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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 23:46:28 -
[61] - 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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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.02.02 23:52:11 -
[62] - Quote
ShadowandLight wrote:CCP Darwin wrote: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: Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?
If the FPS tanks on that scene, try turning off AA, that helped for me. It's probably all those lasers. |
Salpun
Global Telstar Federation Offices Unicorn Nation
835
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Posted - 2015.02.02 23:52:28 -
[63] - Quote
ShadowandLight wrote:CCP Darwin wrote: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: Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request? Sure start a new on in the EVE Probe forum it needed a request thread any way. Maybe it will get sticked.
There was talk about showing only the outer edges of all bubbles deployed but not sure if that would help your issue.
I think that level selection LOW Mediam or HIGH graphics engine would also help work thru some of the more obscure graphics issues. Will add that to your thread once you start it.
Edit: the Main man himself is still up and beat me to it.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
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ShadowandLight
Trigger Happy Capsuleers Soviet-Union
377
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Posted - 2015.02.02 23:53:05 -
[64] - Quote
CCP Darwin wrote: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?
I must have an older version, I just ran it last week but I didn't see a POS shield version just multiple POS sticks anchoring.
Is there a new scene with an Online Shielded POS with a decent amount of modules
Legacy - An EVE Online Blog
Legacy of a Capsuleer Podcast
EVEServers.info - One stop API Solution for Corps/Alliances
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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 -
[65] - 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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Jon Dekker
Dekker Corporation
50
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Posted - 2015.02.03 00:05:08 -
[66] - Quote
CCP Darwin wrote: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.
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.
I'm talking about a playback recorder similar to how Halo Forge worked, where the entire scene was recorded as objects and positions of objects and their various properties, not as video footage. You could then playback the scene and fly your camera around, panning or zooming, or slowing down the footage, or getting better camera angles, or even stop the scene entirely, and the camera can still be moved around the scene. My thought is, what if you can do this but your camera positions are also recorded? Then you can sequence the final scene, switching manually between the different cameras.
This would allow for Ti-Di battles to be recorded and published in ways that are just a bit more cinematic than someone's FRAPS video.
Halo Forge Example |
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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 -
[67] - 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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Ariete
Future Corps Sleeper Social Club
53
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Posted - 2015.02.03 00:28:02 -
[68] - Quote
Jon Dekker wrote:CCP Darwin wrote: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. 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. I'm talking about a playback recorder similar to how Halo Forge worked, where the entire scene was recorded as objects and positions of objects and their various properties, not as video footage. You could then playback the scene and fly your camera around, panning or zooming, or slowing down the footage, or getting better camera angles, or even stop the scene entirely, and the camera can still be moved around the scene. My thought is, what if you can do this but your camera positions are also recorded? Then you can sequence the final scene, switching manually between the different cameras. This would allow for Ti-Di battles to be recorded and published in ways that are just a bit more cinematic than someone's FRAPS video. Halo Forge Example
(Disclaimer, i'm not a programmer or 3d Designer)
There is a CREST api that allows you to track positions of ships etc, CCP have used it for the last AT and NEO. The output from the api maybe able to be used to generate the info for Eve Probe to render.
So CSM IX ????
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Rollo Brinalle
Center for Advanced Studies Gallente Federation
28
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Posted - 2015.02.03 00:46:14 -
[69] - Quote
All very cool stuff going on here! A few things though as this thing explodes. It would be really nice to have a wiki or some place we can go to and get the latest changes without having to comb soon to be dozens of pages in the forums. We are going to want more information for example setting ships with specific weapon systems and how do we place stations, starbases, and all the other backgrounds information in a scene. A repository that can be quickly updated will be required especially in the beginning.
I am already wanting more that's for sure and it's going to be great to create some good ads in the future for the communities I'm involved with.
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Valeo Galaem
Deep Core Mining Inc. Caldari State
96
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Posted - 2015.02.03 01:50:03 -
[70] - Quote
Is it possible to trigger model animations such as warp mode, ship modes, weapon onlining, etc?
Since the station in Scene 5 does not have its rings rotating I assume not.
Standalone Windows build of ccpgames/dae-to-red
https://github.com/Nu11u5/dae-to-red/releases
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5823
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Posted - 2015.02.03 02:47:26 -
[71] - Quote
http://www.fuzzwork.co.uk/dump/latest/graphicIDs.yaml.bz2 may well be of use to people, looking for which ship is which.
It's one of the official files from the SDE. Right now, I'm not loading any of the SOF data into the conversion, but that may change if people need it.
Right now, I suspect you don't, as it's nice and readable in its current form (just use 7zip to unzip it, then open it in a decent text editor, like notepad++)
Woo! CSM X!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Kyoko Sakoda
Pyre Falcon Defence and Security Multicultural F1 Brigade
275
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Posted - 2015.02.03 08:27:31 -
[72] - Quote
Just want to say thanks for supporting this. With PBR the old methods of using TriExporter to extract texture data were getting very dated.
I'd like to see support for animation paths from Cinema 4D at some point as well. I believe they might be XML files but I'd have to check. Maybe a genius player can work on support for that. |
Discomanco
We pooped on your lawn Resonance.
