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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Serious Masta
Deep Core Mining Inc. Caldari State
0
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Posted - 2011.09.12 06:55:00 -
[1] - Quote
Old Thread: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=269677
Selvin wrote: i made a tool TriExporter u need granny2.dll to use it it is distributed without granny2.dll ... find it on your own in this thread(page 29 Serious Masta post)
screen with this tool u can view/export/unstuff eve models/resources
remeber that that models/resources are CCP's property!!!
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Wild Rho
Silent Core
0
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Posted - 2011.09.19 21:33:00 -
[2] - 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. |
Roc Wieler
Masuat'aa Matari Ushra'Khan
0
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Posted - 2011.09.26 11:07:00 -
[3] - Quote
There was some brief talk previously on exporting CQ and characters from ingame.
Any further news/progress on this? |
Harken Hessel
Thunderwaffe Goonswarm Federation
0
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Posted - 2011.10.11 00:22:00 -
[4] - Quote
Anyone happen to have ship models that have been converted to .mb format for use in Autodesk Maya that they could shoot me?
I've downloaded deep exploration v. 6 but I'm hoping someone has already been able to convert the ship models.
Plus, I'm pretty sure you have to have 3dsmax installed to actually use Deep Exploration to convert the files, and currently I only have Maya. |
JC Anderson
Noir. Noir. Mercenary Group
12
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Posted - 2011.10.24 08:24:00 -
[5] - Quote
Having a bit of an issue when it comes to getting the Maelstrom into UDK. All of the other models I've exported via triexporter have been fine with no issues with either the models or textures.
But for some reason the the interior side of the fins/wings on the Maelstrom are always invisible, as demonstrated with the following screenshot.
http://img87.imageshack.us/img87/7149/maelstromudk.jpg
Basically, the outside of the wing is always visible and the inside of the wings on the opposite simply don't render. It's the same thing on both sides where the exterior renders and the interior doesn't even after rotating the view.
Any help would be appreciated. |
Nathan WAKE
Osiris Entreprises OSE Fondation
0
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Posted - 2011.10.24 09:23:00 -
[6] - Quote
@ Harken Hessel
With Deep Exploration, .max files only open if you have Max installed and the plugin configured, you're right on that point.
In the same idea, Max can "send" file to Maya, but you have to have Max installed on your computer.
Maya can actually open .obj files, under the import menu. have you tried that ?
Go to : Converted Drake and try to open the .mb file that I put in there. This file was obtained by importing an .obj in maya and saving it as a maya scene (the .obj file was obtained by exporting model from TriExporter).
If it opens, you should be able to do the same. If you need some particular ships, give me your list, I'll try to convert them for you.
@ JC Anderson
Just a wild guess.
I'm not familiar with the UDK, but when I have such an issue in MAX or Modo, I usually flip the normals (the direction polygons are facing) or force two sided materials in case of a non extruded object (no thickness).
In Modo, the shortcut key is "F" and in Max there is a "Flip" button under "Edit Polygon". I suppose you'll find that kind of command in UDK as well... "I'm a very good housekeeper. Each time I get a divorce, I keep the house"
Zaza Gabor |
JC Anderson
Noir. Noir. Mercenary Group
12
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Posted - 2011.10.24 09:59:00 -
[7] - Quote
Thanks much for the help. Ill give that a try and see how it turns out. |
JC Anderson
Noir. Noir. Mercenary Group
12
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Posted - 2011.10.24 10:11:00 -
[8] - Quote
Ok I'm not sure how I missed it before, but there is a material setting in UDK to make it double sided.
Thanks again though, since I wouldn't have even thought to check at all without your help. |
Harken Hessel
Thunderwaffe Goonswarm Federation
0
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Posted - 2011.10.27 11:00:00 -
[9] - Quote
Nathan WAKE wrote: @ Harken Hessel With Deep Exploration, .max files only open if you have Max installed and the plugin configured, you're right on that point. In the same idea, Max can "send" file to Maya, but you have to have Max installed on your computer. Maya can actually open .obj files, under the import menu. have you tried that ? Go to : Converted Drake and try to open the .mb file that I put in there. This file was obtained by importing an .obj in maya and saving it as a maya scene (the .obj file was obtained by exporting model from TriExporter). If it opens, you should be able to do the same. If you need some particular ships, give me your list, I'll try to convert them for you.
Nathan,
Thanks for the info and assistance. I wasn't able to import the drake you have in .mb format. It might have something to do with any scripts you're running. It gave me a "script error" message when I tried opening the file, and I'm currently not using any scripts.
