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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
lee boots
Hull Tanked
23
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Posted - 2013.05.04 12:45:00 -
[301] - Quote
AzAkiR NaLDa wrote: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
Yep this is in the folder as well..
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AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
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Posted - 2013.05.04 14:00:00 -
[302] - 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? |
lee boots
Hull Tanked
23
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Posted - 2013.05.04 14:29:00 -
[303] - Quote
I cant even get a ship model to show up in TriEporter. i have set file, unstuffed the file and i have also done what some one stated earlier in the thread i deleted the regegit hot key and made sure the path is to the eve file and not ccp file and when ever i double click the dds file nothing happens and if i double click and on the other file i get a model not found window or a WTF? window pop up.. |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
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Posted - 2013.05.04 15:04:00 -
[304] - 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. |
lee boots
Hull Tanked
23
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Posted - 2013.05.04 18:27:00 -
[305] - Quote
.gr2 files double clicked and Model not loaded window [pops up |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
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Posted - 2013.05.05 22:25:00 -
[306] - 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. |
Sarmatiko
1075
|
Posted - 2013.05.06 17:20:00 -
[307] - Quote
Sadly, with the latest Retribution 1.2 update Selvin's black2json library stopped working with capital ships (and furthermore with all future objects like new Apocalypse, golden pod, etc).
I miss the old times when red files were plain and unencrypted
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lee boots
Hull Tanked
23
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Posted - 2013.05.06 19:02:00 -
[308] - Quote
ships- minimatar-frigs then all gr2 files.. |
Kor'el Izia
40
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Posted - 2013.05.06 20:53:00 -
[309] - Quote
The new station interiors got V3'd in Retribution 1.2 aswell. The old can still be found in "dockingbay" whilst the new are located under "hangar".
The old can be exported but not the new.
This is what a model looks like when it can't be exported , it just greyed out because there is no model in the viewer because when you double-clicked the .gr2 file it didn't open. If you look at an old model, like the rorqual("ship->ore->ocs") and then wan't to look at a V3'd model , the old mesh will remain in the viewer.
I suspect the reason for the model looking so weird in the viewer, kinda hollow-see-through-ish is because of the normals are pointing in the wrong direction, inverting them should fix that.
Best of luck |
Sarmatiko
1076
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Posted - 2013.05.07 04:21:00 -
[310] - Quote
Kor'el Izia, lee boots. I think both of you need to update your TriExporter to latest version. Model exporting works just fine with TriExporter 0.5.0.0. Also try to find newer version of granny2.dll. Google for it or grab it form TriExporterNet archive on eve-files.
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Kor'el Izia
40
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Posted - 2013.05.07 09:30:00 -
[311] - Quote
Sarmatiko wrote:Kor'el Izia, lee boots. I think both of you need to update your TriExporter to latest version. Model exporting works just fine with TriExporter 0.5.0.0. Also try to find newer version of granny2.dll. Google for it or grab it form TriExporterNet archive on eve-files. Thanks, working perfectly now |
lee boots
Hull Tanked
23
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Posted - 2013.05.07 18:14:00 -
[312] - Quote
James Q Farpoint wrote:Roc Wieler wrote:I'm having issues as well since Inferno. The Amarr ships, other V3 ships, they crash TriExporter. I was just starting a video tutorial series for people as well, to try to get all of our collected knowledge and experience in one place.
I clicked the link for the .NET updated granny.dll but it returns a page error.
Any other solutions? As I said in my post, the link didn't contain the granny2.dll anyway. I used the one that was included in the .net version available at eve-files.com. Use the TriExporter executable from here: http://dl.eve-files.com/media/corp/SeriousM/TriExporter_2009.zipwith the granny2.dll from here: http://dl.eve-files.com/media/1202/TriExporterNET_14555.rarThis seems to work fine for me. I haven't tried a lot of models but the ones that used to crash TriExporter before work now.
Tried this but half way through setting up the eve folder the program crashed... Think im just going to give up with this now.. thanks for your help guys but this is way over my head.. |
Sarmatiko
1082
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Posted - 2013.05.07 19:32:00 -
[313] - Quote
lee boots wrote:Tried this but half way through setting up the eve folder the program crashed... Think im just going to give up with this now.. thanks for your help guys but this is way over my head.. Probably the right choice, because you completely ignored post about latest TriExporter and "tried"(and failed) outdated version.
Once again - "TriExporter_2009" is OUTDATED.
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Mardante Soliest
Realm of the Forgotten
3
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Posted - 2013.05.08 06:55:00 -
[314] - Quote
Can someone help me a little with painting the models in the right color. I managed to get all the layers out (the changed the quite a bit with the V3 overhaul) but I still don`t see how to get the right coulours in.
And where do these go? http://www.rigolettostraat.nl/patrick/images/everenders/where.png
http://www.rigolettostraat.nl/patrick/images/everenders/obelisk001.jpg http://www.rigolettostraat.nl/patrick/images/everenders/obelisk002.jpg
I mainly use 3ds Max 2013, but I also have C4D.
Tnx so much with the help.
p.s. What do you think of my eyefinity background? ;) http://www.rigolettostraat.nl/patrick/images/everenders/magnate.jpg |
Mardante Soliest
Realm of the Forgotten
3
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Posted - 2013.05.08 09:36:00 -
[315] - Quote
Does anyone know if it is possible to export the separate surfaces from TriExporter?
http://www.rigolettostraat.nl/patrick/images/everenders/surface.png
This would make it easyer to put the separate textures on for instance the Providence. Within 3DSMax it is one surface, so I extruded the ones needed for the separate texture to a second surface/object. But when it would be done from TriExporter itself.. it would be so much easyer.
