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

AzAkiR NaLDa
Real Simple Construction Yulai Federation
6
|
Posted - 2012.10.12 22:38:00 -
[1] - Quote
i am working out last bits and pieces on my 3ds max tutorial on eve ships for most of the actual texture work. Finally got the actual reflection masks to work propperly so they can now reflect the environment like they should do :)
Things still to do : More detail work on the actual texture files (get as close to ingame as possible) Engine trials and thrusters Reflection amount Turn lights to be emisive
here is a sneak peak on the arbitrator that i have been experimenting on
http://imageshack.us/a/img141/1345/arbitest21.jpg
here is a simple engine trial test
http://imageshack.us/a/img13/736/arbitratorshiptest01.jpg
dont pay to much attention to the texture work ont he engine test one though, it is a really rought test so simple diffuse texture and some colors given to the lights and engines to test with.
Engines are done with actual particals |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
6
|
Posted - 2012.11.06 15:19:00 -
[2] - Quote
The other 2 channels in the pgs file are the diffuse mask and submask textures. These 2 channels combined make the reflection map. Each of these maps has their own specularity so keep a eye on that. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
6
|
Posted - 2012.11.08 15:12:00 -
[3] - Quote
I will create a step by step guide. for 3ds max incl the mapping/reflecting stuff and combining the 2 mask files. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.09 09:23:00 -
[4] - Quote
AlleyKat wrote:Brent Newton wrote:AzAkiR NaLDa wrote:The other 2 channels in the pgs file are the diffuse mask and submask textures. These 2 channels combined make the reflection map. Each of these maps has their own specularity so keep a eye on that. How does that work; the diffuse masks? I don't even know what a submask is, and how do they work together to affect a reflection map? I'm not used to working with textures that are much more than simple diffuse, spec, bump, mirror, alpha and such. I do however use Ps pretty heavily and understand much more in depth ways of layering in that program. I use blender btw, but when ppl explain stuff for 3ds or most other 3d programs I understand. Unless you have the original 'RED' files OR you are able to reverse engineer the EVE gfx (which goes against the EULA) there is no way you will be able to know what or how to color the layers, or even what strength of specularity, glow, fresnel, reflectivity etc to use on any of the RGBA channels I have all of the RED files btw, and they are available to anyone who asks me nicely. AK
Alleycat the data you are talking about is also located in the new black files. You just need to learn how to read them and they will show the same data as the old red files.
On a side note. Today will be the day that I will finish some of the test models and all the layers should be mostly correct now. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.09 14:20:00 -
[5] - Quote
this is true alleycat that it needs to be reverse engineered. but atleast then you have the proper color values and layering sorted. because the red files are outdated. most red files are from the old V2 shaders. and since the sub capital ships for the main 4 races and some pirate factions are allready using the new v3 shaders. these black files contain the information you need.
and you can easily convert them to a format that you can actually read just like you can read the black files. all you need to do is look back a couple pages and look for the black2json tool linked in the topic.
this does the converting work for you |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.10 00:45:00 -
[6] - Quote
Brent Newton wrote:I think all this is really a moot point. Why worry about making them eve perfect. The great thing about pulling a model out is that you can make them look 100x better than they ever could in a game engine. At least that's the way I see it. I'm just going to use the mask textures in the pgs as specular/mirror maps to give the appearance of different materials.
Q : I use blender and when I pull a ship in it has multiple materials attached. Are these necessary, or are they sorta like the additional verts you always get when importing an .obj? I can imagine when they might be, but maybe one of ya'll has a better understanding of this and can make it easier on me.
the reason that on some models you have multiple layers is due to the fact that all the uv mapping has been done already. this means that the main ship hull and the engine parts are separated.
this is also done for the engine glow. the engines have a different kind of lighting and reflection then the rest of the ship.
the bigger the ships the more layers you get. for example the nyx super carrier has 3
while a gun model only has 1
it is all depending on if there is a different between some parts of the model.
hope that explains it a bit |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.10 19:02:00 -
[7] - Quote
in 3ds max when you import the .obj file it automaticly creates a 1 or 2 layered material that you can then edit.
and when working on it you can actually see that when working on the hull layer the engines stay gray/white or whatever base color you have |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.11 11:55:00 -
[8] - Quote
Haha this is how you learn. Here let me show you my latest test run. In the picture you will see a rokh and a abaddon but baddon is under fire.
http://simple-construction.net/images/test.jpeg |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.11 15:10:00 -
[9] - Quote
this is done completly in max rendertime on this highres screenshot was 1 minute 20 seconds XD |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.11 18:05:00 -
[10] - Quote
The masks used come from the pgs files. Its the red and blue channels |
|

