philip Stark Ok couldnt figure out how to get gimp and binder to work togeather. So I got 3ds Max. I tried following the way people said to render things but I always got just a gray render. If I exported to obj the perspective view would have the textures, but if I imported the 3ds file then added the textures nothing would render just be a grey ship. Any pointers as to what im doing wrong?
In the material editor you need to adjust the Diffuse map.
Play around with the alpha channel settings. (Alpha as grey)
Should let you see the diffuse texture in your renders On some maps (caldari mostly) the alpha is used for lights and other masks, in this case you should use a blend material (I use a blend material because it is physically correct if you want you can use a mix material) with the alpha channel of the DDS as the mask map and then create two copies of the diffuse material, but adjust the second one so its got self illumination, that will make the windows/lights appear to glow a bit.
If your using mental ray, use the second material slot of the blend material for an arch and design Material with self illumination checked, and a filter colour of your choice.
Then in the renderer setting you can check the output map and select a glare shader to add a glow around the windows. like this image
I also use the 3dsmax Normal bump shader in the bump slot of the first ach and design (you need to follow the instructions earlier on in this thread to create a usable normal map. During this process you'll also end up with a good shinyness map to play with. (In mental ray plus this map into the glossyness map slot) Play around with it see if you can get some nice results If you use 3Ds max alot I'd suggest having a look at jeff pattons blog, tis where i learn alot about mental ray rendering and shader creation. http://jeffpatton.cgsociety.org/blog/
|

Mograph
|
Posted - 2008.11.05 12:02:00 -
[538]
Originally by: Ceekt Edited by: Ceekt on 23/10/2008 20:56:15 Well if any one frequents SHC (you will know that acronym if you do :P ) You will know what I have been up to as of late.
Any who, here is the Providence as previously asked for:
If you browse this directory:
http://eveart.l3ds.com/pics/
then you will find every standard ship up to BS (with the exception of the Moros and Nyx (Any luck on getting a better working version of tri exporter?))
Any who, my ultimate plan is to complete all the standard ships, then the faction ships, and lastly start working on the T2 versions.
Also I can only find textures for the dx9 version ie the granny 2 model which I cant import into 3ds max.
The DX9 maps are all wrong even if flipped vertically
Where the hell are they in the stuff files?
|

Philip Stark
|
Posted - 2008.11.05 22:17:00 -
[539]
Thanks for that, I wasnt able to import the texture but by importing the file that i saved as a obj file, I was able to figure out how to change the gray to where the ship textures are visable. Thanks.
|

Sahara Eternity
Amarr Imperial Academy
|
Posted - 2008.11.06 09:13:00 -
[540]
Is it posible to animate theese ships in flash for example? I saw one a swf that was made by a guy ... a nyx ...
Animation = simple animation for example like triexplorer (ships rotates on its origin point)
A? :D
|
|

Van Kaiser
Viziam
|
Posted - 2008.11.10 12:08:00 -
[541]
I apologize in advance for my bad English already time first.
The German Community also makes very beautiful pictures. Because of this once again thanks for the Tri-Exporter. There I at www.eve-online.de is working as EVE-ART Moderator I would like to show you some pictures of Germans Community. Forum:German EVE Online Forum Pics: Amergin McLeod Pic Amergin McLeod Pic Van Kaiser Test a new 4Kx4K Textur Van Kaiser pic Van Kaiser pic Van Kaiser pic
You find many pictures on www.eve-online.de
With best regards from Austria. Van Kaiser EVE-ART Moderator from www.eve-online.de
|

Davik Rendar
Open All Hours
|
Posted - 2008.11.12 23:24:00 -
[542]
Very cool
I like the one with the Drakes in the Asteroid Field a lot
How did you enhance the quiality of the textures?
|

Vexara
Caldari Mentat Assassins
|
Posted - 2008.11.13 01:58:00 -
[543]
Edited by: Vexara on 13/11/2008 01:58:49
Originally by: Selvin 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 :) )
Anyone have links that work to these two files? Nice Job on the tool, and I really liked a lot of screens my favorite is the NightHawk, great job!
|

Ouroborus777
|
Posted - 2008.11.13 04:29:00 -
[544]
Originally by: Gorgosti
Originally by: Ouroborus777
Originally by: Valan Edited by: Valan on 11/09/2008 15:52:26 Thanks you confirmed my fears :)
I don't fancy doing it manually. It's gonna have to be a reduced version.
CCP makes the various game data available for download. This is includes solar system coordinates. If you're comfortable with some sort of programming, a 3D map can be generated from that. (Unless, of course, this is what you meant when you wrote, "manually.")
really? where can I download that data then?
The original MSSQL database is here and translations to other database formats can be found here.
|

Mograph
|
Posted - 2008.11.13 13:14:00 -
[545]
Edited by: Mograph on 13/11/2008 13:14:12
Originally by: Davik Rendar Very cool
I like the one with the Drakes in the Asteroid Field a lot
How did you enhance the quiality of the textures?
Looks like the asteroids are not textured like normal ones, probably done with procedural bump mapping (Noise or cellular) they also look like spheres modied with a low fractal noise modifer to make them all funky shaped.
I like the images as well.
|

Jat Goodwin
|
Posted - 2008.11.14 06:33:00 -
[546]
It doesn't seem to be working for me, I select the eve folder, go find one of the gr2 files and click on it and it just says WTF? at me. I'm using Windows XP 64 bit if that might be a problem and I have DX9 installed.
|

Jat Goodwin
|
Posted - 2008.11.15 06:43:00 -
[547]
What setting are you supposed to use with the dds plug in on photoshop?
|

Daniel Hardlight
|
Posted - 2008.12.06 15:45:00 -
[548]
Is there a complete tutorial for finding and making the textures so that they are editable and then how to edit them anywhere? I've looked through loads of the posts but they all seem to be saying different things!
|

Omu Matol
Gallente Destry's Lounge
|
Posted - 2008.12.12 18:27:00 -
[549]
Originally by: Jat Goodwin Edited by: Jat Goodwin on 15/11/2008 11:31:01 Screw this, I've been trying for nearly 6 hours to get the damn incursus textured doing everything that everybody else said to do EXACTLY. So now I'm fed up and willing to pay 5 mil for a fully textured Incursus. .3DS format please. Contact me in game.
Here ya go:
Linkage
3ds format with texture, though I prefer obj format.
A simple image of how it looks:
|

Suunto Viper
|
Posted - 2008.12.16 10:43:00 -
[550]
Originally by: Daniel Hardlight Edited by: Daniel Hardlight on 09/12/2008 16:12:40 Edited by: Daniel Hardlight on 07/12/2008 19:07:55 I've managed to edit the textures and then render them using 3ds Max but I don't know how to change the colours of the textures without using Photoshop. Is there anything I can use instead? And how would I then do it?
Also is there anywhere I can find a list of all the models, textures and MTL files ready for editing? Is it possible to get the premium graphics models and textures? And how do you use .blue files?
Its very tricky to get the premium gfx models out. as they are in granny format, and granny is ridiculously expensive> the.blue files are there for the game to adjust textures for the t2 and faction variants of each ship. and also to tell the engine how to use the different channels in the DDS material to overlay lights and other bits and bobs onto the ship models.
You cant "use" the .blue file for anything, but you can read them to see which testure goes with which ship
|
|

OzakiFragments
Caldari Perkone
|
Posted - 2008.12.19 19:47:00 -
[551]
Can anyone who's been successful with Lightwave in exporting the model and texturing write up a small guide? I'm having trouble texturing the models I export cuz I'm fairly new, and I read a small tut at pg 7 of this thread, but it doesnt render properly when I do it. So far:
-I've managed to get the models out -Extract the .tga files from the .dds file [but there's like 10, and I just use the biggest one] -Use Photoshop to flip it -Use image editor to load the image -Use a UV Map for the texture <- this is where it gets weird. -After I use the textures and I hit render frame F9, I get a weird looking harbinger.
Am I supposed use more than just a UV map?
|

Tor Umar
|
Posted - 2008.12.22 23:29:00 -
[552]
Hi fellas.
Does anyone know where to find the T2 textures for the zealot? ive been looking for hours
|

Mickey Simon
Noir.
|
Posted - 2008.12.23 20:37:00 -
[553]
I've been watching and reading this thread with interest. I do a fair bit of 3D work, but haven't done much spaceships or special effects work. Currently have a model exported, and sitting in max 2009 x64 textured and working fine and dandy with the mentalray rendering engine.
1 question though. Is it possible to do the engine trails in max? I've experimented with glow effects, but they don't seem right (too small up close, too large at distance; can't see behind the ship) so I'm wondering if there's a better way to do this?
Have looked online, but haven't found very many tutes. If you've got any information you're willing to share, I'd be very grateful ^_^ Meanwhile, on the other side of town . . . |

Davik Rendar
Open All Hours
|
Posted - 2008.12.23 22:54:00 -
[554]
Originally by: OzakiFragments Can anyone who's been successful with Lightwave in exporting the model and texturing write up a small guide? I'm having trouble texturing the models I export cuz I'm fairly new, and I read a small tut at pg 7 of this thread, but it doesnt render properly when I do it. So far:
-I've managed to get the models out -Extract the .tga files from the .dds file [but there's like 10, and I just use the biggest one] -Use Photoshop to flip it -Use image editor to load the image -Use a UV Map for the texture <- this is where it gets weird. -After I use the textures and I hit render frame F9, I get a weird looking harbinger.
Am I supposed use more than just a UV map?
Sorry mate, not sure whats going on there, I haven't used lightwave for a few years, and I dont have a copy of it anymore.
Originally by: Tor Umar Hi fellas.
Does anyone know where to find the T2 textures for the zealot? ive been looking for hours
The Zealot doesn't actually have any seperate textures, the trick to making them is re-colouring the omen textures 
Originally by: Mickey Simon I've been watching and reading this thread with interest. I do a fair bit of 3D work, but haven't done much spaceships or special effects work. Currently have a model exported, and sitting in max 2009 x64 textured and working fine and dandy with the mentalray rendering engine.
1 question though. Is it possible to do the engine trails in max? I've experimented with glow effects, but they don't seem right (too small up close, too large at distance; can't see behind the ship) so I'm wondering if there's a better way to do this?
Have looked online, but haven't found very many tutes. If you've got any information you're willing to share, I'd be very grateful ^_^
Engine trails in MAX? No Idea. I use Cinema 4D, and I've found the best way for me to make engine effects is with volumetric lights and some faint lense flares. Thats how I did these ones: http://img146.imageshack.us/img146/1433/retributionmg0.jpg (sorry it's on imageshack, hosted it there ages ago and I cant be bothered re-hosting it)
I actually used 2 volumetric lights, 1 for the main exhaust, the other for the long trail. Although it only works for still shots, I'm not really sure how to make the trails follow the ship and curve.
|

Mickey Simon
Noir.
|
Posted - 2008.12.24 09:44:00 -
[555]
Cheers! Didn't even think of using volumetric lights, but it makes perfect sense now I think about it. The trails probably wont curve unless you use a particle effect or something similar, but I think I can live without that for the time being.
Thanks again :D Meanwhile, on the other side of town . . . |

Qece
modro B.L.A.C.K.
|
Posted - 2008.12.30 12:48:00 -
[556]
It was xmas and had some free time. So i opened my favorite 3d studio lightwave again with the idea i had before of making an eve movie. Still working on getting each ship perfect which is very hard cause each ship seems to have different light maps and each has its problem. Here are some shots i made during my work.
Mega orbiting earth Moros (still not done yet and the guns are total failure) Gallente titan (also not done yet)
As for OzakiFragments with the lightwave texture problems. I had problems exporting the textures to tga so i'm mostly using jpg (100% compressed) which worked for me. And the photoshop flipping is 'Flip canvas vertical' if you didn't already do that.
Here's my moros lightwave model including scene (lw 9.3) and volumetric thrusters as example. Still far away from done. Example image Download
As for the trails in lightwave i also use the volumetric and a lens flare. For a one shot that's not hard but tweaked so it can be used in movies as well is harder. As for the following trails in movies, there's where the particle system comes in. Don't know about the other 3d studio's but in lw it isn't that hard but can be very frustrating sometimes.
Anybody know whats with those light maps as for the megathron they are good and easy to use but for the moros or titan they are wa different. Currently i'm using an extra subtractive brick layer to get the nice window results but that doesn't look very nice.
|

LanceCriminal86
Solarflare Heavy Industries
|
Posted - 2009.01.05 04:03:00 -
[557]
Hi, I've been following this thread for some time now. I've been able to get the models, and textures with bump maps into 3dsmax 9. However, I cannot seem to, for the lifew of me, get the glowing lights to work by either method. Could someone upload a completed scene with all of the converted textures, etc, ready to render so i can see how they did their materials?
I've tried the step-by-step methods listed here, and the main textures and bump maps work just fine(though the textures always seem too bright and washed out... can't seem to make a proper "black" ship like the sacrelige, nighthawk, or the EOM versions of the apoc or geddon...
Is anyone willing to make a full, step by step tutorial with pictures included for both the scanline and VRAY methods? |

DeathMan
Minmatar Esokal Command Independent Faction
|
Posted - 2009.01.05 04:22:00 -
[558]
Man love this. Last time I checked the high res model files where unable to be extracted. Now able to do such is GREAT!
I know I've gotten a good amount of models exported and into Max and rendered using the Mental Ray renderer, and they look great. Only 1 im having a major issue with so far is the Minmatar Gate 3 model. That thing is a PITA to get to work right, got all the other gates with little to no issues, but that MJ3 model (if not mistaken thats the dir its in) takes weeeel over 4 hours to render on my system (i killed it at 25% completed at over 2 hours into it).
Trying to get free site up to post the pics of what I've been able to do. Few ships, all the gates just a glitch in 1 of them. Hope to push out the stations next and really start working on the ships them selves.
As for getting all the T2 veriations that could take a lot of time, as well if I really want to get all the lighting color proper on the ships themselves. The white light looks great on a lot of them so far but its far from the original colors, like the one of the Gallente Caps I did, looks kinda wierd with the solid white light up close, but if I switch it out with a different color it looses to much of its intensity, and really loose the effect of what its suppose to do.
|

Suunto Viper
|
Posted - 2009.01.08 12:31:00 -
[559]
Originally by: Mickey Simon
1 question though. Is it possible to do the engine trails in max? I've experimented with glow effects, but they don't seem right (too small up close, too large at distance; can't see behind the ship) so I'm wondering if there's a better way to do this?
i tend to create a couple of enviromental helpers and lob a fire effect into it, play around with colours and settings. You copuld also create some geometry for the trails and assign a mental ray Beam shader to the volume slot of a mental ray material and depending on what lighting your using stick an omni light inside. you can also use particle effects with a self illumination colour firing super fast insot some geometry and us Pflow to make the particles dye when they hit the inside of the geometry then apply a motion blur filter to the whole thing (use fast raterizer unless you want your motion blue to take all day to render
I used that effect for the KB Banner here. www.andrew-wade.co.uk/imperii/KB |

DeathMan
Minmatar Colonial Fleet Services Independent Faction
|
Posted - 2009.01.11 04:47:00 -
[560]
Edited by: DeathMan on 11/01/2009 04:48:21 Since I've decided to really start playing with some of the models and that, I've been extracting them, importing/texturing them inside 3D Max. Hope to some time make a really nice scene/battle with the models and such, but til then I'm playing with just getting the models down pat with there textures.
I've run across a few that do not like to be exported from the viewer, or imported into 3D Max using either OBJ or .3DS files. So if there is an update to the exporter that I don't know about, or maybe an update to the granny2.dll file that would be great.
Anyways what I've run across so far with Stations are....
Minmatar - Military - Research - Trade Post
Amarr - Hub
Caldari - C_Modular C_M2 - C_Modular C_M3 - CS1_Construction - CS2 - CS4 - CS5
Gallente - GS7
Majority of them did export, or could export from the program, but in the view they had wierd face locations so anytime I saw that, it lead to an error on importing into 3D Max, no matter the format. Is there a way around this?
All the Fighters and Gates had zero issues.
Thanks in advance |
|

DeathMan
Minmatar Colonial Fleet Services Independent Faction
|
Posted - 2009.01.12 04:01:00 -
[561]
Oh and if im doing something wrong with these models but im having next to no luck with the Gallente station models. Having use issues with the opacity with basically every one of the models :/ Its like the texture maps from the game don't even show the proper one, seems odd.
|

Quesa
Atlas Alliance
|
Posted - 2009.01.29 04:21:00 -
[562]
Edited by: Quesa on 29/01/2009 06:22:09 Edited by: Quesa on 29/01/2009 04:37:51 Ok, so I finally got my Navy Mega imported to PSP correctly, without any additional programs.
How you say?
Get the NVid plug-ins. (Only thing I had to download)
Export from TriExplorer with the correct textures. Open the 3ds file in PSP 32-bit (Plug-ins didn't register with the 64-bit for some reason). Save it as a PSD file. Open it in your PSP 64-bit.
Viola.
EDIT: Well, it was looking good until I noticed the textures not lining up correctly...now I gotta figure out how do fix it :(
Edit2: Ok, so I got a Thorax out looking just perfect using the technique explained here.
However, I tried to use the same technique with something more complex, such as an Apoc, seems like 2 of the 3 textures matched up correctly, the internal texture (the one that you select first in TriExporter) isn't working right, so it's a little off.
Any tips? |

TuRtLe HeAd
Apocalypse Enterprises Chain of Chaos
|
Posted - 2009.01.31 11:23:00 -
[563]
Can someone please let me know what the latest version of Tri-exporter is ? |

Menerai Entaro
|
Posted - 2009.02.01 00:04:00 -
[564]
Edited by: Menerai Entaro on 01/02/2009 00:06:13 TriExporter0.4.1.0beta2
[url=http://dl.eve-files.com/media/corp/Svenstaro/TriExporter0.4.1.0beta2.zip]Link[/url] |

No'akai
Minmatar Copia-WarRages Armaments
|
Posted - 2009.02.08 14:43:00 -
[565]
Okhay, I can't for the life of me get my head around this. I've managed to export the model to XSI and I've unstuffed the DDS, opened it in photoshop, flipped it 180-degrees and saved it. However, when I go into XSI, I get the model there all good and fine, but I can't figure out how the apply the texture to the model. I chose the "Get Image" option from under the "Render" Menu, picked the texture from the menu. The texture is showing in the preview window, but doesn't apply to the model, is there an additional button I have to click or have I screwed up real bad? ____________________________________ "One mans thrash is a Minmatar's ship component" |

Hatt0ri Hanz0
|
Posted - 2009.02.08 23:09:00 -
[566]
Originally by: No'akai Okhay, I can't for the life of me get my head around this. I've managed to export the model to XSI and I've unstuffed the DDS, opened it in photoshop, flipped it 180-degrees and saved it. However, when I go into XSI, I get the model there all good and fine, but I can't figure out how the apply the texture to the model. I chose the "Get Image" option from under the "Render" Menu, picked the texture from the menu. The texture is showing in the preview window, but doesn't apply to the model, is there an additional button I have to click or have I screwed up real bad?
Is this an "i dont know how to use XSI" question? |

No'akai
Minmatar Copia-WarRages Armaments
|
Posted - 2009.02.09 07:51:00 -
[567]
Originally by: Hatt0ri Hanz0
Is this an "i dont know how to use XSI" question?
I supose so yes, I recently got XSI and am trying to learn it through tutorials etc... ____________________________________ "One mans thrash is a Minmatar's ship component" |

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.02.16 02:55:00 -
[568]
While looking through the latest SiSi files I came across a new ships folder called "talocan" The Talocan are one of New Eden's ancient races, like the new Sleepers coming out in Apocrypha.
Here's a render of the Talocan Battleship being escorted by 2 Talocan Frigates.
There are also models for a Talocan cruiser and destroyer, but they aren't textured properly yet. btw, the sleeper models are listed under "res/dx9/model/drone/sleeper"
|

SencneS
Amarr Rebellion Against big Irreversible Dinks
|
Posted - 2009.02.17 04:16:00 -
[569]
Edited by: SencneS on 17/02/2009 04:16:37 I can export and use all the older "Classic" models and textures. But I appear to have having troubles with the New textures. I can export the model just fine but the textures are really messed up. I skimmed over the thread and picked up a lot of tips but the rotational of the texture doesn't work for me.
Whats the hint for the new models?
Edit:- Should have said Lightwave user, I have Photo Paint instead of Photoshop it has the same rotational abilities as Shop.
Amarr for Life |

Rem Laideker
The Kakhura'uta Caravan
|
Posted - 2009.02.17 08:53:00 -
[570]
I'm just starting out with this and I can get a model with texture into Blender. Of course it's pretty bland and hasn't got any extra stuff on it.
Could someone explain what UVMap,bumpmap and alpha channel and alike are? Or point me in the direction to a link with information?
If I understand it correctly, these are things you use for the textures with all the extra little details and lights? ---
|
|

Xyfu
Minmatar The Nietzian Way
|
Posted - 2009.02.17 11:31:00 -
[571]
This tool point blank refuses to work in Vista. It's due to DEP killing it, even when I disable DEP for the tool. Running in compatibility modes, or as an admin does nothing to help the situation. _____ ^ That is a sig line. It should be there without me having to put one in.
[right]http://rumandmonkey.com/widgets/toys/testgen/6199/[img]http://stat.rumandmonkey.com/tests/9/9/6199/ |

Harbngr
PURE Legion
|
Posted - 2009.02.17 14:29:00 -
[572]
Edited by: Harbngr on 17/02/2009 14:29:07
Originally by: Xyfu This tool point blank refuses to work in Vista. It's due to DEP killing it, even when I disable DEP for the tool. Running in compatibility modes, or as an admin does nothing to help the situation.
I run Vista and have had no issues with running triexporter v0.4.1.0beta.
I am runing vista enterprise with dep enabled. Only thing I have done is turn off the User Account Control.
Evil Overlord Tips #40 I will be neither chivalrous nor sporting. If I have an unstoppable superweapon, I will use it as early and as often as possible instead of keeping it in reserve. |

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.02.19 06:50:00 -
[573]
Originally by: Harbngr
I run Vista and have had no issues with running triexporter v0.4.1.0beta.
I am runing vista enterprise with dep enabled. Only thing I have done is turn off the User Account Control.
^This I got tired of Vista whining at me every time I modified program files or installed something, so I turned it off  It also means vista security doesn't interfere with applications like this
Originally by: Rem Laideker I'm just starting out with this and I can get a model with texture into Blender. Of course it's pretty bland and hasn't got any extra stuff on it.
Could someone explain what UVMap,bumpmap and alpha channel and alike are? Or point me in the direction to a link with information?
If I understand it correctly, these are things you use for the textures with all the extra little details and lights?
UV Map - This is information stored in the model file which wraps the texture onto the model, usually all you have to do is change the texture/projection method to "UVW Mapping" to enable it.
Bump Map - This is for the rendering engine, it "fakes" detail. But I would suggest using the normal maps stored in the "_ngs" texture file, if you can use normal maps. They just look better 
Alpha Channel - This is for making surfaces transparent, it's used a lot on the Minmatar ship models for the sails.
I haven't used Blender myself so I don't know any tutorial sites, although I would suggest having a look around for them as they should be able to explain how to use most of these techniques.
|

Rem Laideker
The Kakhura'uta Caravan
|
Posted - 2009.02.19 16:47:00 -
[574]
Originally by: Davik Rendar
Originally by: Rem Laideker I'm just starting out with this and I can get a model with texture into Blender. Of course it's pretty bland and hasn't got any extra stuff on it.
Could someone explain what UVMap,bumpmap and alpha channel and alike are? Or point me in the direction to a link with information?
If I understand it correctly, these are things you use for the textures with all the extra little details and lights?
UV Map - This is information stored in the model file which wraps the texture onto the model, usually all you have to do is change the texture/projection method to "UVW Mapping" to enable it.
Bump Map - This is for the rendering engine, it "fakes" detail. But I would suggest using the normal maps stored in the "_ngs" texture file, if you can use normal maps. They just look better 
Alpha Channel - This is for making surfaces transparent, it's used a lot on the Minmatar ship models for the sails.
I haven't used Blender myself so I don't know any tutorial sites, although I would suggest having a look around for them as they should be able to explain how to use most of these techniques.
Thanks for the info. 
Someone should really make a step-by-step tutorial of exporting EVE models and how to make them look like in-game. I got the trial version of 3D Studio Max now, so if anyone is familiar with working with that software and exporting EVE ships, feel free to offer some help.  ---
|

Hatt0ri Hanz0
Caldari State War Academy
|
Posted - 2009.02.20 00:03:00 -
[575]
Originally by: Rem Laideker
Originally by: Davik Rendar
Originally by: Rem Laideker I'm just starting out with this and I can get a model with texture into Blender. Of course it's pretty bland and hasn't got any extra stuff on it.
Could someone explain what UVMap,bumpmap and alpha channel and alike are? Or point me in the direction to a link with information?
If I understand it correctly, these are things you use for the textures with all the extra little details and lights?
UV Map - This is information stored in the model file which wraps the texture onto the model, usually all you have to do is change the texture/projection method to "UVW Mapping" to enable it.
Bump Map - This is for the rendering engine, it "fakes" detail. But I would suggest using the normal maps stored in the "_ngs" texture file, if you can use normal maps. They just look better 
Alpha Channel - This is for making surfaces transparent, it's used a lot on the Minmatar ship models for the sails.
I haven't used Blender myself so I don't know any tutorial sites, although I would suggest having a look around for them as they should be able to explain how to use most of these techniques.
Thanks for the info. 
Someone should really make a step-by-step tutorial of exporting EVE models and how to make them look like in-game. I got the trial version of 3D Studio Max now, so if anyone is familiar with working with that software and exporting EVE ships, feel free to offer some help. 
Ill tutor you for isk :P
Originally by: CCP Whisper Boo hoo. Cry some more.
|

deepfreeze007
Caldari Swordfish LLD
|
Posted - 2009.02.20 03:53:00 -
[576]
Ok, so I have a lot of it figured out. Linky
But what I can't figure out is how to make the surfaces of the ships reflective like they are in game.
I'm using TriExporter (v0.4.1b), editing the .dds files in Photoshop 7 into .tga for the textures, and DAZ Studio 2.3 (v2.3.3.146).
Something I've noticed is the gr2 fils when rendered appear to be rather bland. For example, a lot of the Gallente ships are green or blue, but when I export them, texture, and render them, they appear to be more grey-ish. I only tried an Amarr ship since I know they are all gold in color.
Please let me know what you think of my above linked scene and if you have any pointers. Thanks. ---
|

The Assembler
|
Posted - 2009.02.23 09:05:00 -
[577]
Edited by: The Assembler on 23/02/2009 09:10:06 What is actually contained in each file? .DDS textures? What does .blue contain? What actually contains the mesh? What contains the UV's?
|

Xyfu
Minmatar The Nietzian Way Initiative Associates
|
Posted - 2009.02.24 03:38:00 -
[578]
Selvin, it looks like your hosting's down.
Also, I still can't get TriExporter to work under vista. I've had UAC turned off since the beginning, and nothing I do to DEP fixes the problem.
The irony is that it runs under Ubuntu fairly well. I can't get it to work the gr2 files, though. Just comes up with "Error: WTF" which is oh so helpful. _____ ^ That is a sig line. It should be there without me having to put one in.
[right]http://rumandmonkey.com/widgets/toys/testgen/6199/[img]http://stat.rumandmonkey.com/tests/9/9/6199/ |

Mickey Simon
Noir.
|
Posted - 2009.02.24 05:09:00 -
[579]
Originally by: Xyfu Selvin, it looks like your hosting's down.
Also, I still can't get TriExporter to work under vista. I've had UAC turned off since the beginning, and nothing I do to DEP fixes the problem.
The irony is that it runs under Ubuntu fairly well. I can't get it to work the gr2 files, though. Just comes up with "Error: WTF" which is oh so helpful.
Are you using the latest version? The one linked in the OP is not the latest version, unfortunately you have to trawl through the thread for a bit to get the version that does process the .gr2 files properly :<
|

Xyfu
Minmatar The Nietzian Way Initiative Associates
|
Posted - 2009.02.24 09:40:00 -
[580]
Originally by: Mickey Simon Are you using the latest version? The one linked in the OP is not the latest version, unfortunately you have to trawl through the thread for a bit to get the version that does process the .gr2 files properly :<
Yes, latest version, and all that. Well, wasn't using the latest version on Linux, 'cause I just tried to open the one I had to hand for ****s 'n' giggles.
No version of TE I've tried has worked yet, on this infernal OS.
Help appreciated. _____ ^ That is a sig line. It should be there without me having to put one in.
[right]http://rumandmonkey.com/widgets/toys/testgen/6199/[img]http://stat.rumandmonkey.com/tests/9/9/6199/ |
|

Fortune Taker
Caldari
|
Posted - 2009.02.25 23:08:00 -
[581]
Edited by: Fortune Taker on 25/02/2009 23:10:10
Originally by: The Assembler Edited by: The Assembler on 23/02/2009 09:18:41 What is actually contained in each file? .DDS textures? What does .blue contain? What actually contains the mesh? What contains the UV's?
I seem to be having some trouble with the .blue every time I try to select it an error comes up with WTF. What exactly are you supposed to do with the .blue?
each ship file contains
.gr2 (ship model) .blue (file used by the client that tells it what files to use, not exactly sure since there are other files elsewhere too, you can look in them in a text editor most of it is gibberish but you can pick out filenames) .dds (these are the textures, there is 2-8 of these, each one does something different, and each file does multiple things, this is up to you to figure out, this forum has some good info how to use these if you look)
recently(on the test server) there are .red files I haven't look at these files yet but im assuming they are the settings opposite of the .blue files for the lite client FT
if you see this you have read too far |

Anigo Montioa
Minmatar
|
Posted - 2009.02.28 20:07:00 -
[582]
Sorry to ask this question if it has been answered multiple times before, but when I render the models from TriExporter (in this case a Maelstrom), they turn out to be monochromatic, or in Greyscale, but only when I render them. (3ds max w/ Vray), in the viewports they show up in the full color, so I don't know what the issue is, anyone care to shed some light on this issue?
Thanks!
|

Sondrou Xi'Tral
Gallente Terror Solutions Stargate Experiment 626
|
Posted - 2009.03.01 11:26:00 -
[583]
Originally by: Davik Rendar Edited by: Davik Rendar on 28/09/2008 22:58:11 I'm not sure how to colour the textures using vray in MAX. But here's how to do it in Photoshop.
Open the _d texture, and the _p texture. Resize the _p texture to the same size as the _d texture, and copy the alpha channel into the _d texture as another RGB layer (not as an alpha channel).
Now select Image/Adjustments/Gradient Map... And recolour the _p layer to a Dark Grey and Turquoise colour. Now change the _p layer blend mode to Overlay.
And that's the basic theory of colouring the textures, you may have to play around with blend mode (sometimes Multiply works better with Gallente ships) and the Gradient Map colours to get it looking right.
Hope that helps
I think it might be time for me to make a tutorial up to show how to convert a model from start to finish, including screeshots 
btw, it's looking pretty good, very nice renders too. You might want to drop the strength of the bump mapping just a little bit, just a suggestion 
I'm a C4D user also. Any idea when you might come out with that tutorial, because it would help out a ton.
|

Richest Mofo
|
Posted - 2009.03.01 20:48:00 -
[584]
Originally by: Anigo Montioa Sorry to ask this question if it has been answered multiple times before, but when I render the models from TriExporter (in this case a Maelstrom), they turn out to be monochromatic, or in Greyscale, but only when I render them. (3ds max w/ Vray), in the viewports they show up in the full color, so I don't know what the issue is, anyone care to shed some light on this issue?
Thanks!
uncheck grayscale button on the viewport buffer?
|

Anigo Montioa
Minmatar
|
Posted - 2009.03.02 23:01:00 -
[585]
I never figured out the issue, but I think I had some VRay settings messed up, so I just started over with the DX9 models and textures and it works. Another question though, how do I get the light-map to show up along with the opacity map? I'm using VRay and I have the opacity/defuse/normal and bump all working together, it's just when I add the light map, the model renders completely black, or when I remove it, renders just fine, so I'm not sure if I'm setting it up incorrectly or not, if someone could post the texture tree for 3ds Max and VRay that would be greatly appreciated.
Thanks!
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.03.05 00:54:00 -
[586]
Originally by: Sondrou Xi'Tral I'm a C4D user also. Any idea when you might come out with that tutorial, because it would help out a ton.
Hehe, maybe one day, not sure when though. I've still got the new Ship Chart to finish first, so maybe after that.
Originally by: Anigo Montioa Edited by: Anigo Montioa on 04/03/2009 03:08:03 I figured out the Light issue, but I have another few questions.
1) How do I make my renders more glossy? I'm using VRay, and thought I read somewhere to put the grayscale bump map into the Glossiness Channel, but that didn't seem to help.
2) What is the most successful way of doing trails? I have KY Trail, and it does alright, but nothing like the lens-flare engine trails like their ingame counterparts.
3) How do I get the nebula textures to work correctly with 3ds Max and environment maps? Do you do it a different way or do you need to convert the cube-map that Eve uses into a spherical map? I used HDRShop and used the Image > Panorama > Panoramic Transformations to convert it to a cube map, but the lines between each of the six images in the cube map showed up very prominently. Unless I am choosing the wrong options of each image: I assume the original EVE texture is "Cubic Environment (6 Separate Images)" and I want "Mirror Ball" as the end result?
This thread has been a big help, but these last few things I have not been able to find at all.
1. The greyscale "bump map" is actually a specular map as I have said before. Use it in the specular channel, and turn the specularity of the material up. The other thing you can do for glossiness is add an environment reflection of the nebula background.
2. I use volumetric lights for engine flames, and just use the same light and apply a custom lens flare to it.
3. I manually rearrange the 6 sides into a box-cross map in Photoshop, and then use a Cinema 4D plugin which converts HDR-cross images into spherical maps. Here's one of the new wormhole textures that I converted using that method http://dl.eve-files.com/media/corp/DavikRendar/wormhole_class_01.jpg
Eve Online Ship Chart - Quantum Rise Edition |

