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Thread Statistics | Show CCP posts - 44 post(s) |
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 14:36:49 -
[1] - Quote
Note that C:\ProgramData is normally hidden by default. If you explicitly enter the path into, say, Windows Explorer, it should be possible to find the files mentioned here.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 15:35:28 -
[2] - Quote
ShadowandLight wrote:Could someone make a POS shield type EVE Probe scene? At least on my PC running multiple clients, POS shields (and probably modules as well) really puts a hurting on my FPS.
This is getting off-topic, so please post requests for more profiling of certain cases in an appropriate other thread. That said:
This version of EVE Probe has a scene with a large number of ships attacking a POS. We also include a POS bash in every mass test.
In the multiple client case, I know there appears to have been a regression in a recent release that causes backgrounded clients to use more GPU resources than they should. I don't know what the status of looking into this is, but the workaround is to minimize your clients in the background (instead of just alt-tabbing away.)
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 16:12:51 -
[3] - Quote
Sarmatiko wrote:l0rd carlos wrote:What am I missing? You must create res\sequences directories in C:\ProgramData\CCP\EVE\SharedCache\probe\ In other words place your custom scenes in C:\ProgramData\CCP\EVE\SharedCache\probe\res\sequences\
Yep, I found that manually creating that directory and adding the /scenes=demo.yml to the command line allowed playing back the example yaml file that's in the documentation (after copying and pasting the text into a yaml file with that name under res\sequences.)
Now I know where all my free time is going! :D
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 19:24:41 -
[4] - Quote
CCP Snorlax wrote:I'll see if I can find a comprehensible list of names for the dna strings for ships.
I started looking into making something like that but I quickly realized that there wasn't really a quick way to do it, so here's some information about the DNA string system:
You'll notice that ships are specified by what we call SOF DNA, which are generally:
(hull name):(faction):(race)
The Impairor (Amarr's rookie ship), for example, is:
af1_t1:amarrbase:amarr
I may look into compiling a list of useful ships (or maybe CCP Snorlax will beat me to it), but in general, here's how you can go about constructing one of those DNA strings.
Hull Names
Hull names are built like this:
(race)(ship class)(number)_t(tech level)(letter)
Some example races as used in the hull name are:
a : Amarr c : Caldari m : Minmatar g : Gallente s : Sansha ang : Angel soe : Sisters of EVE
Ship classes are:
f : Frigate de : Destroyer c : Cruiser bc : Battlecruiser b : Battleship ca : Carrier dn : Dreadnought s : Shuttle t : Titan i : Industrial fr : Freighter ba : Barge
The (number) field starts at 1 and maxes out at the number of tech 1 hulls in that race and ship class.
So, the tech 1 Minmatar cruiser hulls are named:
mc1_t1 mc2_t1 mc3_t1 mc4_t1
There are also some tech 2 hull variations like:
mc1_t2a
Generally, tech 3 strategic cruisers do not follow this naming convention, but the Confessor (the Amarr tech 3 destroyer) hull is called:
ade3_t3
As other tech 3 destroyers get added to the game, you can probably infer their hull names from that.
Faction
The second part of the SOF DNA is the Faction field. Each race has a base faction that's used for its t1 ships:
amarrbase minmatarbase gallentebase caldaribase
but there are others. Here are a selection:
Amarr:
amarrnavy ammatar ardishapur bloodraider chamberlain eom imperial kador khanid kor-azor sarum tash-murkon
Caldari:
caldarinavy cbd guristas hyasyoda ishukone kaalakiota laidai noh state sukuuvestaa wiyrkomi
Gallente:
federal gallentenavy innerzone interbus police quafe quafesolus quafeultra roden serpentis syndicate
Minmatar:
brutor justice krusual minmatarnavy nefantar sebestior starkmanir thukker vherokior
Races
Finally, the last part of the SOF DNA is the ship's race, which at the moment controls only the booster color. Here are some race choices:
amarr angel caldari gallente generic minmatar ore sansha soe
Mixing and matching factions and races with hulls that don't correspond isn't guaranteed to produce a nice result, but it might work, so don't be afraid to experiment.
BTW, since everyone loves the Rifter, I'll point out that a tech 1 Rifter would be:
mf4_t1:minmatarbase:minmatar
Now, go make some amazing ship battles! Perhaps at some point I'll come back and write up a similar document for loading turrets, once I figure it out myself. ;)
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 19:39:25 -
[5] - Quote
l0rd carlos wrote:Machariel: 'angb1_t1:minmatarbase:minmatar'
I'm pretty sure (but not 100% sure) that the Machariel is:
angb1_t1:angelbase:angel
(it's possible that the player version is different from the NPC version, however. I'd have to look it up.)