I was able to open one of the many .obj files I converted using triexporter, so I shouldn't have any issues converting to .mb. Thanks so much for the help, and info. I'm teaching myself maya, and trying to shy away from the tutorial books, there's just so much to comprehend.
Additionally, the skins that triexporter exports in addition to the .obj and .3ds files, is there anyway to get those into maya as well? I'm gonna try and mess around with this and see about layering the ships with those skins, but if you have any pointers or information on that it would be great.
Thanks again for the help! |
Nathan WAKE
Osiris Entreprises OSE Fondation
1
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Posted - 2011.10.27 12:54:00 -
[10] - Quote
Hello Harken,
I am not super familiar with Maya, I usually use Luxology Modo and Max, but...
The simplest way to get you textured model into Maya if you don't know (yet) how to manually apply them,is this :
- In Triexporter, navigate to the ship you want to export (I did res/dx9/model/ship/caldari/cbc2/ and double clicked on the biggest. gr2 file)
- then I double clicked on the cbc2_d.dds (_d stands for diffuse) to apply it to the model
- file -> export model and choose a destination folder, a name for your object and the .obj extension
- you'll get 3 files : chosen_name.obj, chosen_name.mtl and cbc2_d.dds
- the.obj file is the 3D model
- the.mtl is the texture/material info on what texture/material to apply to the .obj model
- the .dds file contains the diffuse texture because you chose the _d.dds file
PROBLEM 1 : I don't know if MAYA can handle .dds textures, so you'll have to convert it. I use readdxt.exe, a NVidia plugin to convert the .dds files to .tga files Use a command prompt (or even better, powerCMD, I recommend it) and type in the following : readdxt.exe name_of_the_file.dds and hit ENTER you'll get a list of .tga files, I only keep the biggest one and trash the other ones.
PROBLEM 2 : in the chosen_name.mtl file, the referenced file is the .dds file. Open it with a text editor, change (last line)map_Kd cbc2_d00.dds to map_Kd cbc2_d00.tga and save it (that's in the Drake example).
PROBLEM 3 : last step, the .tga file is upside down. You can tweak it directly into MAYA with a rotation OR, open it into Photoshop (or any other app) and make an "image -> image rotation ->vertical symetry (last choice in the menu). Save the file.
- finaly, import your model into MAYA
- go to the rendering tab -> render current frame
Done
TIPS 1 : in MAYA viewport :
- ALT + left clic rotates the model
- ALT + middle clic pans the model
- ALT + right clic zooms in and out (as does the mouse wheel)
TIPS 2 : the 3 .dds files associated with the .gr2 model in TriEporter, correspond to different parameters. You'll find diffuse (the base colored texture), bumps, reflection and so on using the differents layers of the .tga files they contain. Here is a description file of that I found on the "old" forum thread.
FINALY : using the method I describe is valid with MAYA, but also with MODO, MAx and probably other 3D apps. It's just a fast way to get a result. But of course, manually choosing, applying and tweaking your different textures channels directly in the 3D app gives you better control on the final render. Mental ray and Vray will give you a result with the standard materials, but they have special materials with loads of parameters to tweak the final result.
You can get stuff like that :
Drake render V-ray
Have fun, and don't hesitate if you have other questions.
Chears
Nathan "I'm a very good housekeeper. Each time I get a divorce, I keep the house"
Zaza Gabor |
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Yohdalf
Yohd Prod Ync.
0
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Posted - 2011.10.28 14:21:00 -
[11] - Quote
Hi everyone.
Im kind of the ultimate newbie concerning 3D and I desperately need help.
I try using Blender 2.6 (latest version) along with Photoshop CS5 (and TriExporter 2009, of course).
Ive been reading the old thread from beginning to end but...
So far, I manage to import 3D models into Blender (yeah!! ) but there is no way I can stick proper textures on them and I cant figure out why...
My problem seems to be that each and every tutorial I found deals with different 3D softwares or older versions of Blender but Im too much of a noob to be able to follow the steps I should and apply the advice I read with my current version of Blender... And thats where I need help.
Anyone would be kind enough to point me in the right direction? Or perhaps give a short but precise uptodate explanation on how to do it with the tools I have?
Thanks a lot in advance...
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JC Anderson
Noir. Noir. Mercenary Group
48
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Posted - 2011.10.30 06:15:00 -
[12] - Quote
Wild Rho wrote: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.