Anigo Montioa
Minmatar
|
Posted - 2009.03.05 22:10:00 -
[587]
Edited by: Anigo Montioa on 05/03/2009 22:09:52 Thank you very much! I use 3ds Max however, so I'm not sure if the volumetric light would apply, but I appreciate it none the less! Thanks about the Specular map, too. I had it in the Specular channel, but I don't think I had it set high enough, or I may have my render settings incorrect. As for the Nebula, does it matter how I setup the box-map? Do the end ones go up and down or as long as it's a cross-type shape would it work?
Thanks again for all the help!
|

Chanur
Federation of Freedom Fighters
|
Posted - 2009.03.08 16:50:00 -
[588]
Hey everyone
I just tried playing with this, and used a good 8 hours just to figure out how to get the stuff out heh.
Example: Link
Do these models look alright? (I know the armageddon texture is a different one that original i think)
But are the textures looking fine?
And second question is how do i get the lights added on the ships?
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.09 21:36:00 -
[589]
Edited by: Aurvundill on 09/03/2009 21:36:17 I've been updating the UI to TriExplorer, if your interested I'll keep going for an overhaul. Otherwise I'll end up dropping it.
TriExplorer UI Overhaul (WIP): http://dl.eve-files.com/media/corp/Xabora/TriExplorer_Modified.png
|

Anigo Montioa
Minmatar
|
Posted - 2009.03.09 23:49:00 -
[590]
Is it possible to allow the window to be maximized? (Not a necessity, but it would be nice.)
|
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.10 00:36:00 -
[591]
Edited by: Aurvundill on 10/03/2009 00:35:56
Originally by: Anigo Montioa Is it possible to allow the window to be maximized? (Not a necessity, but it would be nice.)
I'll look into it.
Heres the UI as of now. http://dl.eve-files.com/media/corp/Xabora/evetriexplorer_update.png
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.11 06:50:00 -
[592]
Edited by: Aurvundill on 11/03/2009 06:57:52 *cough* Fullscreen semi-works now *cough*
[url=http://i41.tinypic.com/fw60yt.jpg]TriExporter 2009 Update Progress[/url] [i]You can see a few things changed for legibility, but its getting there. :D
|

Chanur
Federation of Freedom Fighters Aggression.
|
Posted - 2009.03.11 12:40:00 -
[593]
Alright i got the light map to work but still having some questions...
This is how i do:
1. Export Blank Model to .obj 2. Unstuff the Texture 3. Open the .dds File in Photoshop "Flip Horizontal" and "Rotate 180". 4. Save the first file as Texture.dds without alpha channel 4a. Reopen the standard .dds file again, this time i delete the RGB Channels, Convert to GreyScale, "Flip and rotate" and save it as a light.dds file again. 5. I then import the model to 3dsmax 9, Open Materials "M", I then click the Diffuse and add a Composite with 2 Layers, "Layer 1: Texture, Layer 2: Light" 5a. I then set one of the Layers to Additive, which results in showing the lights, "You may have to increase the brightness of the Light.dds for better viewing" 6. Finish
Questions: 1. Is it possible to make a Layer like the ones mentioned above, Self-Illuminent "To make the lights glow a little"? 2. Im having problems with models like the "Providence", its made out of 2 different Texture files, but when i add the first texture in 3dsmax, it covers the hole model and not only the "First texture click in TriExporter". So how do you add textures to different parts of the model?
Ill transfer 50 mil to the guy who can give me a good explanation on this, im a newbie to 3dsmax so please be newbie friendly 
|

Anigo Montioa
Minmatar
|
Posted - 2009.03.11 19:41:00 -
[594]
Edited by: Anigo Montioa on 11/03/2009 19:41:46
Originally by: Chanur
Questions: 1. Is it possible to make a Layer like the ones mentioned above, Self-Illuminent "To make the lights glow a little"?
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.
Originally by: Chanur 2. Im having problems with models like the "Providence", its made out of 2 different Texture files, but when i add the first texture in 3dsmax, it covers the hole model and not only the "First texture click in TriExporter". So how do you add textures to different parts of the model?
As for the Providence, many people have been having issues with it, I know someone posted the download link for a working one a few pages back.
Hope I helped at all!
|

Chanur
Federation of Freedom Fighters Aggression.
|
Posted - 2009.03.11 23:25:00 -
[595]
Thanks a lot, the thing with the providence were more of a general question, what do i do with the ships who are made of 2 different texture files?
Will wire the isk to ya as soon as i get ingame
|

Cadinie
|
Posted - 2009.03.14 23:46:00 -
[596]
it seems CCP even though they say this application is ok, has just given it the shaft. if you try to open apoc patched clients it will only show gallente and minmatar under models. and under those there is praticly nothing at all. the only things left you can open are a very very few random objects. if anyone has a patch to undo what CCP did, please tell me.
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.15 01:16:00 -
[597]
Originally by: Cadinie it seems CCP even though they say this application is ok, has just given it the shaft. if you try to open apoc patched clients it will only show gallente and minmatar under models. and under those there is praticly nothing at all. the only things left you can open are a very very few random objects. if anyone has a patch to undo what CCP did, please tell me.
I'm poking around at HEX level now. Mostly cleaned up error text but seeing if I can fix anything.
TriExporter - Stage 6: http://dl.eve-files.com/media/corp/Xabora/TriExporter_Stage6_WIP.jpg
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.03.15 09:28:00 -
[598]
Originally by: Cadinie it seems CCP even though they say this application is ok, has just given it the shaft. if you try to open apoc patched clients it will only show gallente and minmatar under models. and under those there is praticly nothing at all. the only things left you can open are a very very few random objects. if anyone has a patch to undo what CCP did, please tell me.
CCP has removed most of the old ship models because with the removal of the classic client they don't need them in the install anymore.
Originally by: Aurvundill To view the ship models, look under res/DX9/model/ship/<race>/<ship model id>
Nice work tidying up the Tri interface too Aurvundill
Eve Online Ship Chart - Quantum Rise Edition |

Kartala
Amarr Ministry of War
|
Posted - 2009.03.15 17:24:00 -
[599]
two things...
first: the website is down for tri exporter second: tri exporter wont start
system: xp32 sp2 / amd x2 6k / 2gb ram
|

Cayth
|
Posted - 2009.03.16 20:25:00 -
[600]
well, using tri-exporter, I dumped some of the .red files. They're (surpisingly) plaintext, and are very informative as far as determining how the textures on a particular ship are assembled and used. The format is easily parsable, but fairly readable as well. However, I can't seem to figure out where the variant .red files are for tech II ships, nor any place that might have the variant textures.
|
|

Quantar Raalsken
Gallente
|
Posted - 2009.03.16 22:05:00 -
[601]
Edited by: Quantar Raalsken on 16/03/2009 22:15:39 Moros and all barges are broke
TriExpoter just closes with no msg whatsoever
edit: i found that T2 ships are under the folder of the faction that built them and a few are also under "factionname_markii"
also a small number of pirate faction ships are under "factionPC" but the rest are under their respective faction folder
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.03.16 22:55:00 -
[602]
Oh wow, the .red files are waaaaay nicer to read than the old .blue files, they we're mostly gibberish with a few texture names hidden in it.
I wonder if we can get CCP to comment on what all the parameters are in the .red files, that will make it a lot easier to replicate the materials inside 3D apps.
Updated Links to TriExporter (so you dont have to go searching through the thread for it). TriExporter - Latest version (0.4.1.0beta - opens .gr2 files) Broken models in .obj format - Barges, Nyx, Moros, Opux and Thrasher (Thanks to Ouroborus777)
I will look at getting a Tutorial written, one for just general model extraction and texture conversion, and another Cinema 4D specific one for setting up the materials.
Eve Online Ship Chart - Quantum Rise Edition |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.17 02:01:00 -
[603]
Originally by: Davik Rendar Oh wow, the .red files are waaaaay nicer to read than the old .blue files, they we're mostly gibberish with a few texture names hidden in it.
I wonder if we can get CCP to comment on what all the parameters are in the .red files, that will make it a lot easier to replicate the materials inside 3D apps.
Updated Links to TriExporter (so you dont have to go searching through the thread for it). TriExporter - Latest version (0.4.1.0beta - opens .gr2 files) Broken models in .obj format - Barges, Nyx, Moros, Opux and Thrasher (Thanks to Ouroborus777)
I will look at getting a Tutorial written, one for just general model extraction and texture conversion, and another Cinema 4D specific one for setting up the materials.
hmm, weird the copy I had (Beta1) opened GR2 files.
Anywho thanks.
|

Korrakas
Caldari Legion of Ascension The Fierce Allegiance
|
Posted - 2009.03.19 18:17:00 -
[604]
btw ive been playing around with Tri for a few days now and ive noticed that all the textures seem drab and dark e.g ammar ships look brown instead of reflective gold (but im guessing this is becuase of the nature of the Tri rendering engine) also when texture a thorax for exapmle in tri it lacks all the little lights etc and is just a grey texture is this normal ???
|

Quantar Raalsken
Gallente
|
Posted - 2009.03.20 04:11:00 -
[605]
Originally by: Korrakas btw ive been playing around with Tri for a few days now and ive noticed that all the textures seem drab and dark e.g ammar ships look brown instead of reflective gold (but im guessing this is becuase of the nature of the Tri rendering engine) also when texture a thorax for exapmle in tri it lacks all the little lights etc and is just a grey texture is this normal ???
yes its normal u need the effect of shaders working on it to make it look shiny and gold or in gall's case, green
PS can i get those broken ships in .X format plz? thx.
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.20 06:00:00 -
[606]
Edited by: Aurvundill on 20/03/2009 06:03:36 TriExporter 2009 Release Changes:
- Increased Screen Render Space
- Enlarged File List for Easy Viewing
- Updated Many Error Messages
- Cleaned Up UI & Menu Text
- New Icon! (Woooo)
- New Icons for Tree List
- Maximize works, but has a minor issue. >_>
TriExporter 2009 Download TriExporter 2009 UI Screenshot
|

Korrakas
Caldari Legion of Ascension The Fierce Allegiance
|
Posted - 2009.03.20 18:39:00 -
[607]
Originally by: Quantar Raalsken
Originally by: Korrakas btw ive been playing around with Tri for a few days now and ive noticed that all the textures seem drab and dark e.g ammar ships look brown instead of reflective gold (but im guessing this is becuase of the nature of the Tri rendering engine) also when texture a thorax for exapmle in tri it lacks all the little lights etc and is just a grey texture is this normal ???
yes its normal u need the effect of shaders working on it to make it look shiny and gold or in gall's case, green
PS can i get those broken ships in .X format plz? thx.
Is there any way I can get those effects, say if i export the files to 3DSMAX ?
|

Rilwar
22nd Black Rise Defensive Unit
|
Posted - 2009.03.21 04:12:00 -
[608]
Edited by: Rilwar on 21/03/2009 04:14:20
Originally by: Korrakas Is there any way I can get those effects, say if i export the files to 3DSMAX ?
There is no do-it-for-me button.
Effects, shaders and lighting are handled by the game's render engine with instructions from the .red files, you'll need to do these on your own. Reading the .red files will even give you some ideas.
-EDIT-
Loving your edit Aurvundill, much cleaner than the original... and my hex'ed copy that removed all the info/stats and resized the treeview to the app's height.
OFF TO THE HEX AGAIN /o/
---O-H--S-H-I-T---
|

Korrakas
Caldari Legion of Ascension The Fierce Allegiance
|
Posted - 2009.03.21 12:08:00 -
[609]
Originally by: Rilwar Edited by: Rilwar on 21/03/2009 04:14:20
Originally by: Korrakas Is there any way I can get those effects, say if i export the files to 3DSMAX ?
There is no do-it-for-me button.
Effects, shaders and lighting are handled by the game's render engine with instructions from the .red files, you'll need to do these on your own. Reading the .red files will even give you some ideas.
-EDIT-
Loving your edit Aurvundill, much cleaner than the original... and my hex'ed copy that removed all the info/stats and resized the treeview to the app's height.
OFF TO THE HEX AGAIN /o/
I know the shaders are read and applied by the render engine from the .red files but what im asking is can those effects be replicated out of game using 3D rendering software(3DS MAX in my case), and how would i go about doing that ?
|

Korrakas
Caldari Legion of Ascension The Fierce Allegiance
|
Posted - 2009.03.21 12:09:00 -
[610]
Edited by: Korrakas on 21/03/2009 12:09:38 accidental doublepost
|
|

Quantar Raalsken
Gallente
|
Posted - 2009.03.21 21:23:00 -
[611]
Edited by: Quantar Raalsken on 21/03/2009 21:24:33 Edited by: Quantar Raalsken on 21/03/2009 21:24:19
Originally by: Korrakas
Originally by: Rilwar Edited by: Rilwar on 21/03/2009 04:14:20
Originally by: Korrakas Is there any way I can get those effects, say if i export the files to 3DSMAX ?
There is no do-it-for-me button.
Effects, shaders and lighting are handled by the game's render engine with instructions from the .red files, you'll need to do these on your own. Reading the .red files will even give you some ideas.
-EDIT-
Loving your edit Aurvundill, much cleaner than the original... and my hex'ed copy that removed all the info/stats and resized the treeview to the app's height.
OFF TO THE HEX AGAIN /o/
I know the shaders are read and applied by the render engine from the .red files but what im asking is can those effects be replicated out of game using 3D rendering software(3DS MAX in my case), and how would i go about doing that ?
read the .red file and follow the path in Tri export to the effect's location and export it....one problem tho is that while the .red references.fx files the tri exporter shows them as 2.0 hi 2.0 low and 3.0 high 3.0 low so im guessin the game uses which ever one based on the setting u chose and which shader model ur GFX card uses....the problem is that these are already compiled files (they show as jibberish in Notepad) and so are of no use to us, either we figure a way to de-compile or decrypt these or we have to build ours from scratch
|

DaOpa
Amarr Static Corp
|
Posted - 2009.03.21 22:15:00 -
[612]
Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..
 ---------- LP Store Database | T3 Ship DB |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.21 22:26:00 -
[613]
Originally by: DaOpa Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..

s1 = front s2 = front middle s3 = middle s4 = back middle s5 = back/engine
You have 5 versions of each peice however only Minny's s1-5v4&v5 are modeled.
|

Irumani
Gallente ICE is Coming to EVE Tau Ceti Federation
|
Posted - 2009.03.21 23:05:00 -
[614]
Aurvundill, if you could add a check box option when extracting a whole directory, to export all included .gr2 files as .obj and/or .3ds, you'd be my new personal god.
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.22 02:06:00 -
[615]
Originally by: Irumani Aurvundill, if you could add a check box option when extracting a whole directory, to export all included .gr2 files as .obj and/or .3ds, you'd be my new personal god.
Bit of a toughy but I'll look at the options... oh and also.
Sweet Sweet Hyperion Love with Glowing Lights. :D
|

DaOpa
Amarr Static Corp
|
Posted - 2009.03.22 02:35:00 -
[616]
Originally by: Aurvundill
Originally by: DaOpa Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..

s1 = front s2 = front middle s3 = middle s4 = back middle s5 = back/engine
You have 5 versions of each peice however only Minny's s1-5v4&v5 are modeled.
ok .. let me try again :P
s1 = front = OFFENSIVE SUBSYSTEM s2 = front middle = WHAT? s3 = middle = WHAT? s4 = back middle = WHAT? s5 = back/engine = WHAT?
 ---------- LP Store Database | T3 Ship DB |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.22 03:07:00 -
[617]
Originally by: DaOpa
Originally by: Aurvundill
Originally by: DaOpa Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..

s1 = front s2 = front middle s3 = middle s4 = back middle s5 = back/engine
You have 5 versions of each peice however only Minny's s1-5v4&v5 are modeled.
ok .. let me try again :P
s1 = front = OFFENSIVE SUBSYSTEM s2 = front middle = WHAT? s3 = middle = WHAT? s4 = back middle = WHAT? s5 = back/engine = WHAT?

IIRC its: Defensive Subsystems Offensive Subsystems Electronic Subsystems Engineering Subsystems Propulsion Subsystems
Now have a His & Her Hyperion since you made me post.
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.03.22 21:57:00 -
[618]
Just a slight correction on Aurvundill's post
s1 = Electronic s2 = Defensive s3 = Engineering s4 = Offensive s5 = Propulsion
Very nice job on the UI revamp too Aurvundill
Eve Online Ship Chart - Quantum Rise Edition |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.23 00:38:00 -
[619]
Edited by: Aurvundill on 23/03/2009 00:39:27 *yawn* Got bored today.
Have a few pics: A Tight Docking Situation 1 A Tight Docking Situation 2 A Tight Docking Situation 3
|

Cayth
|
Posted - 2009.03.25 16:56:00 -
[620]
so, to the person asking about the shaders: Yes, 3DS MAX (and maya, and most decent packages) can use shaders in materials. You'll have to look through the .red file to find the the shaders, then use triexporter to dump them. Then you can use your packages materials editor to load and configer the shader file. I suggest searching through your packages reference files and using google to determine how for your particular package.
|
|

Korrakas
Caldari Legion of Ascension Beyond Ascension
|
Posted - 2009.03.27 18:10:00 -
[621]
much appreciated
|

Anigo Montioa
Minmatar
|
Posted - 2009.03.28 18:04:00 -
[622]
I opened the .red file and the shaders it linked to were .fx, but in TriExporter they showed up as SM_2_0_LO, SM_2_O_HI, SM_3_0_LO, SM_3_0_HI. I assume that's Shader Model 2/3 LO/HI? I'm not exactly sure what to do from there since it's not in the .fx it says they are. I found these in the "res:/Graphics/Effect/Managed/Space/Ship/" folder, by the way. As an example in case I'm not making any sense, the .red file says this: effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" and when I go to that directory I find this: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.sm_2_0_hi" (Also has the other 3 types of this file).
Any ideas? Or is there a way to convert the file to .fx?
|

Quantar Raalsken
Gallente
|
Posted - 2009.03.30 17:31:00 -
[623]
nice new sig  ================================================
GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.03.30 23:26:00 -
[624]
Originally by: Quantar Raalsken nice new sig 
Thanks, was messing around with the color constants on the shader. About 75% of it is complete.
________
|

Quantar Raalsken
Gallente
|
Posted - 2009.04.03 15:42:00 -
[625]
Originally by: Aurvundill
Originally by: Quantar Raalsken nice new sig 
Thanks, was messing around with the color constants on the shader. About 75% of it is complete.
btw which shader did u use?
the ones that are pointed to in the .red files take me to "pieces" of shader files and they are already compiled so i cant make any use of them...i tried hacking together the ship.fx one but i got lost lol ================================================
GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.03 22:47:00 -
[626]
Edited by: Aurvundill on 03/04/2009 22:58:00
Originally by: Quantar Raalsken Edited by: Quantar Raalsken on 03/04/2009 16:54:20
Originally by: Aurvundill
Originally by: Quantar Raalsken nice new sig 
Thanks, was messing around with the color constants on the shader. About 75% of it is complete.
btw which shader did u use?
the ones that are pointed to in the .red files take me to "pieces" of shader files and they are already compiled so i cant make any use of them...i tried hacking together the ship.fx one but i got lost lol
Edit: also all of my ship_d.dds files are showing up as black/blank in all my picture editors/viewers with .dds support any idea?
I sorta wrote my own after decoding the image formatting.
Did some more work on it today, about 90% done on the shader. http://dl.eve-files.com/media/corp/Xabora/eve_proph1.JPG http://dl.eve-files.com/media/corp/Xabora/eve_proph2.JPG http://dl.eve-files.com/media/corp/Xabora/eve_proph3.JPG I used sage (Dark Green), because it was a nice easy color to see if its working right. SIDE NOTE: I did not directly color the dds files, I just used a constant vector to change it in the shader.
Just a few tips on IDing your images that you extract. Most DDS will have the ship/model name followed by some lettering. D = Diffuse (Nuff said, ship skin) [Can sometimes have 'light' textures embedded into the alpha layer] N = Normal Maps (Normally found in the Alpha Layer on an Shipname_ngs.dds combo) G = Gloss (Used for Cubemap Rendering on Ships) S = Specular P = Paint (Used for Tinting and Hues on Some Ship Parts) L = Lettering (Seen on ships in differing patterns)
________
|

MagicBox
|
Posted - 2009.04.04 02:00:00 -
[627]
Is there any chance to put in a Export to Animated gif option?
or would that be to hard to code in ?
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.04 19:22:00 -
[628]
Originally by: MagicBox Is there any chance to put in a Export to Animated gif option?
or would that be to hard to code in ?
Thats something for a renderer to do like 3DS Max, Maya, Blender and the such to do.
________
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.04 21:58:00 -
[629]
Edited by: Aurvundill on 04/04/2009 22:01:15 Here is a proper colored one, about 95% done. Just need to do work on the glass shaders & cubemap shaders for the armor points.
I used native values for this so they are 1:1 to EVE in a white light area.
http://i40.tinypic.com/2qdbrxt.jpg
________
|

Nakuda
Gallente Adventurers Matari Visionary Coalition
|
Posted - 2009.04.04 23:28:00 -
[630]
Originally by: Aurvundill Edited by: Aurvundill on 03/04/2009 23:34:00 N = Normal Maps (Normally found in the Alpha Layer on an Shipname_ngs.dds combo)
But that is just one channel of the normal map? You use it as a heigh map? After bit of testing I noticed that EVE normal maps have their color channels on wrong places, so they need some manipulation to make them work as normal maps (not just height maps) in 3D softwares.
This is for Gimp, but same basic idea on other image manipulation programs like photoshop. Load shipname_ngs.dds (you will need the .dds plugin) Decompose (separate color channels to layers) Invert Red channel (black to white) Recompose: Red to Blue Blue to Alpha Green to Red Alpha to Green Save to any format you like.
|
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.05 00:28:00 -
[631]
Originally by: Nakuda
Originally by: Aurvundill Edited by: Aurvundill on 03/04/2009 23:34:00 N = Normal Maps (Normally found in the Alpha Layer on an Shipname_ngs.dds combo)
But that is just one channel of the normal map? You use it as a heigh map? After bit of testing I noticed that EVE normal maps have their color channels on wrong places, so they need some manipulation to make them work as normal maps (not just height maps) in 3D softwares.
This is for Gimp, but same basic idea on other image manipulation programs like photoshop. Load shipname_ngs.dds (you will need the .dds plugin) Decompose (separate color channels to layers) Invert Red channel (black to white) Recompose: Red to Blue Blue to Alpha Green to Red Alpha to Green Save to any format you like.
This is why I love working at shader level. I just break out Red & Green Seperately and Append those two channels with the neg-alpha layer. ________
|

Nakuda
Gallente Adventurers Matari Visionary Coalition
|
Posted - 2009.04.05 09:29:00 -
[632]
Edited by: Nakuda on 05/04/2009 09:31:17 Ah, that would make life lot easier And seems like the result are pretty much 100% accurate with the game too. Unfortunately the 3d app I'm using doesn't have support for directx shaders... Or I should look the shader code myself and "decode" it to format that works with the apps own texturing&shading. That sounds quite a pain in the butt. 
|

Davik Rendar
|
Posted - 2009.04.05 22:45:00 -
[633]
I just wrote myself a nice little photoshop macro to convert the normal maps. So I just have to open the dds in PS, run my normal map extraction macro and save it out. You do start going a little nuts after converting about 150 models with 5 separate textures each though.
Eve Online Ship Chart - Quantum Rise Edition |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.05 23:15:00 -
[634]
Originally by: Davik Rendar I just wrote myself a nice little photoshop macro to convert the normal maps. So I just have to open the dds in PS, run my normal map extraction macro and save it out. You do start going a little nuts after converting about 150 models with 5 separate textures each though.
What format do you use the models in? My preference is DAE [Collada] ________
|

Anigo Montioa
Minmatar
|
Posted - 2009.04.06 02:30:00 -
[635]
Just out of curiosity Aurvundil, but what program do you use for your renders? Rendering engine included? I'm using 3ds Max 9 with VRay and I'm having a hard time getting even close to matching your render quality. Albeit, I'm not the best when it comes to rendering or anything. Still can't seem to figure out how the DirectX Shader material fully works. I can get it to load the .fx (sometimes, lately the ship.fx doesn't want to properly link to ObjectLit_pool.fx), and when it does and I render the scene, it's like the shader does nothing to modify the model at all. Am I completely misunderstanding what the shader is suppose to be doing, or what?
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.06 02:45:00 -
[636]
Originally by: Anigo Montioa Just out of curiosity Aurvundil, but what program do you use for your renders? Rendering engine included?
This shall... remain a secret.
Originally by: Anigo Montioa I'm using 3ds Max 9 with VRay and I'm having a hard time getting even close to matching your render quality. Albeit, I'm not the best when it comes to rendering or anything. Still can't seem to figure out how the DirectX Shader material fully works. I can get it to load the .fx (sometimes, lately the ship.fx doesn't want to properly link to ObjectLit_pool.fx), and when it does and I render the scene, it's like the shader does nothing to modify the model at all. Am I completely misunderstanding what the shader is suppose to be doing, or what?
The FX file is compiled shader code with parameters. Those need to be set via an engine or render.
Pulling an excerpt from abc2.red.
type: EveShip2 turrets: [] name: "Abc2" mesh: type: Tr2Mesh geometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1.gr2" lowDetailGeometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1_lowDetail.gr2" opaqueAreas: - type: Tr2MeshArea name: "MainHull" effect: type: Tr2Effect name: "Armor" effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" parameters: - type: Tr2Vector4Parameter name: "MaterialDiffuseColor" value: [0.654902, 0.6156863, 0.5803922, 1] - type: Tr2Vector4Parameter name: "MaterialSpecularFactors" value: [0, 1, 0, 0] - type: Tr2Vector4Parameter name: "MaskDiffuseColor" value: [0.6509804, 0.6235294, 0.5882353, 1] - type: Tr2Vector4Parameter name: "MaskSpecularFactors" value: [0, 5, 0, 0] - type: Tr2Vector4Parameter name: "GlowColor" value: [3.5, 2.902899, 1.874367, 1] - type: Tr2Vector4Parameter name: "FresnelFactors" value: [1, 2.5, 1, 0] The values you see are for the vectors, they can manipulate color, lighting, glow or power of a parameter. Most ships have multiable layers and colors, so you need to drop in the proper value to grab the proper color. Vectors have 4 values when applied to a texture. [RED, GREEN, BLUE, ALPHA], but that is only when a parameter is calling colors. Otherwise its [VALUE1, VALUE2, VALUE3, VALUE4] Glow controls lighting for the alpha layer on the diffuse map as defined in the .FX file.
Anywho, a good number of ships require 2 different shaders just for the tech 1 stuff. There is a special tech 2 shader in the .RED file also.
Lot to type. :P
Mind you, a .RED will will work with a .FX if you move the values over properly. ________
|

Anigo Montioa
Minmatar
|
Posted - 2009.04.06 03:46:00 -
[637]
Originally by: Aurvundill
The FX file is compiled shader code with parameters. Those need to be set via an engine or render.
Pulling an excerpt from abc2.red.
-snip- The values you see are for the vectors, they can manipulate color, lighting, glow or power of a parameter. Most ships have multiable layers and colors, so you need to drop in the proper value to grab the proper color. Vectors have 4 values when applied to a texture. [RED, GREEN, BLUE, ALPHA], but that is only when a parameter is calling colors. Otherwise its [VALUE1, VALUE2, VALUE3, VALUE4] Glow controls lighting for the alpha layer on the diffuse map as defined in the .FX file.
Anywho, a good number of ships require 2 different shaders just for the tech 1 stuff. There is a special tech 2 shader in the .RED file also.
Lot to type. :P
It might be best to manipulate the values via another shader that references the .FX with the .RED variables.
So with the .red file (I'm using the Rifter one, mf4.red), it references to this .fx file: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx". As I'm sure you've discovered, that actual file doesn't exist, as it's compiled into sm_3_0_Hi, etc. How would I take that along with the vector values and use them with VRay.
What exactly do you mean by two separate shaders? I mean, I know you're saying two different shaders, but I can only seem to find one for the Rifter? I'm new to this whole shader thing too, and I'm not sure if you use/know how to use VRay as it remains a mystery.
Sorry for all the questions, just a lot more involving than I thought!
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.06 05:09:00 -
[638]
Originally by: Anigo Montioa
Originally by: Aurvundill
The FX file is compiled shader code with parameters. Those need to be set via an engine or render.
Pulling an excerpt from abc2.red.
-snip- The values you see are for the vectors, they can manipulate color, lighting, glow or power of a parameter. Most ships have multiable layers and colors, so you need to drop in the proper value to grab the proper color. Vectors have 4 values when applied to a texture. [RED, GREEN, BLUE, ALPHA], but that is only when a parameter is calling colors. Otherwise its [VALUE1, VALUE2, VALUE3, VALUE4] Glow controls lighting for the alpha layer on the diffuse map as defined in the .FX file.
Anywho, a good number of ships require 2 different shaders just for the tech 1 stuff. There is a special tech 2 shader in the .RED file also.
Lot to type. :P
It might be best to manipulate the values via another shader that references the .FX with the .RED variables.
So with the .red file (I'm using the Rifter one, mf4.red), it references to this .fx file: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx". As I'm sure you've discovered, that actual file doesn't exist, as it's compiled into sm_3_0_Hi, etc. How would I take that along with the vector values and use them with VRay.
What exactly do you mean by two separate shaders? I mean, I know you're saying two different shaders, but I can only seem to find one for the Rifter? I'm new to this whole shader thing too, and I'm not sure if you use/know how to use VRay as it remains a mystery.
Sorry for all the questions, just a lot more involving than I thought!
Some ships have 1 shader, others might have multiable. (Depending on UV Material Maps) In this case a rifter would have 1 base T1 shader with 2 or so other shaders for Tech 2 colors.
I dont use VRay so I cant exactly tell you how. ________
|

Anigo Montioa
Minmatar
|
Posted - 2009.04.06 16:06:00 -
[639]
Ah, okay. Still a bit confused on exactly what I should be doing, but I'll Google around. Thanks for the help though! If I have any other questions, you have MSN or something?
|

Anigo Montioa
Minmatar
|
Posted - 2009.04.08 19:32:00 -
[640]
How do you go about texturing the Docking Bays? I know there are several materials for each section but how do you get the materials to line up? Flipping them doesn't seem to be doing the trick.
Ideas?
|
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.08 21:12:00 -
[641]
Originally by: Anigo Montioa How do you go about texturing the Docking Bays? I know there are several materials for each section but how do you get the materials to line up? Flipping them doesn't seem to be doing the trick.
Ideas?
Make sure the textures are flipped!
adbay1_shapemesh Multiply specular layer with defuse to attain proper specular colors. Material 0: amarr_dock_detailb_d (Opaque) Material 1: amarr_dock_ground_d Material 2: amarr_dock_mainboard_d Material 3: amarr_dock_inside_d Material 4: amarr_dock_detailb_d (Transparent) Material 5: amarr_dock_detail_d ________
|

Anigo Montioa
Minmatar
|
Posted - 2009.04.08 21:22:00 -
[642]
Flipped which way? 180 degrees verticaly, I assume? Also, since the stations have multiple textures for each, and the geometry is broken into different material groups, how do you go about figuring out which material goes where? That is, without actually going ingame. (I'm working on a Minmatar station at the moment, no luck except for the first material: Top. Such a difficult one!
Thanks for all the help so far! Means a lot!
|

Davik Rendar
|
Posted - 2009.04.08 22:14:00 -
[643]
Originally by: Anigo Montioa Flipped which way? 180 degrees verticaly, I assume? Also, since the stations have multiple textures for each, and the geometry is broken into different material groups, how do you go about figuring out which material goes where? That is, without actually going ingame. (I'm working on a Minmatar station at the moment, no luck except for the first material: Top. Such a difficult one!
I think if I remember correctly you have to mirror the texture vertically, not rotate.
As for what texture goes where? You just kind of have to guess. Some of them are in order, others aren't. Usually I find the textures in the .red file called "armor" are the big main areas and the textures called "tech" are for some of the smaller detail areas.
Check out the preview viewer in the latest Singularity client, it's the little red button next to the ship image in the "show info" window. It works with drones and stations too, very handy for having a look at the models and working out where the textures go.
Aurvundill: I'm using Cinema 4d (.C4D)
Eve Online Ship Chart - Apocrypha Edition |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.09 01:21:00 -
[644]
Edited by: Aurvundill on 09/04/2009 01:24:10
Originally by: Davik Rendar As for what texture goes where? You just kind of have to guess. Some of them are in order, others aren't. Usually I find the textures in the .red file called "armor" are the big main areas and the textures called "tech" are for some of the smaller detail areas.
Check out the preview viewer in the latest Singularity client, it's the little red button next to the ship image in the "show info" window. It works with drones and stations too, very handy for having a look at the models and working out where the textures go.
Basic Rundown on a .RED.
type: EveShip2 turrets: [] name: "Abc2" mesh: type: Tr2Mesh geometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1.gr2" (MODEL) lowDetailGeometryResPath: "res:/dx9/model/ship/amarr/abc2/polySurfaceShape1_lowDetail.gr2" (LOW DETAIL) opaqueAreas: - type: Tr2MeshArea name: "MainHull" (Primary Texture) effect: type: Tr2Effect name: "Armor" (Tech 1 Shader & Vectors) effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" parameters: - type: Tr2MeshArea name: "MainHull" effect: type: Tr2Effect name: "Crome" (Tech 1 Crome Effect Shader & Vectors) effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" parameters: - type: Tr2MeshArea name: "MainHull" effect: type: Tr2Effect name: "Tech" ('Tech' is Tech 2 Armor Shader & Vectors, can cover all material slots) effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" decalAreas: [] depthAreas: [] transparentAreas: [] additiveAreas: [] shadowEffect: (Controls Shadow Resolution and Rendering) type: Tr2Effect effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/Shadow.fx" parameters: [] resources: [] damageLocators: (Smoke and Fire effect for Hull Damage) spriteSets: effect: (Blinking Lights, Locations, and Timers) type: Tr2Effect effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/FlashingLights.fxo" parameters: [] resources: locators: (Turrent Locations for roll, pitch and yaw) - type: EveLocator2 name: "locator_turret_1a" (Turrent ID Location) transform: (Controls roll, pitch and yaw)
Originally by: Davik Rendar Aurvundill: I'm using Cinema 4d (.C4D)
 Welp, that quite expensive. ________
|

