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

Andares Sol
Center for Advanced Studies Gallente Federation
1
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Posted - 2012.01.24 20:26:00 -
[1] - Quote
Does anybody know if the source-code for the so called "TriExporter 2009" version is available somewhere? I just found the source for the original / initial version and binaries for the "TriExporter 2009" modification.
(After some fiddling i got the original source to compile by recreating a project for Visual Studio 2008 - The only version i own. I use it to export the models for EveLiveWallpaper as Blender kept throwing away all Normals and messing things up when i imported the *.obj and exported into my binary format again.)
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
2
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Posted - 2012.05.26 07:38:00 -
[2] - Quote
Hi Guys!
I am still fighting with applying the paint maps to the diffuse texture in GIMP. Most of you will probably use Blender for doing some nice ship renderings. What i wanna do is apply a specific painting to the diffuse texture, so that the generic diffuse texture will end up as a specific faction/model painting.
This is what i tried so far: Do the usual magic to decompose the d and pgs texture to layers. Copy alpha from pgs texture to d texture. Invert alpha and adjust levels. Recompose d texture Copy the two mask layers from pgs texture to d texture Open red file and get MaterialDiffuseColor, MaskDiffuseColor, SubMaskDiffuseColor for Hull and create additional layers with these colors.
Ok so far so good... Now it becomes a bit odd... Somehow magically i have to compose all these layers to the final color.
So i tried this: Open the Eve Client and have a sharp look at the model preview and decide which color is what and how it matches with the mask. Now i overlayed the base-color with the diffuse texture and did a Merge Down Layer to get the base color of the diffuse texture. Then i combined the mask colors with the mask - sometimes inverting the mask - to get a new layer, where everything is white, and the two masks have their respective color. And finally overlayed that stuff with the already painted diffuse texture.
Vexor Paint Test
It looks better than not painting it at all, but the con is, that the colors of the paintmask is a combination of: diffuse texture - material diffuse color - mask diffuse color Not sure if it is intended to multiply the material diffuse color as well... *headscratch*
So the big question is: How do you use the colors in the Mask colors from the Red Files?
Bests, Tobias
P.S.: Any ideas what the new *.black files are? A binary version of *.red or something entirely else...
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Andares Sol
Center for Advanced Studies Gallente Federation
5
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Posted - 2012.05.30 22:30:00 -
[3] - Quote
@craidie: There is some black magic in there somewhere (maybe that's why we have *.black files now ). For some ships my manual GIMP painting attempts were pretty easy, and for others a complete epic fail. For example the Vexor, Opux and Prophecy came out quite nicely, but the Nightmare is literally a nightmare: After hours of fiddling i got something which looked almost but not quite right, saved it and have not managed to reproduce it ever since. And with the Ferox i had problems because how do i transform a color value with numbers bigger than 1 into RGB values for GIMP?
I will give it a try with the Scorpion. Which *.red file are you using?
Bests, Andares
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Andares Sol
Center for Advanced Studies Gallente Federation
5
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Posted - 2012.05.31 18:44:00 -
[4] - Quote
@craidie:
The red color is for example in the cb2_t*_kaalakiota.red file: --- name: "SubMaskDiffuseColor" value: [1, 0.4431373, 0.3372549, 1] 255 113 86 ---
In theory there should be a simple formula in the shaders somewhere how the colors and masks all work together... Something like: FragmentDiffuseColor = MaterialDiffuseColor * Fragment + MaskDiffuseColor * Mask + SubMaskDiffuseColor * SubMask ...and the same for AmbientColor, SpecularColor.
Ho hum, without a nice developer revealing some tricks it's all try & error.
Edit: I think bits of the calculation formula are in triplefresnelreflectionv2ps.fxh at least there is a comment saying "combine three material layers". Just have to make sense out of it...
Bests, Andares. |

Andares Sol
Center for Advanced Studies Gallente Federation
5
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Posted - 2012.06.01 14:37:00 -
[5] - Quote
@akori: Well i am doing something like that already, the odd thing is: For some models it works like a charm and the visual result is great and for others i end up with an epic fail, which makes me think that there is something wrong with my workflow and the few models that work, only work by accident.