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.24 00:02:00 -
[11] - Quote
okay did some more work and in a couple hours simulations of engine trails and gun blasts will be finished :)
finally managed to get the mask to work out correctly.
imageshack.us/a/img217/6307/geddon21.jpg
thanks to composite materials. i adjusted the diffuse texture colors for the mask and submask layers. then applied the masks and as you can see a good final result if i may say so myself. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.24 18:34:00 -
[12] - Quote
Brent Newton wrote:AzAkiR NaLDa wrote:okay did some more work and in a couple hours simulations of engine trails and gun blasts will be finished :) finally managed to get the mask to work out correctly. imageshack.us/a/img217/6307/geddon21.jpgthanks to composite materials. i adjusted the diffuse texture colors for the mask and submask layers. then applied the masks and as you can see a good final result if i may say so myself. How did you do that blue shield thing at the front? That looks really good. Do you subdivide the mesh before render?
that "Blue shield" stuff is actually the reflections of the environment. still need lots of small tweaks will get you a update on it once it is finished.
right now playing around with lots and lots of particles to bring **** to life |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.24 23:30:00 -
[13] - Quote
hmm well this is just great :S i am now stuck as i cant convert the black files anymore.
i updated my pc earlier with a new shiny SSD to speed up lots of the simulation times.
now when ever i try to load a black file with the black2json tool i get the following error and it shutsdown :
Quote:System.IndexOutOfRangeException: De index ligt buiten de matrixgrenzen. bij Red.BlackObject.<.cctor>b__c(BinaryReader br, BlackObject me, BlackObject root, Nullable`1 index) bij Red.BlackObject.Create(BinaryReader br, Nullable`1 index, Int64 len, Int64 start, BlackObject parent, BlackObject root) bij Red.BlackObject..ctor(BinaryReader br, Nullable`1 index, Int64 len, Int64 start, BlackObject parent, BlackObject root) bij Red.BlackObject.<.cctor>b__13(BinaryReader br, BlackObject me, BlackObject root, Nullable`1 index) bij Red.BlackObject.Create(BinaryReader br, Nullable`1 index, Int64 len, Int64 start, BlackObject parent, BlackObject root) bij Red.BlackObject..ctor(BinaryReader br, Nullable`1 index, Int64 len, Int64 start, BlackObject parent, BlackObject root) bij Red.BlackObject.<.cctor>b__11(BinaryReader br, BlackObject me, BlackObject root, Nullable`1 index) bij Red.BlackObject.Create(BinaryReader br, Nullable`1 index, Int64 len, Int64 start, BlackObject parent, BlackObject root) bij Red.BlackObject..ctor(Stream stream) bij Black.Black2Json.ConvertFile(String currFilename) bij Black.Black2Json.ConvertFileBtn_Click(Object sender, EventArgs e) bij System.Windows.Forms.Control.OnClick(EventArgs e) bij System.Windows.Forms.Button.OnClick(EventArgs e) bij System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) bij System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) bij System.Windows.Forms.Control.WndProc(Message& m) bij System.Windows.Forms.ButtonBase.WndProc(Message& m) bij System.Windows.Forms.Button.WndProc(Message& m) bij System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) bij System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) bij System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Geladen assembly's ************** mscorlib Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.18010 built by: FX45RTMGDR CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
Black2JsonCK Assembly-versie: 1.0.0.0 Win32-versie: 1.0.0.0 CodeBase: file:///C:/Users/DJ/AppData/Local/Apps/2.0/BGO93G93.XWK/3B5M35HM.HJG/blac..tion_7760a6a9594eb350_0001.0000_8233d1aaa03925be/Black2JsonCK.exe
System.Windows.Forms Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
System Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.18016 built by: FX45RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
System.Drawing Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
Accessibility Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
System.Core Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
System.Web.Extensions Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Web.Extensions/v4.0_4.0.0.0__31bf3856ad364e35/System.Web.Extensions.dll
mscorlib.resources Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.18010 built by: FX45RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_nl_b77a5c561934e089/mscorlib.resources.dll
System.Windows.Forms.resources Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.18010 built by: FX45RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_nl_b77a5c561934e089/System.Windows.Forms.resources.dll ---------------------------------------- |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.25 13:42:00 -
[14] - Quote
okay i thought it was a issue with my computer but i guess its not.
i tried it on my wifes laptop. on some friends systems and on none of them it seems to be working :(
what could be this problem? |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.30 11:07:00 -
[15] - Quote
Dayfox if you are trying to open the blackfiles from either Birmingham or duality it won't work. For some reason ccp secured it or something. I tried it before and it made my tools crash and do all sorts of funky stuff. I guess we will have to wait for them tone released to TQ before we can play with them
|

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.04 13:51:00 -
[16] - Quote
Hmm okay so i guess we need to find a way to reopen the files then
|

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.11 17:18:00 -
[17] - Quote
I guess we will have to try and contact the app creators and see if they can update it. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.11 18:20:00 -
[18] - Quote
Luckily I do archived the pre patch files. But there are a couple ships who received the v3 shaders. The new destroyers can be made using the existing t1 destroyer scheme. But the venture for instance is completely new and no info on its colors heme can be read. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.14 10:11:00 -
[19] - Quote
Sure as hell you deserve a like for this selvin. Great work again. At least I can now continue in doing my stuff. I will do a compile later and if no one made a working executable yet i will share it here |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.15 00:29:00 -
[20] - Quote
hmm i did manage to pull some data and convert a black file for the venture.
this is what came out.
http://imageshack.us/a/img18/9876/venturetest.jpg
i will upload the propper render tomorrow as for some reason the submask isnt correct. or not propperly used for the main body |
|

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.15 13:11:00 -
[21] - Quote
okay here you have it as promissed the propper version of the venture
http://imageshack.us/a/img685/7775/venturetest02.jpg |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.17 18:51:00 -
[22] - Quote
Great work as always. Thanks for the update selvin, Anderes and roc. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.24 16:53:00 -
[23] - Quote
i have no experience with maya so dont blame me if i tell something wrong.
but what i do on my models is i add the specular curve to specular settings. even though i am playing with a new engine right now which dont actually uses specular it can be done.
main key point is that you add the specularity map into the specular level slot.
then you adjust the glossiness to your likings to create some nice effects on to it.
not all values of the json/black file can be used unless you are working directx shaders which can be done in maya i believe.
but in max this is not a option because it doesnt have the build in shader support like maya does. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2012.12.25 22:17:00 -
[24] - Quote
Exactly what is said above. the color values and specular values are really hard to find out where to place them if you have never done it before.
The reason why it is hard to get a 1 to 1 copy of the game models is exactly the engine lightprojection reflection calculations. And that can all be found in the shader files. Fact remains it is extremely hard. After Christmas I'll post picture of a jaguar and a Armageddon done with my latest engine and custom written material for 3ds max. I'll also post screenshots of the ingame make del for reference to actually see how close I came to the 1 to 1 copy.
So just play around with settings and sliders. And looking at screenshots from different angles. And work on it until you are happy. You are the artist. When you are happy with it that is all that counts.
For the specular keep it in mind that specularity only specifiers what area reflects more then the other so it has no color its only greyscale just like the specular map in the pgs files. The color it reflects is done by adjusting the reflection layer color. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2012.12.29 15:55:00 -
[25] - Quote
okay a bit on the late side but better late then never.
as promised here is a screenshot of my latest version of the armageddon. Ingame: http://img13.imageshack.us/img13/2676/20121227193713.jpg
3ds max with vray http://imageshack.us/a/img11/8059/geddontest01.jpg
unfortunatly im not able to find out exactly what is going with the T2 layering for the models so no jaguar yet but that will be posted once i am done with it.
in the above screenshot of the armageddon it is really hard to see a reflection at all and this is due to the fact that vray uses a more realistic way of shading/reflecting.
i loaded up the specular map in the highlight slots and this was the end result which i personally really like. it gives a more metal like look and feel to the material and not so much chrome like as you would get with our previous attempts using mental ray. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2012.12.31 14:34:00 -
[26] - Quote
There is something strange with the t2 that I can't lay my finger on yet. Once I figured out how the layers are stacked I'll let it know. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2013.01.01 22:39:00 -
[27] - Quote
try to play a bit with the output of the mask and submask layers.
Also the reason why I don't use specular values is that the gray render engine doesn't support them. This is due to the realism factor in there. All I do for my reflections is loadup the reflection color layers. Then adjust the color levels. And then I load the specular map in the highlights. Set my reflection levels so it reflects like a metal would reflect. This gives it a slightly more real feel to it. I'll show some progress tomorrow. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2013.01.02 19:34:00 -
[28] - Quote
my version of the astarte. a hell of a lot more detail. but still playing with the right settings for the layers
but as you can see no oilfilm effect though
http://imageshack.us/a/img18/4314/astartelayers01.jpg
so not entirly happy with it yet but getting there |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2013.01.03 10:37:00 -
[29] - Quote
How did you get that effect selvin? Could you explain how you did it? |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2013.01.03 13:58:00 -
[30] - Quote
Okay so your using a DirectX shader program to display it.
That is the complete opposite of max, blender or Maya. But I think it will help recreate most of the effect. I'll play around with it once done with work. I'll recreate the cubes and see how that works out.
|
|

