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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.02 12:39:57 -
[1] - Quote
The latest EVE Probe (as of version 0.85.8246) allows playback of scenes other than the ones included in the build, allowing you to create your scene description and play it back. Furthermore, you can use EVE Probe to render a movie from your scene. The EVE Probe launcher only supports the Probe's main role - gather performance metrics for a fixed set of scenes and upload the results to our server. Other features must be accessed by running the EVE Probe itself directly from the command line.
Running EVE Probe from the command line
The installer for EVE Probe only installs the launcher - the launcher in turn downloads the binaries needed to run the Probe itself, so before doing anything else make sure you've run the Probe once from the launcher.
The binaries are placed in a folder called probe under your EVE shared cache folder. By default it is C:\ProgramData\CCP\EVE\SharedCache - you may have picked a different location when you installed EVE Probe.
To run the Eve Probe from the command line, navigate to probe folder and run the following command:
C:\ProgramData\CCP\EVE\SharedCache\probe>bin\exefile.exe /lib=code.ccp
Simply running the launch script without any arguments runs EVE Probe in full-screen mode and runs through a number of scenes. If you switch away from the app it quits.
/windowed Run in windowed mode rather than full screen. This is often more convenient when testing, especially if you want to attach a debugger or monitor logs as it is running. By default, the size of the window is half the height and width of the desktop.
/width=desired width /height=desired height
Set the dimensions of the window (or resolution in full screen).
/ondeactivate=abort, pause or ignore Controls the behaviour when the app loses focus. Default is to abort - when testing it is usually more convenient to set this to pause or ignore.
/scenes=list of scenes The app has its own notion of what the default list of scenes is. When creating your own content, you usually want to focus on your own list of scenes, or just one scene. If you want to run through more than one, use a comma-separated list (no spaces).
Creating a scene
EVE Probe sequences are stored in yaml files that you can edit in your favorite text editor. There are commands to control the background nebula for the scene, add planets, ships, place the camera and add simple camera behaviors. There are also commands to move the ships, but for any sort of choreographed movements you will need to use a tool such as Blender or Maya to set up animation paths.
Under the probe folder you will find a docs folder containing some documentation about the scene file format as well as movie creation.
What next? It depends on the feedback we get from the player community. Is this enough for you to create interesting scenes? Need better tools? Want to write your own tools? What features are missing from EVE Probe to set up the scene you have in mind?
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.02 14:35:27 -
[2] - Quote
Manic Velocity wrote:I'm holding CCP solely responsible for the mess I just made in my pants. I'm sorry - you will have to clean your own pants!
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.02 15:55:08 -
[3] - Quote
l0rd carlos wrote:You make me randy, Snorlax!
Is this a CCP supported product or is it made on free dev time? I would assume CCP does not even need to invest that much, as long as it's possible for players to contribute stuff by them self. I don't have anything specific in mind, (maybe a UI plugin system?) but this looks promising.
Oh, how about a free camera mode? And a greenscreen mode! I will play with this when I'm back from work. EVE Probe is a CCP supported product, and this feature set is as well. Our first priority will of course always be the game itself, but we'll do our best to support your creative endeavors as well.
I would love to see the community help us with creating a toolset around this for easier movie making - we've released an open-source project for converting animation paths for use in EVE Probe: https://github.com/ccpgames/dae-to-red
It should be fairly easy to set up the scene itself within Maya or Blender and export that - we can't commit any time to do that anytime soon, but perhaps there are volunteers out there reading this who'd be willing to give it a try.
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.02 16:01:42 -
[4] - Quote
l0rd carlos wrote:Ok, so I looked at both C:\ProgramData\CCP\EVE\SharedCache\probe\bin
and C:\Program Files (x86)\CCP\EVE Probe\launcher
And can't find the Scene files, as stated in the readme: Quote: EVE Probe sequences are stored in YAML (http://www.yaml.org/) files under res/sequences (relative to the directory that versions binaries are stored in).