Davik Rendar
|
Posted - 2009.04.09 03:02:00 -
[645]
Originally by: Aurvundill
Originally by: Davik Rendar Aurvundill: I'm using Cinema 4d (.C4D)
 Welp, that quite expensive.
Heh, yea, its a legit commercial license too, as I was doing some professional 3D work for a little while.
As for the .RED files, I'm not completely convinced. There are separate .red files for Tech 2 shaders for example (a lot of which are in the "factionpc" folder).
Quote: - type: Tr2MeshArea
From what I've found each of these is assigned to a different UV area of the mesh. And when I've applied the textures with the colour values listed under each "type" section, they have come out looking exactly right.
Although I haven't had any experience with DirectX shaders or anything like that before, so everything I say is just purely from my own recent findings and previous 3D experience.
Eve Online Ship Chart - Apocrypha Edition |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.09 04:31:00 -
[646]
Originally by: Davik Rendar
Originally by: Aurvundill
Originally by: Davik Rendar Aurvundill: I'm using Cinema 4d (.C4D)
 Welp, that quite expensive.
Heh, yea, its a legit commercial license too, as I was doing some professional 3D work for a little while.
As for the .RED files, I'm not completely convinced. There are separate .red files for Tech 2 shaders for example (a lot of which are in the "factionpc" folder).
Quote: - type: Tr2MeshArea
From what I've found each of these is assigned to a different UV area of the mesh. And when I've applied the textures with the colour values listed under each "type" section, they have come out looking exactly right.
Although I haven't had any experience with DirectX shaders or anything like that before, so everything I say is just purely from my own recent findings and previous 3D experience.
Totally forgot to mention that faction like navy, blood and such have their own unique RED files. ________
|

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.09 22:33:00 -
[647]
Decided to try something different.
Amarr/Amarr/Female Using Stock Station Textures except for the Gold Headpeice Texture. Didn't have a stock normal or specular so I emulated those via shader.
Fullsize: http://i41.tinypic.com/17pfu8.jpg The balls next to the face are the eyes, just not placed in the head ... yet.
Unfortunately the DDS files I pulled for the skin, hair and clothing gave me errors with Compressionator. ________
|

Cadet Seaton
Paisti Paisti Syndicate
|
Posted - 2009.04.15 20:43:00 -
[648]
mach_1680-1050.png
Getting there slowly but still not quite what I'm looking for. But I also like them simple and using it as my background atm :)
|

Hellena
Minmatar Dark Star Industries
|
Posted - 2009.04.15 23:13:00 -
[649]
ive been experiencing fatal errors with the program. i got it to open once and navigated to my EVE directory...then the program 'encountered an error' and needed to close. now, it wont even open.
am running xp 64 bit.
any suggestions? or....would people want to email me converted .obj files?
Not Just Another Pretty Face La Maison Hostess |

Aurvundill
Caldari Merch Industrial GoonSwarm
|
Posted - 2009.04.16 02:14:00 -
[650]
Originally by: Hellena ive been experiencing fatal errors with the program. i got it to open once and navigated to my EVE directory...then the program 'encountered an error' and needed to close. now, it wont even open.
am running xp 64 bit.
any suggestions? or....would people want to email me converted .obj files?
Make a file called TriExporter_Fix.reg
And put this into the file using notepad.
[HKEY_CURRENT_USER\Software\TriExporter] "EVE"="C:\\Program Files(x86)\\CCP\\EVE"
Should fix your issue. ________
|
|

DiLantius
|
Posted - 2009.04.17 00:56:00 -
[651]
I'm having a similar problem opening the app in vista. It opened fine, played around with it a bit, it crashed and now won't reopen, despite restarting and reinstalling (unarchived and replaced). Any suggestions?
Quote: Problem signature: Problem Event Name:BEX Application Name:TriExporter 2009.exe Application Version:0.4.1.5 Application Timestamp:47821992 Fault Module Name:TriExporter 2009.exe Fault Module Version:0.4.1.5 Fault Module Timestamp:47821992 Exception Offset:00029bad Exception Code:c000000d Exception Data:00000000 OS Version:6.0.6001.2.1.0.256.1
|

DiLantius
|
Posted - 2009.04.17 20:34:00 -
[652]
And... got it to work by nixing the regedit entry.
|

Cayth
|
Posted - 2009.04.20 18:44:00 -
[653]
Can someone try to explain to me how to dump the compiled shaders and get them to work in 3dsmax? I've dumped the entire shader directory, but the individual shaders in the paths referenced by the .red files don't seem to work...(little experience working with game shaders)
|

Kyoko Sakoda
Caldari Veto. Veto Corp
|
Posted - 2009.04.27 01:45:00 -
[654]
Edited by: Kyoko Sakoda on 27/04/2009 01:46:47
Never mind, nixing the registry key worked.
___
Latest video: War Has Come (720p) |

Niru Tiara
Amarr
|
Posted - 2009.05.07 07:06:00 -
[655]
It¦s possibl to extract the background of space ? Then yes where are the textures???
|

Davik Rendar
NQX Innovations
|
Posted - 2009.05.08 05:50:00 -
[656]
res/texture/nebula/ and res/dx9/scene/wormholes/
ATI CubeMapGen is really handy for loading/previewing/converting the cube maps that you export from EFT and its free \o/
Eve Online Ship Chart - Apocrypha Edition |

Captain Powers
|
Posted - 2009.05.08 19:39:00 -
[657]
Btw, thanks to everyone that has posted to this thread. Based on this thread, I set out to use Gimp and Blender to work with TriExporter. I'm almost got it working except the trick to generating the correct colors for the texture maps.
Maybe it's due to no experience with Gimp but I can now separate the different RGBA channels and recompose them ( kept trying Recompose, just had to use the silly compose feature to put the different channels back into one RGBA layer. I believe the values in the red files for textures is value 0 to 1 ( 0 to 255 converted for Gimp ).
I first tried to paint the colors I needed over the blue channel but I can not for the life of me figure how to blend ( not using blender3D ) the image with the color to obtain the final image I can pull into Blender 3D for rendering.
Since I can now play with the different channels, I can create layers or textures for generating refections, transparent, etc with Blender. But creating accurate colors with Blender is escaping me based on what I have read. I don't have access to Photoshop and I'm so close to getting to work, just need some ideas or corrections of my bad assumptions.
Thanks ahead of time and great work everyone. (I'll update this link later with information and images)
|

Jmarr Hyrgund
Imperial Shipment
|
Posted - 2009.05.09 10:06:00 -
[658]
A couple of questions:
I'm using 3ds max with models exported from tri-exporter and would like to know..
1- Where are the turret textures kept? I've found the models but the only other files in the folder with the models are .red files. If someone can point me at the textures I'd be most grateful.
2- If someone could tell me where I can find a tutorial for making little point lights in max (for the blinky running lights), that'd be great too :)
Pirate - Blogger - Rifter Pilot |

Davik Rendar
NQX Innovations
|
Posted - 2009.05.09 10:42:00 -
[659]
Originally by: Captain Powers I'm almost got it working except the trick to generating the correct colors for the texture maps.
Dude, that punisher is looking pretty awesome.
The alpha channel in the "_p" file is used for colouring the base "_d" texture. Basically what you will need to do is colour it according to the info in the .red file. The RGB info under the "MaterialDiffuseColor" entry is the colour you should change the black area in the "_p" alpha to. The RGB info under the "MaskDiffuseColor" entry is the colour you should change the white area in the "_p" alpha to. See if GIMP has a "Gradient Map" filter or something like that for recolouring the "_p" alpha channel once you've extracted it. Set up the recoloured "_p" alpha channel as a second layer over the "_d" texture and set it to "overlay" blend mode.
Hopefully that should be of help 
Originally by: Jmarr Hyrgund Where are the turret textures kept? I've found the models but the only other files in the folder with the models are .red files. If someone can point me at the textures I'd be most grateful.
res/dx9/texture/global/ and I think most of the turrets use the "universaltech_" textures
Eve Online Ship Chart - Apocrypha Edition |

Beor0d
Congregatio Majesta Empire
|
Posted - 2009.05.10 14:14:00 -
[660]
Can I run this on a mac too? _______________________ Current projects by EVE players |
|

Zaiyo Modi
Minmatar Republic University
|
Posted - 2009.05.10 15:28:00 -
[661]
I don't want to sound noobish, but if someone could give a summary as to how useful the TriExporter is for exporting the models and maybe extract the textures for use with a 3d application, I would appreciate it.
What would be interesting to get a summary of, is what TriExporter can and cannot do when extracting and exporting models and textures.
|

Captain Powers
|
Posted - 2009.05.10 18:53:00 -
[662]
Ok, still working with the Punisher as my test subject. I improved the color mapping with reversing the one alpha mask from the _p file. I reversed the map and then inverted the map in Gimp ( I'll give a detailed run down soon once I have this process nailed ).
Problem is I can not figure out where the silver coloring is coming from. I am guessing some of the silver look is derived by applying the alpha map from the _ngs contained in the blue channel to get the specular values ( reflective look ). But when I rotate the model around, there appears to be genuine silver within the color map in the game. I look all over the red file for it but I don't find anything remotely to silver ( I'm guessing something like 0.752941 0.752941 0.752941 for the silver color or maybe higher ).
Here is the improved Blender 3D render Blender Punisher
Here is the in game image In game Punisher
I know I've still got to apply the alpha channel from the _ngs file to get the displacement mapping correct so the little details will snap into view also. Trying to figure this out a step at a time.
|

Jmarr Hyrgund
Imperial Shipment
|
Posted - 2009.05.12 18:44:00 -
[663]
I would guess that the silvery colouring on the punisher is from the specularity (how much the surface reflects the environment and how it reflects the environment) part of the texture which if I remember correctly is the alpha channel of the *_ngs_*.dds file. I'm still trying to sort out how all this works myself so someone else will probably be better able to explain it than me.
Using the ship viewer will have the silver bits reflect the environment fromt he ship viewer, these bits should look different when actually in space as you move between systems with different coloured stars and environments.
Also if anyone can help with getting environment maps and engine trails looking right in Maya that'd be great :)
Pirate - Blogger - Rifter Pilot |

Davik Rendar
NQX Innovations
|
Posted - 2009.05.14 04:32:00 -
[664]
Edited by: Davik Rendar on 14/05/2009 04:33:06
Originally by: Captain Powers I improved the color mapping with reversing the one alpha mask from the _p file.
Oh, I forgot just the RGB channel of the _p texture is the paint/colouring map. Although I think it is also in the alpha.
Originally by: Captain Powers Problem is I can not figure out where the silver coloring is coming from. I am guessing some of the silver look is derived by applying the alpha map from the _ngs contained in the blue channel to get the specular values ( reflective look ). But when I rotate the model around, there appears to be genuine silver within the color map in the game. I look all over the red file for it but I don't find anything remotely to silver ( I'm guessing something like 0.752941 0.752941 0.752941 for the silver color or maybe higher ).
I think the silver colouring may be coming from the reflected environment map like Jmarr mentioned above, try looking at the ship in different coloured systems.
Originally by: Captain Powers I know I've still got to apply the alpha channel from the _ngs file to get the displacement mapping correct so the little details will snap into view also. Trying to figure this out a step at a time.
The _ngs texture contains info for a normal map, here's a very basic run down of how to extract it: 1. copy the green channel to the red channel 2. copy the alpha channel to the green channel 3. make the blue channel black It should end up with colours like this
Eve Online Ship Chart - Apocrypha Edition |

Captain Powers
|
Posted - 2009.05.15 15:42:00 -
[665]
Edited by: Captain Powers on 19/05/2009 17:29:47 Edited by: Captain Powers on 19/05/2009 17:28:26 Ok, using the _p as my mask, I used the blue channel from the _ngs to get a color with the alpha mask applied. Now I get the following:
Updated Punisher
I'm making progress. Next is to apply the fore mentioned to get the displacement mapping to work, apply running lights ( forgot them this round ) and apply the lights with a mask so they emit light. ( updated and added )
Should I create a step by step tutorial so folks will know how to use Gimp and Blender to create their own ships?
|

Jmarr Hyrgund
Imperial Shipment
|
Posted - 2009.05.20 12:47:00 -
[666]
Can someone point me at a decent tutorial for Maya 2009 for rendering a space scene (with planets and lit by a sun, preferably) I'm having real trouble finding one online.
Also a step by step on how to get the nebula backgrounds into maya would be good too.
Thanks in advance.
Pirate - Blogger - Rifter Pilot |

Ragnas Malor
|
Posted - 2009.05.23 04:49:00 -
[667]
Does anyone know if triexporter is still available and if so where I could find it?
|

Davik Rendar
NQX Innovations
|
Posted - 2009.05.23 11:02:00 -
[668]
http://dl.eve-files.com/media/corp/Svenstaro/TriExporter0.4.1.0beta2.zip <- TriExporter DX9 Graphics edition - extract this version first http://dl.eve-files.com/media/corp/Xabora/TriExporter_2009.zip <- UI Update - then extract this one to the same directory, overwriting any files
As for the backgrounds: Here's the wormhole backgrounds converted to spherical maps http://dl.eve-files.com/media/corp/DavikRendar/Wormhole_Backgrounds.zip I'll try to post something up tomorrow on how to extract and convert them from TriExporter
Eve Online Ship Chart - Apocrypha Edition |

Ragnas Malor
|
Posted - 2009.05.23 13:39:00 -
[669]
Originally by: Davik Rendar http://dl.eve-files.com/media/corp/Svenstaro/TriExporter0.4.1.0beta2.zip <- TriExporter DX9 Graphics edition - extract this version first http://dl.eve-files.com/media/corp/Xabora/TriExporter_2009.zip <- UI Update - then extract this one to the same directory, overwriting any files
Thanks Davik!
|

Jmarr Hyrgund
Imperial Shipment
|
Posted - 2009.05.25 19:20:00 -
[670]
Nice one Davik, thanks :) I'll have some example renders up soon. |
|

Davik Rendar
NQX Innovations
|
Posted - 2009.05.27 03:05:00 -
[671]
Edited by: Davik Rendar on 27/05/2009 03:06:40 Here's how you get the backgrounds... (I've just reinstalled windows so I don't have all my apps installed yet, so some of the instructions might not be 100% correct)
Browse to the res/textures/nebula folder, extract whatever ones you want. If you cant directly apply the maps in the form they are exported in then try downloading ATI's free CubeMapGen Then load the images into it and export them as either a cube cross or a collection of separate images for each cubemap face. (You might have to play around with the export settings a bit to get it exporting at full res properly) I use a plugin in Cinema 4D to convert the exported cube cross into a spherical map. If you don't have Cinema 4D and need a spherical map then I think HDR Shop has a feature for converting panoramas; "Panoramic Transformations" or something like that.
Eve Online Ship Chart - Apocrypha Edition |

Sierra X117
|
Posted - 2009.05.30 21:04:00 -
[672]
well i am an After effects person and have little experience with da 3d modeling, (know the basics in 3ds max 2010), iv been wanting to make a real good looking clip for eve with actual human actors and other stuff as well. could somebody please post either a coherent tutorial to get the eve ships ready for rendering on 3DS or upload some .ZIPs with the objects and textures that you have already done? I know this might not be much but ill definitely put your name up on the credits for da clip.
|

Siramar Thi
|
Posted - 2009.06.06 02:26:00 -
[673]
So, hate to sound like a total noob, but is it within the realm of possibility for someone with little modeling experience to use Triexporter and Pepakura to make a 3D paper model? I know there are some awesome pics in flickr of paper models. So is there a nice guide or something? I see various instructions here and things seem pretty technical. Any info would be lovely, thanks much in advance.
|

Quantar Raalsken
Gallente
|
Posted - 2009.06.07 23:45:00 -
[674]
Originally by: Siramar Thi So, hate to sound like a total noob, but is it within the realm of possibility for someone with little modeling experience to use Triexporter and Pepakura to make a 3D paper model? I know there are some awesome pics in flickr of paper models. So is there a nice guide or something? I see various instructions here and things seem pretty technical. Any info would be lovely, thanks much in advance.
id say it should be easy :P
i remember a really well done vexor a while ago done with Pepakua |

UtterChaotic
|
Posted - 2009.06.09 17:25:00 -
[675]
Hey I donno if someone has already posted this but I have done a bit of research on normal mapping in Maya cause I am making a short film with the eve space ships and I have found a site with a maya 6.0 scene that has a shading network for normal mapping. Ill link below. Also I seem to have gotten the ships to look pretty good in maya so if anyone wants any help just let me know ;).
http://www.headus.com/au/samples/norm-MR/ - Normal Map Scene File MAYA |

Revanzz
|
Posted - 2009.06.14 04:51:00 -
[676]
i would love to know how to make red channel green channel and alpha to green ext, in gimp been trying to figure it our for hours. some other things i would like to know but 1 step at a time. |

Keira Xi'Tral
|
Posted - 2009.06.17 12:05:00 -
[677]
Edited by: Keira Xi''Tral on 17/06/2009 12:06:07 Davik if you could come up with a great tutorial starting with exporting the files with TriExporter, converting the images in Photoshop, and importing / rendering in C4D - complete with screenshots, I'd be willing to throw you a few hundred million ISK... |

Kamikazie
Amarr AWE Corporation Intrepid Crossing
|
Posted - 2009.06.23 03:08:00 -
[678]
You can contact me ingame, I can help people with 3DSMax and Maya rendering and settings for those programs free of charge but tips always welcome. Also I can convert you out 3d formats or files for almost any 3d program including some 2D such as Photoshop.
|

Jacob Mei
|
Posted - 2009.06.23 17:32:00 -
[679]
Does this tool display the classic or prem graphics now? |

Quantar Raalsken
Gallente
|
Posted - 2009.06.26 23:37:00 -
[680]
Originally by: Jacob Mei Does this tool display the classic or prem graphics now?
the TriExporter pulls the models right from the game assets themselves....if it could see classic content then CCP just wasted ur HD space with unused content lol
======= Homeworld Hamachi Network
|
|

Captain Powers
|
Posted - 2009.06.30 17:16:00 -
[681]
Edited by: Captain Powers on 30/06/2009 17:19:45 Ok, been enjoying creating items within Blender. So I wanted to see how it would look in the real world...
T3 Cruiser
I'm working on the next one to make it even better. I am enjoying this.
|

Kaylan Jahlar
Minmatar Industrial Limited
|
Posted - 2009.06.30 20:33:00 -
[682]
Could we get a tutorial on how to properly render a model using Tri Exporter?
|

Rilwar
BlackStar Industrial
|
Posted - 2009.06.30 21:51:00 -
[683]
Originally by: Kaylan Jahlar Could we get a tutorial on how to properly render a model using Tri Exporter?
Triexporter doesn't render for you.
It simply provides a way to export the ship models and textures from the format used by EVE to more standard formats that can be used by a whole mess of applications.
Your quest to make your own ship chart isn't going to be easy, and you're not going to find any tutorials on how to do it, you're going to have to learn the methods and do it yourself...

Mitnal was here. |

Kaylan Jahlar
Minmatar Industrial Limited
|
Posted - 2009.06.30 22:15:00 -
[684]
Edited by: Kaylan Jahlar on 30/06/2009 22:18:21
Originally by: Rilwar
Originally by: Kaylan Jahlar Could we get a tutorial on how to properly render a model using Tri Exporter?
Triexporter doesn't render for you.
It simply provides a way to export the ship models and textures from the format used by EVE to more standard formats that can be used by a whole mess of applications.
Your quest to make your own ship chart isn't going to be easy, and you're not going to find any tutorials on how to do it, you're going to have to learn the methods and do it yourself...
I know all that, I know what TriExporter is. I'm asking for a simple tutorial that will show me how I can use TriExporter to export the models, and THEN render it in another program.
learning this kind of stuff on my own is not easy at all. People go to school to learn this stuff, which is why I asked for a simple tutorial showing nothing but what I need to know, step by step.
I'm already familiar with Photoshop (having learned it in college), but I've never worked with 3D programs before.
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.07.01 05:00:00 -
[685]
I'll look at writing a tutorial, depends how much work it will be though. No promises, kk?
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1043958Eve Online Ship Chart - Apocrypha Edi |

Kamikazie
Amarr AWE Corporation Intrepid Crossing
|
Posted - 2009.07.01 08:37:00 -
[686]
Edited by: Kamikazie on 01/07/2009 08:39:50 Go download and install the following before you begin this.
http://developer.nvidia.com/object/nv_texture_tools.html I used the following tools installed and Adobe CS4 Photoshop Extended. Adobe Photoshop Normal Map and DDS Authoring Plug-ins DDS Thumbnail Viewer
A break down of Tri Exporter before starting: http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/TriExporterBreakdown.jpg
To export out of TriExporter do the following Launch the program and Navigate to the following menu once you point the program to your EVE folder res > dx9 > model > ship. Everything resides from here on in to make the ships exported. Lets start with a simple one. Click on amarr and expand that, then click on ac3 and expand that. Lets break down what file extensions mean. *.red - Animation *.gr2 û the model file to use *_lowdetail.gr2 û the lower resolution version of the aforementioned file *_D.dds û color map of the model *_ngs.dds û normal map of the model *_p.dds û I have no Idea maybe a specular map. Ship class naming conventions # - Denotes the tier B û Battleship Bc û Battle Cruiser C û Cruiser Ca û Carrier (Note: Tier 1 and 2 are not always carrier and mom in that order, sometimes they are reversed.) De - Destroyer Dn - Dreadnought F_p û F - Frigate Fr - freightor *x û the ôxö denotes Faction I - Industrial Shuttle - Shuttle T - Titan
To get started double click on the ac3_mod2shape.gr2 you now have the ugly model shown below. LetÆs beautify it.
We will need to apply both the sets of textures, _d.dds and _ngs.dds for the ship to be complete. You will need to repeat this step again for the _ngs.dds as I am only going to cover the _d.dds. Look on the TriExporter and see how many UV Maps this ship has applied to it. Spam click on the ac3_tex_d.dds file until it is listed three times in the Model Texture List. The ship is now textured. Time to Export the Model and Textures.
http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/TriExporterExport.jpg
Create a folder on your desktop and name it ôAugororö click in TriExporter File > Export Tri-Model Select the File type OBJ from the drop down box and name it ôAugororö, press save. You now should have four files in that folder: Ac3.tex_d.dds, Augoror.mtl, Ac3.tex_ngs.dds and Augoror.obj. Please note that there may be multiple textures per model and this guide assumes there is only one. Each Texture must be exported in order for the finished product to actually be textured. Repeat these steps until they are all exported. This is for both the _d.dds and the _ngs.dds
Close TriExporter
At this point if you do not use the Adobe CS4 Photoshop Extended tools then you will be lost. Open both the dds files and click yes to the popup donÆt change any settings despite the urge to.
http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/ddsimport.jpg
Click image > Image rotation > Flip Canvas Vertical.
http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/ddsimport.jpg
Now click Window > Channels and in the Channels pane we will delete the Alpha by dragging it into the trash can Icon.
Before http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/channelsphotoshopwithalpha.jpg
After http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/channelsphotoshopwithoutalpha.jpg
We now will save these out as Targas, so do File > Save as and select from the drop down box near the bottom Targa. Please make sure you select 32bits/pixel and uncheck the box for compression. Repeat these steps again for the remainder of the texture Files.
http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/saveasphotoshop.jpg
|

Kamikazie
Amarr AWE Corporation Intrepid Crossing
|
Posted - 2009.07.01 08:41:00 -
[687]
Edited by: Kamikazie on 01/07/2009 08:44:47 You now have something ready to put into a 3D software, check back soon for a video tutorial on inserting them into Maya 2008. The tutorial will work for any version and other 3D software will work you just need a basic understanding of the softwareÆs texturing and rendering capabilities.
If you like this tutorial send some isk, I can spend less time ratting and more time filming the video tutorial on configuring renderer's and setting up a scene for it.
|

Kaylan Jahlar
Minmatar Industrial Limited
|
Posted - 2009.07.01 17:07:00 -
[688]
Originally by: Kamikazie Edited by: Kamikazie on 01/07/2009 08:44:47 You now have something ready to put into a 3D software, check back soon for a video tutorial on inserting them into Maya 2008. The tutorial will work for any version and other 3D software will work you just need a basic understanding of the softwareÆs texturing and rendering capabilities.
If you like this tutorial send some isk, I can spend less time ratting and more time filming the video tutorial on configuring renderer's and setting up a scene for it.
Wow thanks a million Kamikazie. The tutorial is very clear and easy to follow. I had no trouble at all.
I started watching those Maya 2009 tutorial videos I told you about yesterday and they are very nicely done. If you make a quick video tutorial to insert the textures in Maya the way you did them, I should be all set to do it all myself!
|

Therow
|
Posted - 2009.07.03 06:27:00 -
[689]
I'm new to the whole Tri-Exporter and 3D Model thing however, I am taking an independent Studies in college in which i intend to make a fan video.
With this said, could someone tell me a list of all the things ill need to export the files to Maya?
Also, how do i view the .red and .blue files and what would their uses be?
Last thing i suppose, the environments. Such as the nebula and what not.
Also, are there any tutorials out there on this subject that could help me improve or understand what im doing?
Hehe, thanks!
|

Kovid
Reaper Industries
|
Posted - 2009.07.04 13:20:00 -
[690]
I've been attempting to use Maya to render and I've made progress. The biggest roadblock at the moment is not understanding how to use the use the texture maps correctly. I can render a ship just fine but I want to get the windows and blinky lights all over them on as well. And while I can see the alpha channel in Photoshop in the dds file I am unsure how to use it in Maya. In fact when I show the alpha channel in Maya I don't notice the same tiny masked space where all the lights are that I do when I look at in Photoshop.
Kamikazie has a nice guide for the first part but it actually confuses me a bit more since he removes the alpha channel in the d.dds file that has the light maps.
Either way if anyone could be a bit more specific on how to work the texture maps I would be greatly appreciated as now I can't get it out of my head wanting to do it.
|
|

Scopex Novita
|
Posted - 2009.07.10 11:14:00 -
[691]
This tool is pretty easy to use and I figured out how to get it all into 3dsmax.
My problem now is that it's started crashing on launch. I figured this is due to a registry entry as reinstalling it won't fix it.
Where can I find the entry to delete it so I can use it again?
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.07.11 00:43:00 -
[692]
HKEY_CURRENT_USER -> Software -> TriExporter
just change the value data to C:\Program Files\CCP\EVE (or wherever your eve directory is) and then it should run fine.
Eve Online Ship Chart - Apocrypha Edition |

Bobbechk
The Illuminati. Pandemic Legion
|
Posted - 2009.07.11 10:59:00 -
[693]
So sorry i probably missed this somewhere else in the thread but is there a good guide to getting the textures work with 3DSmax anywhere?
Im having some trouble with it and from what i found in this thread so far the problem is basicly that the textures are flipped upside down?
this is what i do in 3dsmax:
-Import .obj file created with triexporter -creates UVW map for the object -creates a material with .dds texture file as skin -randomly and furiously play with the UVW scale and flipping them around. -drinks another coffee while writing this desperate post
Basicly im really bad at textures and has never worked with any before so i might need some help here
|

Skyrom
|
Posted - 2009.07.11 21:57:00 -
[694]
Hi
I'm having an odd problem.
When i go to res->model->ship here are my choices
booster gallente minmitar trail
Where is caldari??
|

Kamikazie
Amarr AWE Corporation Intrepid Crossing
|
Posted - 2009.07.12 06:17:00 -
[695]
Correct path is res > dx9 > model > ship
Augoror texture is upside down and you did not follow my directions and flip the .dds file. flip vertically your UV map or the texture again and do just either or that flip of texture or map.
|

Skyrom
|
Posted - 2009.07.12 14:26:00 -
[696]
Edited by: Skyrom on 12/07/2009 14:27:47
Originally by: Kamikazie Correct path is res > dx9 > model > ship
Augoror texture is upside down and you did not follow my directions and flip the .dds file. flip vertically your UV map or the texture again and do just either or that flip of texture or map.
Yeah i did follow the flipping. It worked fine on the gb1 model ( except for id=4 which didnt match perfectly for some reason? ). Now i just have to figure out how to put the eve backgroudns in maya/3ds max.
Also how do we get the on ship lights to show up? ( in 3ds or Maya )
|

T'Amber
starvald emurlahn
|
Posted - 2009.07.17 05:00:00 -
[697]
Hey everyone, theres alot of posts in here to search through, so excuse me if this has been answered.
Has anyone succesfully extracted and rendered any t2 models... if so contact me ingame pls :)
Thanks! T
|

T'Amber
starvald emurlahn
|
Posted - 2009.07.19 07:17:00 -
[698]
Edited by: T''Amber on 19/07/2009 07:18:15
:) NVM :) Found everything I needed on this page of the forum post
Heres my first render...
T
|

Phi Au
Gallente Center for Advanced Studies
|
Posted - 2009.07.20 07:30:00 -
[699]
TriExporter is a very handy little package.
I've been using a combo of Tri to export resources, Photoshop to extract & adjust textures, PoseRay to recombine model and textures as Moray Objects. Then MoRay and POVRay for modeling & rendering.
I have things like specular mapping, refectivity, etc down, but I'm having trouble using things like normal maps for sexy hulls and alpha channels for lighting ship windows and things.
Hence I'm considering moving to another render package. If anyone has any ideas on Moray Materials for ship lights and lit windows I'd love to hear them. Or even how to apply a normal map in MoRay. Otherwise I'll take any suggestions for better modeling and render solutions, keeping in mind that I'm fairly broke.
|

Keridos
Caldari Planetary Explorations
|
Posted - 2009.07.21 11:40:00 -
[700]
It took me quite a long time (about 8 hours of trial and error) to get to this result.
I used Blender for this Render (lol sounds funny). Because Blender does not really support .dds Files, I extracted the textures I needed as .tga's (normal map, bumpmap, lightmap, racecolor, texture etc.) and saved each of those as its own tga. One fine tune i made was rounding the front side of this main "bar" looking out in front of the ship" because it had ugly edges with the standard model. Now a quote how exporting the textures worked really well for me:
Originally by: Braineater Edited by: Braineater on 17/01/2008 10:55:19 Ok, that's pretty much how I did it:
Install the nVidia DDS PhotoShop Plugins from here.
Export the model under \res\dx9\model\ship\ as 3DS or OBJ. Unstuff the DDS files.
Diffuse Map:
Open mf4_tex_d.dds in Photoshop. Flip the image vertically. Then select everything, copy, and paste into a new image so the alpha channel gets removed. Save as "mf4diffuse.tga" for example.
Opacity Map:
Go back to the DDS file, open the Channels tab. Make R/G/B invisible, and select the alpha channel. Select the whole image again, copy, paste into new image. You should now have a copy of the (grayscale) alphachannel. Switch this image's mode to RGB. Now, the big white chunks are obviously the opacity mask for the antennae stuff, while the other spots are the light map. You have to make the Opacity map completely white, since black = transparent, and Eve knows to apply it to the antennae only which 3DS doesnt. Select the two chunks whith a little spare after their pointy ends, invert selection, fill white. Should look like this. Save as mf4opacity.tga.
Light Map:
For the light map, you remove the large white opacity junks and leave everything else. Create a new layer, set it's mode to multiply and fill it with a color of your choice as to tint the light map. Like so, which should result in something like this. Save as mf4light.tga. If needed, either create a mask for the light map by removing the coloring layer and cranking the brightness way up, or delete everything that is black and create an alpha channel.
Bump Map:
Open mf4_tex_ngs.dds, flip it vertically. Now select only the Blue channel, copy it to a new image and save as mf4bump.tga.
Normal Map:
The normal map can be constructed by creating a new RGB image. The blue channel stays black, the green channel is the green channel from mf4_tex_ngs.dds and the red channel is the alpha from mf4_tex_ngs.dds. Looks like that. Additionaly, you can copy mf4_tex_ngs.dds's blue channel to the normal map's blue channel, which controls vertical offset. This will add more geometry, but also appears to look quite nice.
If you need help in using those maps, tell me... I'll write that up too. A hint: Using VRay, set the IOR to 1.0 as to make the transparent areas really transparent. To use the normal map, create a Normal Bump in the main material's bump slot. It has two slots, on for the bump and one for the normal map.
Just do it as Braineater described it, works pretty good.
If i get a bit more time i may even post a tutorial for it (with Blender) but that may take some time.
So far, Greetings Keridos
|
|

Phi Au
Gallente Center for Advanced Studies
|
Posted - 2009.07.22 07:42:00 -
[701]
Well I bit the bullet and moved to 3Ds Max 9. (It's a tax writeoff anyway)
took me a bit to figure out the ship lights with self illumination, enabling the colour map and setting the bump to 3 (so they show up in no light conditions)
Still trying to get used to spotlights and particle effects for the jets, but the model has been smoothed nicely ... but this is what I have so far.
|

Jessica Jennings
|
Posted - 2009.07.25 00:05:00 -
[702]
Hi all
Is there an easy way to export the capitals and have them split into material groups for 3ds Max 2009?
If not, could someone provide me with the Rorqual model either in .obj or .3ds whichever is easiest (the Nyx model i used from this post was a .obj model that was split up into material groups.)
Thanks in advance
|

Moissac
|
Posted - 2009.07.25 11:11:00 -
[703]
Edited by: Moissac on 25/07/2009 11:15:11 here some test done with Blender and using texture node. The result seems good but the normal map is a bit strange compared to the traditionnal normal map used as a simple texture image. The good thing with texture node is that you can macroed the texture work : do all the transformation in a single pass
oneiros2 oneiros
gallente shuttle
|