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lee boots
Hull Tanked
23
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Posted - 2013.05.08 10:24:00 -
[316] - Quote
Sarmatiko wrote:lee boots wrote:Tried this but half way through setting up the eve folder the program crashed... Think im just going to give up with this now.. thanks for your help guys but this is way over my head.. Probably the right choice, because you completely ignored post about latest TriExporter and "tried"(and failed) outdated version. Once again - "TriExporter_2009" is OUTDATED.
Sorry i have stated that i started out using the 0.5.0.0. version and that didnt work when some one asked me which version i was running. I deleted all triexporter files and programs after each failed attempt and then started anew. I used the one i had quoted on in the hope that would work but it didnt obviously, then i went back to your post tried that and again it still didnt work. Obviously i am doing some thing wrong here but i dont know what. Its kinda like wanting to learn to drive a car and just having some one point at a car and say theres a car go learn. Telling some one to start by putting the key in the ignition is all well any good as long as that person knows what a ignition is : P
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Mardante Soliest
Realm of the Forgotten
3
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Posted - 2013.05.08 11:35:00 -
[317] - Quote
Download TriExporter from here : http://triexporter.codeplex.com/releases/view/92412 And granny from here: http://www.dll-files.com/dllindex/dll-files.shtml?granny2
Put them in the same folder together, and.. it should work ;)
Good luck! |
lee boots
Hull Tanked
23
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Posted - 2013.05.08 12:12:00 -
[318] - Quote
You sir are a hero... Thank you so much this worked first time of trying.... |
Kor'el Izia
41
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Posted - 2013.05.09 01:32:00 -
[319] - Quote
Mardante Soliest, I can't open the links you provided and it appears everyone thinks so too.
All I can say is that I used EveUniversity's video guide with gimp and blender with much success.
Link video guide
Link text guide |
Bifordus Maximus
MissoCorp
11
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Posted - 2013.05.09 01:51:00 -
[320] - Quote
A little off topic but related --
TL;DR - I animated turrets but effed up textures a bit. Also Animating issues.
I'm not sure if anyone else has been taking time to animate the turrets and other what-nots but I decided to give it a try. I found after a little testing that it is quite easy but I am sure it is even more easy than the methods I used. The example here will be the 'Dual Heavy Beam Laser'. The program I used is 3DS Max 2010.
I first started by breaking the turret down into its basic components that move... which is everything.
Turret Components
I made each of those components separate objects then linked them all together so they move the way the are supposed to move when necessary. Unfortunately when I did that I notice the textures had changed ever so slightly. I didn't think this to be a big deal in the grand scheme though.
The Mess up.
I began to animate the turrets from it opening up to moving around using basic pivot points and key frames (I can explain more upon request).
Test Pic
When it came to animating the revolving barrels I used a -'relative repeat' ' Out of range type'- parameter curve to simulate that. The problem with that is I can't control when it starts and stops since it ignores key frames. Anyone with knowledge in 3ds knows how to fix this? Do I need to get an up to date version of 3ds max (2012) or is there a better program out there for animating? Is my method too complicated? Do I need to show more pics? You can message me in game or here if you would like to trade or just receive information. My services are free.
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AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
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Posted - 2013.05.09 08:33:00 -
[321] - 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 |
Trisia Sleix
Center for Advanced Studies Gallente Federation
0
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Posted - 2013.05.09 13:17:00 -
[322] - Quote
hmmm... not bad for the first try...
https://docs.google.com/file/d/0B5y4O9fTAbcSV05XZVdKN3NGMEE/edit?usp=sharing
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Mardante Soliest
Realm of the Forgotten
3
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Posted - 2013.05.10 06:55:00 -
[323] - Quote
lee boots wrote:You sir are a hero... Thank you so much this worked first time of trying....
Not really... but you are welcome.
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Mardante Soliest
Realm of the Forgotten
3
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Posted - 2013.05.10 06:57:00 -
[324] - Quote
Tnx for the tips, I`ll watch the vids. I`ll try to put the pics on another server (or get my isp to resolve the problems that some of you can`t see my site :( ) |
Mardante Soliest
Realm of the Forgotten
3
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Posted - 2013.05.10 07:02:00 -
[325] - Quote
AzAkiR NaLDa wrote: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_adjusted_env.jpg
I must confess I didn't get into the black files, but I see I really do need to now.
I totally forgot about the multi/sub-object materials, tnx so much it's gonna make things a lot easyer.
Your pic isn't showing aswell.. link broken. |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
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Posted - 2013.05.10 07:55:00 -
[326] - Quote
Hmm lets try this ferox then.
http://citadel-consortium.com/downloads/ferox_03.jpg |
Mardante Soliest
Realm of the Forgotten
3
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Posted - 2013.05.10 08:02:00 -
[327] - Quote
Yup, that one is showing. It seems like my links are also not working for everyone. I can see them at my work, but can`t see them at my home place... damn ISP`s and domain controllers... |
Mardante Soliest
Realm of the Forgotten
4
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Posted - 2013.05.14 13:46:00 -
[328] - Quote
Can you now see the images, they weren`t accesible to everyone? |
Kor'el Izia
48
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Posted - 2013.05.14 16:42:00 -
[329] - Quote
Mardante Soliest wrote:Mardante Soliest wrote:snip Can you now see the images, they weren`t accesible to everyone?
Yes, they're all visible now |
AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
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Posted - 2013.05.15 17:11:00 -
[330] - Quote
Ugh I cannot convert the black tiles for the station interiours or the new capital ships. |
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