Yes, I have run probe before searching. The only yaml files I can find are the results files. The Progam Files (x86) filder hast just a cacert.pem and a logo in the res folder. And the ProgrammData Shared Cache folder has a probe/scene folder, but just with a single yaml file that names all of the scene .. but not the scene files itself. What am I missing? Sorry, that's a bug in the documentation. The scene files are downloaded by the EVE Probe as it runs, and somewhat of an oversight not to have sample scene files for experimentation.
Look in the docs folder for the documentation on the scene file format - I'll add some sample .yaml files to the next release.
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.02 16:39:42 -
[5] - Quote
Vincent Athena wrote:When will this be available to Mac users? You really really need to see what all your new graphics are doing to the Mac client, it's not pretty. Hopefully soon. We need to sort out some licensing issues first, though.
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.02 16:44:05 -
[6] - Quote
l0rd carlos wrote:Ah, thanks. Though I must still do something wrong, because it shuts down without any error. I just see a new cmd pop up for a split seconds and than nothing. No error: https://i.imgur.com/uQF9Vgb.png
I tried with cmd and powershell. And the #1 post in this thread say ...SharedCache\probe>bin\exefi.. I guess you mean backslash \ and not > between probe and bin? You need to be in the probe folder and run bin\exefile.exe - so go up one level, you're in the bin folder in that screenshot.
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.02 18:23:47 -
[7] - Quote
Hendrick Tallardar wrote:God dammit.....there goes my productivity this week. Sorry, we can not be held responsible for that 
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.02 18:25:09 -
[8] - Quote
l0rd carlos wrote:Fitting and firering all ze missiles https://i.imgur.com/3NzCHuc.jpg
lag lag lag edit:So what is the actor name for the Machariel in the angel / ingame paintjob? And how do we find the names? I'll see if I can find a comprehensible list of names for the dna strings for ships.
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.03 13:32:17 -
[9] - Quote
CCP Darwin wrote: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. It's possible the binary is corrupted. I recommend deleting the SharedCache folder and then running the launcher from the shortcut in Program Files (x86) again. Be sure to allow EVE Probe to run through all the default scenes. This will re-download the contents of that folder and may resolve an issue with a corrupted file. Deleting the shared cache folder is overkill - running from the launcher again should be enough.
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.02.03 16:48:08 -
[10] - Quote
Midori Tsu wrote:Is it possible to have the camera follow an animation path? (specifically when using _handle_bind_matching_dynamics) or does it need to follow a seperate file?
Also, how do i make sure the animation is scaled correctly?
Also, having a ship blow up, how is this hanndled? The camera should be able to follow an animation path. Create a named camera, select that camera and make sure one of the animations refers to that same name.
Something like:
- [camera, main_camera, 1.57, 3.0, 100000.0] - [select_camera, main_camera] - [bind_matching_dynamics, 'animations.red']
There is an explosion_for_actor command:
- [explosion_for_actor, explosion, 'res:/fisfx/deathexplosion/death_h_amarr.red', actor_name, 0.1]
CCP Snorlax - Software Architect - Team RnB
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CCP Snorlax
C C P C C P Alliance
827

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Posted - 2015.08.13 17:58:50 -
[11] - Quote
Illectroculus Defined wrote:After about 40 hours of work I finally have this 360 video - that is a video which is rendered on a sphere, enabling you to turn the camera in any direction. https://www.youtube.com/watch?v=tctGKL5RO_U
I don't want to do this again any time soon, many problems were encountered, workarounds were needed and Eve Probe proved to be severly lacking in features - here's a few comments on things I'd really like to see in a future version of probe. ...
Great job! I-Śll try to find time to address your comments - this is valuable feedback. Hopefully this video will help us justify giving the Probe more priority so we can make it easier to work with.
CCP Snorlax - Software Architect - Team RnB
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