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SwindonBadger
0utbreak
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Posted - 2006.09.30 14:57:00 -
[1]
Edited by: SwindonBadger on 30/09/2006 14:57:46 Dear CCP agents of dudeness (or anyone else who can hep me on this matter), I recently watched a very cool vid using ur modles (this can be found in forums videos... Evolution trailer I belive) I am a vfx artist for both games/tv and currently on a film contract, I have recntly moved near to my work therefor giving myself time to create my own CG again ! woot,. Since joining the game I have long thought about doing a cg video of eve exsperiances. Would it be possable to obtain these modles (ships stations ect.. ) from the game code and convert them to either maya or max files?, would you be happy for me to do this?(I will put and CCP related creddits u wish to it ) and very happy to work hours/months in producing something that hopefully will please more then my fellow corp mates. If there is a topic I have missed with this in please relocate me to it, my spelling is very bad but I assure u my annimation is not ! thanks you for your time your evil badger (TOXIN)

good fight Dusk n Dawn yesterday! u had one of the best small gang setups Ive come across recently ( that kind of fight I would be remaking)
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Lowa
Gallente North Star Networks
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Posted - 2006.09.30 19:46:00 -
[2]
I *think* that is a no? If I remember correctly the EVOL project had to create their own models since it was not possible to get them from CCP.
I could be wrong though, it happens from time to time.
GL on your project anyway, I will most likely envy your results regardless since I am a serious CG addict. 
/Lowa
What if the truth was something else? |

Biff Steel
Evolution Band of Brothers
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Posted - 2006.09.30 22:14:00 -
[3]
We wrote our own converter to extract the models from the game but you can find a converter that works just as well in this thread: TriExporter However we did create our own battleship models and other larger ships since the lack of detail in said game models was lacking for our purposes.
I think you'll also need an app called exSTUFFExplorer to extract the files. Once done, open the tri files (mesh files) with the tool mentioned above. Also note that you'll need to flip the textures (.dds files) on the vertical axis in order for the UVs of the mesh to align properly.
On a side note, we (the team behind the evolution project) are always looking to grow with new talent. If your interested please send me a game mail to this name with some links to your work. We are currently working with 12 active people and the results of our efforts have come along way from the original trailer you mentioned. If you decide to pursue your own project I would still be more than happy to advise you on any pitfalls that may come your way. Always exciting to see other CG based projects in the works!
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SwindonBadger
0utbreak
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Posted - 2006.09.30 23:10:00 -
[4]
thanks amigos, I had a good convo today and looking at the tri modles atm, should be alot fo fun.
I belive we need to build t2 ships but i might be wrong, ? maybe use the condor as a starting point for crow model as lodgic goes,
and Biff will contact u asap in game chears ! :)
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Biff Steel
Evolution Band of Brothers
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Posted - 2006.10.01 01:05:00 -
[5]
There is a directory somewhere in the stuff files that contain all the extra little add ons for the t2 variations of the ships. After that it's just a matter of some color shifts to the textures and you have yourself a t2 ship.
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Sha'blach
Amarr Imperial Shipment
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Posted - 2006.10.01 09:00:00 -
[6]
Edited by: Sha''blach on 01/10/2006 09:01:51 Mail Kieron. Also I currently have some models that I could allow you to use with CCP's permission of course
Disclaimer: All models range between 100,000 polygons and 3,500,000 polygons. Thus may cause harm to your PC or your copy of Windows. I would not recommend the use of said models with limited resources such as ram or cpu. That is all. ------------ Peregrinus Amarria
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