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2013.01.06 18:28:00 -
[31] - Quote
You need to move the channels around :
Green channel goes into red Alpha channel goes into green
Blue channel needs to be white. This gives you the normal map |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.06 23:14:00 -
[32] - Quote
I find the bump map tools not as good as using the source ccp created. It is hard to define from a diffuse map what should go up and what should go down. This is my opinion though :] |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.08 18:29:00 -
[33] - Quote
Can you grab a screenshot of the shader layout and its slots? May e then we can help you. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.17 18:14:00 -
[34] - Quote
With some tips from Theo I have been playing around with vray. But it seems that the colors for the T2 layers aren't correct. Or I can't get them correct. Guardian and the ark for example have red parts. But looking in the black files I only get brown and goldish colors like the t1 ships. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.18 09:52:00 -
[35] - Quote
Okay thnx Theo I will take a look later see what I can get. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.23 22:36:00 -
[36] - Quote
Theo since you are using max and vray what type of lighting do you use in your scenes? I'm working on a sun in the scene but that gives horrible effects with the lighting. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.29 18:33:00 -
[37] - Quote
I'll play around with it a bit and post some pics. And any progress on that video you were planning on? |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.31 14:18:00 -
[38] - Quote
As far as i went with the decals. I found out the the decals are on a second UV channel which the shader uses I guess. In most 3d applications it is hard to render both UV channels. But they can be positioned and rotated pretty easy in max. As you simple rotate the image. Then moving some polygons till the decal fits perfectly and done. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.31 19:20:00 -
[39] - Quote
okay some more progress on the guardian im am happy with it now :)
http://imageshack.us/a/img837/1866/gaurdian022k.jpg
http://imageshack.us/a/img829/6718/gaurdian012k.jpg
so now it is time to get back to effects and destruction :)
got 3 more effects to sort out :
- laser systems - Shielding - Gate activations |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.02.02 11:54:00 -
[40] - Quote
the "dust" particles are stars with motion blur due to the animation. will recreate a render with better lighting and the stars turned off.
update scene.
reduce the lighting coming from the cube maps Increased total lights in the scene. Increased render quality updated trail effect and colors
http://imageshack.us/a/img833/8947/gaurdian03hd.jpg http://imageshack.us/a/img833/8947/gaurdian04hd.jpg
need to fix sharp shadow edges need to fix some more small lightning issues. |
|

AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.04 22:55:00 -
[41] - Quote
ZuiljiN wrote:Anyone else is having troubles with the quality of the two mask layer in the PGS files? I've recreated the new shader in UDK and everything looks great other than mask and submask layer.
Also, is it normal that the BlacktoJSON Program crash on most of the files? I've tried version 1 and 1.2
Regards no issues here with the mask files. What exactly is the issue? That way we could try to aid. And I don't have any crashes at all after the 1.2 update. Do you have .net 3.5 or 4? |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.05 08:13:00 -
[42] - Quote
I never noticed artifacts in the masks. If you can upload and show a mask that has this it would show us exactly what is wrong |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.06 22:01:00 -
[43] - Quote
i use photoshop with the nvidia plugin set. this includes a cubemap shuffler which rotates and orientates the cube map images correctly.
then i seperate them from the layers and set them up in max. i create a big cube and assign 1 image to every single face of the cube. then i reallign them to be nicely connected and then add a modifier to the cube to turn it into a sphere.
once that is done i move the bitmap files to a vray light material so the nebulae actually emits light. and aids in the general lighting of a scene and set the mood. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.11 18:41:00 -
[44] - Quote
Maybe iys a curving value? Any screenshots showing off the decals? |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.12 18:23:00 -
[45] - Quote
I think Theo is talking about replicating the material for the decals. |

AzAkiR NaLDa
Real Simple Construction
16
|
Posted - 2013.03.14 22:14:00 -
[46] - Quote
that is quite handy for those who want that stuff. I personally use triexporter to get all the raw data as it is used by trinity. At this point im closing in on finalizing my vray mat tree in 3ds max. Once done I'll zip the files up so you people using max can see it for yourselves.
anyway another great post asaleays poetic
|

AzAkiR NaLDa
Real Simple Construction
17
|
Posted - 2013.04.05 09:48:00 -
[47] - Quote
I have been a bit busy to reorganize some stuff. But that is almost done. I will dig in again tonight and see if I can fix the majority of it up. Keep in mind that the zip file will contain a material library ready for import in max. |