The only way I've been successful in getting the skeletons out of the gr2 files has been to use plugin for 3d studio max called gr2decode. To make things even more difficult it also only works on 3d studio max 6/7/8. The newer versions are not supported. :( |
JC Anderson
Noir. Noir. Mercenary Group
48
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Posted - 2011.10.30 06:17:00 -
[13] - Quote
Yohdalf wrote:Hi everyone. Im kind of the ultimate newbie concerning 3D and I desperately need help. I try using Blender 2.6 (latest version) along with Photoshop CS5 (and TriExporter 2009, of course). Ive been reading the old thread from beginning to end but... So far, I manage to import 3D models into Blender (yeah!! ) but there is no way I can stick proper textures on them and I cant figure out why... My problem seems to be that each and every tutorial I found deals with different 3D softwares or older versions of Blender but Im too much of a noob to be able to follow the steps I should and apply the advice I read with my current version of Blender... And thats where I need help. Anyone would be kind enough to point me in the right direction? Or perhaps give a short but precise uptodate explanation on how to do it with the tools I have? Thanks a lot in advance...
You can convert those dds files into TGA by downloading and installing the Nvidia DDS utilities and then simply double clicking to open the DDS file. The individual TGA files will extract to the directory where the DDS file is located.
There will be many copies of the same texture in the directory, each at a different resolution. You can just delete them all aside from the ones with the suffix 00.
Or you could use gimp to do it, but it takes more time and effort. Especially if you don't have much experience using it. |
Yohdalf
Yohd Prod Ync.
0
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Posted - 2011.10.30 13:58:00 -
[14] - Quote
Thanx for your answer, JC Anderson, but I was able to do so.
My problem is precisely that, for some reason, I cant find the proper way to stick the .tga or .png textures on the ship model in Blender 2.6...
I tried following this tutorial, for example, but at some point and for some reason, I get lost. It seems that some changes where made to the UI, as he apparently used Blender 2.5, and Im not able to follow every step he describes within the Blender 2.6 version Im using.... Not sure if I made myself clear but if so, help would be most welcome...
Ill try again anyway, while waiting for noobfriendly answers.
Did I say I was a noob?? |
Tonto Auri
Vhero' Multipurpose Corp
1
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Posted - 2011.10.30 14:33:00 -
[15] - Quote
Nathan WAKE wrote:Use a command prompt (or even better, powerCMD, I recommend it) and type in the following : readdxt.exe name_of_the_file.dds and hit ENTER you'll get a list of .tga files, I only keep the biggest one and trash the other ones.
Create a folder for temporary storing of export files created by readdxt.exe Put a shortcut to it on desktop. Create a shortcut on your desktop to the readdxt.exe, with a "working directory" pointed to your temporary folder. Drag and drop your DDS file to the readdxt.exe shortcut. ??? Profit. |
JC Anderson
Noir. Noir. Mercenary Group
49
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Posted - 2011.10.30 15:10:00 -
[16] - Quote
Yohdalf wrote:Thanx for your answer, JC Anderson, but I was able to do so. My problem is precisely that, for some reason, I cant find the proper way to stick the .tga or .png textures on the ship model in Blender 2.6... I tried following this tutorial, for example, but at some point and for some reason, I get lost. It seems that some changes where made to the UI, as he apparently used Blender 2.5, and Im not able to follow every step he describes within the Blender 2.6 version Im using.... Not sure if I made myself clear but if so, help would be most welcome... Ill try again anyway, while waiting for noobfriendly answers. Did I say I was a noob??
The guy in this video texturing tutorial is using 2.6. And its step by step too. See if this helps you at all. http://www.youtube.com/watch?v=anrB1IOjwZ0 |
Wild Rho
Silent Core
3
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Posted - 2011.10.31 08:56:00 -
[17] - 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. |
Nathan WAKE
Osiris Entreprises OSE Fondation
3
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Posted - 2011.10.31 10:32:00 -
[18] - Quote
Tonto Auri wrote:Nathan WAKE wrote:Use a command prompt (or even better, powerCMD, I recommend it) and type in the following : readdxt.exe name_of_the_file.dds and hit ENTER you'll get a list of .tga files, I only keep the biggest one and trash the other ones. Create a folder for temporary storing of export files created by readdxt.exe Put a shortcut to it on desktop. Create a shortcut on your desktop to the readdxt.exe, with a "working directory" pointed to your temporary folder. Drag and drop your DDS file to the readdxt.exe shortcut. ??? Profit.
+1 for that brilliant tip
Thanks Tonto "I'm a very good housekeeper. Each time I get a divorce, I keep the house"
Zaza Gabor |
Yohdalf
Yohd Prod Ync.
0
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Posted - 2011.10.31 12:02:00 -
[19] - Quote
Well, well...
I made quite significant progress this morning...