For example - gc3_t1 aka Vexor: I have the diffuse texture, MaterialDiffuseColor, MaskDiffuseColor, SubMaskDiffuseColor, Mask and SubMask all in a separate layer in Gimp. I set mode to "Addition" for MaskDiffuseColor and have the Mask below, then do MergeDown. Same with SubMaskDiffuseColor and SubMask... Then combine the two via Mode "Multiply" and do another MergeDown. Then multiply the colored mask with MaterialDiffuseColor and MergeDown. Then overlay the stuff with the diffuse texture.
Final result looks like this: [Vexor]
Which is not too bad considering i miss a ton of other color settings and it's rendered on the mobile phone.
However for the Nightmare model this approach does not seem to work.. The Mask and SubMask are somehow inverted versions of each other with a few differences... If the order of applying the colors and multiplying and adding and overlaying would be right that should work the same way, but it doesn't....
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
5
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Posted - 2012.06.03 08:40:00 -
[6] - Quote
@Xenuria:
I think it will be pretty difficult to export exactly your character, as the final mesh of your character is somehow dynamically created out of a set of standard variants that are merged together. There was a nice posting ages ago, when they introduced the character creator, where it was explained. Can't find the link now though...
The best link i could find regarding Character Export was this: [Eve 2 Unreal UDK - Characters]
Mind you now i look at it again there is also an epic posting how to render ships . Maybe i should read that post as well before asking stupid questions: [Eve 2 Unreal UDK - Ships]
Kind Regards, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.24 13:11:00 -
[7] - Quote
Any ideas in which directory i can find the new Stealth Bombers? Hound, Manticore, Nemesis, Purifier I am too blind to find them .
Thanks, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.25 20:28:00 -
[8] - Quote
@Cmdr26: Try deleting the TriExporter registry key... regedit.exe -> HKEY_CURRENT_USER\Software\TriExporter
Make sure you point to the EVE directory, not the CCP directory when setting the file path.
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.25 21:49:00 -
[9] - Quote
Well, with the last Patch the *.red files are gone and replaced by *.black files in a binary format. So that's the end to half way realistic Blender rendering and to my EveLiveWallpaper it seems... Until someone reverse engineers the datastructure.
Grumble... Why does CCP have to make it so difficult for us...*sigh*   
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.26 04:23:00 -
[10] - Quote
@Xenuria: Aren't you the one who keeps asking to pay for information or even better a ready made Maya import plugin? Why not start your favorite software development environment and give it a go then?
Honestly... 
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.26 21:52:00 -
[11] - Quote
Ok first crude glimpse at *.black file...
- A few bytes as header.. Maybe containing a CRC or an Offset to the data or the content data type.
- Then a lot of text pretty similar to the red files. Hopefully describing the order and content of the binary data that is stored
- Then a few wide-char strings to the textures and decal *.dss files
- Then just binary data... The values are definitely in there.
If i use a Float to Hex converter and enter a few values from the old red file, i find them in the binary area. There also seems to be some kind of binary token to identify the values e.g. "0A000000 18000000 1C000100 1D001B00" is followed by three 32bit values for MaterialDiffuseColor for the (first?) hull.
Hm.. This could take some time. Probably best to pick one *.red and corresponding *.black file and start the magic pattern matching. 
Can't we just get a black_file_format.h CCP? 
Bests, Andares Sol |

Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.27 19:20:00 -
[12] - Quote
The first 32Bit value of the binary token seems to be just counting up. Second parameter might be number of bytes that follow until the next token. 4 + 4 + 4*4 = 0x18 Third is maybe the type. Seems to be the same for all Tr2Vector4Parameter in the red file, so maybe it means just that in the black file. 1C000100 = Tr2Vector4Parameter? The next one is maybe the name of the type. 1D001B00 = MaterialDiffuseColor? And following depending on the type the values.
A lot of dodgy guesswork and most likely quite wrong  Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.28 18:24:00 -
[13] - Quote
Thank you very much Selvin & Freak Johner! Some solid piece of information. Very much appreciated!  I'll have a look at your C# code.
Bests, Andares Sol
P.S.: Just out of curiosity is there some plan to put that into TriExporter .NET? (I am still working with the old TriExporter source, slightly modified to export the model data for EveLiveWallpaper.)
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Andares Sol
Center for Advanced Studies Gallente Federation
6
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Posted - 2012.06.30 08:54:00 -
[14] - Quote
Finally my paint map confusion slowly unravels... Just reading triplefresnelreflectionv2ps.fxh really helps.