AzAkiR NaLDa
Real Simple Construction
17
|
Posted - 2013.04.06 13:40:00 -
[48] - Quote
fooled around a bit more with the material tree.
This is for 3ds max 2013 and vray.
Not entirly happy yet with the results but working on that part :)
Here is the max file and a screenshot
http://imageshack.us/a/img826/4314/astartelayers01.jpg
in order to load up the mat tree open the max file in 3ds max
http://hellfire-studios.nl/downloads/astarte.rar |

AzAkiR NaLDa
Real Simple Construction
20
|
Posted - 2013.04.08 19:13:00 -
[49] - Quote
with some help of Theo Samaritan we fixed a nasty issue with the normal maps and inverted tangents in 3ds max 2013 :)
as you can see in the screenshot of the Astarte above the colors aren't showing correctly even though everything reflects the Shader files. And if you look really close you can see a small seam running along the middle of the ship hull.
now here is a screenshot of the tangent issue if you haven't noticed it yet :
http://imageshack.us/a/img841/1144/guardianseam.jpg
The nasty light seam in running through the entire model is caused by the mirrored geometry and the UV's of the brighter side of the screenshot are inverted.
after alot of fooling around and trying to find a fix Theo found it.
It is pretty simple. in 3ds max go to customize > Preferences > Gamma and LUT settings and disable it by removing the tick from the check box
once that is done you get this as a result:
http://img577.imageshack.us/img577/2995/astartelayers02.jpg
This is the same Astarte from the max file i gave the link to. so try it out.
so big thanks to Theo Samaritan for finding this fix
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
Posted - 2013.05.03 12:47:00 -
[50] - Quote
What version of triexporter are you using? As i asked you in your other post aswell. There are 2 different versiins of triexporter and both still work if all the files for the application are there. |
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
Posted - 2013.05.04 09:40:00 -
[51] - Quote
do you have the granny2.dll file in your folder aswell? i am using triexporter v0.5 and it works fine for me so it could be that you are missing the granny2.dll file that it needs |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
Posted - 2013.05.04 14:00:00 -
[52] - Quote
what happens if you press the export model link under file and then load it into your 3d software? is it still showing up in there or is the export function not working at all? |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
Posted - 2013.05.04 15:04:00 -
[53] - Quote
the .gr2 files are the model files, the black files contain all the model texture and sprite information. the dds files are the texture files that only become visible when a model is loaded into triexporter.
meaning you have to double click teh gr2 file for a ship model to show up. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
Posted - 2013.05.05 22:25:00 -
[54] - Quote
Ill see if I can replicate the issue and get back to you. Can you give me the name and location of the gr2 you are trying to load. Cause it could be a model issue. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
Posted - 2013.05.09 08:33:00 -
[55] - Quote
As you might have found out already. The color codes are in the black files which contain all the model layering information.
To get back to you separate surfaces for the models could turn out bad. Cause all the uvs are there meaning you have to do alot of extra work to get good results. But if you digged into the models you would have noticed that the default material that max assigns is already a multi/sub-object base. This material is made up off several layers. Each layer has a number. That number represent a part of the ship as with most if the v3'ed models you get 2 or more mainly named hull and exhaust in the blackfile.
So in order to layon the textures properly you have to make each of the materials for every group to make the ship visible. Having 1 solid model by with different UV groups makes it easier for rendering software and game engines. So in max assign you texture in a colorcorrention layer and transfer some of the color codes from the black file to the color correction and its done.
When you do this right you can get something like this : http://citadel-consortium.com/downloads/loki_enhanced_env.jpg |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.10 07:55:00 -
[56] - Quote
Hmm lets try this ferox then.
http://citadel-consortium.com/downloads/ferox_03.jpg |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.15 17:11:00 -
[57] - Quote
Ugh I cannot convert the black tiles for the station interiours or the new capital ships. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.17 18:32:00 -
[58] - Quote
Bifordus Maximus wrote:I don't know if anyone has still been having problems with cubemaps and making them look proper but with some decent camera manipulation I have managed to make it look pretty decent. There are no stars since I have no idea how but I think the background looks at lest 90% of how it should.
what software are you using? and how did you apply the cubemap?
cause if you extracted every side of it and applied it to a cube that is the simple solution.
i use max 2013 and added the cubemap to the environment slot while blending the star field into it.
still need to sort out how i can get rid of the seams but its a start |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.18 09:34:00 -
[59] - Quote
Ahh okay. Yeah the reflect/refract doesn't work with gray so that makes it a bit nasty. But the fov on the camera might help. I'll try it out later. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.19 09:38:00 -
[60] - Quote
Harvister wrote:having a hard time getting the normal to work on a tile UV in Softimage. Screenshotwhat ever i do i always end up with 1 side working with the normal map but the other side simply blacks out. if some one already been dealing with this issue in Softimage please share your htoughts in dealing with UVs issues. cheers o/
Check your gamma and LUT settings if you can disable them do it. If not lower the gamma to 1.0 instead of 2.2. That should fix it.
|
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.19 09:57:00 -
[61] - Quote
Gaylen Pellaz wrote:I am new to the forums and have been tinkering with eve models for a while now but never made use of the red/black files.
Now that I want to start getting serious about skinning the models as close to in-game as possible I am unable to open the black files.
I am running windows 7 in a bootcamp environment on a MacBook Pro. The issue I am running in to is the Black2Json app keeps telling me I need .Net 4.0 to install. I have the .Net 4.0 installed and it is just not recognizing it.
I have also tried to import the black files in blender 2.66 and 2.67 and get a whole slew of errors.
Any advice (other than dump the Mac) would be appreciated.
I really wanted to say dump the mac, but not gonna do it. But as far as I know black2json requires a full blown windows environment cause of some essential parts that it requires. Instead of trying to convert them you could try to use a binary reader.
You cannot load the black riles in blender because of the fact that it is a binary model information file. Black2json makes it readable for us in a easy way. The way around it which is a bit harder but it can be done.
Redid my lighting and tried to fix the seam in my cube. But with the sun added into the scene it immediately looks alot better.
http://citadel-consortium.com/downloads/venture_05.jpg |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.19 17:24:00 -
[62] - Quote
The problem you have or had here is the same issue max users have. As soon as you export the model with triexporter the small flaws of mirrored geometry become visible. The issue you will find if you dig into the UV layout is that the other half is facing inwards. This is an issue that shows up as a dark and bright half of the ship. Theo Samaritan and myself fooled around for hours trying to find the issue. And the gamma lut setting fixed this. The flipped geometry and normal aren't much of a problem cause the normal tangents are always facing out on the models but bad gamma and lighting causes the issues. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.19 17:26:00 -
[63] - Quote
AzAkiR NaLDa wrote:with some help of Theo Samaritan we fixed a nasty issue with the normal maps and inverted tangents in 3ds max 2013 :) as you can see in the screenshot of the Astarte above the colors aren't showing correctly even though everything reflects the Shader files. And if you look really close you can see a small seam running along the middle of the ship hull. now here is a screenshot of the tangent issue if you haven't noticed it yet : http://imageshack.us/a/img841/1144/guardianseam.jpgThe nasty light seam in running through the entire model is caused by the mirrored geometry and the UV's of the brighter side of the screenshot are inverted. after alot of fooling around and trying to find a fix Theo found it. It is pretty simple. in 3ds max go to customize > Preferences > Gamma and LUT settings and disable it by removing the tick from the check box once that is done you get this as a result: http://img577.imageshack.us/img577/2995/astartelayers02.jpgThis is the same Astarte from the max file i gave the link to. so try it out. so big thanks to Theo Samaritan for finding this fix
Just to show the issue: this is found on page 15 |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.20 09:58:00 -
[64] - Quote
Harvister that looks good. But from what I can see in the screenshot it seems like you are missing the engine material | this isn't really important to have in still front or sideways views I guess | but I also do not see the mask and submasking layers. Each of these have their own reflection levels and colors. So if it is in there would you care to demonstrate how you did it?.
In max I blend 4 different materials together to get the layering done. I use the base material, then copy it for the mask and submask and adjust it where needed while using the masks from the pgs green and red channels to hide the parts that don't need the adjustments. And then a 4th light material is used to create the ship lights and have them emit light into the scene. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.22 11:37:00 -
[65] - Quote
i love mr smiley :)
what software are you using? and how did you get the decals on it?
nice work in any way |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.22 14:09:00 -
[66] - Quote
a custom dx shader or the default shaders from max? |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.26 12:52:00 -
[67] - Quote
try the following:
when you want to add the bitmap, add a color correction in the slot first. Then in the color correction map you can select the texture itself.