I installed GIMP and tried to redo the tutorial once more and it kind of worked this time. I dont have a clue where it went wrong before though.
Anyway, the result Im getting is far from perfect but I might be on the good path... Still have to figure out how to deal with the ambiant light, the lights of the ship (how can I make them blink?? ) and the boosters "contrails" (do I have to "create" them or what? )... Once again, any advice, any help on where to start or where to look would be welcome.
Thanks again in advance... :) |
Alexander Lion
Rubicon Legion Initiative Mercenaries
0
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Posted - 2011.11.15 14:44:00 -
[20] - Quote
Hi,
i used the old TriExporter till now but since the new shipa came out it crashes when trying to load them, so i looked for a new version and found yours. one Problem i have it does not render the models in TriExporter, so i cant see if it is the right one i am looking for. I have a NVidia GTX 470 might it be the GFX card or is it a other issue?
At the Blender guy. you have to mirror the texutes vertical and set the texture coordinates to UV in the texture tab of the material. |
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Lieutenant OBrien
Empyrean Warriors The Obsidian Front
0
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Posted - 2011.11.21 23:02:00 -
[21] - Quote
Hey, I'm having an issue with TriExporter. When I double-click the .gr2 file I get a "Model not Loaded" error. Any thoughts? |
Lieutenant OBrien
Empyrean Warriors The Obsidian Front
0
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Posted - 2011.11.21 23:47:00 -
[22] - Quote
Found the fix in the Archived forum |
ORCACommander
Astral Synthetics
0
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Posted - 2011.12.05 18:28:00 -
[23] - Quote
original post is full of bad links |
AlleyKat
The Unwanted.
47
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Posted - 2011.12.06 13:31:00 -
[24] - Quote
ORCACommander wrote:original post is full of bad links
It is nearly 7 years old...
Perhaps someone would be kind to compile a list of relevant and/or live links from that thread?
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥
Reynir Hardarson, founding member of CCP Games, 2002. |
ORCACommander
Astral Synthetics
0
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Posted - 2011.12.14 19:21:00 -
[25] - Quote
as near as i could tell from the subsequent pages in the original post he was just editing the original post or uploading and overwriting the old version. |
Roc Wieler
Masuat'aa Matari Ushra'Khan
5
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Posted - 2011.12.18 22:15:00 -
[26] - Quote
Anyone able to help me extract the Minmatar CQ as OBJ files? I'm having a helluva time for over a month now. |
AlleyKat
The Unwanted.
48
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Posted - 2011.12.19 13:09:00 -
[27] - Quote
Roc Wieler wrote:Anyone able to help me extract the Minmatar CQ as OBJ files? I'm having a helluva time for over a month now.
What probs you got Roc?
I extracted 3 random obj's with no problems [render]
If you tell me what you can't export specifically, I'll see if I can do it, but so far it looks ok...
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥
Reynir Hardarson, founding member of CCP Games, 2002. |
Roc Wieler
Masuat'aa Matari Ushra'Khan
6
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Posted - 2011.12.20 12:42:00 -
[28] - Quote
I had no problem with furniture, etc. Got all the ceiling pipes, couch, tv, chair, all of it.
It's the room itself. When I try to pull out floors, walls and the rest, it comes out as ... well, nothing. It's all messed up in the TriExporter preview.
My guess is the meshes aren't setup in the same standard way, so I've been struggling getting the room itself.
Thanks for the quick reply. And I appreciate the assist. |
AlleyKat
The Unwanted.
52
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Posted - 2011.12.20 14:44:00 -
[29] - Quote
Roc Wieler wrote:I had no problem with furniture, etc. Got all the ceiling pipes, couch, tv, chair, all of it.
It's the room itself. When I try to pull out floors, walls and the rest, it comes out as ... well, nothing. It's all messed up in the TriExporter preview.
My guess is the meshes aren't setup in the same standard way, so I've been struggling getting the room itself.
Thanks for the quick reply. And I appreciate the assist.
Ah, yes - I see what you mean now.
The 'Modular' ceiling & floor & wall meshes are two meshes in one, and Tri-Exporter is converting the 'target mesh', not the 'detail mesh'.
What it should do is take both meshes and merge them, or split the combined mesh into two files.
Don't know whether this would be a simple fix for Slevin or not, drop him a line.
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥
Reynir Hardarson, founding member of CCP Games, 2002. |
Roc Wieler
Masuat'aa Matari Ushra'Khan
8
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Posted - 2011.12.21 15:19:00 -
[30] - Quote
EVE Mail sent.
No ideas in the meantime? |
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