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

Kolatha
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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.
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Aerthius
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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
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Naawnn Ahren
Caldari Phantom Squad
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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?
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Kolatha
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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
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Kickin d'Arse
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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!
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niroshido
Caldari Madhatters Inc. The Initiative.
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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 
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Fivetide
Amarr Absolutely No Retreat
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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.
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Kolatha
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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.
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Latino lover
Minmatar Razboinici Luminii
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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
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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.
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Lythara
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Posted - 2009.09.27 01:39:00 -
[731]
Anyone had any luck getting the models to load properly with directx?
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Commander Kurupt
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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
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Jeshiea Tarn
Gallente Gene Works
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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!
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Kolatha
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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.
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Jinkoe
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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?
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Naawnn Ahren
Caldari Stealthfield
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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.
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Jinkoe
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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.
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Orrono
Amarr Decadence. RAZOR Alliance
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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.
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Jinkoe
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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
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Kolatha
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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.
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Yinkiea
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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.
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Orrono
Amarr Decadence. RAZOR Alliance
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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
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Demonancer
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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
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Lucia Wilber
King's Pride Manufacturing Inc.
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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?
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Lythara
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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.
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2009.11.13 15:56:00 -
[746]
here? yeap i'm here :P -- TriExporter
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Fortune Taker
Caldari
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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
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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?
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Kolatha
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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
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Denise Bloch
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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?
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