Then in the color correction map scroll down and tick the advanced box. Then RGB value's will be come visible that you can adjust.
From the black files take the rgb decimals and multiply them by 100
so for instance for the maller blackfile :
Quote:{ "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 0.6980392, 0.6588235, 0.6196079, 1 ]
becomes :
Quote:{ "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 69.80392, 65.88235, 61.96079, 1 ]
also make sure that the mask files are layered out in the correct way. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
22
|
Posted - 2013.05.27 07:53:00 -
[68] - Quote
Mardante Soliest wrote:AzAkiR NaLDa wrote: try the following: ...... also make sure that the mask files are layered out in the correct way.
Tnx so much for the info. I`m getting a bit closer now, but I think I`m not reading the files right. Also I don`t get the right mask files, where do I get them from? http://www.rigolettostraat.nl/patrick/images/everenders/venture002.jpgin the black file I found: { "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 0.2666667, 0.2666667, 0.2666667, 1 ] }, but thos numbers don`t add up to the yellow.
You get the mask files can be retrieved from the pgs files. Red is the mask and green is the submask. I'll create a venture in max with the complete layout and materials done. I will also share the renders I get with the setup. For the setup I'll use mental ray instead of vray so you can see it. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
23
|
Posted - 2013.05.27 10:08:00 -
[69] - Quote
Sarmatiko wrote:AzAkiR NaLDa wrote: From the black files take the rgb decimals and multiply them by 100
255, not 100. And overbright values must be divided first for the max value and then multiplied for 255. Max value will be equal to 255. Mardante Soliest wrote:[quote=AzAkiR NaLDa] in the black file I found:
{ "__i": 6, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [ 0.2666667, 0.2666667, 0.2666667, 1 ] },
but thos numbers don`t add up to the yellow. That's because Venture's yellow color made with masks. Base material color is gray (and your fist picture was kinda correct, just without masks) It would be easier for you if someone's with 3dmax experience just share with you example .3ds
The 3ds max color correction map uses percentages. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
23
|
Posted - 2013.05.27 18:48:00 -
[70] - Quote
and as promised, here is the zip file containing the following:
- venture gr2. model - venture .obj model - Split out textures for - - Normal map - - Diffuse texture - - Mask texture - - Submask Texture - - Specular Texture - - Glow Texture - Converted black file - Max file completly with layed out material.
here is the result with MR
http://citadel-consortium.com/downloads/venture_MR.jpg
and here is the zip file.
http://citadel-consortium.com/downloads/venture.zip
hope this helps |
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
23
|
Posted - 2013.05.28 10:10:00 -
[71] - Quote
Whoops forgot to capitalize the file name. http://citadel-consortium.com/downloads/Venture.zip |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
24
|
Posted - 2013.05.28 17:00:00 -
[72] - Quote
No worries, glad I could help. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
24
|
Posted - 2013.05.28 21:45:00 -
[73] - Quote
The sub mask is inside the blue channel of the pgs file. All the image is doingis hiding certain sections while overlapping others to show the proper colors.
When you start playing around you can do all kinds of funky stuff. Like this:
http://citadel-consortium.com/downloads/maller_test_06.jpg |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
24
|
Posted - 2013.05.30 08:01:00 -
[74] - Quote
You using photoshop? |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
24
|
Posted - 2013.05.30 12:51:00 -
[75] - Quote
Hmm could you send me the pgs file? Could be q error in the extraction but let's see what it shows for me. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
24
|
Posted - 2013.05.30 16:22:00 -
[76] - Quote
I'm at work right now but what I can see from the last link, it seems that you only grab the artifacts. I'll be at home in about an hour or two, then I will check out the dds files you linked see what is going wrong. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
25
|
Posted - 2013.05.30 17:30:00 -
[77] - Quote
Ahh your not using the NVIDIA texture tools plugins for Photoshop? |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
25
|
Posted - 2013.05.31 05:43:00 -
[78] - Quote
Looking good.
Adjusted the reflection levels on the hull to lower the translucent looks. Added engine trails.made ships light static light meshes
http://citadel-consortium.com/downloads/Zylon_maller.jpg
It is looking pretty good.
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
28
|
Posted - 2013.06.02 00:35:00 -
[79] - Quote
and i cracked it :)
finally found an easy way to add the decals to the ship hulls.
i am happy with the result just no enough to say im gonna leave it at this.
but it is a bit hard to see but see for yourselves
http://citadel-consortium.com/downloads/TCC_Zylon_Maller_02.jpg |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
30
|
Posted - 2013.06.21 18:53:00 -
[80] - Quote
ughh wanted to work on a new interiour scene but i cannot convert the blackfiles for the new station interiours or the capitals.
anybody able to give me a hand with this? Inglorious ****** :) |
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
30
|
Posted - 2013.06.24 10:55:00 -
[81] - Quote
Just created a 3th UV channel for the location and positioning of the decal Inglorious ****** :) |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
30
|
Posted - 2013.07.02 20:54:00 -
[82] - Quote
i will try to contact the makers of the application to see if they are able to create a update for it.
in the meantime submit a report on the site
http://black2json.codeplex.com/
hopefully we will be soon be able to convert all the blackfiles again.
for those not looking into the capitals or station interiours:
You are still able to convert the older files.
The only files that cannot be converted are the following:
All capital ships All station interiours All new navy battlecruisers Inglorious ****** :) |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
30
|
Posted - 2013.07.07 10:29:00 -
[83] - Quote
maybe get the files browsable so people can just dig through it. not everybody is smart enough to look at the internal client structure to find out what folder the stuff might be in.
all in great project and let me know if i can help you in any kind of way. Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries The Volition Cult
31
|
Posted - 2013.10.07 12:23:00 -
[84] - Quote
wow is this thing completly dead or something?
i am currently working on getting the code up dated for the black 2 json thingy to see if i can start converting the newly introduced ships.
Will post some of my most recent work soon Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries The Volition Cult
31
|
Posted - 2013.10.07 15:36:00 -
[85] - Quote
Razzaar Tarlson wrote:Hope its not, because I have a question to ask! I'm trying to import a Rokh into Maya, as its basically my favourite hull. However, I can not for the life of me get the 'lights' texture to work correctly on the model. When I go onto Photoshop, most of the models and tutorials that I have seen have textures for the lights which comprise of small little white dots, presumably the windows. However, the Rokh appears to be the only model that has huge white blocks on the Alpha layer as apposed to little dots. When I put this over my Rokh texture in maya, the light texture does not work at all on the model - there are just random bits of white all over it
Now, I have seen renders of the Rokh elsewhere where people have stated that they used Triexporter which include the lights, so it must be possible somehow. I was wondering if anyone could help me out who has seen this problem before?
Thanks in advance!
This layer is in the pgs texture and it is the alpha channel.
i will check it in a bit and update this post if i find something
Checked the pgs texture and it is definatly in there.
http://citadel-consortium.com/downloads/rokh_lights.jpg
i think you have the texture flipped wrong or something. cause the big white parts are parts of the engines that are also on the same texture layer but are placed on the right places by the uv maps on the models. that is why you need to flip the textures when you bring them into photoshop before you seperate them Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries The Volition Cult
31
|
Posted - 2013.10.09 06:33:00 -
[86] - Quote
The image you have there is the image mask. And it comes out of the blue channel not the alpha. But good thing that it helped. Here is my version of the rokh. I'm using this one for the cloaking effect that I'm working on.
http://citadel-consortium.com/downloads/rokh_01.jpg Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries The Volition Cult
31
|
Posted - 2013.10.13 17:31:00 -
[87] - Quote
You could simply add a color payer in Photoshop and try to blend those together, as that is basicly the principle behind color correction in max. Personally I find using vray and the vray color map that you have much more control over the final color of the basic textures. Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.19 18:11:00 -
[88] - Quote
Kiitsu Ironfist wrote:Mardante Soliest wrote:What program will you be using to implement the model and texture? It is not usual to have all the textures together in one layer. speaking for the above toon, i use Wings 3d, however the other program ill use is Pepakura. this will only allow one texture file. if you can slap em together ? ALSO** i was working on SOE stratios and i got the texture for that one i export it, and the one with the red stripes on it only shows as 2 small circles, the rtripes dont show up...im using Adobe fireworks as i dont have photoshop. can you get the stratios texture with the red stripes to show up?
Anything is possible as long as you use the right software. The textures can be collapsed into 1 but this jean. That you ar unable to exi. The color afterwards, or doing the mask adjustments required for fractioneel ships. As is the case with the SOE ships.
As with the combination of the textures and the lights is pretty tricky as the color of the hull and the engines are layered differently. This means that someone who is creating the single layer textures for you is basicly doing all the harder work for you.
So i suggest doing it yourself. If you dont have PHOTOSHOP there is the free alternative named gimp. Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.23 19:03:00 -
[89] - Quote
nice work man.
that looks amazing Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.24 21:54:00 -
[90] - Quote
here is my version of the vindi
http://citadel-consortium.com/downloads/vindi.jpg Inglorious ****** :) |
|