So this is how i will add the paint mask to the diffuse texture in GIMP from now on. This is obviously a simplification, because the EVE Client has a complete different set of material attributes for the masked and not masked areas and calculates the lighting based on that! So if you combine things like described below you will loose that. For example areas with a mask are sometimes shinier, more reflective, have different ambient and specular factors e.t.c. So the Blender approach will look completely different as you can really setup the material attributes per Mask there i guess.
Ok i will doubtlessly point out the obvious again and get another metaphorical comment what a "feckin egit" i am, but hey maybe it helps a few others:
This applies to models which use tripleglowv3.fx in the red/black file.
1) Have a layer with MaterialDiffuseColor and add a LayerSubMask with the "Mask" 2) Have a layer with SubMaskDiffuseColor and add a LayerSubMask with the "SubMask" 3) Have a layer with MaskDiffuseColor 4) Combine the three layers 5) Overlay with diffuseTexture
After step 3) it looks like THIS And the end result is THAT
If you spot any flaws i am open for constructive critisism... *waves a shovel*
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
8
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Posted - 2012.07.28 08:09:00 -
[15] - Quote
FYI: Selvin has made great progress in parsing the Black files and is currently playing with using the original EVE Shaders with SlimDX.
(For me it is a bit depressing, as obviously using the original EVE DX9 Shaders results in a 100% correct and awesome rendering of Ships, which is impossible to copy if you have to redo it the "clumsy way" in OpenGL for EveLiveWallpaper with writing your own Shaders and keeping backwards compatibility with OpenGL ES 1.1.)
So at the moment we have a working experimental Black parser, which can write the content to a Json file. I shoehorned a small Gui around it, which does the conversion if you drag&drop a black file into it. If this is something you guys would be interested in testing / using, then i will release it somewhere. All credits to Selvin of course!
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
8
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Posted - 2012.07.29 18:07:00 -
[16] - Quote
I uploaded a first version of the Black2Json converter. Quick & Dirty and no guarantees. This is just using the C# classes from Selvin as is: [Black2Json.zip] This program requires the .Net Framework 4.0. I hope the Installer is clever enough to redirect you to the download page, in case it isn't already installed.
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
9
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Posted - 2012.08.09 19:12:00 -
[17] - Quote
The dead life longer! Selvin has kindly worked on an update for the good old TriExporter and also taken a few of my changes into the code. So we can proudly present you *drumroll* 
TriExporter v0.5.0.0 SourceCode and Binaries are hosted at CodePlex. (Same as TriExporter.NET) http://triexporter.codeplex.com/
- The binary got bigger, as we have the library to export Autodesk FBX statically linked to the executeable at the moment (*.fbx).
- An exporter for Android3D files was added (*.a3d)
- Also an exporter for the simple binary format for EveLiveWallpaper was added (*.vbo).
- The main form was redesigned a bit to reduce the scrolling effort when you select a model.
- The model preview was fixed.
Note that the code is still in large parts the same of the original TriExporter, so it has aged a bit over the years. It ain't pretty, but it works .
Bests, Andares Sol
P.S.: You still need to get the granny2.dll from somewhere and put it in the same folder as the program of course.
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Andares Sol
Center for Advanced Studies Gallente Federation
9
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Posted - 2012.08.10 22:00:00 -
[18] - Quote
@AlleyKat: Ah well bound to happen with only two people testing and both have tons of SDKs and debugging tools installed :D I have it running fine on Win7 64bit with dll 2.8.12.0 - No need to run as administrator either.
So questions: - Did the old version work? - Which graphics card do you have? - Do you have a d3d9.dll in your Windows\system32 folder and DirectX installed? - If you single-click and just export the model does that work?
@All Does it work / not work for anybody else?
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
11
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Posted - 2012.12.01 09:10:00 -
[19] - Quote
Hm I hope you are right. I have the gut feeling CCP just completely changed the Black file format again and comes 4th of December it'll stop working on TQ as well.
Bests, Andares Sol
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Andares Sol
Center for Advanced Studies Gallente Federation
11
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Posted - 2012.12.15 17:20:00 -
[20] - Quote
Sorry i didn't think it's a good idea to do a release on the day CCP puts the changed format on TQ and things stop working. Something along the lines of "Here great new release, and by the way it doesn't work anymore!" didn't seem to be such a grand idea *grin*.
OK, but as it looks like various people have different backups of different stages of Black files, i can do one of course. The latest change i got from Selvin on 4th of December is checked in, so i'll make a release of that one.
Ah yes and the Roc Wieler change to output a formatted Json is also in. Thanks!
Bests, Andares Sol
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