143
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Posted - 2015.02.03 09:49:01 -
[73] - Quote
Was just about to get fired up, but now I'm a sad panda :( http://gyazo.com/7d02e0b7b37597aa3d8311eceffa77ed
(yes, I'm running a 32bit system) |
l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.03 10:02:50 -
[74] - Quote
Can you maybe run the cmd as a 32bit application or someting?
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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Discomanco
We pooped on your lawn Resonance.
143
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Posted - 2015.02.03 10:07:22 -
[75] - Quote
l0rd carlos wrote:Can you maybe run the cmd as a 32bit application or someting? How can I not run it as a 32bit app? ._. My OS only supports 32bit |
l0rd carlos
Brotherhood of Purity
1264
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Posted - 2015.02.03 10:19:28 -
[76] - Quote
Discomanco wrote:l0rd carlos wrote:Can you maybe run the cmd as a 32bit application or someting? How can I not run it as a 32bit app? ._. My OS only supports 32bit Sorry, brain fart. My bad. I thought about the other way around.
Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos
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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 -
[77] - 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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Lair Osen
107
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Posted - 2015.02.03 10:55:01 -
[78] - Quote
Hey Darwin, you know the dna for Mordus Ships? Can't see them anywhere usingTriExporter :(
E: found them in the caldari folders |
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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 -
[79] - 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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Discomanco
We pooped on your lawn Resonance.
143
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Posted - 2015.02.03 11:36:35 -
[80] - Quote
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 |
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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 -
[81] - 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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Discomanco
We pooped on your lawn Resonance.
143
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Posted - 2015.02.03 11:49:14 -
[82] - Quote
CCP Darwin wrote: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. Nope no good :( The directory is \probe and the script is directly C/Pd still getting the error that it's not a valid Win32 application http://gyazo.com/cf043332d0bf99a016a0ce6edb90f74d |
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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 -
[83] - 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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Lair Osen
107
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Posted - 2015.02.03 12:40:34 -
[84] - Quote
Yeah my exefile seemed to get corrupted somehow and ended up as a 0kb file that returned the not valid win32 error. Running the probe launcher again fixed it. |
Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.02.03 13:32:03 -
[85] - Quote
Still can't figure out how to control which turrets to be fitted, if that's even possible atm. Can do "fit_random_launchers", but that will only add capital launchers regardless of ship size.
Can siege modes be activated? |
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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 -
[86] - 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 Rave
C C P C C P Alliance
8
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Posted - 2015.02.03 13:42:37 -
[87] - Quote
l0rd carlos wrote:TL;DR: around the lines 200 in main.py object_location_dict[ok] only has one key in the example, that key is "0", what does that stand for and what are "first" and "last" supposed to be? [22:44] max12345 I don't think i can do this without comments or some help with the structuring [22:44] max12345 the thing I'm stuck at right now is that it's looping through some location keys [22:45] max12345 they are sorted by coordinate then by number they by datakey data pairs [22:45] max12345 but I have no idea what the number stands for [22:46] max12345 and they somehow need it for "first" and "last" variables [22:46] max12345 but there is only 1 entry for the number [22:46] max12345 so it'd be the same for the example case [22:46] lord-carlos "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. Looks like an oversight." [22:46] lord-carlos https://forums.eveonline.com/default.aspx?g=posts&m=5457468#post5457468 [22:46] max12345 yes that's fine, I already changed that, I'm stuck somewhere else. [22:47] max12345 this is almost making me resub [22:47] max12345 :D [22:48] max12345 he should hop on irc :D [22:48] niki who is that awesome CCP Darwin guy [22:49] max12345 idk but he's pretty cool releasing these tools at all imo
[22:53] max12345 around the lines 200 in main.py object_location_dict[ok] only has one key in the example, that key is "0", what does that stand for and what are "first" and "last" supposed to be? [22:55] max12345 I'm sure these are issues he can solve much faster though
:)))))
The keys represent the order of location keys, starting with 0 for the first key.
If there were five keys, they would be 0, 1, 2, 3 and 4 (in order).
Each key actually maps to a dictionary that represents a Bezier (or possibly Hermite) curve. It has the following keys: "start_time": The time from the beginning of the scene to the start of the animation curve. "end_time": The time from the beginning of the scene to the end of the animation curve. "start_value": The x,y,z location of the model at the start of the animation "end_value": The x,y,z location of the model at the end of the animation "control_1": First control point. "control_2": First control point.
first and last should be the first and last of those dictionaries. |
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CCP Rave
C C P C C P Alliance
8
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Posted - 2015.02.03 13:49:38 -
[88] - Quote
CCP Darwin wrote: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.
Correct. The project was written in Python 2.7. If someone were to upgrade it to be 3.x compatible and send a pull request on GitHub, that would make me happy.
And yes, all yaml files must have the .yaml extension. |
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Ragnar Sorlandschip
WiNGSPAN Academy for Enterprising Pilots The WINGSPAN Logo Alliance
2
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Posted - 2015.02.03 15:52:51 -
[89] - Quote
Traceback (most recent call last): File "setup.py", line 9, in < module > reqs = [str(ir.req) for ir in install_reqs] AttributeError: 'str' object has no attribute 'req'
This is what I get when trying to install dae-to-red. Any ideas? |
Midori Tsu
Evolution Northern Coalition.
144
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Posted - 2015.02.03 16:28:58 -
[90] - Quote
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? |
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