TwitchOfEVE
|
Posted - 2009.07.30 22:48:00 -
[704]
cool. you guys are doin some good models.
has anyone figured out how the .sm files work ? i think they are compiled .fx files. some of the fx files include other fx files that dont exist. i bet they are the .sm files.
sm=shader model ?
anyone know if i can decode these files ? |

Commander Kurupt
|
Posted - 2009.08.02 07:12:00 -
[705]
ok guys and gals i'm interseted in using triexporter to rip and import the models into 3dsmax 2009 but two things are stopping me one i cant get triexporter to work where should i put it, as the version i have doesnt work when i run it any help would be greatful just incase you need to know i use 32bit windows vista with 2gb ram
|

Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.08.02 23:47:00 -
[706]
Edited by: Davik Rendar on 02/08/2009 23:49:35
Originally by: Commander Kurupt ok guys and gals i'm interseted in using triexporter to rip and import the models into 3dsmax 2009 but two things are stopping me one i cant get triexporter to work where should i put it, as the version i have doesnt work when i run it any help would be greatful just incase you need to know i use 32bit windows vista with 2gb ram
Only thing I can think of is to try checking that the registry entry is correct Have a look at this post
And check that you've got the correct version, I posted the correct links a couple of pages back EDIT: updated download links post
Eve Online Ship Chart - Apocrypha Edition |

Therow
|
Posted - 2009.08.04 22:49:00 -
[707]
So, i finely got the models unpacked, with the textures, converted the textures to targa(Without the alpha channel), and now i seem to be lacking a little bit, in some areas.
1) What is the green map used for? Ambient? The black map? I dunno what these two are for, outside of the normal texture map.
2) How do i unpack the .red and the .blue? Are these animated files? What programs would i need in order to unpack them, and view them?
3) Now that i have the ships imported to Maya, with the textures properly aligned and all that jazz, how do i bump up the rendering, to be really high quality? (Would i need to paint over the polygons my self using Zbrush or something?)
-Thanks in advance 
|

TwitchOfEVE
|
Posted - 2009.08.05 03:34:00 -
[708]
1) the .blue files are binary, i dont think we can use them, i think they are the format used before we went to diretx 9
the .red files are the new ones we use. open them in note pad.
they have color codes like this 0.2392157, 0.2392157, 0.2392157 i cant figure out what color format that is.
2) you need to get the normal map. its made from 3 channels of that greeny texture. its explained in here how to do it.
|

Therow
|
Posted - 2009.08.05 17:25:00 -
[709]
Originally by: TwitchOfEVE 1)they have color codes like this 0.2392157, 0.2392157, 0.2392157 i cant figure out what color format that is.
2) you need to get the normal map. its made from 3 channels of that greeny texture. its explained in here how to do it.
1) If i open them in note pad, how can i turn around and use them? I mean they need to have in the client, the affects such as lasers, and sun animations, right? (I was reading about how to extract the green map, and i must admit, at fist i just glanced over it. Though now it makes a little bit of sense =x )
I also would like to know if using 3ds would be better than Maya for these models, since Maya often times handles bump, and diffuse differently than 3ds.
|

Bassarid
|
Posted - 2009.08.09 21:13:00 -
[710]
Can anyone give me a rundown on how i do render EVe-models using 3dsmax 2010 ?
Steps i have taken: 1. Go into TriExporter2009, take the ship i`d like to render (in my case Erebus. Select the shape, add the 4 textures to it. Click on export and export to *.obj-File. 2. Load obj-File into 3dsmax --> I get 4 windows, 3 with grids and one showing the ship with textures. 3. Go to render and render the ship. 4. get a white shape form 
Where am i going wrong ?
|
|

red righthand
|
Posted - 2009.08.10 12:03:00 -
[711]
Hey, first up, cool program. Cant wait to get started on my custom skins.
However ive had a problem with my graphics card or drivers recently, since a blackout, i can not get it to show anything above 1024x768 (well i can on my little lcd moniter, but it requires trickery and the pixels distort, and the monitor tells me the signal is out of range).
But annnyway, at this resolution i can't view "remove" textures button.
This shouldn't stop me from using the program, i was just wondering if anyone knew a work-around?
|

Therow
|
Posted - 2009.08.15 22:56:00 -
[712]
Originally by: Therow
Originally by: TwitchOfEVE 1)they have color codes like this 0.2392157, 0.2392157, 0.2392157 i cant figure out what color format that is.
2) you need to get the normal map. its made from 3 channels of that greeny texture. its explained in here how to do it.
1) If i open them in note pad, how can i turn around and use them? I mean they need to have in the client, the affects such as lasers, and sun animations, right? (I was reading about how to extract the green map, and i must admit, at fist i just glanced over it. Though now it makes a little bit of sense =x )
I also would like to know if using 3ds would be better than Maya for these models, since Maya often times handles bump, and diffuse differently than 3ds.
Could someone please clarify ^
|

Mashie Saldana
BFG Tech
|
Posted - 2009.08.19 17:44:00 -
[713]
Do anyone fancy the challence of extracting the new pod that is in the sisi client?
|

king jks
tr0pa de elite Triumvirate.
|
Posted - 2009.08.20 17:07:00 -
[714]
Originally by: Mashie Saldana Do anyone fancy the challence of extracting the new pod that is in the sisi client?
Please visit your user settings to re-enable images. |

niroshido
Caldari Madhatters Inc. The Initiative.
|
Posted - 2009.08.23 14:06:00 -
[715]
Hey all. I am having difficulty using this package.
I have windows XP media center edition, Quad core processor (pentium))
i am getting (TriExporter.exe has encountered a problem and needs to close. we are sorry for the inconvenience.) i managed to bypass it, by "run as: " but i get errors such as browse for folder Desktop in accessable Access is denied.
any help regarding this would be appreciated, i also created a reg file called TriExporter_Fix.reg as recommended earlier in this topic, but this has done nothing.
|

Quantar Raalsken
Gallente
|
Posted - 2009.08.25 01:19:00 -
[716]
Originally by: niroshido Hey all. I am having difficulty using this package.
I have windows XP media center edition, Quad core processor (pentium))
i am getting (TriExporter.exe has encountered a problem and needs to close. we are sorry for the inconvenience.) i managed to bypass it, by "run as: " but i get errors such as browse for folder Desktop in accessable Access is denied.
any help regarding this would be appreciated, i also created a reg file called TriExporter_Fix.reg as recommended earlier in this topic, but this has done nothing.
dont recreate the registry file but go edit it =======
|

niroshido
Caldari Madhatters Inc. The Initiative.
|
Posted - 2009.08.28 23:57:00 -
[717]
Originally by: Quantar Raalsken
Originally by: niroshido Hey all. I am having difficulty using this package.
I have windows XP media center edition, Quad core processor (pentium))
i am getting (TriExporter.exe has encountered a problem and needs to close. we are sorry for the inconvenience.) i managed to bypass it, by "run as: " but i get errors such as browse for folder Desktop in accessable Access is denied.
any help regarding this would be appreciated, i also created a reg file called TriExporter_Fix.reg as recommended earlier in this topic, but this has done nothing.
dont recreate the registry file but go edit it
tbh i dont know how to edit it, im assuming through regedit but it only seems to allow me modify the name or the binary, which is something i will avoid unless explained properly. Aside from the above i mentioned i can list a few things of which i dont understand - The instructions are simple. Load TriExporter, set file to ccp/eve, go through the res file, find models and ships. Issue here is most of the ships dont exist in this section, i cant understand it, under models/ships i find 4 folders gallente, minmatar, booster and trail and 1 file each with something like mca1 or gca1 in each of these i would have files like "pplaneshape1.gr2" or something like "locator_booster7shape.gr2", none of which are in tri format.
- i am constantly getting these "cannot access" messages etc,
-
|

Atreus Tac
Blood Covenant Pandemic Legion
|
Posted - 2009.08.29 00:20:00 -
[718]
I would love to ahve a go at using tri exporter, however im stuck at stage 1.
When i try to run TriExporter it doesnt go further than a error message saying it has stopped working. I highly doubt i have downloaded it wrong but it seems to make no sense.
Any help would be welcome __________________________________________________________
[16:54:07] Kopier Tante > if you got an mwd then your completly ****ed [16:54:34] Kopier Tante > you got no defence, no speed, nothing. |

Naawnn Ahren
Caldari Caldari Provisions
|
Posted - 2009.08.29 20:57:00 -
[719]
Guys I am having an issue when it comes to some of the models, when I extract them from triexporter & go to import them in 3DS MAX 7 some of the model is missing. Like for example the Thanatos is missing the centre top portion (landing strip of the model).
Does anyone know why this happens & ultimately how to resolve this problem.
Thanks in advance
Naawnn
|

TCL987
Gallente
|
Posted - 2009.09.03 05:51:00 -
[720]
For some reason in all my renders the ship is either completely black, grey or the texture is blurry. I'm using 3Ds Max has anyone else had this problem?
|
|

Kolatha
|
Posted - 2009.09.03 13:18:00 -
[721]
Originally by: Keridos
Originally by: Braineater
Bump Map:
Open mf4_tex_ngs.dds, flip it vertically. Now select only the Blue channel, copy it to a new image and save as
I use Blender too.
I think you will find that the Blue channel in the ngs file is actually the specularity map (hence the 's' in 'ngs', still not sure what the 'g' means). This gives the 'worn' edges and corners of the model a shinier look than the rest of the model, particularly noticable on minmatar models.
|

Aerthius
|
Posted - 2009.09.04 01:37:00 -
[722]
i cant get textures to work with ships... if someone can please help explain to me how to get them to work it would be greatly appreciated
|

Naawnn Ahren
Caldari Phantom Squad
|
Posted - 2009.09.04 08:11:00 -
[723]
Originally by: Aerthius i cant get textures to work with ships... if someone can please help explain to me how to get them to work it would be greatly appreciated
What rendering software are you using?
|

Kolatha
|
Posted - 2009.09.06 13:15:00 -
[724]
Originally by: niroshido
- The instructions are simple. Load TriExporter, set file to ccp/eve, go through the res file, find models and ships. Issue here is most of the ships dont exist in this section, i cant understand it, under models/ships i find 4 folders gallente, minmatar, booster and trail and 1 file each with something like mca1 or gca1 in each of these i would have files like "pplaneshape1.gr2" or something like "locator_booster7shape.gr2", none of which are in tri format.
- i am constantly getting these "cannot access" messages etc,
-
You need to go into the DX9 path and choose the models from there.
So the path in the tri exporter interface would be something like res>dx9>model>ship>minmatar>m_shuttle
|

Kickin d'Arse
|
Posted - 2009.09.07 01:54:00 -
[725]
2 things:
1. The download link in the OP is borked, the site it redirect to pops a dotnetnuke error.
2. I downloaded TriExporter from evefiles, and got it to work for a bit. Today while working on a curse (ironic...), it crashed *badly* and upon re-loading it wont pull up the res dir. I tried remapping and nada. It's completely DOA . Tried deleting all the files off my computer and rebooting, redownloading and re-running, and no dice.
Any suggestions on how to fix it? Can it be fixed? If it can't - are there any alternatives?
Thanks!
|

niroshido
Caldari Madhatters Inc. The Initiative.
|
Posted - 2009.09.08 01:08:00 -
[726]
Originally by: Kolatha
Originally by: niroshido
- The instructions are simple. Load TriExporter, set file to ccp/eve, go through the res file, find models and ships. Issue here is most of the ships dont exist in this section, i cant understand it, under models/ships i find 4 folders gallente, minmatar, booster and trail and 1 file each with something like mca1 or gca1 in each of these i would have files like "pplaneshape1.gr2" or something like "locator_booster7shape.gr2", none of which are in tri format.
- i am constantly getting these "cannot access" messages etc,
-
You need to go into the DX9 path and choose the models from there.
So the path in the tri exporter interface would be something like res>dx9>model>ship>minmatar>m_shuttle
thanks, thats useful. BUT it is still riddles with errors. I am still getting cannot access errors and the trying to open gr2 files throws "error: Granny2.dll N/A". Tbh i dont know 
|

Fivetide
Amarr Absolutely No Retreat
|
Posted - 2009.09.10 16:21:00 -
[727]
Im working on the drake for giggles I seem to have got the lights working now
I always wanted to be somebody, but now I realize I should have been more specific.
|

Kolatha
|
Posted - 2009.09.11 15:30:00 -
[728]
Firetail
Probe
And if anyone is interested here is a quick tutorial giving the basics on how to get started using the models and textures in Blender. You will of course need to know how to extract the models and you need to know the basic ins and outs of Blender.
Hope it helps.
|

Latino lover
Minmatar Razboinici Luminii
|
Posted - 2009.09.15 06:05:00 -
[729]
can anyone make a .max file with a thrasher / sabre plss...I can't even open the triexporter , everytime I try to open it it gives me an error
--
In GIGI we trust !! |

Ferocitana
Igneus Auctorita GoonSwarm
|
Posted - 2009.09.26 19:52:00 -
[730]
http://www.agronom.pl/selvin/EVE/TriExporter/tabid/66/Default.aspx is the last know link to work? I get error on it. ny previous versions is freezing up my computer when I open anything.
Please provide new linkage. tia.
|
|

Lythara
|
Posted - 2009.09.27 01:39:00 -
[731]
Anyone had any luck getting the models to load properly with directx?
|

Commander Kurupt
|
Posted - 2009.09.30 05:43:00 -
[732]
i simply am getting anoyed with not being able to install and run triexporter if someone could send me an email to [email protected] i'd be greatfull for any help recieved as i want to get this working and get hold of a few models thanks CK
|

Jeshiea Tarn
Gallente Gene Works
|
Posted - 2009.09.30 11:10:00 -
[733]
 this program is going to drive me INSANE!!!! no mater where I look the only things I can seem to find is a rock and an acceleration gate. I've looked in models and in the DX9 but I can't find a bloody thing aside from textures 
if any one can tell me why I can't find any .tri files please do before I toss this program in the trash!
|

Kolatha
|
Posted - 2009.10.06 04:35:00 -
[734]
Originally by: Jeshiea Tarn Edited by: Jeshiea Tarn on 30/09/2009 12:16:20 ok... it works. Now to deal with the dds conversion but how do I get the lights to work?
Which lights? The texture lights or the blinky running lights? The former uses the alpha channel in the diffuse texture map as the glow or emit map. For the blinky running lights, take a look in the .red file. You will find a section called spritesets, this gives you the location for each running light, you have to add these yourself.
|

Jinkoe
|
Posted - 2009.10.07 01:35:00 -
[735]
Guys.. I am so confused. So a few times when I opened TriExporter, it worked ok. but now its giving me an error every time i open it. Just a windows error. Any ideas what to do?
|

Naawnn Ahren
Caldari Stealthfield
|
Posted - 2009.10.07 15:35:00 -
[736]
Originally by: Jinkoe Guys.. I am so confused. So a few times when I opened TriExporter, it worked ok. but now its giving me an error every time i open it. Just a windows error. Any ideas what to do?
What is the error ??
Just a Windows error dont really make it too easy to work out, after all I am not sat at your computer.
|

Jinkoe
|
Posted - 2009.10.07 19:42:00 -
[737]
Originally by: Naawnn Ahren
Originally by: Jinkoe Guys.. I am so confused. So a few times when I opened TriExporter, it worked ok. but now its giving me an error every time i open it. Just a windows error. Any ideas what to do?
What is the error ??
Just a Windows error dont really make it too easy to work out, after all I am not sat at your computer.
lol understood. let me get more info ina sec. theres a post before mine that described it pretty well.. but he never got an awnser.
ok, now it works, but im not sure for how long. I'll tell ya in a few if it happens again. But.. I cannot open any of the ORE ships. under Dx9 -> Ships -> Ore. The program closes, no error, and its not in my processes.
|

Orrono
Amarr Decadence. RAZOR Alliance
|
Posted - 2009.10.09 12:04:00 -
[738]
Edited by: Orrono on 09/10/2009 12:05:26 The error when Triexporter crashes on startup is caused by setting a wrong EVE Dir for the first time. It should be ok when you just reinstall Triexporter (but make sure you set the dir correct.. otherwise repeat as neccessary ;) )
Getting the textures right can be a little tricky. Depending on the software you use they might be flipped or rotated (not sure atm). This is neccessary for 3dsmax for example. Also you need to know how Multi-sub Materials work. And keep in mind that the alpha map of each texure is used in various ways like transparency, self illuminaten, reflection ammount etc.
|

Jinkoe
|
Posted - 2009.10.10 17:55:00 -
[739]
Originally by: Orrono Edited by: Orrono on 09/10/2009 12:05:26 The error when Triexporter crashes on startup is caused by setting a wrong EVE Dir for the first time. It should be ok when you just reinstall Triexporter (but make sure you set the dir correct.. otherwise repeat as neccessary ;) )
Getting the textures right can be a little tricky. Depending on the software you use they might be flipped or rotated (not sure atm). This is neccessary for 3dsmax for example. Also you need to know how Multi-sub Materials work. And keep in mind that the alpha map of each texure is used in various ways like transparency, self illuminaten, reflection ammount etc.
I am trying to import it into Pepakura Designer 2 Its to make Papercraft. People have made some pretty cool things. But it is confusing to export into the program.
Smiffahad a post a while ago for Papercraft. But I do not think there are many of the ships out there. I am willing to export as many models as people would like, that is if i can get the textures correct.
I'll check the board in a few, considering you posted just a little bit ago. And I will also message you ingame if you'd like.
Image of a Apoc. by ~pupumonkey
|

Kolatha
|
Posted - 2009.10.11 11:32:00 -
[740]
Originally by: Orrono Edited by: Orrono on 09/10/2009 12:05:26 Getting the textures right can be a little tricky. Depending on the software you use they might be flipped or rotated (not sure atm). This is neccessary for 3dsmax for example. Also you need to know how Multi-sub Materials work. And keep in mind that the alpha map of each texure is used in various ways like transparency, self illuminaten, reflection ammount etc.
Actually it is the exported model and the model's UVs that are flipped. Odd since the models are displayed correctly in tri-exporter's preview window.
Take a look at one of the asymmetrical models like the Probe, Incursus or the Raven.
See this guy's Incursus post(log in to view) And then compare with the incurcus from the game. You will notice in that guy's model the Incursus's lance is on the wrong side.
If you use the model as-is from tri-exporter then the model is mirrored, based on the location data for mount points and lights stored in the .red file, along the y axis. You need to flip the model and the UVs along the y axis to get everything in the correct orientation.
|
|

Yinkiea
|
Posted - 2009.10.11 18:07:00 -
[741]
Edited by: Yinkiea on 11/10/2009 18:10:41 Edited by: Yinkiea on 11/10/2009 18:08:29
Originally by: Kolatha
Originally by: Orrono Edited by: Orrono on 09/10/2009 12:05:26 Getting the textures right can be a little tricky. Depending on the software you use they might be flipped or rotated (not sure atm). This is neccessary for 3dsmax for example. Also you need to know how Multi-sub Materials work. And keep in mind that the alpha map of each texure is used in various ways like transparency, self illuminaten, reflection ammount etc.
Actually it is the exported model and the model's UVs that are flipped. Odd since the models are displayed correctly in tri-exporter's preview window.
Take a look at one of the asymmetrical models like the Probe, Incursus or the Raven.
See this guy's Incursus post(log in to view) And then compare with the incurcus from the game. You will notice in that guy's model the Incursus's lance is on the wrong side.
If you use the model as-is from tri-exporter then the model is mirrored, based on the location data for mount points and lights stored in the .red file, along the y axis. You need to flip the model and the UVs along the y axis to get everything in the correct orientation.
this is Jinkoe, Forgot to change Char. >.< Hmm. I think I get it. But i'm still kindof confused on how to get the texture.
|

Orrono
Amarr Decadence. RAZOR Alliance
|
Posted - 2009.10.13 10:37:00 -
[742]
I¦m sorry I¦m not familiar with this Papakura Designer. Generating Materials is usually very unique in every 3D Software.
But what you should do basically. Choose the desired object and export it (preferable as obj file if your software can import this as 3ds is a pretty much outdated format.. even if you use 3dsmax). In the object folder, next to the object (gr2 file) you will also find a .red file wich is not interresting as it¦s just for the game engine and one or more .dds files. Those are the textures. Copy your exported obj file and the dds files to a single dir, just to have everything you need in one place. Many 3D Programms can¦t handle dds files by default. I suggest you convert them to tga or some format your software can handle (highly recommended you choose a format that can store 32bit .. means color + alpha). http://www.brothersoft.com/dxtbmp-71327.html is a little tool that converts dds files to 32bit tga.
Those dds ending with _d are your color textures those ending with _ngs are normal maps (tangent space... for people who know what they do)
Now you should have one obj file, your model and several tga files, your textures.
Load the object file into your software and create a new material (however this may work in your software). DO NOT apply any UVW Modifier to your object as the coordinates are allready "baked" into the object
Use the converted tga file as diffuse/color map for this material. If your texture now looks wrong you can flip the coordinates as an option in your software (flip U flip V coordinate), if this is not supported flip your texture in an image editing software. Just try any directions until it fits.
This is the easy way and works only for objects that have a single _d.dds texture But many, especially larger objects use Mulitsub Materials. That means an Object has several textures applied to it. A Polygon can be given a specific material id and a Multisub Material represents those id¦s. If a Poly has ID 1, Material 1 of a Multisub Material will be used for this polygon. So in 3dsmax for example you would just "probe" those materials out. Make a Multisub Material with 10 Materials, give them all a unique color and apply it to and Apocalypse model for example. Then you will see wich colors will appear on certain parts of the model. So you know wich ID¦s you¦l need. Then you¦ll just need to test wich texture belongs to wich id. Also just use trial an error to figure this out.
Then if you want the last details, take a close look at the alpha channels of each texture.. also that from the _ngs.dds. One will represent the self illumination another one the reflection/specular amount and one may be used as transparency. But it would go to far in this thread to explain it in detail. As I allready said it highly depends on the software you use how materials are created.
Some of my tests... http://sorceress.netfrag.org/optix/Amarr_Prime.jpg http://sorceress.netfrag.org/optix/s_apoctest2.jpg
|

Demonancer
|
Posted - 2009.10.14 23:16:00 -
[743]
So this thing isn't working for me either, I try to open it and it says it encountered an error and needs to close, i already tried deleting it and redownloading it but its still not working
|

Lucia Wilber
King's Pride Manufacturing Inc.
|
Posted - 2009.10.16 01:43:00 -
[744]
How do you extract music using this program, if it's even possible?
I see some files, but the ones I'm looking for are the ones that often play when you enter deadspace rooms.
Any help?
|

Lythara
|
Posted - 2009.10.21 03:10:00 -
[745]
Can anyone provide me with a working link to the source files for this program? None of the links I have tried here or from searching the 'net are usable.
|

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2009.11.13 15:56:00 -
[746]
here? yeap i'm here :P -- TriExporter
|

Fortune Taker
Caldari
|
Posted - 2009.11.13 19:18:00 -
[747]
Edited by: Fortune Taker on 13/11/2009 19:22:12 holy crap Selvin is alive!!
oh, since you are not working on this anymore, is it possible for you release source? so we don't have to trust a goon to get an update :P
EDIT: ok so i don't read other posts for those that don't read either selvins link is source code FT
if you see this you have read too far |

Roc Wieler
Kinda'Shujaa
|
Posted - 2009.11.19 16:15:00 -
[748]
Been using this program for a while successfully, and I'm sure my issue isn't because of it.
I haven't actually tried to open a DDS file in Photoshop since CS3, and decided last night to play around with a Cynabal.
Photoshop CS4 told me "can't open the file as it's not the right type." Hmmm...
Reinstalled the NVidia plugin to make sure I had the most up to date, and still no luck.
Tried on both work computers and three home computers. Same issue in CS4 on all of them.
Anyone else run into this and figured out a solution? Or am I totally a tool?
|

Kolatha
|
Posted - 2009.11.20 04:05:00 -
[749]
Which version of the tools?
There are 2 The legacy 7.83 version for photoshop CS2 and earlier (possibly even CS3, not sure as I am still using CS2). And 8.23 for newer versions of photoshop.
http://developer.nvidia.com/object/photoshop_dds_plugins.html
|

Denise Bloch
|
Posted - 2009.11.30 19:10:00 -
[750]
The link to the tool on the front page gives me an error...
Quote: Server Error in '/selvin' Application. Runtime Error Description: An application error occurred on the server. The current custom error settings for this application prevent the details of the application error from being viewed remotely (for security reasons). It could, however, be viewed by browsers running on the local server machine.
Ummm... not really sure where to go from here... am I doing it wrong?
|
|

Mistral Sud
Minmatar Black Box Corp.
|
Posted - 2009.12.05 14:12:00 -
[751]
Originally by: Selvin here? yeap i'm here :P
Holy ****! the sourcecode!
 selvin i said it and repeat it again u rock!
now guys fire up the compilers and update this great little piece of software:P
|

Malen Nenokal
The Nightshift
|
Posted - 2009.12.13 05:40:00 -
[752]
I'm having trouble exporting the normal maps and textures for use in MAYA, any suggestions?
|

Fortune Taker
Caldari
|
Posted - 2009.12.14 19:36:00 -
[753]
Originally by: Malen Nenokal I'm having trouble exporting the normal maps and textures for use in MAYA, any suggestions?
um... what is wrong exactly?
you can use the nvidia plugin for photoshop to turn them into jpegs ~maya does support jpegs doesn't it 
anyone know if maya supports .dds files? FT
if you see this you have read too far |

Aurer
Minmatar
|
Posted - 2009.12.19 07:53:00 -
[754]
I just started to work with eve models and have found something weird. My main texture files appear to be the _ngs.dds files. The problem is that the files are colored wrong, like this. After tweaking with turning off channels, I found the plain texture here, but there is no color to them. I've been trying to change the order of the channels, with no luck.
Any help is appreciated.
|

Kolatha
|
Posted - 2009.12.21 02:30:00 -
[755]
Originally by: Aurer Edited by: Aurer on 19/12/2009 16:42:08 I just started to work with eve models and have found something weird. My main texture files appear to be the _ngs.dds files. The problem is that the files are colored wrong, like this. After tweaking with turning off channels, I found the plain texture here, but there is no color to them. I've been trying to change the order of the channels, with no luck.
Any help is appreciated.
Edit: Found the answer to my problem. I use gimp, so I decomposed the _d.dds file in RGBA mode and composed it with just RGB layers, made the texture with perfect colors.
There are 2 texture maps for use with the models. The first one, the _d.dds, is the main diffuse colour map. The second one, the _ngs.dds, is used for normal, glow and specular. The ngs file needs to be decomposed. The blue channel is the specular map while the green and alpha channels make the normal map. See here.
|

Aurer
Minmatar
|
Posted - 2009.12.21 20:49:00 -
[756]
Thanks Kolatha, I found that out after my post and before my edit. The sets of DDS files just seem weird to me in default state after they are extracted. The _d.dds file has some transparent and glass effects as the primary image with the texture data in the RGB channels as well, with the texture being hidden from normal view. This made the decompose/compose necessary, at least on my system.
|

Mullethead
League of Gentlemen
|
Posted - 2009.12.26 11:59:00 -
[757]
If anyone has a bunch of models done in 3ds Max format all skinned and ready to drop into a scene Im willing to pay decent isk for them.
Please mail or convo in game.
Cheers Mullet
|

Sierra X117
|
Posted - 2010.01.08 02:40:00 -
[758]
hey, iv got several and can get anyothers u want contact me if ur still interested (done in 3DS 2010 btw)
|

Line IO
|
Posted - 2010.01.15 16:01:00 -
[759]
It's great to have the source code but I can't compile it with visual c++ express. Did someone try ? Or do you know how to process ?
|

Phi Au
Gallente Center for Advanced Studies
|
Posted - 2010.01.19 07:32:00 -
[760]
Originally by: Therow
Originally by: Therow
Originally by: TwitchOfEVE 1)they have color codes like this 0.2392157, 0.2392157, 0.2392157 i cant figure out what color format that is.
2) you need to get the normal map. its made from 3 channels of that greeny texture. its explained in here how to do it.
1) If i open them in note pad, how can i turn around and use them? I mean they need to have in the client, the affects such as lasers, and sun animations, right? (I was reading about how to extract the green map, and i must admit, at fist i just glanced over it. Though now it makes a little bit of sense =x )
I also would like to know if using 3ds would be better than Maya for these models, since Maya often times handles bump, and diffuse differently than 3ds.
Could someone please clarify ^
The .red file is the ship's lights and effects definition file. The values are in RGBA (red green blue alpha) The numbers are normalised to be between 0 and 1. multiply each number by 255 to get the standard values. (values over 1 in colours are overbright so a 3 is 300% indicating a light that gets bloom effects, you can simulate this in 3DS Max by setting the colour bump percentage to match... a blue bump value of 3 will glow bright blue even with no light source as it becomes self-illuminated) eg. Taking an entry from the Gal Myrm... - type: Tr2Vector4Parameter name: "MaterialDiffuseColor" value: [0.3254902, 0.3254902, 0.3254902, 1]
255 * 0.3254902 = 83.000001 (round to 83) so the colour becomes 83, 83, 83 (alpha is 1 so colour is solid/opaque) 83 in Hexadecimal is 53 so the hex colour value is #535353 which is a dark gray
Also in the .red is the Myrm's glow colour: 1.9294, 3, 2.6824 As you can see the values go over 1. Use these values directly in the colour bump settings and enable self-illumination on the texture using the alpha channel. That means that white values in the texture's alpha channel will glow with the colour set. If you want a non-overbright equivalent value, divide all values by the highest value (3) to normalise them, then apply the above method: so: 1.9294, 3, 2.6824 becomes 0.64313, 1, 0.89413 and the relative decimal of 0.64313, 1, 0.89413 is 164, 255, 228 when rounded to the nearest integer the hex of which is: #A4FFE4 (the familiar light tourquise of Gallente ship lights)
|
|

mchief117
|
Posted - 2010.01.19 17:17:00 -
[761]
Edited by: mchief117 on 19/01/2010 17:23:32 Pretty new here as i just found this exporter tool today but have encoutered a problem. i set its location to the eve folder and it brings up a lot of texture files and such but no actual models to speak of. is this a lack of doing something in game or do i have to do something out of game for this to work ?
As an update i found that som one said that to look in the DX9 folder but all i can find are dds files , i am apperantly lacking the models themselfs
|

Arcturus Io
Shade. Cry Havoc.
|
Posted - 2010.01.30 07:12:00 -
[762]
Hey, Ive used TriExporter in the past but when i tried to run it on this machine it just crashes on startup instantly, no window or interface popups or anything. Ive just started using Windows 7 64bit and wondering if that might be an issue, anyone else running it on this os? and yes ive tried compatibility mode.
Error report if this helps.
Problem signature: Problem Event Name:BEX Application Name:TriExporter 2009.exe Application Version:0.4.1.5 Application Timestamp:47821992 Fault Module Name:TriExporter 2009.exe Fault Module Version:0.4.1.5 Fault Module Timestamp:47821992 Exception Offset:00029bad Exception Code:c000000d Exception Data:00000000 OS Version:6.1.7600.2.0.0.256.1 Locale ID:2057 Additional Information 1:6510 Additional Information 2:6510a9a34cd121a2714c9d65ed21b9dd Additional Information 3:3f0b Additional Information 4:3f0b26f69222af2e21c9eea5847869a9
|

Arous Drephius
|
Posted - 2010.01.30 19:00:00 -
[763]
Originally by: Arcturus Io Hey, Ive used TriExporter in the past but when i tried to run it on this machine it just crashes on startup instantly, no window or interface popups or anything. Ive just started using Windows 7 64bit and wondering if that might be an issue, anyone else running it on this os? and yes ive tried compatibility mode.
Error report if this helps.
Problem signature: Problem Event Name:BEX Application Name:TriExporter 2009.exe Application Version:0.4.1.5 Application Timestamp:47821992 Fault Module Name:TriExporter 2009.exe Fault Module Version:0.4.1.5 Fault Module Timestamp:47821992 Exception Offset:00029bad Exception Code:c000000d Exception Data:00000000 OS Version:6.1.7600.2.0.0.256.1 Locale ID:2057 Additional Information 1:6510 Additional Information 2:6510a9a34cd121a2714c9d65ed21b9dd Additional Information 3:3f0b Additional Information 4:3f0b26f69222af2e21c9eea5847869a9
I had a problem like this before. IIRC I just searched the registry for "TriExporter" and removed everything that came up.
|

chadsshop
|
Posted - 2010.02.18 13:37:00 -
[764]
Instead of reading 750+ posts..
Is there a updated version of this app?
or an definetive guide/method on the process of exporting it to 3ds max and applying the textures?
|

Chabniest
|
Posted - 2010.02.19 03:37:00 -
[765]
Hi,
does anybody know which model files are from the Hulk und the Retriever. I don't found the files in TriExporter under dx9/Ships.
|

Kolatha
|
Posted - 2010.02.19 09:35:00 -
[766]
Hulk, Retriever etc is found under dx9/model/ship/ore you are looking for ore_l and ore_m
The T1/T2 version is simply defined by which .red file you use.
I don't know if it is just my system or not but I haven't been able to actually extract the mining barge models, Triexporter just exits. No error messages, no crash logs, nothing, just stops.
|

