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

AlleyKat
The Unwanted.
54
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Posted - 2011.12.21 17:41:00 -
[31] - Quote
Roc Wieler wrote:EVE Mail sent.
No ideas in the meantime?
Well, I did try gr2toobj and didn't get the result I was after, so I moved onto GLXtractor and didn't find any joy there either, even though I was selecting the correct meshes independently inside granny viewer.
I suspect it can be resolved through changing the header files, or, the way Triexporter is reading the header files - because even the 2011 ver of the DLL for granny2 isn't making any difference.
Like I say, there are two meshes there and even GLXtractor states there is an issue in interpolating the meshes - it ends up doing the same thing and reading SIRO 40 vertices when there are 'like 3,000+ vertices.
Shot in the dark why CCP has done this: Enlighten.
I'm guessing that Enlighten uses the simplified mesh for luminance and radiosity, as it's easier for it to calculate light based on simple meshes than complex meshes. This'll mean an easier and less gpu dependent environment, maybe...
If they used enlighten for the space environments, we might be looking at the same problem with meshes that we're looking at here.
If you're a 3ds max user, you might give 3D Ripper DX a try, it's another sanctioned tool by CCP and takes a snapshot of a 3D scene and allows you to import it into 3ds max, minus lighting.
Another thing that might yield some help would be to intercept the DirectX calls to the GPU - not heard of CCP allowing this, but Microsoft SDK is free to download and you'd need to play with the 'PIX' application.
Email CCP first before playing with DLL files and other stuffs, pretty sure it would break the EULA.
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. |

Fortune Taker
5
|
Posted - 2011.12.21 20:34:00 -
[32] - 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.
alot of stuff doesn't show up in the triexporter window
have you tried exporting the pieces and opening in the 3d software? i haven't tried this with the CQ yet, though it worked for me with the character model stuff that doesn't show up in the view window in triexporter
|

AlleyKat
The Unwanted.
54
|
Posted - 2011.12.22 15:54:00 -
[33] - Quote
Fortune Taker wrote:[quote=Roc Wieler]
alot of stuff doesn't show up in the triexporter window
have you tried exporting the pieces and opening in the 3d software? i haven't tried this with the CQ yet, though it worked for me with the character model stuff that doesn't show up in the view window in triexporter
Not sure about Roc, but I have, yes - and as indicated above TriExporter is not reading the detail mesh, just the target mesh.
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
9
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Posted - 2011.12.24 02:32:00 -
[34] - Quote
Yeah, I've pulled it out and into Cinema 4D, and not had any luck.
Good to know other 3D users, specifically MAX users, are having the same issues.
And I'll be honest, man; a lot of that low level stuff you're talking about is beyond my 3D knowledge currently. I'll either have to spend the time learning what you're talking about, or use that same time to model my own damn floor it sounds like. 
Do appreciate the help thus far. |

AlleyKat
The Unwanted.
57
|
Posted - 2011.12.24 16:58:00 -
[35] - Quote
Roc Wieler wrote:Yeah, I've pulled it out and into Cinema 4D, and not had any luck. Good to know other 3D users, specifically MAX users, are having the same issues. And I'll be honest, man; a lot of that low level stuff you're talking about is beyond my 3D knowledge currently. I'll either have to spend the time learning what you're talking about, or use that same time to model my own damn floor it sounds like.  Do appreciate the help thus far.
I think this picture from granny viewer explains the problem.
You can see the difference in the number of vertices - the top one is the one that is exported and the lower one is the one we can't export.
Shame... 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. |

Harken Hessel
Thunderwaffe Goonswarm Federation
0
|
Posted - 2012.01.21 13:22:00 -
[36] - Quote
Nathan WAKE wrote:Hello Harken,
I am not super familiar with Maya, I usually use Luxology Modo and Max, but...
...........................................................................................................................................
Have fun, and don't hesitate if you have other questions.
Chears
Nathan
Nathan,
It's been a few months since I could mess around with it thanks to a couple location changes over here in Afghanistan, but I've gotten a good grasp around exporting the objects and bringing them into Maya.
Here is a shot of a rendered Ferox, which came out pretty good.
http://www.facebook.com/media/set/?set=a.237163972974565.64775.100000428933664&type=3#!/photo.php?fbid=308258335865128&set=a.237163972974565.64775.100000428933664&type=3&theater
Eventually, I'm gonna try and get a team together once I get back to the states and start working on a small project. Right now I'm also trying to figure out about exporting actual character models. I've looked around the directory and found some basic models for people, but I'm looking for my actual avatar.
Is there any place where the actual player characters are stored with their textures, or does the Eve client just make changes to a generic model once the game loads?
Thanks again for the help |

