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

Kolatha
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Posted - 2008.04.10 11:38:00 -
[1]
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.
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Kolatha
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Posted - 2008.05.25 06:41:00 -
[2]
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.
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Kolatha
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Posted - 2009.09.03 13:18:00 -
[3]
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.
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Kolatha
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Posted - 2009.09.06 13:15:00 -
[4]
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
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Kolatha
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Posted - 2009.09.11 15:30:00 -
[5]
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.
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Kolatha
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Posted - 2009.10.06 04:35:00 -
[6]
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.
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Kolatha
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Posted - 2009.10.11 11:32:00 -
[7]
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.
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Kolatha
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Posted - 2009.11.20 04:05:00 -
[8]
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
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Kolatha
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Posted - 2009.12.21 02:30:00 -
[9]
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.
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Kolatha
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Posted - 2010.02.19 09:35:00 -
[10]
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.
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Kolatha
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Posted - 2010.03.12 05:16:00 -
[11]
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.
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Kolatha
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Posted - 2010.04.01 14:06:00 -
[12]
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.
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Kolatha
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Posted - 2010.04.14 13:04:00 -
[13]
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.
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Kolatha
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Posted - 2010.04.17 03:04:00 -
[14]
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.
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Kolatha
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Posted - 2010.09.18 11:45:00 -
[15]
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.
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Kolatha
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Posted - 2010.09.19 04:54:00 -
[16]
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.
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Kolatha
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Posted - 2010.10.09 04:59:00 -
[17]
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.
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Kolatha
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Posted - 2010.10.12 04:36:00 -
[18]
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.
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Kolatha
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Posted - 2010.10.22 08:15:00 -
[19]
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.
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Kolatha
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Posted - 2011.01.23 13:12:00 -
[20]
Originally by: Selvin TriExporter .NET
u need install Framework 4.0 and XNA 4.0 redist to run
to open model dblclick on ship/gate/station red file it should open model with random background how it works(movie on youtube) source code
have fun :)
ps. there is no option to export yet
Very nice, thanks for the hard work you put in to this.
but...
as with the older version, the mesh orientation in incorrect. Look at something like the incursus (dx9>model>ship>gallente>gf4). In the game the 'lance' is on the right hand side of the ship, in tri-exporter (any version) it is on the left.
The various incarnations of tri-exporter have always rendered, and exported, ship meshes mirrored along the y axis (front to back, as opposed to side to side, you can figure that out by examining the co-ordinates for various mount point in the .red file and comparing it the the hard point locations from in the game).
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Kolatha
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Posted - 2011.02.04 08:26:00 -
[21]
Originally by: Wild Rho Does anyone know where the Sabre model and red file is? I can find the thrasher one easily enough but can't seem to locate the sabre.
dx9>model>ship>factionpc>mde1_factionpc for the model and textures the .red is one level up
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Kolatha
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Posted - 2011.02.07 09:03:00 -
[22]
Originally by: KuroiOokami I've downloaded triexporter, but when I go through to the models,m all I have are a gallente celestis model an some half circle minmatar model, I don't have any caldari or any amarr models.
The path you want is res>dx9>model not res>model
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Kolatha
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Posted - 2011.02.28 13:09:00 -
[23]
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.
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