Flight Line
|
Posted - 2010.02.24 09:21:00 -
[767]
Originally by: Arous Drephius
Originally by: Arcturus Io Hey, Ive used TriExporter in the past but when i tried to run it on this machine it just crashes on startup instantly, no window or interface popups or anything. Ive just started using Windows 7 64bit and wondering if that might be an issue, anyone else running it on this os? and yes ive tried compatibility mode.
Error report if this helps.
Problem signature: Problem Event Name:BEX Application Name:TriExporter 2009.exe Application Version:0.4.1.5 Application Timestamp:47821992 Fault Module Name:TriExporter 2009.exe Fault Module Version:0.4.1.5 Fault Module Timestamp:47821992 Exception Offset:00029bad Exception Code:c000000d Exception Data:00000000 OS Version:6.1.7600.2.0.0.256.1 Locale ID:2057 Additional Information 1:6510 Additional Information 2:6510a9a34cd121a2714c9d65ed21b9dd Additional Information 3:3f0b Additional Information 4:3f0b26f69222af2e21c9eea5847869a9
I had a problem like this before. IIRC I just searched the registry for "TriExporter" and removed everything that came up.
Same error. New computer. No registry entries for TriExporter. Any suggestions for other fixes?
Windows Vista Home Basic
|

Phi Au
Gallente Center for Advanced Studies
|
Posted - 2010.02.25 00:07:00 -
[768]
Edited by: Phi Au on 25/02/2010 00:12:47 Edited by: Phi Au on 25/02/2010 00:10:40 For everyone that just can't seem to get their head around the texture file format... it's going to change soon anyway (beginning with the Summer 2010 update) Here is the official image from CCP's art dept. about the file structure (image is linked to larger version):
All of this info comes straight from the new dev blog: art blog û improvement of textures, and a new scorpion model
So currently the texture file ending in "_d" is the difuse map with Glow/Transparency, the "_ngs" file is the Normal, SubMask & Specular map, and the "_p" file is the Paint map (factional coloring mask)
|

MAALaR
Gallente The Transcendence
|
Posted - 2010.02.28 10:27:00 -
[769]
I've tried using this tool, it "kind of" worked before maybe five months ago, but now anytime I attempt to open any of the files it either gives me an error "WTF?" or an error "Model Not Loaded", and if i try to open any dds files with triexporter it simply does nothing and outputs no error. So....is there an actual download that WORKS or am i just wasting my time here?
|

Gad'ui
|
Posted - 2010.03.02 23:52:00 -
[770]
I'm having alot of trouble setting up the materials for the station in 3ds max 2010.
What materials do you guys use to get it rendering correctly? Blinn, Anisotropic, Metal, phong etc.
Not sure what images are used on what maps, and what the settings I should use for those is.
Do I need to do anything with the textures before dropping them into 3ds materials (other then flipping them cause i can do that in max)
|
|

Mograph
Caldari Starscream Industries IDLE EMPIRE
|
Posted - 2010.03.12 00:51:00 -
[771]
can somebody uplaodtheir latest version of tri exporter somwhere for download pleas, coz the lin aint working now more. and if you are reading this you have reached the signature without noticing. |

Kolatha
|
Posted - 2010.03.12 05:16:00 -
[772]
Originally by: Mograph can somebody uplaodtheir latest version of tri exporter somwhere for download pleas, coz the lin aint working now more.
Lazy or what? You only have to go back 3 pages to find a working link.
|

ColdBlood Exile
|
Posted - 2010.03.20 23:49:00 -
[773]
Where are Self-Illumination textures in *.STUFF?
|

JS LiamElms
Gallente Zor Industries Pandemic Legion
|
Posted - 2010.03.23 03:46:00 -
[774]
Edited by: JS LiamElms on 23/03/2010 03:46:55 Yeah.. so first prob... i lost my link in triexporter to load up the models and for the life of deleting it and reloading it, i can't seem to get it back.... so it forever crashes on me :(
2nd issue... getting the specular levels right on 3ds :-/ i just added 7% raytrace on the reflect map... which really dosn't do it at all :-/ WHen loading up the ingame preview i been really wanting to get the level of shine they are getting using the material map. Yeah, i guessed the lighting is changing the general color output, but to get the shine seems a little over my head :((
However.... as a test model, i used the dramiel and had a little fun animating a short sequance.
http://www.youtube.com/watch?v=k5HkxvoWlm0
|

Davik Rendar
ANZAC ALLIANCE IT Alliance
|
Posted - 2010.03.23 23:18:00 -
[775]
Originally by: JS LiamElms i lost my link in triexporter to load up the models and for the life of deleting it and reloading it, i can't seem to get it back.... so it forever crashes on me :(
It's a broken registry entry.
Here's how to fix it: Open the Registry Editor (regedit.exe) browse to this directory: HKEY_CURRENT_USER\Software\TriExporter open the EVE entry change the value data to: "C:\Program Files(x86)\CCP\EVE" (64bit OS) or: "C:\Program Files\CCP\EVE" (32bit OS)
Originally by: JS LiamElms 2nd issue... getting the specular levels right on 3ds :-/ i just added 7% raytrace on the reflect map... which really dosn't do it at all :-/ WHen loading up the ingame preview i been really wanting to get the level of shine they are getting using the material map. Yeah, i guessed the lighting is changing the general color output, but to get the shine seems a little over my head :((
Depends what 3D app your using, I can only help if its Cinema 4D, but from the sounds of it it's probably 3ds max, or maya.
Also, nice test render 
I got the new scorp model with new PGS texture system exported: Scorpion
Eve Online Ship Chart |

Arous Drephius
|
Posted - 2010.03.31 09:13:00 -
[776]
Is it possible to extract the Sleeper icons from the client? If so, where are they?
|

Davik Rendar
ANZAC ALLIANCE IT Alliance
|
Posted - 2010.04.01 04:36:00 -
[777]
Originally by: Arous Drephius Is it possible to extract the Sleeper icons from the client? If so, where are they?
I'm not sure how to actually generate them on demand, however if you load the npc info in game it will generate an icon in your cache. Generally it's in the following directory: AppData\Local\CCP\EVE\c_program_files_(x86)_ccp_eve_tranquility\cache\Pictures\Gids - (Windows 7 64bit, cant remember the exact directory for any other OS)
They are stored as .DSS files, so you will need to get the nvidia photoshop dds plugin, or another dds viewer. Then you'll just have to browser through until you find them.
Hopefully that will put you on the right track 
Eve Online Ship Chart |

Kolatha
|
Posted - 2010.04.01 14:06:00 -
[778]
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.
|

Arous Drephius
|
Posted - 2010.04.01 14:44:00 -
[779]
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 :(
|

Accla89
|
Posted - 2010.04.12 22:01:00 -
[780]
Hy@all i have @ Problem whit the TriExporter_2009, TriExporter0.4.1.0beta2 etc.
it does not show all ships
what can that be ?
|
|

Kolatha
|
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.
|

Danni Arkada
Minmatar
|
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
|

Kolatha
|
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.
|

Danni Arkada
Minmatar
|
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.
|

Don Kiote
|
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!
|

Davik Rendar
ANZAC ALLIANCE IT Alliance
|
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
|
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 ****.
|

Max Hardcase
Art of War Cult of War
|
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.
|

Davik Rendar
ANZAC ALLIANCE IT Alliance
|
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
|
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!
|
|

Xyla Kador
|
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
|

Wild Rho
Amarr Sniggerdly
|
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.
|

Kari Trace
|
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
|

Grrrrrrrre
|
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?
|

Anigo Montioa
Minmatar
|
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.
|

Kari Trace
|
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.
|

fairimear
Gallente Esto Perpetua BiffCo.
|
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
|
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.
|

Mnement'h
Amarr Body Count Inc. Against ALL Authorities
|
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
|
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.
|
|

Cylince
|
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?
|

Dayfox
|
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. 
|

sedee
|
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
|

Kambo
AWE Corporation Intrepid Crossing
|
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.
|

Davik Rendar
ANZAC ALLIANCE IT Alliance
|
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
|
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!
|

Lord Saradomin
Gallente Nex Exercitus IT Alliance
|
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?
|

Kambo
AWE Corporation Intrepid Crossing
|
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 :)
|

Cyerus
Galactic Dominion Eternal Strife
|
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.
|

Dragonus Khan
|
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
|
|

Lord Saradomin
Gallente Nex Exercitus IT Alliance
|
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!
|

Cyerus
Galactic Dominion Eternal Strife
|
Posted - 2010.06.01 23:48:00 -
[812]
That's 400m on the PDF guide. Any takers?
|

Kambo
AWE Corporation Intrepid Crossing
|
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 :).
|

Cyerus
Galactic Dominion Eternal Strife
|
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.
|

Dayfox
Caldari
|
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.
|

Sed Man
|
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............
|

Lord Saradomin
Gallente Nex Exercitus IT Alliance
|
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 :)
|

Noli Turbare
|
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.
|

Dayfox
Caldari
|
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
|

Darkael
|
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
|
|

Barrus Inane
|
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
|

deideros
|
Posted - 2010.06.21 10:49:00 -
[822]
So how exactly can you fix the registry on the Tri-exporter application?
|

Dayfox
Caldari
|
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.
|

enterprisePSI
Gallente Unimatrix 0.1
|
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? 
|

Jack bubu
Lyonesse. RAZOR Alliance
|
Posted - 2010.06.29 17:35:00 -
[825]
The download link in the OP does not work anymore :(
is there another link ?
|

Mintoko
Gallente Taedium In Perpetuam
|
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
|

Dayfox
Caldari
|
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.
|

Dayfox
Caldari
|
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?
|

Dayfox
Caldari
|
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!
|

Xenuria
Gallente Marcabian 5th Invasion Fleet
|
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" |
|

Raven Tesio
|
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.
|

Matah Hari
|
Posted - 2010.07.06 03:49:00 -
[832]
Originally by: Xenuria Honestly who uses 3ds?
I do 
|

Jozef Zwolski
Isis Progeny THE-FEDERATION
|
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?
|

Dayfox
Caldari
|
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.
|

Raven Tesio
Minmatar Republic Military School
|
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)
|

Lykouleon
Trust Doesn't Rust
|
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
|

Dayfox
Caldari
|
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...
|

Jozef Zwolski
Isis Progeny THE-FEDERATION
|
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?
|

Craig Linford
Gallente British Buccaneers
|
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??
|

Haiyooo
Minmatar Di-Tron Heavy Industries Atlas Alliance
|
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!!!
|
|

a55mu11e7
|
Posted - 2010.08.31 16:40:00 -
[841]
anybody ever have any issues with the Nyx and the Moros? It keeps crashing on me when I try to open them.
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.08.31 17:10:00 -
[842]
Originally by: a55mu11e7 anybody ever have any issues with the Nyx and the Moros? It keeps crashing on me when I try to open them.
yup, me too. EVE-ONLINE Video-Making Tutorials |

Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
|
Posted - 2010.09.01 13:37:00 -
[843]
Can anyone help me with using TriExporter in Windows7 please.
|

Lykouleon
Trust Doesn't Rust Mostly Cookie
|
Posted - 2010.09.01 19:51:00 -
[844]
Originally by: Craig Linford Can anyone help me with using TriExporter in Windows7 please.
it'd be nice to know what problem you're having 
Quote: Aedun Sole > flying with lyk is like flying a bus filled with 5 year old children
|

Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
|
Posted - 2010.09.02 13:47:00 -
[845]
The program just wont load.
Tried running as admin.
also in XP compatibility mode.
|

Lykouleon
Trust Doesn't Rust Mostly Cookie
|
Posted - 2010.09.05 05:30:00 -
[846]
Originally by: Craig Linford The program just wont load. Tried running as admin. also in XP compatibility mode.
try deleting any registry files for it (Start -> Run -> Regedit -> Ctrl + F -> TriExporter -> Keep finding and deletin'). If you don't have any... then *shrug*
Quote: Aedun Sole > flying with lyk is like flying a bus filled with 5 year old children
|

Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
|
Posted - 2010.09.08 11:59:00 -
[847]
Tried that, still no worky worky.
Do you need a DirectX 10 + Graphics card?
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.09.08 21:32:00 -
[848]
Originally by: Craig Linford Tried that, still no worky worky.
Do you need a DirectX 10 + Graphics card?
No...or at least I am not and am not having any problems. EVE-ONLINE Video-Making Tutorials |

Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
|
Posted - 2010.09.09 06:26:00 -
[849]
Edited by: Craig Linford on 09/09/2010 06:26:35 This is the error i am getting:
Log Name: Application Source: Application Error Date: 09/09/2010 07:23:36 Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: OptiPlexGX620 Description: Faulting application name: TriExporter 2009.exe, version: 0.4.1.5, time stamp: 0x47821992 Faulting module name: TriExporter 2009.exe, version: 0.4.1.5, time stamp: 0x47821992 Exception code: 0xc0000005 Fault offset: 0x0000200b Faulting process id: 0xb7c Faulting application start time: 0x01cb4fe78841c26a Faulting application path: C:\Users\Craig Linford\Desktop\TriExporter 2009\TriExporter 2009.exe Faulting module path: C:\Users\Craig Linford\Desktop\TriExporter 2009\TriExporter 2009.exe Report Id: c6928c3e-bbda-11df-aa3c-028037ec0200
|

Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
|
Posted - 2010.09.13 05:26:00 -
[850]
I have rebuilt my PC with Windows Ultimate 64, but still no worky worky.
I have received some in-game mail's saying try downloading out side a download manager, but still dose not work.
I have tried the program at work on a XP build, and this worked.
The only major difference is at work I have a NVIDEA GPU, were as at home I am using an integrated INTEL GPU.
I am due to get a new GPU soon for this PC, so ill report back after.
|
|

Jalif
Minmatar Snuff Box
|
Posted - 2010.09.13 10:53:00 -
[851]
Edited by: Jalif on 13/09/2010 10:54:53 I'm looking for the bloody pod model, but I can't find it... can somebody guide me to the right direction?!
edit: nvm, found it :)
Latest PVP Video: Jalification III |

Jalif
Minmatar Snuff Box
|
Posted - 2010.09.13 12:44:00 -
[852]
meh anybody has a good DDS tool for exporting and importing into other formats?
Latest PVP Video: Jalification III |

Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
|
Posted - 2010.09.14 18:48:00 -
[853]
Got me 9800 GT, Now works!!
Was my Graphics card causing the issue
|

Spidyy
|
Posted - 2010.09.14 21:36:00 -
[854]
Edited by: Spidyy on 14/09/2010 21:40:10 I'm having issues trying exporting the Vagabond model. Whenever I try to open the model in Tri Exporter, the program crash without warning nor messages. Anyone know how to fix that? =p
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.09.15 16:21:00 -
[855]
Originally by: Spidyy Edited by: Spidyy on 14/09/2010 21:40:10 I'm having issues trying exporting the Vagabond model. Whenever I try to open the model in Tri Exporter, the program crash without warning nor messages. Anyone know how to fix that? =p
Same issue, even tried the singularity res folder...looks like there a few models which tri exporter just does not like.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Lykouleon
Trust Doesn't Rust
|
Posted - 2010.09.15 19:36:00 -
[856]
Originally by: Spidyy Edited by: Spidyy on 14/09/2010 21:40:10 I'm having issues trying exporting the Vagabond model. Whenever I try to open the model in Tri Exporter, the program crash without warning nor messages. Anyone know how to fix that? =p
Triexporter won't open that model (as well as a couple others). You can, however, export the *.gr2 file and then convert that into a *.obj. There should be something on that back in the deep recesses of this topic 
*.gr2 to *.obj converter
Quote: Aedun Sole > flying with lyk is like flying a bus filled with 5 year old children
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.09.18 10:15:00 -
[857]
Have the .dds texture layouts been changed yet. I extracted the res folder but I'm still seeing the old _NGS, _D and _P files in the dx9 sub folders?
Also does anyone have some tips on how to apply tech 2 textures and extra model parts to a T1 hull in blender?
|

Kolatha
|
Posted - 2010.09.18 11:45:00 -
[858]
Edited by: Kolatha on 18/09/2010 11:50:22
Originally by: Wild Rho Have the .dds texture layouts been changed yet. I extracted the res folder but I'm still seeing the old _NGS, _D and _P files in the dx9 sub folders?
Also does anyone have some tips on how to apply tech 2 textures and extra model parts to a T1 hull in blender?
Only the new ships and the reworked scorpion use the new texture layouts. the rest use the same as before.
For the T2 hulls, they are in their own directories, look for the manufacturer's name. eg the Jaguar can be found under DX9>model>ship>thukker>mf4
Some of the T2 hulls (and most of the ore hulls) will cause triexporter to crash so you need to export the .gr2 file as is and convert it some other way.
Don't forget to mirror the mesh and UVs on the y axis other wise your model will be the mirror of how it appears in game. I did a rough tutorial for using with Blender. I probably should look at the latest version of Blender as a lot has changed.
edit: also, the reason to mirror the mesh and UVs rather than the more popular method of just mirroring the textures is that by mirroring the mesh, provided you keep track of scaling, you can make use of all the locator information on a 1:1 basis straight from the .red file. This allows you to get the right locations for weapon hardpoints as well as running lights and other little doodads.
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.09.18 13:28:00 -
[859]
Originally by: Kolatha Edited by: Kolatha on 18/09/2010 11:50:22
Originally by: Wild Rho Have the .dds texture layouts been changed yet. I extracted the res folder but I'm still seeing the old _NGS, _D and _P files in the dx9 sub folders?
Also does anyone have some tips on how to apply tech 2 textures and extra model parts to a T1 hull in blender?
Only the new ships and the reworked scorpion use the new texture layouts. the rest use the same as before.
For the T2 hulls, they are in their own directories, look for the manufacturer's name. eg the Jaguar can be found under DX9>model>ship>thukker>mf4
Some of the T2 hulls (and most of the ore hulls) will cause triexporter to crash so you need to export the .gr2 file as is and convert it some other way.
Don't forget to mirror the mesh and UVs on the y axis other wise your model will be the mirror of how it appears in game. I did a rough tutorial for using with Blender. I probably should look at the latest version of Blender as a lot has changed.
edit: also, the reason to mirror the mesh and UVs rather than the more popular method of just mirroring the textures is that by mirroring the mesh, provided you keep track of scaling, you can make use of all the locator information on a 1:1 basis straight from the .red file. This allows you to get the right locations for weapon hardpoints as well as running lights and other little doodads.
Thanks, I'll root around the other directories.
I actually used your guide (and a few others) to get as far as I can and produced this (and a few other things) for a little project I'm working on.
Regarding your guide, I found from using the nodes like you described I was able to use them for the textures as well. This lets you convert the different texture channels within blender itself instead of having to go through photoshop or some other graphics package (although I still need GIMP to convert the _p.dds file since blender can't process it for some reason). Here's the node layout I used for creating the omen textures.
Thanks for writing the guide, it really was a huge help for some of the less obvious stuff :)
|

Battle Cylinder
|
Posted - 2010.09.18 15:09:00 -
[860]
I got triexporter to work a little, set my eve folder to its home folder or whatever then could only see a model of one of the galente ships...i tried to "unstuff" the folder, but realising i didnt have enoough space on this partition, i tried to stop it....only way to stop it was to turn off pc or to forcably stop the program. Now i cant get triexporter to load AT ALL i downloaded several versions, and they all give me the same error, (i heard you needed to uninstall and reinstall, but none of the versions i got were installable, just stand alone exe files) "TriExporter.exe has encountered a problem and needs to close. We are sorry for the inconvenience bla bla bla....." also, i tried deleting the registry files associated with it but that did no good.....no change at all.
|
|

Jack bubu
Lyonesse. The Makhai
|
Posted - 2010.09.18 22:24:00 -
[861]
When using a testclient as source there is a new ship in it, called sansha carrier aswell as sansha fighter, but im a noob when it comes to exporting it and applying the textures etc..
anyone able to make that and post a screenshot of that thing? much appreciated :D
its found under dx9 -> models -> ships -> sansha -> carrier / fighter
|

Kolatha
|
Posted - 2010.09.19 04:54:00 -
[862]
Originally by: Wild Rho
Regarding your guide, I found from using the nodes like you described I was able to use them for the textures as well. This lets you convert the different texture channels within blender itself instead of having to go through photoshop or some other graphics package (although I still need GIMP to convert the _p.dds file since blender can't process it for some reason). Here's the node layout I used for creating the omen textures.
Thanks for writing the guide, it really was a huge help for some of the less obvious stuff :)
Thanks, it was just a rough tute I whipped up in a day in response to a host queries at the time. When I did that I was just using nodes for the first time. They were pretty new to me and I didn't know how to use them properly so there are definitely better ways to approach that part of the task.
Originally by: Lykouleon
Triexporter won't open that model (as well as a couple others). You can, however, export the *.gr2 file and then convert that into a *.obj. There should be something on that back in the deep recesses of this topic 
*.gr2 to *.obj converter
unfortunately this includes the wrong version of the granny2.dll and fails on the same models tri-exporter fails on. If anyone knows another way then point on.
|

Serious Masta
Caldari
|
Posted - 2010.09.19 19:01:00 -
[863]
Originally by: Kolatha
unfortunately this includes the wrong version of the granny2.dll and fails on the same models tri-exporter fails on. If anyone knows another way then point on.
HERE is a newer version of the granny2.dll ! Also, the vangabond model and many others now opens in tri-explorer. (the old granny2.dll was version 2.7.0.9)
- Facts - Name: granny2.dll Version: 2.8.12.0 Date: 2009-02-18 11:55
have fun! 
|

Lykouleon
Trust Doesn't Rust
|
Posted - 2010.09.19 23:11:00 -
[864]
Originally by: Serious Masta *awesome*
<3
Quote: Aedun Sole > flying with lyk is like flying a bus filled with 5 year old children
|

Rieleph
|
Posted - 2010.09.20 01:14:00 -
[865]
Does not work for me in any way :(
Anyone could post a Zephyr model? Or would it be violation of eula and stuff?
|

Serious Masta
Caldari
|
Posted - 2010.09.20 07:20:00 -
[866]
Originally by: Rieleph Anyone could post a Zephyr model?
Model Zephyr (.obj) (extracted with the new .dll)
Originally by: Rieleph Or would it be violation of eula and stuff?
i dont think so.. or is it?
@ccp: can you answer this question pls?
|

Craig Linford
Men of Questionable Moral Fibre
|
Posted - 2010.09.21 13:08:00 -
[867]
Edited by: Craig Linford on 21/09/2010 13:08:38 Would the new .dll resolve my issue of just showing 1 Gallante ship?
|

Serious Masta
Caldari
|
Posted - 2010.09.21 13:34:00 -
[868]
Originally by: Craig Linford
Would the new .dll resolve my issue of just showing 1 Gallante ship?
what do you mean?
info to the new granny2.dll: the granny2.dll helps TriExporter to decrypt .gr2 model files, contained in the .stuff archives. some models are more complex, so the older version just cant read the .gr2 files. the new one CAN read these files.
and if someone wonders where i have taken the granny2.dll: its from anno 1404, i havn't modified it.
|

Craig Linford
Men of Questionable Moral Fibre
|
Posted - 2010.09.21 13:52:00 -
[869]
I am at work at the moment, ill have a play tonight.
If I still have issues ill take screenies to show you
|

Jim McBob
|
Posted - 2010.09.26 20:03:00 -
[870]
Sorry to be a noob, but I can't get off the ground at all. I've got the TriExporter program running, but I can't find any ".tri" files to load. Lots of .dss and .gr2 files, but that's it. I did a full windows search of the client folder for *.tri, no hits. What am I missing here? |
|

Serious Masta
Caldari
|
Posted - 2010.09.26 22:32:00 -
[871]
Originally by: Jim McBob Sorry to be a noob, but I can't get off the ground at all. I've got the TriExporter program running, but I can't find any ".tri" files to load. Lots of .dss and .gr2 files, but that's it. I did a full windows search of the client folder for *.tri, no hits. What am I missing here?
hrhr :)
the name TriExporter comes from .tri files which ccp uses long time ago for models. the .tri files are not used anymore afaik, but the .gr2 (granny2, rad tools) files are the new model files which tri exporter can read and export.
after you started your copy of TriEexporter, you have to setup your eve folder. there are .stuff files, thats the archives like .zip in which the whole resources (music, textures, effects, models) are stored at.
|

TsurugiSan
|
Posted - 2010.09.30 18:17:00 -
[872]
I've been all over this thread trying to find a way to get the TriExporter to work. all i get from windows is "TriExporter has stopped working..." and other gibberish. I'm on Win 7, I got the updated granny2.dll, i killed everything through the regedit search... I cannot get this thing to work. I've got both Blender and 3DSMax, and nowhere can I find anything that helps with TriExporter or any other .gr2 exporter... any ideas? Please?!
|

Serious Masta
Caldari
|
Posted - 2010.10.01 07:04:00 -
[873]
Originally by: TsurugiSan I've been all over this thread trying to find a way to get the TriExporter to work. all i get from windows is "TriExporter has stopped working..." and other gibberish. I'm on Win 7, I got the updated granny2.dll, i killed everything through the regedit search... I cannot get this thing to work. I've got both Blender and 3DSMax, and nowhere can I find anything that helps with TriExporter or any other .gr2 exporter... any ideas? Please?!
hmm... all i know is to remove the regedit key "HKEY_CURRENT_USER\Software\TriExporter - EVE" which contains the eve directory. if the path is invalid, the TriExporter wont start.
The new granny2.dll is just to load and export the .gr2 files and has *mostly* nothing to do with crashes at startup.
|

Dayfox
Caldari
|
Posted - 2010.10.08 11:01:00 -
[874]
Originally by: Jack bubu When using a testclient as source there is a new ship in it, called sansha carrier aswell as sansha fighter, but im a noob when it comes to exporting it and applying the textures etc..
anyone able to make that and post a screenshot of that thing? much appreciated :D
its found under dx9 -> models -> ships -> sansha -> carrier / fighter
Looks like the mesh's are complete, but the textures are WIP, the carrier is plain grey with no bump or specular mapping. The Fighter has a diffuse and i think a specular map, but no masks or surface lights info so far.
|

LuciusAlbion
|
Posted - 2010.10.09 03:24:00 -
[875]
I've been having an issue with the diffuse map. Whenever the texture is exported, there is almost nothing on the exported diffuse map.
Link |

Kolatha
|
Posted - 2010.10.09 04:59:00 -
[876]
Originally by: LuciusAlbion I've been having an issue with the diffuse map. Whenever the texture is exported, there is almost nothing on the exported diffuse map.
Link
Disable the alpha channel.
|

LuciusAlbion
|
Posted - 2010.10.09 05:33:00 -
[877]
I got rid of the Alpha, but most of the texture still isn't there.
Link
|

Serious Masta
Caldari
|
Posted - 2010.10.09 11:47:00 -
[878]
Originally by: LuciusAlbion Edited by: LuciusAlbion on 09/10/2010 05:50:49 Edited by: LuciusAlbion on 09/10/2010 05:50:37 I got rid of the Alpha, but most of the texture still isn't there.
Link
Edit: Never mind, I got something that can convert the textures just fine.
And what do you got? This information would be very useful for others ^^
|

LuciusAlbion
|
Posted - 2010.10.09 15:11:00 -
[879]
Originally by: Serious Masta
And what do you got? This information would be very useful for others ^^
I got a program called DDS Converter from here: Filefront It's a bit of a pain to use, but it gets the job done.
|

Tonto Auri
Vhero' Multipurpose Corp
|
Posted - 2010.10.09 17:38:00 -
[880]
I've already pointed the way to deal with alpha channel, probably it was in other threads. GIMP Color - Disassemble Alpha: Color - Invert Color - Reassemble
Could as well write a macro, if you need many files converted that way. -- Thanks CCP for cu |
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.10.11 21:03:00 -
[881]
Does anyone have any good tips / techniques for producing nice looking sun & engine glow effects in blender?
I've recently started to get the hang of composite rendering and am happy with the results so far but I just can't figure out how to produce a good engine trail or the "star effect" when the sun faces the camera (example).
|

Isaar Akaal
|
Posted - 2010.10.12 00:17:00 -
[882]
Impressive work recreating the shaders. I've been stuck on this question also. I was able to figure out how EVE does their engines. It is actually a 4-paneled object with texture and glow maps. I was able to import this result in 3ds max, but I had no luck figuring out how to add their lens effects, but all I know is that the lens is a form of 3d sprite. Having the sprite slightly overlap when a ship is in front of it, I'm not so sure how to recreate that. If you want the RED file information for the engines, look in DX9\model\ship\booster.
Also, I doubt this will be available this year (or decade if it takes that long), but is there a possibility of TriExporter for supporting RED files for opening the models and shaders? Or maybe basic bone support for some ship animations, like the Phoenix's seige, or the Rorqual's Transformation.
|

Kolatha
|
Posted - 2010.10.12 04:36:00 -
[883]
Originally by: Wild Rho Does anyone have any good tips / techniques for producing nice looking sun & engine glow effects in blender?
I've recently started to get the hang of composite rendering and am happy with the results so far but I just can't figure out how to produce a good engine trail or the "star effect" when the sun faces the camera (example).
The star effect is pretty simple in 2.54. Just add a single vertex object (a cube then merge), set the material to halo with 1 line. Set it as a flare effect and adjust size and colour to suit. It's not perfect but it does kinda work.
For the best effects you need to play around with nodes. This has a good tutorial on nice flare effects. But it's scribd so good luck getting it to view correctly if you don't use chrome (it should in theory work in firefox as well).
For the engine effects you need to fiddle about with the particle system.
|

Serious Masta
Caldari
|
Posted - 2010.10.12 09:15:00 -
[884]
Edited by: Serious Masta on 12/10/2010 09:16:28
Originally by: Wild Rho Does anyone have any good tips / techniques for producing nice looking sun & engine glow effects in blender?
maybe i have an explaination how the trails may work: image link
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.10.17 11:11:00 -
[885]
Thanks for the help. I was able to produce the sun effect I was aiming for.
Although the engine effect still needs some work I prefer the particle system approach as it reacts to the ship making turns giving a more convincing feel.
Result
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.10.20 18:33:00 -
[886]
Does anyone have information on turret mounts?
I'm trying to add the turrets to a zealot render and have been able to get the turret models themselves without any issues but I can't seem to find the models for the actual mountings the turrets sit on (note: I don't mean the coordinates they are located at but the actual mount models).
Thanks.
|

Isaar Akaal
|
Posted - 2010.10.21 01:58:00 -
[887]
res/dx9/model/turret
The models are a bit discombobulated, and I don't know why.
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.10.21 06:44:00 -
[888]
I've already looked through there and all it seemed to contain was the turret models but not the mounts (for medium turrets anyway), although after taking a closer look in edit mode it seems that the mounts have been mashed together into the same spot as the turret itself for some reason. Is there a simpler way to separate these things that doesn't involve doing it by hand?
|

Isaar Akaal
|
Posted - 2010.10.21 22:37:00 -
[889]
I've managaged to get what appears to be mesh/polygon translations. Here is an example for the amarr Dreadnought lazer's RED file
componentTranslations: - type: TriVector - type: TriVector y: -1.558 z: -2.226 - type: TriVector y: 34.255 z: -35.329 - type: TriVector - type: TriVector z: -90
I would have to guess that I would have to select the polygons and translate them to where the RED leads. The poly groups are a bit... broken, but what I do is hide the bulk of the mesh (the base) and move the barrels to their intended destination. As for turret MOUNTS, I would have to assume the locations on where turrets go on the ship. Look in the ship's RED file and you should find the coordinates for the mounts. Rotation coordinates aren't in 360, so I would guestimate that value.
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.10.22 07:15:00 -
[890]
Originally by: Isaar Akaal I've managaged to get what appears to be mesh/polygon translations. Here is an example for the amarr Dreadnought lazer's RED file
componentTranslations: - type: TriVector - type: TriVector y: -1.558 z: -2.226 - type: TriVector y: 34.255 z: -35.329 - type: TriVector - type: TriVector z: -90
I would have to guess that I would have to select the polygons and translate them to where the RED leads. The poly groups are a bit... broken, but what I do is hide the bulk of the mesh (the base) and move the barrels to their intended destination. As for turret MOUNTS, I would have to assume the locations on where turrets go on the ship. Look in the ship's RED file and you should find the coordinates for the mounts. Rotation coordinates aren't in 360, so I would guestimate that value.
Yeah I've managed to get everything working now. In the end I just duplicate the model 3 times and delete the vertices for different parts of the turret until I had the 3 components (turret barrel, mount and base). The turret locations were easy enough thanks to Kolathas guide.
It took a bit of work but I can now also get the turrets to rotate automatically to track to an empty mesh I use as its target, should make animating them alot easier now although I have to say out of all the "effects" I've been trying out turrets take the most work by far.
|
|

Lassman Gordan
|
Posted - 2010.10.22 07:20:00 -
[891]
Originally by: Wild Rho The turret locations were easy enough thanks to Kolathas guide.
which guide?
and please, that the RED file contains?
|

Kolatha
|
Posted - 2010.10.22 08:15:00 -
[892]
Quick guide for blender users. Not great, it was mostly a quick and dirty "here's how to get started". It's nice to see at least one person has found it useful.
The red file contains all sorts of information about materials, locators and transformations.
I really gotta fix my site, set it up for search friendly links, and put some more work up.
|

Adamant Stehl
hirr Morsus Mihi
|
Posted - 2010.10.23 04:53:00 -
[893]
I have triexporter but where do you get the models from? TY
Before all else, be armed. Niccolo Machiavelli
|

Isaar Akaal
|
Posted - 2010.10.23 20:28:00 -
[894]
Edited by: Isaar Akaal on 23/10/2010 20:30:05 Set your game directory. After doing so, go to res/dx9/model and you should find everything having to do with the 3d engine in there.
Also, can anyone help me with setting up materials in 3ds? I'm capable of getting the diffuse, normal, glow maps to work, but I want a bit of help with specular mapping. I don't want the material to be too dull or too glossy.
One more thing, and I've asked this already, but Is there going to be a release of TriExporter which opens RED files instead of the model itself? Benefits to this would be that it would POSSIBLY open all the shaders and models, along with MAYBE implement animations, such as blinking lights, or rigged animations like for the Phoenix, Rorqual, or maybe a rouge drone animation like this: http://www.youtube.com/watch?v=mcuXAg5CtQ0
I await a response. If there is not gonna be such a tool, then I'll deal with what I have.
EDIT: I don't have Vray or any other renderers, just the defaults.
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.10.25 19:03:00 -
[895]
Last vid I'm going to post until I've completed my little movie project. Zealots
Sorry for the video being so dark, for some reason the videos I upload end up like that after it's been processed in youtube. If anyone can recommend a format that doesn't get messed up I'd be grateful (current vids are AVI JPEG).
Here's some shots of what it looks like before going up on youtube: 1 2 3 4
|