AlleyKat
The Unwanted.
183
|
Posted - 2012.01.21 13:49:00 -
[37] - Quote
Harken Hessel wrote:...or does the Eve client just make changes to a generic model once the game loads?...
that's my understanding...otherwise every player in New Eden would need to own every other avatar on their HDD to be able to see them, once WIS kicks in for real...same as every other MMO that have avatars...
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. |

Harken Hessel
Thunderwaffe Goonswarm Federation
0
|
Posted - 2012.01.23 08:02:00 -
[38] - Quote
AlleyKat wrote:Harken Hessel wrote:...or does the Eve client just make changes to a generic model once the game loads?... that's my understanding...otherwise every player in New Eden would need to own every other avatar on their HDD to be able to see them, once WIS kicks in for real...same as every other MMO that have avatars...
Makes sense. But I would think at least the players characters would be stored in some cache/settings file on the HDD. That could possibly reduce load times/lag, and then when ever they enter an area with multiple players, the cached avatar is loaded up from your HDD into the area, that way people can see you, instead of like what you had mentioned, where everyone has everyone's avatars(not feasible). |

AlleyKat
The Unwanted.
183
|
Posted - 2012.01.23 12:13:00 -
[39] - Quote
Harken Hessel wrote:AlleyKat wrote:Harken Hessel wrote:...or does the Eve client just make changes to a generic model once the game loads?... that's my understanding...otherwise every player in New Eden would need to own every other avatar on their HDD to be able to see them, once WIS kicks in for real...same as every other MMO that have avatars... Makes sense. But I would think at least the players characters would be stored in some cache/settings file on the HDD. That could possibly reduce load times/lag, and then when ever they enter an area with multiple players, the cached avatar is loaded up from your HDD into the area, that way people can see you, instead of like what you had mentioned, where everyone has everyone's avatars(not feasible).
hmm.
I think that it's server-side...the only storage would be the video buffer on the client, which would dissappear once the avatar is no longer needed.
So, you'd need some way of extracting your Avatar from the VRAM - I've been looking into this in general terms as DX Ripper ceased working on EVE about a year back.
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. |

Harken Hessel
Thunderwaffe Goonswarm Federation
0
|
Posted - 2012.01.23 15:41:00 -
[40] - Quote
AlleyKat wrote: hmm.
I think that it's server-side...the only storage would be the video buffer on the client, which would dissappear once the avatar is no longer needed.
So, you'd need some way of extracting your Avatar from the VRAM - I've been looking into this in general terms as DX Ripper ceased working on EVE about a year back.
AK
I'm guessing by that, you mean that once you have loaded the game up and your avatar has been loaded, that's when you attempt to extract it?
Another idea might be a standalone character generator, and maybe the ability to export the completed model. But that would probably require some extensive R&D. |
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AlleyKat
The Unwanted.
184
|
Posted - 2012.01.23 19:08:00 -
[41] - Quote
Harken Hessel wrote: I'm guessing by that, you mean that once you have loaded the game up and your avatar has been loaded, that's when you attempt to extract it?
Another idea might be a standalone character generator, and maybe the ability to export the completed model. But that would probably require some extensive R&D.
Yeah.
When it's on the screen, push a button and bam, there's a file on your HDD with the model and materials and textures. It would also capture the entire scene, so, the CQ +¬t all, would come into it.
That's what you usta be able to do, sadly no more, CCP are (if anything) locking the game client down more and more now, and tools like this are harder to find. What's worse (if you read up) is that the CQ elements are doubled for some of the interior pieces.
Shame they feel this way tbh, can only assume it's to secure their assets or make things easier to develop on.
Maybe one day this will be a reality
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. |

Andares Sol
Center for Advanced Studies Gallente Federation
1
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Posted - 2012.01.24 20:26:00 -
[42] - Quote
Does anybody know if the source-code for the so called "TriExporter 2009" version is available somewhere? I just found the source for the original / initial version and binaries for the "TriExporter 2009" modification.
(After some fiddling i got the original source to compile by recreating a project for Visual Studio 2008 - The only version i own. I use it to export the models for EveLiveWallpaper as Blender kept throwing away all Normals and messing things up when i imported the *.obj and exported into my binary format again.)
Bests, Andares Sol
|