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.25 17:08:00 -
[91] - Quote
The hull has 2 sets of uv's. One for the main armor(hull) and the second is for the engines. The engine. And hull have different color combinations. The other difference is that you need to mask the diffuse layer multiple times. Ill get you a screenshot of my map tree a bit later Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.25 19:29:00 -
[92] - Quote
also on another note. maybe some of you here are able to help me out on this.
i have been digging through the fx files before rubicon and wanted to continue on it now that rubicon has been deployed. the issue now is that they changed the files. they are no longer readable due to extension and maybe coding changes.
the files now carry the following extensions : .sm_lo/_hi/_depth.
while in the black files once converted they still refer to fx files.
how does it work? Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.26 06:34:00 -
[93] - Quote
Ah i can recall that they shipped without the fx before.v3 But okay thnx for the explanation Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.02 15:54:00 -
[94] - Quote
Fredlah wrote:Unfortunately it doesn't help as much as I would have wanted due to it being a shader network in UT3 rather than Maya :P I'll be having more of a look at it tomorrow, including the dev blog posted above. Thank you for your help so far! Uhm... If you are a artist you should know the difference between ue3 and 3ds max.. And all of this shouldnt be somehing new to you as a artist. Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.03 11:44:00 -
[95] - Quote
All you really need to know is which file contains what. And how to rotate or invert it as necessary. Once you get that done you wlmost there. The its a matter of laying out the textures and assign a color correction to it.
And then once you decided which layout works best you can do pretty quick models as the base is layed out.
My version of the manticore
http://citadel-consortium.com/downloads/manti_test01.jpg Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.08 16:09:00 -
[96] - Quote
Errious wrote:Hi guys, i work at my SOE Cruiser again and have most of them completed, but one big problem for me is, how can i bring the little logo pictures on the model  I know, this question is more about using a 3D programm, i use BLENDER and i think most of this processes (UV Mapping) is the same in other 3D programms, if you able to help me with this a little bit, i was very happy. Spend so much time to watch some videos and all show me only how to bring a picture on a object, but what i need here is how to bring a picture on a texture  Ok, i can bring the logos with photoshop on the model but this is not what i want, you can see everytime its photoshoped. Second question, take a look at my actual version please, you can see here i have most of the parts complete, but also the lights outside from the ring is not glow, is it more a failure by my self or i am not the only with this issue? http://s1.directupload.net/images/131204/kdirtzjq.jpg
the lights on the ring are actual photometric lights with a fog effect added to it.
try to play around with it a bit and see if you can get something that looks good Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.09 13:06:00 -
[97] - Quote
Mardante is right. The texture you linked here is the diffuse map. Thr glow map is in the pgs textires alpha channel.
The alpha channel of the diffuse map is for ambient. Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.09 15:54:00 -
[98] - Quote
KRYTON7 wrote:Thanks!!! What map i need for the "Green" texture of my vexor?? I don't find it :( If someone can link me a tutorial or something... http://prntscr.com/29uiqoThanks
You need to layer everything and mask it after color correction.
What software do you use for your texturing?
Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.09 17:03:00 -
[99] - Quote
Okay i see what is going wrong here. There are no reflection maps tucked in the 3 main texture files. Something you might want to study is the following image which describes what is what. http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpg
I will recreate a vexor in max and ill send it to you. So you can study it and see what is going on if that helps Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.10 14:47:00 -
[100] - Quote
You are missing the masking anr color correction. I am not at home atm due to rl exams but i will try to write up a small guide for you. Do you have vray or not? Inglorious ****** :) |
|