Arson Gundarso
|
Posted - 2010.10.26 16:37:00 -
[896]
I had this crazy idea of doing a starcraft 2 mod using eve models. Use custom races and all that jive, let people control eve fleets and do mighty battle.
I was wondering if any of you experts have a solid guide on converting everything over. Seems inordinatly complex.
|

Isaar Akaal
|
Posted - 2010.10.26 17:20:00 -
[897]
What about effects? Starcraft 2 modding currently doesn't support custom effects. Models and animations are possible, but effects need to be worked on.
|

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2010.10.27 10:21:00 -
[898]
Edited by: Selvin on 27/10/2010 10:24:29 anyone tried to load *.sm_3_0_hi or *.sm_2_0_lo files ... it seams to be fxo (compiled fx files) anyway i tried ... and it is possible all you need is add few bytes { 0xcf, 11, 240, 0xbc, 0x10, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0 } at the begining of file
now ... i'm wondering how to feed it (effect) with params hehe
fx.: FlashingLights.sm_3_0_hi Effect has this params:
Name: PerFramePS, Type: Void, Class: Struct Name: PerFrameVS, Type: Void, Class: Struct Name: PerObjectVS, Type: Void, Class: Struct Name: SpriteCornerOffset, Type: Single, Class: Vector Name: SpriteTexCoord, Type: Single, Class: Vector Name: Time, Type: Single, Class: Scalar Name: DiffuseMap, Type: Texture2D, Class: Object Name: FLASH_PEAK_TIME, Type: Single, Class: Scalar
why i'm asking ... coz i'm trying to build smth new in C# using XNA try: http://esilo.pl/EVEViewer.zip (u need to download and install XNA 4.0 redist from Microsoft) this sample works only with gal fighter(well its load other models but textures in content folder are for figter coz now it not support loading textures from stuff file)
i made my own Effect(fx) file but it not support all stuff what i'm tring to do is use compiled Effect from stuff file
-- TriExporter
|

Serious Masta
Caldari
|
Posted - 2010.10.28 07:32:00 -
[899]
@Wild Rho: nice work. how did you do the engines? @Selvin: send you a mail^^
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.10.30 07:09:00 -
[900]
Originally by: Serious Masta @Wild Rho: nice work. how did you do the engines?
I used a simple distorted UV sphere and particle effect to create the base image and then just used compositing to turn it into the engine effect in the video. If you're looking for something more specific let me know and I'll throw some screen shots up.
|
|

Serious Masta
Caldari
|
Posted - 2010.10.30 15:32:00 -
[901]
Originally by: Wild Rho
Originally by: Serious Masta @Wild Rho: nice work. how did you do the engines?
I used a simple distorted UV sphere and particle effect to create the base image and then just used compositing to turn it into the engine effect in the video. If you're looking for something more specific let me know and I'll throw some screen shots up.
oh that would be very nice of you!
|

dragonyte
|
Posted - 2010.10.30 19:43:00 -
[902]
Hey guys...I'm Not sure if you guys have ever addressed this for Maya but how would i get the lights on the ship added in? I took them off the dds and saved it to a tif. But i haven't seen anyone talk about how to add them to the model...I have been reading page after page and i might of just overlooked it but any help would be awesome...also im a noob to the whole 3d modeling stuff...
|

Siiee
Recycled Heroes
|
Posted - 2010.10.30 23:29:00 -
[903]
I don't know surfacing in Maya but in Lightwave I just fed the lightmap to a gradient node to get the color I wanted, then blended that with the diffuse map. That all goes into your "diffuse" or "color" channel of your shader. Then pipe the original lightmap output into the luminosity channel of the shader as well.
Same principal should apply to Maya.
|

Chris Bailey
|
Posted - 2010.10.31 09:37:00 -
[904]
@wildrho How'd you get the background? Just get a picture and make a thin wall and add the picture as a texture
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.11.01 08:05:00 -
[905]
@Serious Masta
Here are the screen shots of how the engine glow was constructed... UV sphere model and render result Note: Ships models are given the env map texture so they are not rendered but obscure engine trails behind them.
Engine trail particle effect and render
Composite node map (note: the bottom two input nodes are for producing the engine, the upper two input nodes are the main render and another input render for other details).
Originally by: Chris Bailey @wildrho How'd you get the background? Just get a picture and make a thin wall and add the picture as a texture
Convert the eve background textures to sphere maps. In blender create 4 UV Spheres. Sphere 1 - Apply the background texture to it and set the alpha to somewhere between 0.5 and 0.7 (depending on the texture you're using). Make sure the texture mapping is set to sphere. This is the image nebula texture.
Spheres 2,3 and 4 - In edit mode select the vertices and delete all faces and edges. Use the random select on 50% to choose half of the vertices at random and rotate them in any direction. Repeat the select and rotate process a few times until the vertices are nicely mixed up. Give the spheres the halo material. For each of these spheres give the halo a different shade of grey (typically 0.8, 0.6 and 0.4 has worked for me).
Give all four spheres a constraint to copy the cameras location (but not its rotation) so when you move the camera the background never seems to move.
Now you just need to scale up the spheres to a decent size to give you room to work with and increase the camera draw range to ensure it can still see them. Finally it's best to move those spheres to another layer while you work on the ships etc.
|

Serious Masta
Caldari
|
Posted - 2010.11.02 12:16:00 -
[906]
thank you!
|

Reug
|
Posted - 2010.11.13 00:02:00 -
[907]
The original link here is broken, does anyone have a fixed link?
|

Isaar Akaal
|
Posted - 2010.11.13 01:02:00 -
[908]
http://dl.eve-files.com/media/corp/SeriousM/TriExporter_2009.zip
Unlike previous versions, the .dll in this one supports the Moros Dreadnought several other ships. If only it supported export of .max files.
|

Dayfox
Caldari
|
Posted - 2010.11.13 01:07:00 -
[909]
Originally by: Isaar Akaal http://dl.eve-files.com/media/corp/SeriousM/TriExporter_2009.zip
Unlike previous versions, the .dll in this one supports the Moros Dreadnought several other ships. If only it supported export of .max files.
Thanks for this, iv just spent the last couple of hours looking for a new one for this very reason. What a coincidence. Where did it come from btw?
Iv just downloaded the Granny viewer and can now watch all the animations... no way of exporting them unfortunatly. Can see some interesting info thought, like the fact that the PES2 was created in Maya 2009.0 (64bit) with Granny Standard Exporter, SDK Version 2.8.25.0
|

Serious Masta
Caldari
|
Posted - 2010.11.14 23:48:00 -
[910]
Originally by: Dayfox
Thanks for this, iv just spent the last couple of hours looking for a new one for this very reason. What a coincidence. Where did it come from btw?
it comes from anno 1404 game :)
|
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.11.17 15:09:00 -
[911]
Does anyone have a reliable way of converting the background textures into sphere/probe maps?
I tried the method mentioned earlier in the thread using the Cinema 4D plugin but it doesn't seem to work in the demo version.
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.11.18 10:56:00 -
[912]
Originally by: Wild Rho Does anyone have a reliable way of converting the background textures into sphere/probe maps?
I tried the method mentioned earlier in the thread using the Cinema 4D plugin but it doesn't seem to work in the demo version.
Using the DDS Nvidia plugin for Photoshop can yeild a perfect Cube Map/Texture Cube using the nebula files.
You just have to run the script, or export the image as a cubemap.
There is also a legacy ATI Cubemap program which they still have on their website somewhere.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Orronin
Minmatar Laterna Magica
|
Posted - 2010.11.26 11:31:00 -
[913]
I was playing around with Triexporter a while ago. A little test I made. Great tool ! Thank You !
Starcity of Amarr Prime
|

Star Artemis
|
Posted - 2010.11.27 17:01:00 -
[914]
Would it be possible for anyone to post/upload an Avatar/Megathron .obj textured or untextured on here ?
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.11.29 23:28:00 -
[915]
Originally by: Star Artemis Would it be possible for anyone to post/upload an Avatar/Megathron .obj textured or untextured on here ?
Linkidge
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Serious Masta
Caldari
|
Posted - 2010.11.30 08:10:00 -
[916]
can anyone tell me where i can find the primae / noctis model?
i need the internal resource path because i cant find it :(
location can also be the sisi client.
thanks!
|

Star Artemis
|
Posted - 2010.11.30 19:49:00 -
[917]
Originally by: AlleyKat
Originally by: Star Artemis Would it be possible for anyone to post/upload an Avatar/Megathron .obj textured or untextured on here ?
Linkidge
AK
Thanks :)
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.11.30 20:49:00 -
[918]
Originally by: Serious Masta can anyone tell me where i can find the primae / noctis model?
i need the internal resource path because i cant find it :(
location can also be the sisi client.
thanks!
res/dx9/model/ship/special/science/pes2
or
res/dx9/model/ship/special/science/pes3
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.12.01 09:51:00 -
[919]
Is anyone able to provide some eve backgrounds converted to probe/sphere maps? I have not been able to find any free or trial programs that will let me do this and don't own Photoshop etc.
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.12.01 19:21:00 -
[920]
Originally by: Wild Rho Is anyone able to provide some eve backgrounds converted to probe/sphere maps? I have not been able to find any free or trial programs that will let me do this and don't own Photoshop etc.
ATI Cubemap Generator
HDR Shop v1 download
Nasa Nebulae images (need converting using one of the above)
Spacescape(for creating custom universes in cubemap/spheremap format)
GIMP (free photoshop alt)
DDS Plugin for GIMP
Unreal Development Kit (handles the rendering/cubemaps/animation/movie making/SFX/materials etc)
Enjoy,
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.12.01 21:10:00 -
[921]
Originally by: AlleyKat
Originally by: Wild Rho Is anyone able to provide some eve backgrounds converted to probe/sphere maps? I have not been able to find any free or trial programs that will let me do this and don't own Photoshop etc.
ATI Cubemap Generator
HDR Shop v1 download
Nasa Nebulae images (need converting using one of the above)
Spacescape(for creating custom universes in cubemap/spheremap format)
GIMP (free photoshop alt)
DDS Plugin for GIMP
Unreal Development Kit (handles the rendering/cubemaps/animation/movie making/SFX/materials etc)
Enjoy,
AK
That's excellent, thank you. I'll take a look at these tomorrow :)
|

a55mu11e7
|
Posted - 2010.12.10 06:51:00 -
[922]
is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.12.12 23:06:00 -
[923]
Originally by: a55mu11e7 is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.
No, seems ok - need an extract done?
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Foxgguy2001
Gallente Iron Hawk Enterprises Redneck Rage
|
Posted - 2010.12.15 00:13:00 -
[924]
If anyone has an idea what specifically these are, or if the colors or turrets are put together right please let me know... I'm working on pulling them all out and making them available...but having some trouble...
http://fc08.deviantart.net/fs70/f/2010/348/7/6/laser_compilation_by_foxgguy2001-d34w1ih.jpg |

malletman
|
Posted - 2010.12.16 20:38:00 -
[925]
Originally by: Foxgguy2001 Edited by: Foxgguy2001 on 16/12/2010 10:21:41 If anyone has an idea what specifically these are, or if the colors or turrets are put together right please let me know... I'm working on pulling them all out and making them available...but having some trouble... updated...know what the projectile turrets are... and the large beam laser...but the 3 barreled laser, and the first plaster/rail lookin turret is still unidentified. http://foxgguy2001.deviantart.com/gallery/?catpath=scraps#/d34w1ih
also... I'm trying to pull a background out to be able to use in a 3ds environment map....if anyone knows where they are please let me know!
The turrets are labeled by first letter of race. ale111 for example is an Amarr large laser turret.
As for the skyboxes, I use ATI CubeMapGen to separate the skybox texture. After the skybox is separated, the bitmaps will be labeled from 00 to 05. When implementing them in max, use the material editor and create a reflect/refract map in any texture slot. The order I put the textures in descending order is 02, 03, 00, 01, 04, 05.
IMPORTANT!!! Rotate 02 and 03 180 degrees WITHOUT flipping them.
After that is done, go to the root material, copy the map, and paste it into the environment map. (rendering > environment) Not the best method for skyboxing, but it works.
Inform me if this works. for ya.
|

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
Posted - 2010.12.18 04:40:00 -
[926]
Originally by: malletman
Inform me if this works. for ya.
Appreciate the quick reply! Yeah the ati program works as you describe... however when rendering them in max I notice they are considerably less detailed then they appear in-game... any wisdom or direction you could provide in this regard? If you happen to have any completed (materials) would you mind sending them my way? |

malletman
|
Posted - 2010.12.18 17:37:00 -
[927]
Edited by: malletman on 18/12/2010 17:41:12 Try adjusting the blur to the texture maps in the reflect/refract material. It should reduce pixelation. As for the stars, I would use video post to apply starfields, but I could use one of the starfield textures default to EVE and use a soft light overlay with it in Photoshop or whatever you use. The texture is 2 megapixels wide and tall, so scaling the nebula background will be neccessary to remove pixelation further. This will crunch on space more, but it's only a megabyte or less per image. Be sure to have about 200 megs free if making ALL the background textures.
If you want ships to reflect backgrounds, I would use a composite map, the specularity as the mask, a reflect/refract for the base, and instead of the background textures used in the environment, use the blurred textures found in the same folder as the raw background.
I tried this while typing the post, and it works great. Try it yourself and let me know how it is.
EDIT: Won't be posting again for a while since I'm too cheap to buy licenses OVER AND OVER again. Still, I MIGHT win a year of subscription if the design a spaceship contest goes into my favor.
|

a55mu11e7
|
Posted - 2010.12.21 09:49:00 -
[928]
Originally by: AlleyKat
Originally by: a55mu11e7 is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.
No, seems ok - need an extract done?
AK
i would truly appreciate it kind sir.
extract to .obj if you could.
|

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
Posted - 2010.12.21 20:56:00 -
[929]
Originally by: malletman
I tried this while typing the post, and it works great. Try it yourself and let me know how it is.
EDIT: Won't be posting again for a while since I'm too cheap to buy licenses OVER AND OVER again. Still, I MIGHT win a year of subscription if the design a spaceship contest goes into my favor.
I tried what you said, but am getting very poor results.... perhaps you wouldn't mind sending me the material? without textures if that suits you, but just so I can compare the properties of yours with mine? My email is on my deviantart page if you're willing... http://foxgguy2001.deviantart.com/ |

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.12.22 16:50:00 -
[930]
Originally by: a55mu11e7
Originally by: AlleyKat
Originally by: a55mu11e7 is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.
No, seems ok - need an extract done?
AK
i would truly appreciate it kind sir.
extract to .obj if you could.
Linky Winky
BTW,
The correct texture sequence for the Moros is:
002 001 002 002 001
And the best sequence I could find for the Nyx is:
001 002 002 001
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.12.22 21:39:00 -
[931]
Got bored...
Converted all 27 EVE backdrops into cubemaps/vertical crosses for people to download if they need it...
Linkidge
It's a 30 MB zipped file which expands into about 300 MB, with 27, 32-bit BMP files.
Enjoy.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
Posted - 2010.12.24 06:33:00 -
[932]
Thanks for sharing them! Downloading now and will give them a whirl. Appreciate you taking the time, and sharing them! Will post back with my experience with them. |

a55mu11e7
|
Posted - 2010.12.24 09:33:00 -
[933]
Originally by: AlleyKat
Originally by: a55mu11e7
Originally by: AlleyKat
Originally by: a55mu11e7 is anybody else having trouble opening the nyx and moros in triexporter? tried it on all 3 of my computers and it just crashes out.
No, seems ok - need an extract done?
AK
i would truly appreciate it kind sir.
extract to .obj if you could.
Linky Winky
BTW,
The correct texture sequence for the Moros is:
002 001 002 002 001
And the best sequence I could find for the Nyx is:
001 002 002 001
AK
i love you
|

Max Hardcase
The Scope
|
Posted - 2010.12.27 07:46:00 -
[934]
Edited by: Max Hardcase on 27/12/2010 07:47:53 Anyway to get Gimp to remove the Alpha properly ( using the DDS plugin for GIMP) from the diffuse textures ? I'm not getting much detail on the diffuse bits.
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2010.12.27 17:08:00 -
[935]
Originally by: Max Hardcase Anyway to get Gimp to remove the Alpha properly ( using the DDS plugin for GIMP) from the diffuse textures ? I'm not getting much detail on the diffuse bits.
Layer=>Transparency=>Remove alpha
Which image are you looking at?
Not all diffuse layers work in the same way since CCP started to alter the way the three images blend together. The ships which were released in the new expansion are a good example of this. I think the new scorpion was the first ship to get the newer PGS system...
EVE Texture example
As you can see from this picture, the alpha channel of the old diffuse textures was used for the emissive/lights layer - no more; as the emissive and secular and paint texture mask all come from the paint texture channels now for new ships.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Max Hardcase
The Scope
|
Posted - 2010.12.28 18:45:00 -
[936]
I was using one of the old minmatar frigs, so nothing should have changed there. I removed the alpha from the _d.dds but only got the sails to show up.
|

Max Hardcase
The Scope
|
Posted - 2010.12.28 21:00:00 -
[937]
Edited by: Max Hardcase on 28/12/2010 21:02:31 GIMP really is the most crappy program ever for this channel and layer stuff. I got the main diffuse channel right, I got the alpha and specular layers as seperate .tiffs right now ( I hope ).
Trying to create the damn normal map now...no luck.
|

THERisingPHOENIX
Caldari
|
Posted - 2010.12.29 07:04:00 -
[938]
Edited by: THERisingPHOENIX on 29/12/2010 07:13:29 Edited by: THERisingPHOENIX on 29/12/2010 07:12:41 Hi
Just started using this triexporter but I cant find the ship models atm. 
Any help to where they are?
Thnz
Edit: nvm, found it :D. Seems to be two model folders that mislead me.. 
|

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2010.12.30 12:15:00 -
[939]
Edited by: Selvin on 30/12/2010 12:15:29
Originally by: Max Hardcase Edited by: Max Hardcase on 28/12/2010 21:02:31 GIMP really is the most crappy program ever for this channel and layer stuff. I got the main diffuse channel right, I got the alpha and specular layers as seperate .tiffs right now ( I hope ).
Trying to create the damn normal map now...no luck.
hehe ... becouse you can't ...regular normal map is stored in RGB components but in ngs file is store only in G and A components G is R in regular A is G in regular and B u have to compute
here is pseudo C# code:
Color orginalColor; var nx = (double)orginalColor.G / 255.0 - 0.5; var ny = (double)orginalColor.A / 255.0 - 0.5; var nz = Math.Sqrt(1.0 - (nx * nx + ny * ny)); var returnColor = Color.FromArgb(orginalColor.G, orginalColor.A, (int)(255.0 * nz));
tada orginal converted to png and result -- TriExporter
|

Max Hardcase
The Scope
|
Posted - 2010.12.30 18:21:00 -
[940]
Edited by: Max Hardcase on 30/12/2010 18:21:42 http://4kits-studio.com.au/index.php?option=com_content&view=article&id=46%3Aeve-models-and-blender&catid=34%3Aeve-tut&Itemid=55&limitstart=1
Thats what I was following.
|
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2010.12.30 23:30:00 -
[941]
If you're using blender it's much easier to manipulate the channels in blender itself using nodes rather than trying it through GIMP.
|

Andares Sol
|
Posted - 2011.01.01 23:47:00 -
[942]
Selvin explained how to calculate Z / Blue Channel from the X and Y map, but you guys are using Blender to do stunning renders since years. So is Blender calculating z by itself? Can we use Blender to bake the missing Z channel so that we get a "normal" normal map?
(Trying to get my head round the maths of dot3 bumpmapping and per pixel lighting at the moment. )
Bests, Andares Sol
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2011.01.11 22:39:00 -
[943]
Originally by: Andares Sol Selvin explained how to calculate Z / Blue Channel from the X and Y map, but you guys are using Blender to do stunning renders since years. So is Blender calculating z by itself? Can we use Blender to bake the missing Z channel so that we get a "normal" normal map?
(Trying to get my head round the maths of dot3 bumpmapping and per pixel lighting at the moment. )
To be honest I never bothered with the last channel and just made sure the other channels were correct and it doesn't seem to have any great impact on the end results, e.g. here's a render I created in blender a few days ago from one of the projects I'm working on: Drakes
|

Lancress
draketrain
|
Posted - 2011.01.12 12:32:00 -
[944]
Edited by: Lancress on 12/01/2011 12:36:39 This might have a simple read-the-damn-thread answer, but i cant seem to find those nice camo faction textures. (Hookbill for example)
Are those under few clicks or is some weird converting demmanded?
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2011.01.12 18:39:00 -
[945]
Originally by: Lancress Edited by: Lancress on 12/01/2011 12:36:39 This might have a simple read-the-damn-thread answer, but i cant seem to find those nice camo faction textures. (Hookbill for example)
Are those under few clicks or is some weird converting demmanded?
Looking in the Caldari navy folder there is a mask texture called cnavyomni_p.dds
This is the mask used to apply the cammo pattern, the red files in that same folder have the shader information needed to apply it to the each of the ship textures.
|

Lancress
draketrain
|
Posted - 2011.01.13 10:50:00 -
[946]
Originally by: Wild Rho
Originally by: Lancress Edited by: Lancress on 12/01/2011 12:36:39 This might have a simple read-the-damn-thread answer, but i cant seem to find those nice camo faction textures. (Hookbill for example)
Are those under few clicks or is some weird converting demmanded?
Looking in the Caldari navy folder there is a mask texture called cnavyomni_p.dds
This is the mask used to apply the cammo pattern, the red files in that same folder have the shader information needed to apply it to the each of the ship textures.
Thanks for the direction.
Looks like my tools (Maya & Ps) does not seem to enjoy opening that .dds file .. even with installed plugins. Converting the texture to image file gives quite crappy resolution to work with.
That means i ended up with "Close but no cigar" -results. Hand picking the correct values from .red -file turns this from fun to work.
...next up those damn shaders and bump maps...
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2011.01.13 19:24:00 -
[947]
You can try using GIMP with the dds plugin to convert the images from DDS to another format, it seems to work well enough.
|

Guindel Angeline
|
Posted - 2011.01.18 14:28:00 -
[948]
Hello All,
Following a post I saw here I decided to try my hand at papercraft. I used triexporter, GIMP and pepakura. Last year I did a pod as my first project. Pod link to deviant art... Then for X-mass 2010, I decided to do a Thorax for my dad. The Thorax model is 61 cm in lengh and has lights for all those tiny windows... I think it looks awesome with the lights on (it contains 12 LED). Thorax link in DA...
Guindel
|

Serious Masta
|
Posted - 2011.01.19 10:30:00 -
[949]
Originally by: Guindel Angeline Hello All,
Following a post I saw here I decided to try my hand at papercraft. I used triexporter, GIMP and pepakura. Last year I did a pod as my first project. Pod link to deviant art... Then for X-mass 2010, I decided to do a Thorax for my dad. The Thorax model is 61 cm in lengh and has lights for all those tiny windows... I think it looks awesome with the lights on (it contains 12 LED). Thorax link in DA...
Guindel
wow, thats AWESOME! great work :)
|

DarkXBlaze
Caldari Storm Bringers
|
Posted - 2011.01.20 05:02:00 -
[950]
Can someone Get me 4 shot of a Charon Render? I Will pay 15m isk in-game if someone can get my a fully render Charon. If possible with an transparent background or white...or the original file.( I have Photoshop so can take .psd files as well) i need a front right side with a downward angle also front left side with a downward angle and front right with an upward angle and front left with an upward angle.
|
|

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2011.01.20 11:09:00 -
[951]
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
-- TriExporter |

Serious Masta
|
Posted - 2011.01.20 14:25:00 -
[952]
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
wohoo! you released it :)
for all who get an error on startup: edit the TriExporterNET.exe.config file and set your eve folder propperly.
|

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2011.01.20 14:42:00 -
[953]
thnx Masta
it's still alpha release ... i have no time coz lots of RL work ... -- TriExporter |

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
Posted - 2011.01.20 17:41:00 -
[954]
Originally by: DarkXBlaze Can someone Get me 4 shot of a Charon Render? I Will pay 15m isk in-game if someone can get my a fully render Charon. If possible with an transparent background or white...or the original file.( I have Photoshop so can take .psd files as well) i need a front right side with a downward angle also front left side with a downward angle and front right with an upward angle and front left with an upward angle.
You have 3ds? I can send you the max/texture files |

DarkXBlaze
Caldari Storm Bringers
|
Posted - 2011.01.20 18:38:00 -
[955]
Originally by: Foxgguy2001
Originally by: DarkXBlaze Can someone Get me 4 shot of a Charon Render? I Will pay 15m isk in-game if someone can get my a fully render Charon. If possible with an transparent background or white...or the original file.( I have Photoshop so can take .psd files as well) i need a front right side with a downward angle also front left side with a downward angle and front right with an upward angle and front left with an upward angle.
You have 3ds? I can send you the max/texture files
Autodesk 3ds Max? i can get the trial will that work?
|

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
Posted - 2011.01.21 01:22:00 -
[956]
Originally by: DarkXBlaze
Autodesk 3ds Max? i can get the trial will that work?
If it comes with vray yeah I think so. I'll post the renders i took shortly here... but if you want to get the trial and give it a whirl yourself I'll post links to the model/textures for download as well. |

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
Posted - 2011.01.21 02:02:00 -
[957]
http://foxgguy2001.deviantart.com/art/Caldari-Charon-194264632
The rar contains 6 pre-rendered PNGs with alpha so it should work easily without you having to take time to cut everything out... has the textures and the MAX file should you try to give max a whirl. If you require something simple and different like different accent lights (i used light blue, and gave you a few with a yellow/orange) just let me know.
No charge for this... keep your iskies :D Just link us when you're done  |

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.01.22 15:01:00 -
[958]
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
Truly awesome work.
Have you noticed the newer models which use the PGS textures are not rendering correctly?
Also, what ideas did you have for the exporting of the files in terms of the format?
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

DarkXBlaze
Caldari Storm Bringers
|
Posted - 2011.01.22 17:09:00 -
[959]
Here it is.. nothing Special I feel its still lacking something what do you thing?
|

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
Posted - 2011.01.22 22:26:00 -
[960]
maybe a station or gate on the lower-left? |
|

Wild Rho
Amarr Sniggerdly
|
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
|
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).
|

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
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...
|

DarkXBlaze
Caldari Storm Bringers
|
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!
|

AlleyKat
Gallente The Unwanted.
|
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
|
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
|
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
|
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.
|
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
|
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 |
|

Serious Masta
|
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 :)
|

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
Posted - 2011.01.27 21:57:00 -
[972]
Awesome! Very much appreciate the update! ~Fox |

Wild Rho
Amarr Sniggerdly
|
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.
|

Kolatha
|
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
|

Wild Rho
Amarr Sniggerdly
|
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 :)
|

KuroiOokami
|
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.
|

Kolatha
|
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
|

Toros Revoke
Revoke Foundation
|
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?
|

AlleyKat
Gallente The Unwanted.
|
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
|
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.
|
|

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
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
|
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.
|

AlleyKat
Gallente The Unwanted.
|
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
|
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.
|

AlleyKat
Gallente The Unwanted.
|
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
|
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
|

malletman
|
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.
|

AlleyKat
Gallente The Unwanted.
|
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
|
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.
|

AlleyKat
Gallente The Unwanted.
|
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 |
|

Swp
Caldari ROMANIA Renegades ROMANIAN-LEGION
|
Posted - 2011.02.28 00:57:00 -
[991]
Hey , can someone take 2 sec to explain to me why I get the "Don't send ..." error every time I try to instal it ?? and by everytime , I really mean everytime ... since 2008 I try to instal it and same prob always ___
Swproductions |

Kolatha
|
Posted - 2011.02.28 13:09:00 -
[992]
Edited by: Kolatha on 28/02/2011 13:11:06
Originally by: Jacob Holland Have I exported the texture incorrectly?
No, you haven't done anything wrong. Gimp is just a piece of garbage when it comes to working with layers and alpha channels.
There is an option to decompose an image into separate channels somewhere in the dds plugin. Last post in this thread has some instructions that just might help.
|

Jacob Holland
Gallente Weyland-Vulcan Industries
|
Posted - 2011.03.01 08:22:00 -
[993]
Yep - that seems to have done it - ty. Now to see how the 3d printer handles things :-) |

NaK'Lin
|
Posted - 2011.03.07 20:30:00 -
[994]
Edited by: NaK''Lin on 07/03/2011 20:36:32 Hi everyone,
I am *fairly* new to eve, but not new to 3D. I have done my fair share of contributions to the machinima and hybrid machinima scene.
Since I have been hooked on EVE and I am in the process of working on a rather large project, I would like to express my thanks to the author and contributors of Tri-Exporter.
I have been going through the whole thread rather briefly (LONG!!!), and by playing with the exported resources myself, I got tired of reading the RED files myself in order to get the right parameters for the models.
I currently have my own WiP import script (for testing) for red files, automatically applying the given data to materials and models in 3DS MAX.
Would there be any need for this for the active people here? If so, I am willing to polish it, make some noob friendly UI and polish it up, then distribute it.
Greetings and keep up the good work.
--NaK
|

Ceekt
Aliastra
|
Posted - 2011.03.08 03:52:00 -
[995]
In short, yes.
[url=http://storietime.com/gsy/killboard/?a=pilot_detail&plt_id=13442] [/url] |

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.09 02:19:00 -
[996]
Originally by: NaK'Lin Edited by: NaK''Lin on 07/03/2011 20:36:32 Hi everyone,
I am *fairly* new to eve, but not new to 3D. I have done my fair share of contributions to the machinima and hybrid machinima scene.
Since I have been hooked on EVE and I am in the process of working on a rather large project, I would like to express my thanks to the author and contributors of Tri-Exporter.
I have been going through the whole thread rather briefly (LONG!!!), and by playing with the exported resources myself, I got tired of reading the RED files myself in order to get the right parameters for the models.
I currently have my own WiP import script (for testing) for red files, automatically applying the given data to materials and models in 3DS MAX.
Would there be any need for this for the active people here? If so, I am willing to polish it, make some noob friendly UI and polish it up, then distribute it.
Greetings and keep up the good work.
--NaK
Absolutely |

Serious Masta
|
Posted - 2011.03.09 12:03:00 -
[997]
Originally by: NaK'Lin Edited by: NaK''Lin on 07/03/2011 20:36:32 Hi everyone,
I am *fairly* new to eve, but not new to 3D. I have done my fair share of contributions to the machinima and hybrid machinima scene.
Since I have been hooked on EVE and I am in the process of working on a rather large project, I would like to express my thanks to the author and contributors of Tri-Exporter.
I have been going through the whole thread rather briefly (LONG!!!), and by playing with the exported resources myself, I got tired of reading the RED files myself in order to get the right parameters for the models.
I currently have my own WiP import script (for testing) for red files, automatically applying the given data to materials and models in 3DS MAX.
Would there be any need for this for the active people here? If so, I am willing to polish it, make some noob friendly UI and polish it up, then distribute it.
Greetings and keep up the good work.
--NaK
this would be AWESOME!
|

Foxgguy2001
Gallente Second Hand Lions Redneck Rage
|
Posted - 2011.03.10 19:43:00 -
[998]
Originally by: NaK'Lin Edited by: NaK''Lin on 07/03/2011 20:36:32 Hi everyone,
I am *fairly* new to eve, but not new to 3D. I have done my fair share of contributions to the machinima and hybrid machinima scene.
Since I have been hooked on EVE and I am in the process of working on a rather large project, I would like to express my thanks to the author and contributors of Tri-Exporter.
I have been going through the whole thread rather briefly (LONG!!!), and by playing with the exported resources myself, I got tired of reading the RED files myself in order to get the right parameters for the models.
I currently have my own WiP import script (for testing) for red files, automatically applying the given data to materials and models in 3DS MAX.
Would there be any need for this for the active people here? If so, I am willing to polish it, make some noob friendly UI and polish it up, then distribute it.
Greetings and keep up the good work.
--NaK
As others have said, absolutely. If the length and content of discussion is of any indication, it would certainly have an impact on those who haven't the ability or are struggling with the nuances of putting all the pieces together. It'd surely expand the creative ability of the creative sub-community. :D I'm lazy too, so I'd certainly use it! |

notweN tnerB
|
Posted - 2011.03.11 18:36:00 -
[999]
I Love this program. I'm using Blender in place of 3ds. I have found that all the textures are flipped and when you import them into photoshop using the nvidia driver it prompts you to flip the textures. After i figured that out it has been smooth sailing.
Question: Is the green texture the bump map or what?
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.12 15:33:00 -
[1000]
Originally by: notweN tnerB I Love this program. I'm using Blender in place of 3ds. I have found that all the textures are flipped and when you import them into photoshop using the nvidia driver it prompts you to flip the textures. After i figured that out it has been smooth sailing.
Question: Is the green texture the bump map or what?
This should make things clear.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
|