Ibishima Nachtmahr
Furor Letalis Heavy Arms
0
|
Posted - 2012.02.16 09:59:00 -
[43] - Quote
Greetings.
I don't know if i'm blind or just to stupid for TriExporter, but i can't find all textures...
Versions: TriExporter: 0.4.2.0 granny2.dll: 2.8.12.0
i'm in the directory res/dx9/ships/gallente/gbc1 and have opened gbc1_mod4shape.gr2 Now i switch to res/dx9/texture in hope to find all needed textures... well... no :( There are 2 subfolders, global and ui... and in these there aren't any subfolders...
Need help :)
Ibi |

Nathan WAKE
Osiris Entreprises OSE Fondation
11
|
Posted - 2012.02.16 10:16:00 -
[44] - Quote
To Ibishima Nachtmahr
You do not need to switch folder
res\dx9\model\ship\gallente\gbc1 contains :
gbc1_mod4shape.gr2 (3D model) and gbc1_tex_d.dds (diffuse + glow and transparency in alpha channel) gbc1_tex_ngs.dds (sub-mask map in red channel,normal map X in green channel, specular map in blue channel, normal map Y in alpha channel) gbc1_tex_p.dds (mask map in alpha channel)
By the way, you'll find the "new" version of this BC in
res\dx9\model\ship\gallente\battlecruiser\gbc1
with the same folder structure, except there are many other subfolders named by manufcturers where you'll find variations of the ship textures.
Caution, the textures organisation changed for the new textures packages In res\dx9\model\ship\gallente\battlecruiser\gbc1 you'll find : gbc1_t1_d.dds (diffuse only) gbc1_t1_n.dds (normal map X in green channel, normal map Y in alpha channel) gbc1_t1_pgs.dds (sub mask map in red channel, specular map in green channel, mask map in blue channel and glow + transparency in alpha channel)
Hope this helps. Ask if you have other questions 
Nathan "I'm a very good housekeeper. Each time I get a divorce, I keep the house"
Zaza Gabor |

Ibishima Nachtmahr
Furor Letalis Heavy Arms
0
|
Posted - 2012.02.16 14:31:00 -
[45] - Quote
thx, worked :) only, that if i take, for example, the thorax, i can's see the 'windows' on it... and the engines are... well... green ^^ (told you, i'm to stupid for it ^^)
i tried to follow this 'tutorial': http://www.newedenlibrary.net/sigs/models.shtml but they use other textures then i... *confused* ;) |

Nathan WAKE
Osiris Entreprises OSE Fondation
11
|
Posted - 2012.02.17 09:30:00 -
[46] - Quote
Ibishima Nachtmahr wrote:thx, worked :) only, that if i take, for example, the thorax, i can's see the 'windows' on it... and the engines are... well... green ^^ (told you, i'm to stupid for it ^^) i tried to follow this 'tutorial': http://www.newedenlibrary.net/sigs/models.shtmlbut they use other textures then i... *confused* ;)
Hello Ibishima Nachtmahr,
Realy, it is not that complicated. The tutorial you are looking at is just outdated. I can't recall how long ago the diffuse textures had the lights on them, or the 3D models had the .tri extension (that was before the "HD version" of EvE - tri models are still present though).
Forget about the res\model\ path and go to res\dx9\model\ you'll get more and nicer stuff 
In fact, triExporter should now be called Gr2Exporter even if it can still open tri models.
Anyway....
I threw up a bunch of screenshots and comments in a tutorial for you last night.
It is probably full of spelling and typing mistakes because I did it fast, but i hope you'll get the point.
It's also a bit long, but I wanted it "step by step". I considered doing a video tutorial, but my English accent is definitely horrible and I chose to spare you that.
Hope it'll help you.
Cheers
Nathan
TriExporter and Max simple tutorial
"I'm a very good housekeeper. Each time I get a divorce, I keep the house"
Zaza Gabor |

Ibishima Nachtmahr
Furor Letalis Heavy Arms
0
|
Posted - 2012.02.17 12:52:00 -
[47] - Quote
You are my hero, really... this is awesome... i can follow it extremly easy, so my stupidity is gone... praise Nathan ;) |

Stridsflygplan
Ventures
6
|
Posted - 2012.02.29 04:49:00 -
[48] - Quote
Is it possible to extract the EVE star map with this tool? or any other ideas how to get it? |

AlleyKat
The Unwanted.
201
|
Posted - 2012.02.29 19:16:00 -
[49] - Quote
Stridsflygplan wrote:Is it possible to extract the EVE star map with this tool? or any other ideas how to get it?
No.
You need to take a snapshot.
I created an After Effects file two years ago you might be interested in - like this PM me if you want it and I'll see if I have it on backup somewhere.
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. |