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.10 21:10:00 -
[101] - Quote
okay ill create a vexor based on vray renderer then because that is what i use Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
32
|
Posted - 2013.12.11 11:02:00 -
[102] - Quote
Cause of realistic spacial lighting. as we all know light bounces off surfaces to cause brighter looking objects when they reach your eyes through either direct or indirect bouncing, this is something that is a lot harder to recreate in a space scene where the sun light bounces off the object and then scatters. Ill recreate a old studio setup to show both studio lighting and spacial lighting. Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
32
|
Posted - 2013.12.11 15:57:00 -
[103] - Quote
okay here you go the max file for 2013
http://citadel-consortium.com/downloads/Vexor_2k14_2k13.rar Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
32
|
Posted - 2013.12.11 23:06:00 -
[104] - Quote
Yup and im still not happy with the result. But it should give you an idea on how it is layered up. I will try to create some sort of tutorial on how to do this. And make updates on the mat tree. Ill have to decide which ship im going to use for it but im sure ill find out. Keep us posted on your progress and check back in as always Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
32
|
Posted - 2013.12.12 13:54:00 -
[105] - Quote
okay trying out a new material tree, this time including the reflection factors lets see how this turns out. tried it out on a abaddon just because its a awesome looking ship. render will follow soon Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
33
|
Posted - 2013.12.12 18:18:00 -
[106] - Quote
Hehe dont worry the studio renders always take longer. I will do another render in the spacial scene to show the difference Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
33
|
Posted - 2013.12.13 23:46:00 -
[107] - Quote
KRYTON7 wrote:Mardante Soliest wrote:KRYTON7 wrote:Hi again AzAkir, I need help with the material, i have problems because has been saved in a newer version of 3dmax, can you export it in 2013 versi+Śn??
Thanks!! She already did, read the above posts. Hi, I had read the post but i have problems importing the vexor.mtl please open my render without lights and the material tree: http://i.imgur.com/JyQz7pf.pngregards
ill see if i can write down a tutorial this weekend. that way you can do the same thing and i dont have to send the scenes over :)
ill post the link here soon Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
33
|
Posted - 2013.12.17 21:26:00 -
[108] - Quote
a bit on the late side, but better late then never.
http://www.citadel-consortium.com/tutorials/eve-to-3ds-max/4-part-1-extracting-and-processing-the-raw-data
This will be a multi part tutorial on doing the complete conversion. Part 1 extracting and processing the raw data complete.
let me know if it was usefull or if i need to change anything to make it a bit better to be understandable. keep in mind english is not my native language but it should be good enough to understand what i am talking about i guess.
comments are more then welcome Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
33
|
Posted - 2013.12.18 06:53:00 -
[109] - Quote
Roc welcome back. I will try to get parts 2 and maybe 3 of the tutorial up later today. Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
33
|
Posted - 2013.12.18 14:37:00 -
[110] - Quote
I should be able to create a public section. Ill see what i can do. Inglorious ****** :) |
|