Edit: My lists above were not in any way comprehensive. However, you can count on every ship race to have a base faction and a booster race, like
soec1_t1:soebase:soe angelf2_t1:angelbase:angel
etc.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 19:44:23 -
[6] - Quote
Archeras Umangiar wrote:im kinda confused... where are the scenes saved? i only found a txt files with description and the assorted picture...
If you make your own scene, you have to make a probe\res\sequences directory yourself and locate your files in there. There's an example file in the documentation under SharedCache\probe\docs.
The scenes played back by EVE Probe are buried in SharedCache\ResFiles. SharedCache\probe\resfileindex.txt has a list of the contents of the cache, and buried in there are .red files for the default scenes.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 19:59:27 -
[7] - Quote
Silent Silhouette wrote:Any chance of a video tutorial either from the community or CCP?
I have to imagine that someone from the community will have something like that up in a day or two. ;)
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 20:06:17 -
[8] - Quote
Take note that the final part of the DNA string only controls booster color. The boosters for Angel and Minmatar ships look very similar, but the Minmatar is more pink and Angel is more yellow.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 21:04:55 -
[9] - Quote
horrorgun wrote:This is awesome stuff, but is there any chance the community could get a copy of Jessica for making player movies? The potential for fan made projects could be amazing.
I'll direct you to day 4's CSM minutes for an answer to that question. The short version is that something like this EVE Probe tool is a much better choice for community content than Jessica.
http://community.eveonline.com/news/news-channels/eve-online-news/csm-winter-summit-minutes-day-four/
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 21:06:09 -
[10] - Quote
Ragnar Sorlandschip wrote:Well, when I try the example yaml scene, the "preparing renderer" stos at 4% and the command window that pops up says this:
Can you post more info about where you've placed the file, what you've named it, and how you're launching EVE Probe?
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 21:26:17 -
[11] - Quote
Ragnar Sorlandschip wrote:CCP Darwin wrote:Can you post more info about where you've placed the file, what you've named it, and how you're launching EVE Probe? The file sits in C:\Program Files (x86)\CCP\EVE Probe\launcher\res\sequences and is named test.yaml. Variations on the commands I've tried: http://i.imgur.com/WpEI8vz.png
OK. Your command line looks correct but you need to place test.yaml in C:\ProgramData\CCP\EVE\SharedCache\probe\res\sequences instead of under the launcher directory.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 21:45:22 -
[12] - Quote
Sarmatiko wrote:BTW is the frame capture command works in this build? I've tried "/capturefolder=c:\movie\" but it looks like this command was ignored by Probe.
I'm having some trouble getting this to work myself.
l0rd carlos wrote:File "/usr/local/lib/python3.4/dist-packages/dae_to_red-0.0.0-py3.4.egg/dae_to_red/main.py", line 289, in _read_axis_keys_from_nodes NameError: name 'xrange' is not defined
Someone in the #eve-dev IRC channel has the same trouble and tries to fix it.
Part of the problem is that xrange() is a Python 2.x built-in and I don't think is defined in 3.x. However, xrange() in 2.x has the same functionality as range() in 3.x. I'm not sure what the story is here.
Also:
I notice that if you use demo.yaml as your scene name, and you by mistake name your yaml file something else (like in my case demo.yaml.txt), it appears to find a demo.yaml that's in the shared cache. You apparently MUST use the extension ".yaml" and not ".yml" or anything else, and then it'll find the file correctly. The shared cache demo.yaml shows the Caldari battleships with default Caldari faction and the example from the docs uses the Guristas faction markings.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 22:50:53 -
[13] - Quote
Oh man, let me make VERY CLEAR that this is all the work of CCP Snorlax and Team RnB. I took no part WHATSOEVER in developing this amazing feature of EVE Probe.
And, for that reason, I'm going to have to leave questions about the code on Github to them.
I'm experiencing this for the first time along with all of you, and sharing my solutions to problems as they come up. I'm cheerleading for and promoting this tool because a lot of people have been asking for something like it, I'm well-positioned to help people get through certain difficulties using it, and I'm excited for it myself!
Ragnar Sorlandschip wrote:EDIT: No flashy lights on Police Nestor
Flashy lights are only available as a factory option, not aftermarket, sorry dude.
Jon Dekker wrote:The ability to manually control a camera and the scene, modifying the camera path or slowing the scene down or speeding it up.
Trust me, once you get the hang of it you'd rather be doing this in Maya or Blender. Also, I suspect some clever folks will probably sooner or later come up with a nice smooth workflow you can follow.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 23:46:28 -
[14] - Quote
ShadowandLight wrote:Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?