Turhan Bey
EVE University Ivy League
2
|
Posted - 2012.03.09 04:33:00 -
[50] - Quote
Discussion going on in the EVE University public forums, started out as my asking about the combined light and transparency map: http://forum.eveuniversity.org/viewtopic.php?f=29&t=50967
My YouTube video class on the use of TriExporter 2009, GIMP, and Blender: http://www.youtube.com/watch?v=Pw18CzYzJvg |
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Metis Laxon
Royal Fleet Auxiliary Entropy Alliance
32
|
Posted - 2012.03.11 04:16:00 -
[51] - Quote
Hmm,
I have downloaded the file linked in that video, but whenever I go to the models and double click one I get 'Err!'
In fact I get that if I double click anything in the explorer area.
Where did I go wrong?
EDIT: Nevermind, I have found the 'issue' and it is entirely my bad.
I do have another question now: http://eve-files.com/search.dxd?search=triexporter
There is a more recent file there, and it appears to work. Unfortunately it has no menu for me at the top, so I have no way to export the model. It does seem to be improved as it automatically shows models with the correct texture. |

AlleyKat
The Unwanted.
204
|
Posted - 2012.03.11 10:41:00 -
[52] - Quote
Metis Laxon wrote:Hmm, I have downloaded the file linked in that video, but whenever I go to the models and double click one I get 'Err!' In fact I get that if I double click anything in the explorer area. Where did I go wrong? EDIT: Nevermind, I have found the 'issue' and it is entirely my bad. I do have another question now: http://eve-files.com/search.dxd?search=triexporterThere is a more recent file there, and it appears to work. Unfortunately it has no menu for me at the top, so I have no way to export the model. It does seem to be improved as it automatically shows models with the correct texture.
Yes, triexporter dot net, that was Selvin attempting to produce perfect renders using the red file settings.
He made some great progress with that, but have not seen any development of this tool for the purposes of exporting to a 3D program, or an OBJ file with textures.
To be honest, I haven't seen any development for a long time, but the sourcecode is available here for collaborative endeavors.
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. |

Eugene Spencer
Rodents of Unusual Size
92
|
Posted - 2012.03.11 15:43:00 -
[53] - Quote
Metis Laxon wrote:Hmm, I have downloaded the file linked in that video, but whenever I go to the models and double click one I get 'Err!' In fact I get that if I double click anything in the explorer area. Where did I go wrong? EDIT: Nevermind, I have found the 'issue' and it is entirely my bad. I do have another question now: http://eve-files.com/search.dxd?search=triexporterThere is a more recent file there, and it appears to work. Unfortunately it has no menu for me at the top, so I have no way to export the model. It does seem to be improved as it automatically shows models with the correct texture.
What was the issue with the "err!"? I'm having the exact same problem... I have a specific comb for my beard. |

Metis Laxon
Royal Fleet Auxiliary Entropy Alliance
32
|
Posted - 2012.03.15 01:44:00 -
[54] - Quote
For the err make sure you click on the right files, all other files pop up with the ERR. I was clicking on the .red files :/
And it is unfortunate that the development has halted :( |

Forgon
TURN LEFT
4
|
Posted - 2012.03.17 19:41:00 -
[55] - Quote
Any ideas how to texture planets or t2 ships without the need of .red files? |

James Amril-Kesh
4S Corporation RAZOR Alliance
195
|
Posted - 2012.05.02 07:38:00 -
[56] - Quote
I'm getting the "model not loaded" error. How do I fix this?
On a related note, PLEASE don't do what the guy on the last page did. Don't ever post about a problem with software, then post that the problem is resolved without ever explaining anything about how you fixed it. I'm sure you can appreciate how incredibly frustrating that is. I know he said it's in the archived forum, but I can't find it in there. Support showing T2 and faction frequency crystal damage in the info window. |

Tubrav Sadarts
Trader's Academy Solar Mechanics
0
|
Posted - 2012.05.02 15:49:00 -
[57] - Quote
Has anyone ever figured out how to properly texture t2 ships by exporting from TriExporter? T1 is nice, but it seems currently the only way to get t2-looking ships would be to manually re-paint the t1 textures... I'm guessing this used to involve .red files, but I think something's changed regarding those recently? |

Wild Rho
Silent Core
15
|
Posted - 2012.05.04 06:15:00 -
[58] - 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. |

Tubrav Sadarts
Trader's Academy Solar Mechanics
0
|
Posted - 2012.05.04 09:44:00 -
[59] - Quote
How do you actually find/open the .red files in the first place? I tried finding them in the EVE folder but couldn't... |

Wild Rho
Silent Core
15
|
Posted - 2012.05.04 18:01:00 -
[60] - 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. |
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