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

Wild Rho
Silent Core
0
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Posted - 2011.09.19 21:33:00 -
[1] - Quote
Is it possible to modify Tri exporter so it can export the bone information when converting to a .X file type?
I was toying with creating an Eve Movie maker in XNA while taking a break from doing some animations and have managed to create a half decent shader for the ships but without the bone information I can't animate the turret movements or ship animations. |

Wild Rho
Silent Core
3
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Posted - 2011.10.31 08:56:00 -
[2] - Quote
Yohdalf, you should look into using texture nodes to create the ship textures as it makes life far simpler. You can import most of the textures in their original DDS format and use the RGB Decompose nodes to separate and recombine the colour channels for whatever you need - the only file you need to convert to png or tga would be the paint map i.e. the *_p.dds.
I couldn't give a guide for blender 2.6 since I'm still using 2.49 until I've finished my current work so you'll need to do some research of your own. |

Wild Rho
Silent Core
15
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Posted - 2012.05.04 06:15:00 -
[3] - Quote
You use the diffuse and mask colour parameters in the red files along with the mask map to modify the T1 colours.
How you do the modifications is up to you, in blender I use texture nodes so it's a farily simple process to create the T2 skins.
Speaking of red files, does anyone know what's happening with them? I noticed a post the other day that seemed to say they were going away soon and being replaced with something new but I've not been able to find any details. |

Wild Rho
Silent Core
15
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Posted - 2012.05.04 18:01:00 -
[4] - Quote
Use tri exporter to extract the directory to a folder on your drive and then browse to the ship folder you want. You can open .red files using notepad. |

Wild Rho
Silent Core
17
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Posted - 2012.05.16 05:36:00 -
[5] - Quote
The T2 models will be under different folders / sub folders, typically named after the faction that produces the T2 varient (although the folder structure and naming conventions are all over the fcking place).
I'd give you the exact path to the rapier if I could but I don't have tri-exporter infront of me right now. |

Wild Rho
Black Omega Security Goonswarm Federation
17
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Posted - 2012.07.28 16:32:00 -
[6] - Quote
I'm definitely interested in anything that can parse the black files. I've been lucky and still have versions of the red files but they'll become outdated in time. |

Wild Rho
Black Omega Security Goonswarm Federation
17
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Posted - 2012.08.06 18:02:00 -
[7] - Quote
Akori Mitsumoto wrote:Here is a mostly-working blender importer for .black files. Many thanks to Selvin for the work he's done on the .net parser, it was invaluable. If anyone has feedback on the specular or mirror values and how they map from the .black files, I'd love to hear. Download from EVE-Files
Tried using the script in Blender 2.59 and 2.63a and in both versions it installed the script but would not allow me to enable it. |

Wild Rho
Black Omega Security Goonswarm Federation
17
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Posted - 2012.08.07 07:36:00 -
[8] - Quote
Akori Mitsumoto wrote:Wild Rho wrote:Akori Mitsumoto wrote:Here is a mostly-working blender importer for .black files. Many thanks to Selvin for the work he's done on the .net parser, it was invaluable. If anyone has feedback on the specular or mirror values and how they map from the .black files, I'd love to hear. Download from EVE-Files Tried using the script in Blender 2.59 and 2.63a and in both versions it installed the script but would not allow me to enable it. Can you please enable the system console (from the help menu) and then copy/paste the error it gives when you try to load?
Here's a screenshot of the console output from my attempt in blender 2.59 (OS is Windows 7).
There are two events in there, the first when I installed the script, the second when I tried to enable it in the add-ons menu.
http://img.photobucket.com/albums/v75/Wild_Rho/ScriptErr.png |

Wild Rho
Black Omega Security Goonswarm Federation
17
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Posted - 2012.08.08 05:35:00 -
[9] - Quote
It's the 64bit version, the 32bit version can't allocate enough memory for the compositing work I do. |

Wild Rho
Black Omega Security Goonswarm Federation
17
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Posted - 2012.08.22 18:04:00 -
[10] - Quote
Fhtagnamus Wiggins wrote:Aye defo particles are what I'm going to do for the trail, will have to use some postprocessing for flare/glare behind the engines and sun though.
You can certainly produce a pretty nice trail effect in blender with particle effects and some composite nodes.
Simple Engine Trail |
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