In general, I'd say making another thread in this forum would be great for that kind of request. That said:
The rest of my answer pointed out that there is already a scene that features a POS shield in the current EVE Probe. Have you taken a look at it? Are you asking for something different?
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.02 23:57:13 -
[15] - Quote
ShadowandLight wrote:Is there a new scene with an Online Shielded POS with a decent amount of modules
Yep, it's a bunch of ships bashing an online POS.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 00:18:34 -
[16] - Quote
Jon Dekker wrote:Hmm, I don't think that's quite what I'm talking about. Yes, you can set up a scene and animate in Maya of course, but then you're not rendering using the game engine and things just won't look the same.
The developers of EVE Probe (CCP Snorlax and Team RnB) have also put up on github a set of tools for exporting animation and curves to a format that you should be able to hook in to the custom scene feature, so that you animate your camera and objects in Maya or Blender and then render using EVE Probe (thus getting full benefit of EVE's Trinity graphics engine.)
https://github.com/ccpgames/dae-to-red
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 10:29:40 -
[17] - Quote
Marlona Sky wrote:Quote:Under the probe folder you will find a docs folder containing some documentation about the scene file format as well as movie creation. I'm new to this whole navigation thing for weird files. I suppose I'm blind and or dumb, but please can someone help me locate this? I don't see any such docs folder.
First, you have to run EVE Probe once. Then, once it's run one time:
On the root directory of your C: drive, there's a hidden directory called ProgramData. If you open Windows Explorer and type C:\ProgramData into the address bar, you'll get there. Documentation is under C:\ProgramData\CCP\EVE\SharedCache\probe\docs
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 11:03:56 -
[18] - Quote
Lair Osen wrote:Hey Darwin, you know the dna for Mordus Ships? Can't see them anywhere usingTriExporter :(
E: found them in the caldari folders
Yep, for example the frigate is
cf9_t1:mordus:caldari
At some point we will likely split out Mordu's Legion as their own race but it hasn't happened yet.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 11:45:20 -
[19] - Quote
Discomanco wrote:Anything on my error, fix, something I missed? :( EVE Probe works just fine, despite being laggy as hell *cough*, it's just opening exefile through the script that fails
The top two issues seem to be:
1) Misreading the directory where you start the program. You MUST set your current working directory to
C:\ProgramData\CCP\EVE\SharedCache\probe
and run with this command:
bin\exefile.exe /lib=code.ccp
Note that C:\ProgramData is hidden by default. Also, many people have been attempting to run it from inside the bin directory. This will not work.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 12:12:49 -
[20] - Quote
I've verified that the executable is a 32-bit application, so it's not a case of a 64-bit exe file failing on your 32-bit system.
CCP Snorlax says that if the file is corrupted, you can re-run the launcher and it should be corrected.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.03 18:29:03 -
[21] - Quote
Rollo Brinalle wrote:I'm having an issues with getting a vindicator to load. I'm using 'gb2_t1:gallentebase:serpentis' I have it narrowed down to something with serpentis that is causing the issue. Can someone confirm if I'm doing something wrong or there is a different code for this ship.
Yes, the problem is that the third part of the ship DNA only controls the booster color, and there is no valid "serpentis" choice. Based on visual inspection, I think the correct ship DNA is:
gb2_t1:serpentis:gallente
Note that "serpentis" is not a full-blown race, it's considered a Gallente faction.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.09 05:11:11 -
[22] - Quote
Valeo Galaem wrote:CCP, can you say what is happening here? http://i.imgur.com/nkidKCK.png
The crash is happening when the last line of the last keyframe of the first keyframe sequence is parsed. Curve file 'example.red': http://www.pasteall.org/56584
This is the .red file that results when I run the original 'example.blend' file included in the dae-to-red documentation through a Blender script I had to make to get custom animations to not crash dae-to-red (it doesn't like keyframes that don't key on all curve channels).
If nobody from the EVE Probe team answers, I'll try to take a brief look this morning.
Edit: Looks like we have our answer. :)
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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CCP Darwin
C C P C C P Alliance
1871
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Posted - 2015.02.09 10:53:25 -
[23] - Quote
Valeo Galaem wrote:Fredlah wrote:Is there a way to enable the warp-tunnel effect, and keyframe it if a ship exits warp? I imagine the warp-tunnel or warp exit visual effect might be possible by calling up the right .red effect, but which file or which command I am not sure.
I know where the files are (res:Model\Effect3\warpEntry.red, res:Model\Effect3\warpTunnel.red, res:Model\Effect3\warpTunnel2.red) , but I'm not exactly sure how to get the effect to play back even when doing it all manually in Jessica.
My guess is that playing back the warp effect would require an EVE Probe command to be implemented for that purpose.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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