NaK'Lin
|
Posted - 2011.03.15 12:29:00 -
[1001]
Edited by: NaK''Lin on 15/03/2011 12:29:29 Ok, this had been slow for me... (39 hours without sleep staring and vertices...) Work, RL obligations and other things have taken my time off my passion.
I am fairly new to the EVE and EVE 3D community, but not new to machinima and 3D. I am still sifting through the damn .RED files and trying to understand every single setting and how it applies to other software.
Thanks to AlleyKat. i made a good leap forward in understanding things and a little brainstorming helped me get some good insight. I put MAX plugin on hold, and I am focusing on creating (right now mainly with AK's help) one big resource package for UDK containing what will hopefully be all graphical resources of the game correctly mapped, textured and ready to use in UDK. That would mean that anyone downloading it for UDK could immediately start on working on the actual animation instead of getting props into the engine.
I generate normal maps with CrazyBump Pro, which makes a VERY good job. No need of rearranging layers in PS and batch creation through sub-directories recursively. It also works faster than the photoshop DDS / normal plugin from nVidia.
Made some advances on the .RED -> HLSL conversion script, which ultimately will be useful for MAX/MAYA and UDK likewise.
Too many fronts to work on, but i'll report progress here periodically.
PS: SELVIN, in your .NET version of the RED file viewer you recently released you only take into account one texture map data from the RED file. Ships with more than one separate map information look very wrong due to this fact. You seem to parse only for the first mapping information of each respective .RED file.
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.17 20:57:00 -
[1002]
^^
Here is some very early work in progress
Youtube
Camera movement was WASD + mouse, so will not seem smooth.
All post-processing was realtime and done in UDK, including AA+Bloom+DOF+Motion Blur. Currently have AA notched upto 4xFSAA and that seems to be fine.
Just to clarify the above: The goal here is to create a single package inside UDK for the entire EVE universe, this opens up high-end rendering snapshots (4K renders at the click of a mouse) cinematics and whatever else is in the creators head.
Currently working on getting the right look and am not happy/satisfied with what you see here. Some of that is down to the way Trinity II handles things opposed to UDK and some of that is personal taste.
Any comments are much appreciated whether you post them here, youtube, PM, evemail w/e.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Selvin
Gallente Galactic Fighters Organization
|
Posted - 2011.03.23 12:15:00 -
[1003]
Originally by: NaK'Lin Edited by: NaK''Lin on 15/03/2011 12:29:29 ... PS: SELVIN, in your .NET version of the RED file viewer you recently released you only take into account one texture map data from the RED file. Ships with more than one separate map information look very wrong due to this fact. You seem to parse only for the first mapping information of each respective .RED file.
this problem is connected to new pgs textures. My HLSL code doesn't work with this textures, it works only with ngs ... i got new HLSL code too but i need to find the way to select proper shader ... (if i will find some free time) -- TriExporter |

Flynn Fetladral
Caldari BlackSite Prophecy
|
Posted - 2011.03.24 13:11:00 -
[1004]
I'm looking to import eve ship models via .3ds / .obj into Photoshop Extended for digital painting references. Does anyone know if anyone is hosting files already converted online? TriExporter is .NET? If so, it's not gonna work for me as I am rolling with OSX. Any thoughts / suggestions on being able to get my hands on the files / or be able to extract them on OSX myself would be awesome.
Follow Flynn on Twitter |

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.25 01:53:00 -
[1005]
Originally by: Flynn Fetladral I'm looking to import eve ship models via .3ds / .obj into Photoshop Extended for digital painting references. Does anyone know if anyone is hosting files already converted online? TriExporter is .NET? If so, it's not gonna work for me as I am rolling with OSX. Any thoughts / suggestions on being able to get my hands on the files / or be able to extract them on OSX myself would be awesome.
Just ask.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Flynn Fetladral
Caldari BlackSite Prophecy
|
Posted - 2011.03.26 10:58:00 -
[1006]
Originally by: AlleyKat
Originally by: Flynn Fetladral I'm looking to import eve ship models via .3ds / .obj into Photoshop Extended for digital painting references. Does anyone know if anyone is hosting files already converted online? TriExporter is .NET? If so, it's not gonna work for me as I am rolling with OSX. Any thoughts / suggestions on being able to get my hands on the files / or be able to extract them on OSX myself would be awesome.
Just ask.
AK
Thanks very much. For now I'd really like to get my hands on Naglfar, Nidhoggur, Maelstrom, Tempest, Rifter. If I need more over time, I'll give a shout in this thread.
Follow Flynn on Twitter |

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.26 17:12:00 -
[1007]
Originally by: Flynn Fetladral Thanks very much. For now I'd really like to get my hands on Naglfar, Nidhoggur, Maelstrom, Tempest, Rifter. If I need more over time, I'll give a shout in this thread.
your wish is my command
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Flynn Fetladral
Caldari BlackSite Prophecy
|
Posted - 2011.03.27 08:37:00 -
[1008]
Originally by: AlleyKat
Originally by: Flynn Fetladral Thanks very much. For now I'd really like to get my hands on Naglfar, Nidhoggur, Maelstrom, Tempest, Rifter. If I need more over time, I'll give a shout in this thread.
your wish is my command
AK
w00t! Thanks man 
Follow Flynn on Twitter |

Dutch Psycho00
|
Posted - 2011.03.29 20:01:00 -
[1009]
Edited by: Dutch Psycho00 on 29/03/2011 20:05:47
i am working on a small project right now using the eve models and their textures and UDK to create a promo video for my local town :)
here is the progress i made so far
first raw model extracted :
first texture job and loaded into udk and the progress after tweaking around with the texture files:
here
some more work with the textures done and loaded in the smugler gate in the background here
if you have some tips for me please let me know here :)
- dutch
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.30 12:15:00 -
[1010]
Originally by: Dutch Psycho00 if you have some tips for me please let me know here :)
- dutch
Other than perhaps cranking up the lights, it's looking really nice.
If you want better screenshots however, I'd do the following:
Create a skylight, then enter game mode in 'production' quality.
Hit the tab key to get your command line up then enter:
"TOGGLESCREENSHOTMODEö û to remove the default gun/hud (may have to do this more than once) ôFLYö û to remove gravity, giving you freeform x,y,z movement.
Position the viewport to a desired position.
Hit tab key again and enter:
ôTILEDSHOT 1ö û for a screenshot equal to your desktop resolution, which will appear in your screenshot folder for UDK ôTILEDSHOT 2ö û for double your desktop resolution ôTILEDSHOT 3ö û for triple your desktop resolution
And you can keep going on the sizeà
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |
|

chris poispads
|
Posted - 2011.03.30 13:26:00 -
[1011]
Hello there guys. I'm a 3d modeller and a massive fan of eve for a view years now. unfortunately I've never been able to run tri exporter. I downloaded it, opened it once and it crashed never to reopen again much to my frustration, literally guys I have tried everything! I've been working hard on an eve based project in my spare time but i cant continue without a certain model. I'm after a few models but what I need the most is the 'gallente shuttle' with all its textures for 3dsmax. I will pay anyone 50mil isk if they can deliver a workable Gallente Shuttle max model with all the diff/normal/spec and any other texture maps that can be edited in photoshop. you can convo me in game or send a message if anyones interested. thanks.
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.30 18:12:00 -
[1012]
Originally by: chris poispads Hello there guys. I'm a 3d modeller and a massive fan of eve for a view years now. unfortunately I've never been able to run tri exporter. I downloaded it, opened it once and it crashed never to reopen again much to my frustration, literally guys I have tried everything! I've been working hard on an eve based project in my spare time but i cant continue without a certain model. I'm after a few models but what I need the most is the 'gallente shuttle' with all its textures for 3dsmax. I will pay anyone 50mil isk if they can deliver a workable Gallente Shuttle max model with all the diff/normal/spec and any other texture maps that can be edited in photoshop. you can convo me in game or send a message if anyones interested. thanks.
So, you have managed to export everything, but not the Gallente shuttle?
ZIP FILE
That is a zip of:
1X 3DS model (Smooth as required, 1-2 clicks should be more than enough) 1X DIFFUSE texture (RGB) LIGHTS (A) 1X NORMAL map (RGBA) 1X OCCLUSION map (RGBA) 1X SPECULAR map (RGBA) 1X PAINT texture (A) 1X RED TEXT FILE
Review the RED TEXT FILE as you will need to colour the PAINT texture file as indicated and the color values are 32-bit, so the coloring of the lights is "1.9294, 3, 2.6824, 1" for example.
The other values are exactly what they are listed as, and the PAINT Texture is also a mask, but I'm sure you can figure that out from reading the file.
Send the 50 mill to the first new player you see on your travels.
Regards,
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Jean CatClaw
|
Posted - 2011.03.30 20:50:00 -
[1013]
Could somone explain how one should import a textured ship in UDK?
I have Maya 2011 and gimp at my disposal atm.. i can get the model and textures in maya(tho the texture coordinates are wrong). I then export the selected model to *.FBX ..as it seemed the only thing that UDK was able to import.. The model seems ok in UDK, but it has no textures at all..
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.30 22:08:00 -
[1014]
Originally by: Jean CatClaw Could somone explain how one should import a textured ship in UDK?
I have Maya 2011 and gimp at my disposal atm.. i can get the model and textures in maya(tho the texture coordinates are wrong). I then export the selected model to *.FBX ..as it seemed the only thing that UDK was able to import.. The model seems ok in UDK, but it has no textures at all..
Well...you could just do the texturing inside UDK and export the model into an ASE file click here for official UDK plugins for Max and Maya and use UDK for the Material creation, using the gimp files you've created.
I'd export from Tri-Exporter in OBJ, convert to ASE, get the textures, import it all, create the Material, then assign the material to the ASE mesh in UDK.
It's a long process no matter how you look at it - and although you can create some batch processing (export the whole DX9 folder from Tri-Exporter, then run batch processing in gimp and maya) you will still need to consider every model individually, as they all have their own (very) unique properties for specular etc.
Here's a short video of my process - Linkage
Materials need to be created somewhere, might as well do it in UDK.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Elondris Singh
Gallente
|
Posted - 2011.03.31 06:31:00 -
[1015]
Edited by: Elondris Singh on 31/03/2011 06:31:20 Edited by: Elondris Singh on 31/03/2011 06:30:56 Whelp, this is what I've come up with in 3ds Max: http://i.imgur.com/LwhQP.jpg I tried to "decode" what the specularity, fresnel, and reflections parameters meant in the .red file, but in the end I ended up winging it as I went.
____ "There was a time in the evolution of all things that work, when it didn't" http://www.robinomicon.com |

Jean CatClaw
|
Posted - 2011.03.31 06:55:00 -
[1016]
Edited by: Jean CatClaw on 31/03/2011 06:56:37
Originally by: NaK'Lin Edited by: NaK''Lin on 15/03/2011 12:29:29 Ok, this had been slow for me... (39 hours without sleep staring and vertices...) Work, RL obligations and other things have taken my time off my passion.
I am fairly new to the EVE and EVE 3D community, but not new to machinima and 3D. I am still sifting through the damn .RED files and trying to understand every single setting and how it applies to other software.
Thanks to AlleyKat. i made a good leap forward in understanding things and a little brainstorming helped me get some good insight. I put MAX plugin on hold, and I am focusing on creating (right now mainly with AK's help) one big resource package for UDK containing what will hopefully be all graphical resources of the game correctly mapped, textured and ready to use in UDK. That would mean that anyone downloading it for UDK could immediately start on working on the actual animation instead of getting props into the engine.
I generate normal maps with CrazyBump Pro, which makes a VERY good job. No need of rearranging layers in PS and batch creation through sub-directories recursively. It also works faster than the photoshop DDS / normal plugin from nVidia.
Made some advances on the .RED -> HLSL conversion script, which ultimately will be useful for MAX/MAYA and UDK likewise.
Too many fronts to work on, but i'll report progress here periodically.
PS: SELVIN, in your .NET version of the RED file viewer you recently released you only take into account one texture map data from the RED file. Ships with more than one separate map information look very wrong due to this fact. You seem to parse only for the first mapping information of each respective .RED file.
oh.. i might aswell wait for this ^^ and learn some UDK in the meantime.. :)
|

chris poispads
|
Posted - 2011.03.31 17:09:00 -
[1017]
Originally by: Elondris Singh Edited by: Elondris Singh on 31/03/2011 06:31:20 Edited by: Elondris Singh on 31/03/2011 06:30:56 Whelp, this is what I've come up with in 3ds Max: http://i.imgur.com/LwhQP.jpg I tried to "decode" what the specularity, fresnel, and reflections parameters meant in the .red file, but in the end I ended up winging it as I went.
YEAH! that's awesome. how did you fit the textures? im totally lost on mine. how did you setup yours in the material editor?
|

Elondris Singh
Gallente
|
Posted - 2011.03.31 17:58:00 -
[1018]
Here's my Material Tree http://i.imgur.com/paCYg.jpg
If your facing the texture-flip issue, that's really really easy to fix in max. http://i.imgur.com/Z47or.jpg
____ "There was a time in the evolution of all things that work, when it didn't" http://www.robinomicon.com |

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.03.31 18:14:00 -
[1019]
Originally by: Elondris Singh Here's my Material Tree http://i.imgur.com/paCYg.jpg
You have a full res of that? |

Jean CatClaw
|
Posted - 2011.03.31 18:54:00 -
[1020]
Originally by: Elondris Singh Here's my Material Tree http://i.imgur.com/paCYg.jpg
If your facing the texture-flip issue, that's really really easy to fix in max. http://i.imgur.com/Z47or.jpg
jezuz chr... all that for the textures on 1 model?
|
|

Elondris Singh
Gallente
|
Posted - 2011.03.31 19:34:00 -
[1021]
Originally by: AlleyKat
Originally by: Elondris Singh Here's my Material Tree http://i.imgur.com/paCYg.jpg
You have a full res of that?
Not really - I had to zoom out in order to get that shot as it is. I'm not gonna spend time in photoshop stitching screenshots of my material editor together >.<. I would send you the Material Library, but there are materials I used that are exclusive to the renderer I use, not to mention I have materials that I wrote, plus the base materials that my materials extend.
Originally by: Jean CatClaw
Originally by: Elondris Singh Here's my Material Tree http://i.imgur.com/paCYg.jpg
If your facing the texture-flip issue, that's really really easy to fix in max. http://i.imgur.com/Z47or.jpg
jezuz chr... all that for the textures on 1 model?
Yup!.
Basically, here's a breakdown as to what's going on in my material. From left to right.
first, the textures themselves. They are simple bitmap parsers, and I use a Color Correct material to split them into the channels that I'd need. Example, On the Color Correct I can take the Green channel, map it to the red on the output, take the alpha, and map it to the green on the output - thus the normal map.
Diffuse Material is pretty simple. I just take a color value and multiply it with the diffuse texture - That get's plugged into the diffuse slot. The colors here are actually a vector of three floats, each one representing a channel - this way I'm not limited to "255" but I can plug in Overbright colors.
Same with Illuminence.
Specularity and Glossiness is essentially the same thing except I use a single float value and multiply it with the respective map instead of a color. Again, this is so I can bump the float values to above 1.0.
Normal map is basically plugged right into the normal-map-parser and is put into the bump slot.
Reflection uses a raytrace map with a falloff (set to Fresnel) in the filter slot. The fresnel's index of reflection/refraction is guesswork. I then plug in float values into the Fresnel's map textures. This is, again, so I can bump the values to above 1.0 (or 255 depending on how you think of it).
The Real magic happens at those four materials with the large thumbnails. each one is a "coat" - The top one is the base, the middle one is where the "camo" lies, and the third one is the "paintjob" one. These are all mixed together by the root node - the mask textures can be plugged into that layer material to dictate where it's restricted.
Make sense?
____ "There was a time in the evolution of all things that work, when it didn't" http://www.robinomicon.com |

Wild Rho
Amarr Sniggerdly
|
Posted - 2011.03.31 20:23:00 -
[1022]
Anyone found a way to get the background textures with any decent quality? The only ones I've been able to find are 512x512 and these tend to look very rough when generating a render.
|

chris poispads
|
Posted - 2011.03.31 22:05:00 -
[1023]
Edited by: chris poispads on 31/03/2011 22:08:04 check these out. universes! I saw this when getting my model. Much respect to AlleyKat.
Originally by: Wild Rho Anyone found a way to get the background textures with any decent quality? The only ones I've been able to find are 512x512 and these tend to look very rough when generating a render.
|

Wild Rho
Amarr Sniggerdly
|
Posted - 2011.03.31 22:47:00 -
[1024]
Each of those faces are still 512 x 512 which I can already generate myself. When I use these for the skybox of a scene they come out very fuzzy no matter what I've tried and I'm hoping someone knows if there are higher detail background textures or a way to scale the resolution on the current ones up without too much pixelation.
|

Elondris Singh
Gallente
|
Posted - 2011.03.31 23:07:00 -
[1025]
Originally by: Wild Rho Each of those faces are still 512 x 512 which I can already generate myself. When I use these for the skybox of a scene they come out very fuzzy no matter what I've tried and I'm hoping someone knows if there are higher detail background textures or a way to scale the resolution on the current ones up without too much pixelation.
If you are using 3ds Max, you can change the Sampling type from Pyramid to Summed Area in the bitmap material - that might help a bit. If that doesn't do it - a supersampler might help (I like the halton-types myself).
____ "There was a time in the evolution of all things that work, when it didn't" http://www.robinomicon.com |

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.04.01 14:26:00 -
[1026]
I've been looking into skyboxes/spheres/cubemaps for a while now, but that is really from a UDK perspective.
Still experimenting...but will probably end up with a starfield backdrop, with some layers in between for nebulae and a particle system for 'space-dust' - add in some bloom/volumetric lighting and things start to look better.
It's really about how far you are willing to go, for a static rendered image, probably don't need a cubemap tbh.
AK |

Umbraene
|
Posted - 2011.04.12 15:27:00 -
[1027]
hey guys,
i cant run triexporter on my machine.. god knows why..
does anyone have the full package for the new megathron obj and relevant mats? while im asking im trying to get as many ships as possible.. if anyone has a link or more of the gallente ships please let me know... for maya not 3ds.
Illuminee
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.04.13 19:54:00 -
[1028]
Originally by: Umbraene hey guys,
i cant run triexporter on my machine.. god knows why..
does anyone have the full package for the new megathron obj and relevant mats? while im asking im trying to get as many ships as possible.. if anyone has a link or more of the gallente ships please let me know... for maya not 3ds.
Illuminee
I have a full package for you here
Behind that zip you will find:
2 x 3 Texture files 1 x OBJ file 1 x RED file (txt) which will tell you how to plug the textures into your material editor.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

chris poispads
|
Posted - 2011.05.10 00:20:00 -
[1029]
hey there guys back again still can't get triexporter to work. I'm doing a scene were i need either a gallente or amarr freighters for 3ds max with textures? either would do but both would be awesome. could anyone help me out? I would be super greatfull!
|

VolatileOne
|
Posted - 2011.05.18 08:13:00 -
[1030]
Edited by: VolatileOne on 18/05/2011 08:12:52 .
|
|

Foxgguy2001
Gallente Second Hand Lions
|
Posted - 2011.05.18 16:26:00 -
[1031]
Chris,
I will get them to you shortly. |

chris poispads
|
Posted - 2011.05.23 23:43:00 -
[1032]
Originally by: Foxgguy2001 Edited by: Foxgguy2001 on 18/05/2011 17:27:49 Edited by: Foxgguy2001 on 18/05/2011 17:23:48 Chris,
I will get them to you shortly.
--edit do you need the textures edited/flipped/converted to .png or .psd from .dds etc.?, or can you do it yourself?
Thank you loads for helping me out. if you could convert then to pngs that would be great. but only if its not too much trouble for you? thanks again
|

Craig Linford
Gallente Falcon Security
|
Posted - 2011.05.25 17:45:00 -
[1033]
Originally by: NaK'Lin Edited by: NaK''Lin on 07/03/2011 20:36:32 Hi everyone,
I am *fairly* new to eve, but not new to 3D. I have done my fair share of contributions to the machinima and hybrid machinima scene.
Since I have been hooked on EVE and I am in the process of working on a rather large project, I would like to express my thanks to the author and contributors of Tri-Exporter.
I have been going through the whole thread rather briefly (LONG!!!), and by playing with the exported resources myself, I got tired of reading the RED files myself in order to get the right parameters for the models.
I currently have my own WiP import script (for testing) for red files, automatically applying the given data to materials and models in 3DS MAX.
Would there be any need for this for the active people here? If so, I am willing to polish it, make some noob friendly UI and polish it up, then distribute it.
Greetings and keep up the good work.
--NaK
Yes Please
|

Craig Linford
Gallente Falcon Security
|
Posted - 2011.05.25 22:03:00 -
[1034]
Just gone to have a play and now getting 'Improper file format' when importing .3ds file for Thorax into 3DS Max 2011.
Any ideas why??
|

Craig Linford
Gallente Falcon Security
|
Posted - 2011.05.26 19:01:00 -
[1035]
Here is my first ship render, hope you like:
|

Dayfox
Caldari Super Licky Bad Ass and Cool
|
Posted - 2011.05.26 20:03:00 -
[1036]
Nice work Craig. you work out all the subobjects? I always hate doing min ships, they have so many sub objects with very vague names, the new models are so much easier with just a mask and submask!
Modulated strip miners Just some glory images for you all to see.... Lighting's not great and im sure they will look so much better ingame once they have all the effects! Just a few sneek peaks. Big gun is BIG Also haven't got the animation in Max yet so can't demonstrate that, but I have got a seperate program to view them and they are awsome, go CCP!
New carebare view! No more glowing eyeball's sucking rocks!
|

Craig Linford
Gallente Falcon Security
|
Posted - 2011.05.27 06:36:00 -
[1037]
Originally by: Dayfox Nice work Craig. you work out all the subobjects? I always hate doing min ships, they have so many sub objects with very vague names, the new models are so much easier with just a mask and submask!
Modulated strip miners Just some glory images for you all to see.... Lighting's not great and im sure they will look so much better ingame once they have all the effects! Just a few sneek peaks. Big gun is BIG Also haven't got the animation in Max yet so can't demonstrate that, but I have got a seperate program to view them and they are awsome, go CCP!
New carebare view! No more glowing eyeball's sucking rocks!
Nice. No I did eve know about the subobjects :D
|

Foxgguy2001
Gallente Second Hand Lions
|
Posted - 2011.05.29 06:10:00 -
[1038]
Edited by: Foxgguy2001 on 29/05/2011 06:14:05 Wow those new stripminers are sexy! Do Want!
Do they require you to move all the different elements around to assemble the turret like the old ones? ~Fox |

Foxgguy2001
Gallente Second Hand Lions
|
Posted - 2011.05.29 06:13:00 -
[1039]
Originally by: chris poispads
Originally by: Foxgguy2001 Edited by: Foxgguy2001 on 18/05/2011 17:27:49 Edited by: Foxgguy2001 on 18/05/2011 17:23:48 Chris,
I will get them to you shortly.
--edit do you need the textures edited/flipped/converted to .png or .psd from .dds etc.?, or can you do it yourself?
Thank you loads for helping me out. if you could convert then to pngs that would be great. but only if its not too much trouble for you? thanks again
Sorry about that Chris...completely slipped my mind...i'll get em to you hopefully tomarrow.
~Fox |

Foxgguy2001
Gallente Second Hand Lions
|
Posted - 2011.05.29 22:53:00 -
[1040]
Chris,
Here is the providence... working on the Obelisk
http://foxgguy2001.deviantart.com/art/Amarr-Providence-210874190 ~Fox |
|

Foxgguy2001
Gallente Second Hand Lions
|
Posted - 2011.05.30 16:42:00 -
[1041]
Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials  ~Fox |

ELECTR0FREAK
Eye of God United Front Alliance
|
Posted - 2011.05.31 03:21:00 -
[1042]
Edited by: ELECTR0FREAK on 31/05/2011 03:21:34
Hey folks. First, thanks to Selvin for the great tool. Thanks to those who have posted various how-tos on using Blender, I've learned a TON in the last few days.
Just wanted to point out that in the current Duality client, there's a LOT of models and textures for the other Captain's Quarters as well as blockouts for the Caldari and Gallente "Establishments" as well as what appears to be just about everything for the Amarr Establishment.
It's mostly under res/graphics/interior, though there is some interesting stuff under res/graphics/placeable. I've been trying to piece together the CQs and the Amarr Establishment but I'm too much of a novice to do it efficiently (or terribly effectively).
So I'm just throwing this out there for anyone that wants to try to build a sneak peak at some of the new material. I'll be giving it a go myself (mostly as a learning experience) but I wouldn't mind if someone with more experience was able to produce results in a shorter time frame. :)
Discoverer of the Original Missile Damage Formula |

Foxgguy2001
Gallente Second Hand Lions
|
Posted - 2011.05.31 05:43:00 -
[1043]
Wow this is great news... I've been salivating over those new turrets posted above... I'll deff have a download and give it a good looking into :D Appreciate the heads up! |

chris poispads
|
Posted - 2011.05.31 13:47:00 -
[1044]
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials 
Thank you soooo much i'll be using them both as part my project. If you need anything at all drop us a line!
|

Foxgguy2001
Gallente Second Hand Lions
|
Posted - 2011.05.31 15:16:00 -
[1045]
What's the project? :p Now You've spiked my curiosity  |

Dayfox
Caldari Super Licky Bad Ass and Cool
|
Posted - 2011.05.31 17:15:00 -
[1046]
Evenin all!
Yes Selvin has made a great tool, dont think he can get a enough thanks. Maybe I'd be able to send him some ISK if I spent more time playing than I did rendering EVE lol.
I've been trying to extract the motion in the .GR2 files, the only one I have been able to find is for Max8 32bit, and is too old anyway... Any ideas anyone?
Also the strip miners on my previous pics apparently are deep core miners, so my bad... i might update soon.
|

Hesperius
|
Posted - 2011.05.31 17:31:00 -
[1047]
Has anyone had the problem where the exporter wont open anymore - and if so how did you fix it?
|

Craig Linford
Gallente Falcon Security
|
Posted - 2011.06.03 07:38:00 -
[1048]
Edited by: Craig Linford on 03/06/2011 07:38:49
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials 
Have you got a guide that you followed?
Would be useful for use newbies :D
|

chris poispads
|
Posted - 2011.06.03 23:51:00 -
[1049]
Originally by: Foxgguy2001 What's the project? :p Now You've spiked my curiosity 
i'm doing a scene with both of the freighters being loaded with cargo containers. I have to be honest and say i have had trouble with the pieces you sent. The diffuse maps are all black? is that right? I also can't access how the max file because of the vray. If i gave you some isk could you repost the max file without v-ray' I'm just a tad lost on how the textures go together in the material editor?
|

chris poispads
|
Posted - 2011.06.03 23:55:00 -
[1050]
Originally by: Craig Linford Edited by: Craig Linford on 03/06/2011 07:38:49
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials 
Have you got a guide that you followed?
Would be useful for use newbies :D
No I dont think I did?
|
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.06.04 22:32:00 -
[1051]
Originally by: chris poispads i'm doing a scene with both of the freighters being loaded with cargo containers. I have to be honest and say i have had trouble with the pieces you sent. The diffuse maps are all black? is that right? I also can't access how the max file because of the vray. If i gave you some isk could you repost the max file without v-ray' I'm just a tad lost on how the textures go together in the material editor?
try this
No bump, spec, or armour map, but it'll do the job.
AK EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Craig Linford
Gallente Falcon Security
|
Posted - 2011.06.05 05:21:00 -
[1052]
Originally by: chris poispads
Originally by: Craig Linford Edited by: Craig Linford on 03/06/2011 07:38:49
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials 
Have you got a guide that you followed?
Would be useful for use newbies :D
No I dont think I did?
I just need know how the diffuse1.png and diffuse2_nosat.png were made and I think I'm there 
|

Foxgguy2001
Gallente Second Hand Lions
|
Posted - 2011.06.07 01:14:00 -
[1053]
Sorry for the delay in responding... next time shoot me an evemail...since this thread is usually so inactive I don't check it regularly. The deiffuse appears VERY dark becuase they were VERY light in vray, no matter my lighting conditions, not sure why...anyhow, I'll make another max file with the default renderer and adjust things so it looks decent and get a max files posted up here in a day or two. ~Fox |

Craig Linford
Gallente 0rizen 0rizen Nation
|
Posted - 2011.06.07 16:10:00 -
[1054]
Edited by: Craig Linford on 07/06/2011 16:16:23
Originally by: Foxgguy2001 Sorry for the delay in responding... next time shoot me an evemail...since this thread is usually so inactive I don't check it regularly. The deiffuse appears VERY dark becuase they were VERY light in vray, no matter my lighting conditions, not sure why...anyhow, I'll make another max file with the default renderer and adjust things so it looks decent and get a max files posted up here in a day or two.
Cheers man.
I have taken your Obelisk as template and made a Thorax
Just need to give it a nicer backdrop
|

Sarmatiko
|
Posted - 2011.06.10 12:13:00 -
[1055]
Edited by: Sarmatiko on 10/06/2011 12:14:28 Hey guys! I'm trying to improve my skill with blender for future quick test server previews (like this one) but I just lost the right direction with materials usage. I'm certainly doing something wrong with node composition so I will appreciate some advices  Current node mess: http://img854.imageshack.us/img854/6045/nodesmess.png Render compared to ingame result: http://img10.imageshack.us/img10/3296/mallerrender.jpg Blender file with packed textures http://www.mediafire.com/?ve2l1wvja8me3va
Most viewers doesn't care about materials and right textures, but when I see my renders I feel so lame, wanna change this 
|

Craig Linford
Gallente 0rizen 0rizen Nation
|
Posted - 2011.06.10 18:39:00 -
[1056]
Time to add the Occator to my list:
http://imageshack.us/photo/my-images/121/occator.jpg/
|

Hesperius
|
Posted - 2011.06.11 00:34:00 -
[1057]
Extracted, converted, animated, processed, converted, post processed -> Test Clip starring the Moros, new XL blasters and the new Maller.
|

Matah Hari
|
Posted - 2011.06.14 06:16:00 -
[1058]
Hey guys! With all these Dust trailers showing Moros(es?) doing their orbital strikes and whatnot I was very eager to try to render a Moros in 3dsMax. Unfortunately (I don't know if this happens to other people) every time I try to open the Moros model in Tri-Exporter it crashes on me!
Anyway, I was wondering if someone was actually able to export this model at all, and if so would you be so kind as to post the obj. model and the folder with the DDS files for me please. I would be very grateful. |

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.06.15 18:19:00 -
[1059]
Originally by: Matah Hari Hey guys! With all these Dust trailers showing Moros(es?) doing their orbital strikes and whatnot I was very eager to try to render a Moros in 3dsMax. Unfortunately (I don't know if this happens to other people) every time I try to open the Moros model in Tri-Exporter it crashes on me!
Anyway, I was wondering if someone was actually able to export this model at all, and if so would you be so kind as to post the obj. model and the folder with the DDS files for me please. I would be very grateful.
Linkage
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Snaggle Pu55
|
Posted - 2011.06.16 05:03:00 -
[1060]
Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Ive also created a Wip tutorial for Ships,
Ships Tut
I plan to make one for the characters as well, but be warned its rather more complicated.
I'll continue posting progress as it develops.
|
|

Matah Hari
|
Posted - 2011.06.16 06:48:00 -
[1061]
Originally by: Snaggle Pu55 Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Ive also created a Wip tutorial for Ships,
Ships Tut
I plan to make one for the characters as well, but be warned its rather more complicated.
I'll continue posting progress as it develops.