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
33
|
Posted - 2013.12.18 20:47:00 -
[111] - Quote
Part 2 is finished :
http://www.citadel-consortium.com/tutorials/eve-to-3ds-max/5-part-2-setting-up-a-basic-studio-scene-lighting-camera-and-render-settings Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
33
|
Posted - 2013.12.19 20:47:00 -
[112] - Quote
decided to take a day of the tutorial making so i could finalize the material tree for part 3 of the series :) the result of that part is the following image. Hope you like it.
http://citadel-consortium.com/downloads/Brutix_01.jpeg
If you look close at the background you can see that there is 3 shades of light falling on the model. if you followed part 2 you will see what i mean :) This model is rendered in the scene we build there.
Also i want to know how usefull you all would find a video tutorial on this stuff. if you want it i can actually make one when my voice is doing a bit better :) Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
37
|
Posted - 2013.12.27 13:04:00 -
[113] - Quote
Sorry for the huge delay. But due to some RL and corp stuff i was unable to finish part 3 of the tutorial. I am in the middle of putting it all down right now so the link will follow soon. Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
47
|
Posted - 2014.01.08 17:28:00 -
[114] - Quote
Cardinal Harvest wrote:Thank you for your reply. I was using older TriExporter.exe but this file i've downloaded from your links is behaving the same. I tried to open first amarr battlecruiser (abc1_t1.gr2) and get "TriExporter has stopped working".
Take a look at my tutorial links. There is a up2date version of triexporter and the granny.dll file linked on the first part.
To be exact it is this link to the triexporter package. http://citadel-consortium.com/downloads/TriExporter_2009.rar
Hope it helps.
On another note. I have been extremly busy in real life and inside the game witu stuff making it really hard for me to finish the tutorial series. Im doing my best to make the next part. Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
48
|
Posted - 2014.01.08 18:51:00 -
[115] - Quote
glad i could help Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
49
|
Posted - 2014.01.23 13:29:00 -
[116] - Quote
Matt Tivianne wrote:Mardante Soliest wrote:If you used the latest files as in the links and they are in the same folder and you are still having problems.. than it sux  Maybe update drivers or something. Sorry I can`t help you out more. Damn, ok thanks anyway. Cardinal said he used AzAkiR's link, but unfortunately the website is down...
unfortunatly my server had a massive crash causing lots of data to be lost. at this moment i am working on a new website that will hold the same stuff. and the finished tutorial series.
if you have any questions in relation to this kind of funky stuff send me a mail ingame and i will be more then happy to help you out Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
49
|
Posted - 2014.02.06 06:47:00 -
[117] - Quote
TremalJack wrote:Hi guys,
I download the last TriExporter Version, but when I set the folder to: X:\Programs\CCP\EVE\res the program don't show nothing, can someone tell me the right folder path?
Set it to : X:\Programs\CCP Inglorious ****** :) |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
49
|
Posted - 2014.03.30 15:25:00 -
[118] - Quote
good day to all,
after a long period of being away from everything i am returning to the EVE-O community. Unfortunatly my play times will be very limited due to RL stuff but i will try to stay as active as i can and rebuild my tutorial pages.
best regards,
azakir nalda Inglorious ****** :) |

AzAkiR NaLDa
Lone Star Warriors Yulai Federation
49
|
Posted - 2014.04.27 14:25:00 -
[119] - Quote
there we go finally an update
got my license for ue 4 engine going and started playing around with it to get the eve models in there. this is the result of 2 days strugling with the shader network.
http://imgur.com/icA2G7V
http://imgur.com/ajmPGeC
still need to work on the reflections and getting an actual space scene going. but so far im happy with the results. if there is an interest in the material network let me know and ill post a screenshot of that.
// azakir Inglorious ****** :) |

AzAkiR NaLDa
Lone Star Warriors Yulai Federation
50
|
Posted - 2014.05.10 08:28:00 -
[120] - Quote
Have you Done modding before for the game? If nit i suggest you read up on that first. And then get me the info i need that is.
- What file structure is used by the game - What way of implementation do you think you'd be using (replace a current model or use the eve assets as new models in the game) Lone Star Warrior |
|

AzAkiR NaLDa
Ministry of War Amarr Empire
50
|
Posted - 2014.05.10 08:28:28 -
[121] - Quote
Have you Done modding before for the game? If nit i suggest you read up on that first. And then get me the info i need that is.
- What file structure is used by the game - What way of implementation do you think you'd be using (replace a current model or use the eve assets as new models in the game)
Lone Star Warrior
|

AzAkiR NaLDa
Lone Star Warriors Yulai Federation
50
|
Posted - 2014.05.28 05:45:00 -
[122] - Quote
One page back in the topic there is a working version posted there. Hope it helps. Lone Star Warrior |

AzAkiR NaLDa
Ministry of War Amarr Empire
50
|
Posted - 2014.05.28 05:45:25 -
[123] - Quote
One page back in the topic there is a working version posted there. Hope it helps.
Lone Star Warrior
|

AzAkiR NaLDa
Lone Star Warriors Yulai Federation
50
|
Posted - 2014.05.28 21:58:00 -
[124] - Quote
these versions all worked one day in the past but are now out of date.
That is the main reason why they bug out and crash.
some of my recent work trying to come up with a custom paint scheme for the corp ships :)
http://lone-star-warriors.com/images/Maller_Cam_03.jpg Lone Star Warrior |

AzAkiR NaLDa
Ministry of War Amarr Empire
50
|
Posted - 2014.05.28 21:58:41 -
[125] - Quote
these versions all worked one day in the past but are now out of date.
That is the main reason why they bug out and crash.
some of my recent work trying to come up with a custom paint scheme for the corp ships :)
http://lone-star-warriors.com/images/Maller_Cam_03.jpg
Lone Star Warrior
|

AzAkiR NaLDa
Ministry of War Amarr Empire
50
|
Posted - 2014.12.14 22:33:11 -
[126] - Quote
I am in the middle of setting up again for some render work. Looking into the New rendering system ccp is using.
Please share any progress you've made and show it off to the rest of US.
Lone Star Warrior
|

AzAkiR NaLDa
Ministry of War Amarr Empire
50
|
Posted - 2014.12.15 18:09:46 -
[127] - Quote
i just looked inside the file structure but with the new render system i am unable to find the proper rgb values for the ships. any idea where they are located?
Lone Star Warrior
|

AzAkiR NaLDa
Ministry of War Amarr Empire
50
|
Posted - 2014.12.20 13:52:16 -
[128] - Quote
i have been doing some digging into getting the propper files converted, My main issue right now is the black file which holds all the values for all the ships.
I am talking about the "data.black" file located in the //res/dx9/spaceobjectfactory/ folder
Anyone here that was able to convert it from it's binary form?
I would greatly appreciate it.
Lone Star Warrior
|
|
|
|