My man, I literally drooled when I saw those characters in UDK... the quality is impressive! I would love to know more about your project and how you imported the character models into UDK so well.
@AK Thank you so much for the model! here is what I accomplished today with it, the reflections are a bit messed up but I'm getting close to the look I'm going for. Now if only I could find the model/texture for those large turrets. I've searched around in tri exporter but I can't really find a good turret model. |

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.06.16 12:18:00 -
[1062]
Originally by: Snaggle Pu55 Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Ive also created a Wip tutorial for Ships,
Ships Tut
I plan to make one for the characters as well, but be warned its rather more complicated.
I'll continue posting progress as it develops.
/me puts gun to head and pulls the trigger.
Makes my paltry efforts look like dog$hit.
That's serious talent.
Love to get access to one of your UDK models and plug it in to see where I can improve my process for UDK.
PM me, or email me through Youtube link below.
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

DarkStar1128
Minmatar House Aratus Fatal Ascension
|
Posted - 2011.06.18 05:25:00 -
[1063]
We just got a new 3-d printer at work and I'd like to test it out with some eve ship models however, I seem to be having the same issues as a few people on here and can't get TriExporter to run without immediately crashing.
Can anyone upload the model files for a hurricane, myrmidon, and naglfar? I have the tempest files from sifting through this thread and plan to print it soon. We also have photoshop so any files related to editing would be helpful as well (Just got it and want to try some 3-d editing, I've already played with blender some).
I'll post pics up after they're printed (shooting in a petition to see if ccp is cool with me printing them as I plan on keeping them for myself and not selling)
Also does anyone know the work around to get TriExporter running? I've tried it on both windows xp boxes (32 bit) and windows 7 (64 bit).
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.06.18 10:33:00 -
[1064]
Originally by: DarkStar1128 Also does anyone know the work around to get TriExporter running? I've tried it on both windows xp boxes (32 bit) and windows 7 (64 bit).
Win7 64-bit.
No problems...all I can tell you is I run it from a hard drive other than my operating system and the eve installation is on a 3rd hard-drive.
To test your problem, I deleted the Tri-exporter file and folder, cleaned the registry, downloaded Tri-Exporter 2009, dragged it into the hard drive folder, unzipped it and ran it.
It worked straight away. Just a mystery I guess.
Here's the link to your files though Linkage
Look forward to the pics.
AK
EVE-ONLINE Video-Making Tutorials Vid - New Tricks |

Matah Hari
|
Posted - 2011.06.19 14:34:00 -
[1065]
Originally by: DarkStar1128 We just got a new 3-d printer at work and I'd like to test it out with some eve ship models however, I seem to be having the same issues as a few people on here and can't get TriExporter to run without immediately crashing.
Can anyone upload the model files for a hurricane, myrmidon, and naglfar? I have the tempest files from sifting through this thread and plan to print it soon. We also have photoshop so any files related to editing would be helpful as well (Just got it and want to try some 3-d editing, I've already played with blender some).
I'll post pics up after they're printed (shooting in a petition to see if ccp is cool with me printing them as I plan on keeping them for myself and not selling)
Also does anyone know the work around to get TriExporter running? I've tried it on both windows xp boxes (32 bit) and windows 7 (64 bit).
All I can say is maybe try erasing it completely (this includes the registry entry with regedit) and install a fresh copy of 2009 from evefiles. Tri Exporter works fine for me on windows 7 64 bit. Also maybe try changing the compatibility mode.
|

Snaggle Pu55
|
Posted - 2011.06.19 23:58:00 -
[1066]
Edited by: Snaggle Pu55 on 20/06/2011 00:05:41 Edited by: Snaggle Pu55 on 20/06/2011 00:00:14 Hello Chaps
Ive Uploaded a simple UDK map Linkage including the shader network for the apocalypse discribed in my Tutorial, The map also includes a basic light and post processing chain.
So all you should need to do is export the Apoclaypse mesh and textures from Tri Exporter, re-link the mesh and textures in UDK and you'll be good to go.
This Shader Network should be able to be applied to any ship, by replacing the various values with values from the desired Ship.RED file, The Material instance is used to avoid having to recreate the shader network for each Material and will instance any changes in the Master Material to all Instances.
Ive also added a new section on my Website with some WIP Stills of a Fan Trailer im currently working on.
|

Wild Rho
Amarr Silent Core
|
Posted - 2011.06.22 07:14:00 -
[1067]
Been playing with the blender compositor to try and create the engine effects and background. Still needs a little bit more tweaking and then I can start on the weapons effects.
BTW does anyone know of a good way to extract the turrets with the bones in a format that can be imported into blender? I can get by doing the work manually but it's a bit of a chore.
|

Andares Sol
|
Posted - 2011.06.26 16:52:00 -
[1068]
Any ideas where to find the infamous 70$ monocle in the resources? I don't want to miss the chance for a few bad jokes, like sticking them on a ship scaled up e.t.c. 
Cheers, Andares Sol
|

Craig Linford
Gallente Universal Freelance
|
Posted - 2011.06.27 07:45:00 -
[1069]
Off the top of my head I think its here: res\dx9\modules\ships\amarr\Cruiser\
|

Andares Sol
|
Posted - 2011.06.27 22:18:00 -
[1070]
Right...
I think it might be in: res/graphics/character/modular/female/accessories/glasses/monocle_01 res/graphics/character/modular/male/accessories/glasses/monocle_01
|
|

DIGI Byte
Gallente
|
Posted - 2011.07.01 13:02:00 -
[1071]
Hey guys, Been trying to use the Tri-Exporter.
A few questions and problems, I tried using many versions, tryign to find the latest, its quite hard to make sure i have both the program and granny2.dll
I got 4.2 and what I believe is the latest granny2.dll
I's there any reason the appropriate granny2.dll isn't sent with the latest version of the program? another question, Does the tri exporter only view .tri files? or .Gr2 files too? I try and load a Gr2 and I unfortunately I get a "Model not loaded"
I am a little confused because there is apparently UI updates, and program updates, and different versions of granny2 floating around So anyhelp with having matching/latest granny2.dll is helpfull
I'm trying to get my hands on the Incarna files for the CQ, particularly the Pod.
|

Lupus Hekki
|
Posted - 2011.07.05 19:48:00 -
[1072]
Edited by: Lupus Hekki on 05/07/2011 19:51:01
Originally by: DIGI Byte I's there any reason the appropriate granny2.dll isn't sent with the latest version of the program?
Most probably because granny2 is owned by rad games and Selvin would get licensing issues as i suspect he doesn't own the RAD Game SDK.
Anyway, My frist attempt on rending models using blender. It's a Drake, and i've managed to extract Normal, glow, specular and the diffuse textures. Also, Paint textures are only available to ships that - have faction variants
- have T2 variants
I'm trying to get reflections right, but caldari wouldn't be the correct choice then, as they are more rigid and less 'round' (thus prone not to reflect as much), also dark.
What do you think?
|

Wild Rho
Amarr Silent Core
|
Posted - 2011.07.06 07:51:00 -
[1073]
Originally by: Lupus Hekki
Anyway, My frist attempt on rending models using blender. It's a Drake, and i've managed to extract Normal, glow, specular and the diffuse textures. Also, Paint textures are only available to ships that - have faction variants
- have T2 variants
I'm trying to get reflections right, but caldari wouldn't be the correct choice then, as they are more rigid and less 'round' (thus prone not to reflect as much), also dark.
What do you think?
It's a good start and you have the basics down but you've got a bit of work to go yet :)
Some things that might help:
- Look at using texture & material nodes for the skin, it becomes much easier to extract and manipulate the image channels. - Open each ships .red file and take a look in there, you'll find useful details on the ships material colours, mask colours, glow colours and turret / engine hardpoints (they're a bit messy to read initially but you get used to them quickly). - Get GIMP 2.x with the .dds plugin to extract the paint maps (nearly every ship has one but blender can't open them for some reason).
Hope that helped.
|

Matah Hari
|
Posted - 2011.07.06 22:13:00 -
[1074]
Hey guys, I'm having problems applying the material for the new Maller model in 3DS MAX. The process I've been using with the other ships doesn't work for this one. I've been trying to fit it manually, messing with the tiling and rotation, but so far I got nothing. Any ideas? |

Castiel Arnolles
|
Posted - 2011.07.08 20:37:00 -
[1075]
Question, could I make sprites for a 2d shooter using this program or do I need another program for that? |

Wild Rho
Amarr Silent Core
|
Posted - 2011.07.09 07:41:00 -
[1076]
Was able to get blenders action and NLA editor to animate the new turrets deploying and firing. |

Lupus Hekki
|
Posted - 2011.07.09 11:32:00 -
[1077]
Edited by: Lupus Hekki on 09/07/2011 11:33:03
Originally by: Wild Rho Was able to get blenders action and NLA editor to animate the new turrets deploying and firing.
Awesome, but what i worry about is the end animation, doesn't that revert to the same position a little bit too fast? (What am i to judge, i'm still trying to figure out how to texture everything correctly) |

Wild Rho
Amarr Silent Core
|
Posted - 2011.07.09 19:14:00 -
[1078]
Edited by: Wild Rho on 09/07/2011 19:14:30
Originally by: Lupus Hekki
Awesome, but what i worry about is the end animation, doesn't that revert to the same position a little bit too fast? (What am i to judge, i'm still trying to figure out how to texture everything correctly) Also this might be of assistance to you, explosion.zip (.red files)
i found where the capsule is. dx9/model/worldobject/capsule lol @ dx9/model/worldobject/wsign
Cheers, yeah I noticed the turrets reset a little too quickly after I had finished rendering but since it's only an experiment animation I'm not too worried about it.
For the textures have a read back through the thread, there are several very good guides (I used Kolath's guide when I first started). If you're using blender I can try to answer any questions you've got. |

Lupus Hekki
|
Posted - 2011.07.09 22:38:00 -
[1079]
Originally by: Wild Rho If you're using blender I can try to answer any questions you've got.
1/ How did you get the turrets to animate (also, where did you find them?) 2/ How did you do the lens flares? 3/ How did you do the lasers/projectile/energy?
At the moment, i'm trying to properly render the trusters, so far so good. (Also, using faction masks for ships they're not supposed to be on, more pictures here)
Also, .red files should show the location of all needed textures, just export them using TriExporter |

Wild Rho
Amarr Silent Core
|
Posted - 2011.07.10 06:54:00 -
[1080]
Edited by: Wild Rho on 10/07/2011 06:55:12
Originally by: Lupus Hekki
1/ How did you get the turrets to animate (also, where did you find them?)
You can find the turrets under dx9 -> models -> turrets. The new turret models have a much nicer naming convention and are easier to find than the old models
For the deployment animation I had to manually break the turret model into the individual componenents I wanted to animate (the turrets base, the mount and the barrel). I animate the behaviour of each component when the turret deploys and save the IPO curves as actions (it's really important to give each IPO and action a proper name or it'll get very confusing quickly). Once the actions are saved I can remove them from the current turret model as they will be saved on that blend file for use later.
For the tracking animations I created an "empty" to act as the turrets target and then applied the "track to" constraints on each turret component that would need to move to follow the target. I also added the "limit rotation" constraint afterwards to ensure the components turned the right way to follow the target.
Originally by: Lupus Hekki
2/ How did you do the lens flares?
Using the glare node in the composite node editor with the "ghosts" setting.
Originally by: Lupus Hekki
3/ How did you do the lasers/projectile/energy?
Each weapon has its own process to produce the effect. For the laser it's a simple cylinder mesh stretched from the turrets barrel to its target. The cylinder is given a simple white colour and set to shadless. To finish the effect I go into the compositor and apply a glare node set to streaks to the laser, then add the output of that node back into the existing image.
Sorry the descriptions are general but I'd be here all day doing a detailed guide and I don't fancy spending my weekend doing a full document of the process, I'll try update the above with some screenshots later than may help. |
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.07.12 15:16:00 -
[1081]
Originally by: Snaggle Pu55 Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Must ... learn ... how to do this. Amazing. 
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.07.12 15:23:00 -
[1082]
Ok, been using Triexporter with Cinema 4D since it came out. Wish I could say I was expert.
I've found some Incarna stuff, like the items in this image: IMAGE
But I can't figure out how to get the CQ room itself together. The floors are hell in Triexporter. I've also noticed I can't figure out the clothing textures for clothing, and many models, like monocles and the like don't show at all in Triexporter.
And like the rest of you, I see the work of Thomas M with UDK, and every dream I had of doing something epic gets shattered to bits. Man I wish I had that skill.
Anyway, if someone can help me figure out the non-ship stuff, would be greatly appreciated.
|

Lavender Frost
|
Posted - 2011.07.13 11:26:00 -
[1083]
Roc, that is an amazing image. Everyone on here has so many inspiring works. Keep it up!
|

NaK'Lin
|
Posted - 2011.07.13 11:47:00 -
[1084]
Hello all,
Been a bit AFK due to some RL issues that appear to be solved now (I am NOT looking forward to a second episode). I have written tons of concepts on scribbled pieces of paper and my little notebook (the pen and paper type) and spent a good time of the past 2 weeks on my new rig trying all these things out. New turrets and stuff is being *ehum* ... omitted for now.
This moves slowly, and it will take a good amount of time still for me to get done what I have set myself to achieve. But simply to let you know that I am still on it. Should I ever give up or for whatever reason not be able to continue, I will most possibly pass on my WiP to someone here on the thread. But for now I am back.
Sorry for this setback.
--NaK
|

Derpina
|
Posted - 2011.07.14 08:57:00 -
[1085]
Edited by: Derpina on 14/07/2011 08:57:04 I'm trying to use 3DSMax to mess with the exported models but every time I try to render it this happens: http://i.imgur.com/fYaQL.png
Don't know what I'm doing wrong. The texture is applied correctly in the viewport but not in the render. |

Snaggle Pu55
|
Posted - 2011.07.15 07:57:00 -
[1086]
Hi Guys
Sorry Im currently to busy to write a full tut on creating the characters but heres a basic overview
There is a problem with Tri Exporter with a lot of new assets, Newer assets have multiple sub meshes, you can check this by downloading Granny Viewer Linkage
Tri exporter will only export the 1st mesh and skip the rest.
So Ive been using a Granny to valve .SMD coverter Linkage search for grnreader98.v1.4.0.3.debug.rar this was posted on this forum on some page.
Thus I can convert out all the sub meshes to a valve .SMD file, this file also contains the full skeleton for characters as well as skin weights! also turrets are fully rigged and skinned when imported, theres are a few artifacts from the conversion but overall its pretty tops.
When converting its simple drag and drop with the .gr2 file onto the grnreader98.exe file, it gives you some options, you might need to experiment here to see what works for you with the importer you will use with your 3d app.
You need to convert each section of the character one by one, so the face, the hands, the torso, the feet, the pants, the top, the hair, the eyebrows, etc... into its own .smd file, each file will also contain the full character skeleton.
Then using a valve .smd importer plugin I import the converted .smd file into maya, this takes a while to process, "the CQ pod took 14 hours" and finding the correct importer plugin took a while, im using "Source Exporter 2.5 for maya 4-7 updated by Prall" a quick google should find it.
I import each section seperatly and save it as a seperate file, so i can later import all the sections into one file with one skeleton.
To combine all the seperate peices into one character with only one skeleton and maintaing the existing skin wieghts, I use a maya script called "DoraSkinWeightImpExp" this enables me to save out the wieghts for each character section and then re skin the sections to one skeleton and the reimport the skin weights.
Hopefully you should now have a single skeleton with all the skin attachments weighted.
Textures are simlar to the ships, however various textures are non square and appear not correctly aligned when opened, i use the normal maps to overlay and align all the other textures by eye currently. The characters also use heavy use of masking.
I ressembled the captains quarters also using the gr2 to .smd method, the ammount of shaders, materials and textures is crazy, it took ages and im still not happy with the current shader setup if got,
|

Craig Linford
Gallente Universal Freelance
|
Posted - 2011.07.15 11:53:00 -
[1087]
Edited by: Craig Linford on 15/07/2011 11:54:17
Originally by: Derpina Edited by: Derpina on 14/07/2011 08:57:04 I'm trying to use 3DSMax to mess with the exported models but every time I try to render it this happens: http://i.imgur.com/fYaQL.png
Don't know what I'm doing wrong. The texture is applied correctly in the viewport but not in the render.
Can you print screen your mappings in the Slate Material Editor please?
What Render are you using? vray?
Originally by: Snaggle Pu55 Hi Guys
Sorry Im currently to busy to write a full tut on creating the characters but heres a basic overview
There is a problem with Tri Exporter with a lot of new assets, Newer assets have multiple sub meshes, you can check this by downloading Granny Viewer Linkage
Tri exporter will only export the 1st mesh and skip the rest.
So Ive been using a Granny to valve .SMD coverter Linkage search for grnreader98.v1.4.0.3.debug.rar this was posted on this forum on some page.
Thus I can convert out all the sub meshes to a valve .SMD file, this file also contains the full skeleton for characters as well as skin weights! also turrets are fully rigged and skinned when imported, theres are a few artifacts from the conversion but overall its pretty tops.
When converting its simple drag and drop with the .gr2 file onto the grnreader98.exe file, it gives you some options, you might need to experiment here to see what works for you with the importer you will use with your 3d app.
You need to convert each section of the character one by one, so the face, the hands, the torso, the feet, the pants, the top, the hair, the eyebrows, etc... into its own .smd file, each file will also contain the full character skeleton.
Then using a valve .smd importer plugin I import the converted .smd file into maya, this takes a while to process, "the CQ pod took 14 hours" and finding the correct importer plugin took a while, im using "Source Exporter 2.5 for maya 4-7 updated by Prall" a quick google should find it.
I import each section seperatly and save it as a seperate file, so i can later import all the sections into one file with one skeleton.
To combine all the seperate peices into one character with only one skeleton and maintaing the existing skin wieghts, I use a maya script called "DoraSkinWeightImpExp" this enables me to save out the wieghts for each character section and then re skin the sections to one skeleton and the reimport the skin weights.
Hopefully you should now have a single skeleton with all the skin attachments weighted.
Textures are simlar to the ships, however various textures are non square and appear not correctly aligned when opened, i use the normal maps to overlay and align all the other textures by eye currently. The characters also use heavy use of masking.
I ressembled the captains quarters also using the gr2 to .smd method, the ammount of shaders, materials and textures is crazy, it took ages and im still not happy with the current shader setup if got,
Cheers Snaggle.
Ill take a look a this.
|

NaK'Lin
|
Posted - 2011.07.15 16:24:00 -
[1088]
Originally by: Snaggle Pu55 Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Ive also created a Wip tutorial for Ships,
Ships Tut
I plan to make one for the characters as well, but be warned its rather more complicated.
I'll continue posting progress as it develops.
I <3 you. I never got the SPECULAR POWER to work as intended. As for the rest of your material set-up, it is very similar to what i had come up with in the end as well. This just confirms being on the right track.
Your SPECULAR POWER group in your tut for ships saved me a lot of time and hence I thank you.
I usually went through 3DSMAX for the mesh conversion pipeline, since I am used to model in MAX, but your MAYA approach works as well.
I also had a look into the new turrets and characters and had the same problem with Tri-Exporter. I ventured forth by using SMD conversion as well, but I lost a TON of time by merging all elements and applying all weights manually, which somehow always resulted in some ... weird results. I will look into DoraSkinWeightImpExp. I might get ahead faster.
For the time being I keep focusing on the ships and then go over to the turrets and keep station interiors and characters for last.
On a sidenote, I keep working on my script to convert the information in the RED files directly into HLSL. Some models / materials still throw up some errors and need some manual "tuning". But as for now, with your additional information, it takes care of the bulk process.
I am aiming at having most conversions handled by the program I am writing, or write a separate plugin / script for Maya/Max for model conversion.
This (LINKAGE) is the result of an automated script generating the HLSL from the RED file, for UDK Materials.
--NaK
|

NaK'Lin
|
Posted - 2011.07.15 17:14:00 -
[1089]
Originally by: Derpina Edited by: Derpina on 14/07/2011 08:57:04 I'm trying to use 3DSMax to mess with the exported models but every time I try to render it this happens: http://i.imgur.com/fYaQL.png
Don't know what I'm doing wrong. The texture is applied correctly in the viewport but not in the render.
Could it be you are using a Mental Ray Material (mi) yet still rendering with the Default Scanline Renderer ? That would display materials correctly in the viewport, yet not render them in the render output.
Please elaborate about your workflow or show some more screenshots in order for us to help.
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.07.15 19:00:00 -
[1090]
Snaggle Puss,
Call me lazy or what have you, but I would be greatly indebted to you if I could have an OBJ version of the Captain's Quarters. REALLY indebted.
|
|

Lupus Hekki
|
Posted - 2011.07.17 22:51:00 -
[1091]
Originally by: Roc Wieler Snaggle Puss,
Call me lazy or what have you, but I would be greatly indebted to you if I could have an OBJ version of the Captain's Quarters. REALLY indebted.
Very hard as it is split in a billion pieces
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.07.18 12:29:00 -
[1092]
Ugh. I liked it when things were easy to pull out via Triexporter.
I tried that Granny program, but am honesty clueless. Couldn't figure out how to get it to read a file. Incompatible file formats. Triexporter lets you choose a res folder, and shows the compatible contents within. Does the other program allow that?
I couldn't figure it out. 
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.07.18 12:32:00 -
[1093]
Also, what are you guys using to read the .red files? That's something else that's always eluded me. I feel like I'm doing everything manual through visual guesswork. While artistic, I think there are optimized ways to improve my production pipeline here that I'm not getting ...
|

Craig Linford
Gallente Universal Freelance
|
Posted - 2011.07.18 13:36:00 -
[1094]
Edited by: Craig Linford on 18/07/2011 13:36:56
Originally by: Roc Wieler Ugh. I liked it when things were easy to pull out via Triexporter.
I tried that Granny program, but am honesty clueless. Couldn't figure out how to get it to read a file. Incompatible file formats. Triexporter lets you choose a res folder, and shows the compatible contents within. Does the other program allow that?
I couldn't figure it out. 
Use TriExporter to Export the RES folder to a hard drive then use Granny Reader.
Originally by: Roc Wieler Also, what are you guys using to read the .red files? That's something else that's always eluded me. I feel like I'm doing everything manual through visual guesswork. While artistic, I think there are optimized ways to improve my production pipeline here that I'm not getting ...
I use Notepad++ to read the .RED file.
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.07.18 14:04:00 -
[1095]
Sorry, wasn't clear. I can "read" the .red file with Notepad++. I just don't know what to do with the information.
|

Lupus Hekki
|
Posted - 2011.07.18 14:18:00 -
[1096]
Edited by: Lupus Hekki on 18/07/2011 14:22:09 Edited by: Lupus Hekki on 18/07/2011 14:17:58
Originally by: Roc Wieler Sorry, wasn't clear. I can "read" the .red file with Notepad++. I just don't know what to do with the information.
Lets say This is your .RED file At line 22 it says "MaterialDiffuseColor" So the next 3 (or 1 depending on the age of the .RED file) lines determine the R/G/B color values (v1 = red, v2 = green, v3 = blue)
For values such as the ones at line 54 (GlowColor) it has more than 1, you divide these by 3 (the largest value rounded up) so 2.823529 will become 0.9411763
At line 113 it states "DiffuseMap" this is the diffuse map for the first material (the first texture you click in TriExporter), the next material (i have chosen a bad .RED file so i can't explain this using the RED file) will have the 2nd texture
Same goes with NormalMap and MaskMap
Look at line 297 (its actually line 1297, but the bar is too small) it says "Locators" indicating that from this point, the file will tell you where the turrets or boosters (those jet flames) are locator_turret_X indicates a turret (it explains itself right?) locator_booster_X indicates a booster (but i'm not really sure if it is used at all)
If you go to line 174 (1174) you'll see spriteSets indicating from here there are emitted sprites (mostly glowing things like those blinking lights) Everything is self explaining, if a color value is not specified (like B in this case) Its usually either 0 or 1 blinkRate is in seconds.
All position values are the position values of its ORIGINAL SIZE (i've noticed that if i import these models into Blender, they come out enormously large and i downsize them, making this hard. So i advise scaling them down by a fraction, not just scaling them down. This way you can easily divide those params) For example -18.3289 (line 192/1192) will become -0.916445 if i have scaled it down by 20.
In blender you can scale down by amounts by typing in the number whilst scaling, or you can change each scale value manually. Not sure about other programs, but the 2nd method (scale each value individually) will work with everything.
If that all makes sense.
|

Lupus Hekki
|
Posted - 2011.07.18 14:26:00 -
[1097]
Edited by: Lupus Hekki on 18/07/2011 14:27:19 forgot there was a edit button :|
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.07.18 17:56:00 -
[1098]
Ok, so positioning is the big part, for turrets and the like. Hmmm, I use C4D, and usually bring my models in at 1/10 scale. Nice easy number for rounding. Will let you know how it goes.
|

Wild Rho
Amarr Silent Core
|
Posted - 2011.07.19 05:51:00 -
[1099]
Turret and booster positions in blender are really simple. Just create an Empty for each point, use the ship object as that Empty's parent and fill in the coordinates as they are in the red file (just remember to invert the x coordinates). If you have parented the Empty's properly they will automatically adjust to the scale of the ship object when you resize it.
When it comes to adding turrets and boosters just parent them to the appropriate empty and you're done. No matter how you scale the ships the turrets size and positions adjust.
|

NaK'Lin
|
Posted - 2011.07.19 06:10:00 -
[1100]
@ Snaggle Pu55
I checked your Ship Tutorial further... There are some questions coming up:
The reflections: Somehow with your material, reflections show on correctly, yet they also show reflections on originally "matte" parts of the hull. eg: your render in-game Screenshot
The in-game screenshot shows some traces of specularity on the non reflective parts, yet there is no reflection, per se. No chromatic effect. It sure depends on lights, placement and intensity, as well as camera angle, but no way how i turn and twist, it keeps reflecting more than in-game. have you noticed that as well, or is it just me doing something wrong? I have found some possible workaround by altering the material in some ways, yet even though visually correct, it seems wrong, considering the naming in the red file. I will have to try out on more ships to confirm.
Could you show me an Armageddon Render of your UDK model utilizing your material "preset"? (\res\dx9\model\ship\amarr\ab2) It somehow shows.... odd.
Other than that, great job. If I can find a "preset" material composition working for all ships that would do the reflections accurate, i'll gladly share here with you.
--NaK
|
|

Wild Rho
Amarr Silent Core
|
Posted - 2011.07.19 20:23:00 -
[1101]
Nak, I know your post is addressed to snaggle but the trick to resolving the reflection issue you mentioned is to use the mask maps to decide what sections of the texture are reflective and which ones are not.
|

NaK'Lin
|
Posted - 2011.07.20 06:27:00 -
[1102]
Ya, well, the goal here is to create ONE material network in UDK that'll work for each and every single material in eve applied to ships (depending on the FX category).
EVE is just feeding the different data for nodes via RED file to the model. The same thing has to be achievable in UDK. Only then, I can make that 100% waterproof script for direct conversion as a tool.
Problem with the masks is, sometimes specularity mask works perfect, and sometimes mask mask works perfect.
I am going to try to make some screenshots or vid captures, in order to make this more understandable.
Model export / import has been resolved so far and shouldn't be a problem for anyone by now. The only thing where it still is icky is on the recreation of the 100% in-game effect of the materials.
It'd be nice if we all pool our materials together. For UDK, max and Maya (for those not wanting to work in udk).
I am willing to share the whole UDK library I am making with all eve assets that are exportable as a pack for people to DL in the end. But for that it has to be perfect first. As far as character animations go, I also have access to a motion capture studio here, so I have tons of mocap files and am in the position to do my own mocaps for free and can also do some on request (unless i get like 100 custom requests from everybody, since this is on a favor basis from a colleague letting me use their company's equipment). Potentially we have the ability to create a pool of resources for people doing stills or machinima which would be huge.
--NaK
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.07.20 13:53:00 -
[1103]
Originally by: NaK'Lin
As far as character animations go, I also have access to a motion capture studio here,
--NaK
Um, dude? I would really like to talk offline to you about this. It would be beneficial. Can you email me at [email protected] please?
|

Craig Linford
Gallente Universal Freelance
|
Posted - 2011.07.20 17:47:00 -
[1104]
Originally by: NaK'Lin Ya, well, the goal here is to create ONE material network in UDK that'll work for each and every single material in eve applied to ships (depending on the FX category).
EVE is just feeding the different data for nodes via RED file to the model. The same thing has to be achievable in UDK. Only then, I can make that 100% waterproof script for direct conversion as a tool.
Problem with the masks is, sometimes specularity mask works perfect, and sometimes mask mask works perfect.
I am going to try to make some screenshots or vid captures, in order to make this more understandable.
Model export / import has been resolved so far and shouldn't be a problem for anyone by now. The only thing where it still is icky is on the recreation of the 100% in-game effect of the materials.
It'd be nice if we all pool our materials together. For UDK, max and Maya (for those not wanting to work in udk).
I am willing to share the whole UDK library I am making with all eve assets that are exportable as a pack for people to DL in the end. But for that it has to be perfect first. As far as character animations go, I also have access to a motion capture studio here, so I have tons of mocap files and am in the position to do my own mocaps for free and can also do some on request (unless i get like 100 custom requests from everybody, since this is on a favor basis from a colleague letting me use their company's equipment). Potentially we have the ability to create a pool of resources for people doing stills or machinima which would be huge.
--NaK
Nice NaK.
I am using Max 2012 as working on stills.
Tried UDK and managed to create the Mesh and Materials. But as to exporting it I got lost, so sticking with Max.
Done a few renders already and getting there, another on the way, 2 hours to go :D
Being a newbie I would greatly appreciate it the work your offering.
|

Lupus Hekki
|
Posted - 2011.07.23 07:06:00 -
[1105]
Edited by: Lupus Hekki on 23/07/2011 07:06:41
Originally by: NaK'Lin I am willing to share the whole UDK library I am making with all eve assets that are exportable as a pack for people to DL in the end. But for that it has to be perfect first.
Won't that be like, ginormous in size?
|

NaK'Lin
|
Posted - 2011.07.23 12:57:00 -
[1106]
Originally by: Lupus Hekki Edited by: Lupus Hekki on 23/07/2011 07:06:41
Originally by: NaK'Lin I am willing to share the whole UDK library I am making with all eve assets that are exportable as a pack for people to DL in the end. But for that it has to be perfect first.
Won't that be like, ginormous in size?
Well, TBH, you can compress them and save more space for DL. But in a time and age where people DL games and movies of several GB off the internet, its all a matter of "return on investment". you can either sit there for a VERY long time and do it yourself, or let your DL run and DL a few GB and have it all done. ;P
By my estimates we will be looking at 1-2GB roughly.
The problem lies in the Textures. EVE is working with 3 files where they can pull and combine the layers as they see fit. In UDK i "could" do it, but its a huge additional workload and complicates the material. I am looking into it nonetheless. So, for every 3 .DDS files in EVE, we are talking about 5 .TGA files in UDK. Thats blowing up Memory to 166% for all texture resources in numbers; not to mention compression ratio.
In the case of the apocalypse, we are talking about 30.8 MB vs. 4.7 MB on raw resources on your HDD. However, UDK does compress its .UPK resource file contents, so the final result is hard to tell at this point.
Still, I don't believe size will be that much of an issue. Hell, this thread has been read so many times, we could even torrent share the file.
It is just such a pain to get all assets in the game, with right sockets for turrets and engine trails and so on and so forth. Not to mention animated turrets are a pain as well.
Back to work.... --NaK
|

Lupus Hekki
|
Posted - 2011.07.23 14:39:00 -
[1107]
Originally by: NaK'Lin DL games and movies of several GB off the internet, its all a matter of "return on investment". you can either sit there for a VERY long time and do it yourself, or let your DL run and DL a few GB and have it all done. ;P
You have 4 options a/ Invest alot of money in a server with high/unlimited bandwidth limits b/ Use bittorrent (P2P can be legal too) c/ Use a premium file host d/ Split the file into several pieces
|

NaK'Lin
|
Posted - 2011.07.23 15:02:00 -
[1108]
Originally by: Lupus Hekki
You have 4 options a/ Invest alot of money in a server with high/unlimited bandwidth limits b/ Use bittorrent (P2P can be legal too) c/ Use a premium file host d/ Split the file into several pieces
a) I do have access to unlimited bandwidth FTP hosts on good old OC-12 connections. should do the trick. However I do use them professionally, so I will have to check on final file sizes
b) Is the easiest and simplest version. Drawback is that people would have to to share and not be selfish and cut the seed once their own DL is done
c) no way i pay for that, if i use a public filehost, i might as well get to option d)
d) very viable option and possibly my "backup" choice of preference anyway.
Anyway, don't worry about size. its the least of my troubles at the moment... first of all it needs to be finished... lol
cheers mate, and thanks for the support nonetheless.
--NaK
|

Lupus Hekki
Caldari Legio Carminatus
|
Posted - 2011.08.03 16:21:00 -
[1109]
bump
How is everyone doing with their Modeling? Anything to share? I'm trying to figure out how to make those jet beams correctly, got the textures, got the .red files, just now composing it all.
Also working on a .blue to .red converter/decompiler
If in space, there is no sound. Then how does i hear turret, explosions and chatter sounds?
|

Wild Rho
Amarr Silent Core
|
Posted - 2011.08.06 07:05:00 -
[1110]
Finished the first minute or so of my own little project.
|
|

Lupus Hekki
Caldari Legio Carminatus
|
Posted - 2011.08.07 18:00:00 -
[1111]
I wonder how i can export the captains quarters...
If in space, there is no sound. Then how does i hear turret, explosions and chatter sounds?
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.08.08 14:42:00 -
[1112]
Originally by: Lupus Hekki I wonder how i can export the captains quarters...
If you figure it out, please do let me know.
|

AlleyKat
Gallente The Unwanted.
|
Posted - 2011.08.08 19:23:00 -
[1113]
Originally by: Roc Wieler
Originally by: Lupus Hekki I wonder how i can export the captains quarters...
If you figure it out, please do let me know.
It's in several pieces and if you've ever played with technical Lego, it'll be a sinch
|

Roc Wieler
Masuat'aa Matari Ushra'Khan
|
Posted - 2011.08.09 17:15:00 -
[1114]
Originally by: AlleyKat
Originally by: Roc Wieler
Originally by: Lupus Hekki I wonder how i can export the captains quarters...
If you figure it out, please do let me know.
It's in several pieces and if you've ever played with technical Lego, it'll be a sinch
Oh I know how to pull ships out, furniture out, etc, etc, but the actual walls, floors, stairs and the like all come out corrupted.
Someone mentioned another approach recently but I can't seem to find the post.
If you could elaborate for me a bit, that would be helpful.
|

Lupus Hekki
Caldari Legio Carminatus
|
Posted - 2011.08.10 23:11:00 -
[1115]
Originally by: Roc Wieler
Originally by: AlleyKat
Originally by: Roc Wieler
Originally by: Lupus Hekki I wonder how i can export the captains quarters...
If you figure it out, please do let me know.
It's in several pieces and if you've ever played with technical Lego, it'll be a sinch
Oh I know how to pull ships out, furniture out, etc, etc, but the actual walls, floors, stairs and the like all come out corrupted.
Someone mentioned another approach recently but I can't seem to find the post.
If you could elaborate for me a bit, that would be helpful.
i think (not sure) it was GR2 Decode (you can take a look at the RAD Game Tools homepage)
If in space, there is no sound. Then how does i hear turret, explosions and chatter sounds?
|

Neurotica
|
Posted - 2011.08.15 12:13:00 -
[1116]
can someone please extract the nyx for me please. I just getting error after error :(
|

Dutch Psycho00
|
Posted - 2011.08.22 21:11:00 -
[1117]
Originally by: Snaggle Pu55 Hello forums
I'm currently creating a Eve Fan Trailer in Unreal UDK.
Thought Id share some progress im having with getting Characters and Ships into Unreal UDK from Eve.
Character WIP
Ive also created a Wip tutorial for Ships,
Ships Tut
I plan to make one for the characters as well, but be warned its rather more complicated.
I'll continue posting progress as it develops.
Im wondering about your ship tutorial how you did the glow multiply. and also there are some horrible captures in it which makes it kind of hard to read. so in the specular power section after the normal texture and specular factors what did you linked them to before the constant clamp??
please let me know.
|

CrazyjoeryNL
Hellfire Cult Hellfire Alliance
|
Posted - 2011.08.23 14:57:00 -
[1118]
Edited by: CrazyjoeryNL on 23/08/2011 14:59:50 hell yeah nyx model completly transferred to udk Next step will be creating the actual environment with celestials in it. Click on the thumbnail to view bigger version
***WARNING LARGE PICTURES AHEAD***
nyx front
Nyx Side
Nyx Back
and then offcourse the deck lights in total darkness
Comments are more then welcome.
|

Brkyumer
Caldari Celestial Entrepreneurs Association of New Eden
|
Posted - 2011.09.08 22:15:00 -
[1119]
Hey m8s,
I've been following this topic so long and learned lots of things from u. Please check the small gallery :Gallery
Comments most welcome...
|
|
|
|
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] |