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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!!!
|

Wild Rho
Silent Core
0
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 |
|

Yohdalf
Yohd Prod Ync.
0
|
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... 
|

JC Anderson
Noir. Noir. Mercenary Group
48
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|

Lieutenant OBrien
Empyrean Warriors The Obsidian Front
0
|
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
|
Posted - 2011.11.21 23:47:00 -
[22] - Quote
Found the fix in the Archived forum |

ORCACommander
Astral Synthetics
0
|
Posted - 2011.12.05 18:28:00 -
[23] - Quote
original post is full of bad links |

AlleyKat
The Unwanted.
47
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2011.12.21 15:19:00 -
[30] - Quote
EVE Mail sent.
No ideas in the meantime? |
|

AlleyKat
The Unwanted.
54
|
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
|
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. |
|

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
|
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 |
|

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. |
|

Tusko Hopkins
HUN Corp. HUN Reloaded
10
|
Posted - 2012.05.15 09:24:00 -
[61] - Quote
Does anyone know how tech2 ships can be exported using TriExporter? I was looking in the res/dx9/model/ship/* directories but the models I can find there seem to be only for the tech1 variants (plus a couple extra like AT ships).
What I need is the 3d model of the Rapier. The only ship I found which is similar is the Bellicose in res/dx9/model/ship/minmatar/mc3. This is not the same model as can be seen in the game though: the rapier not only has a different texture in game, but it also differs in the geometry: it has 3 more engines and 2 extra solar panels. Is the EVE client using some sort of compositioning to put on these extra parts, and if yes, where can I find these extra models? |

Wild Rho
Silent Core
17
|
Posted - 2012.05.16 05:36:00 -
[62] - 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. |

Andares Sol
Center for Advanced Studies Gallente Federation
2
|
Posted - 2012.05.26 07:38:00 -
[63] - Quote
Hi Guys!
I am still fighting with applying the paint maps to the diffuse texture in GIMP. Most of you will probably use Blender for doing some nice ship renderings. What i wanna do is apply a specific painting to the diffuse texture, so that the generic diffuse texture will end up as a specific faction/model painting.
This is what i tried so far: Do the usual magic to decompose the d and pgs texture to layers. Copy alpha from pgs texture to d texture. Invert alpha and adjust levels. Recompose d texture Copy the two mask layers from pgs texture to d texture Open red file and get MaterialDiffuseColor, MaskDiffuseColor, SubMaskDiffuseColor for Hull and create additional layers with these colors.
Ok so far so good... Now it becomes a bit odd... Somehow magically i have to compose all these layers to the final color.
So i tried this: Open the Eve Client and have a sharp look at the model preview and decide which color is what and how it matches with the mask. Now i overlayed the base-color with the diffuse texture and did a Merge Down Layer to get the base color of the diffuse texture. Then i combined the mask colors with the mask - sometimes inverting the mask - to get a new layer, where everything is white, and the two masks have their respective color. And finally overlayed that stuff with the already painted diffuse texture.
Vexor Paint Test
It looks better than not painting it at all, but the con is, that the colors of the paintmask is a combination of: diffuse texture - material diffuse color - mask diffuse color Not sure if it is intended to multiply the material diffuse color as well... *headscratch*
So the big question is: How do you use the colors in the Mask colors from the Red Files?
Bests, Tobias
P.S.: Any ideas what the new *.black files are? A binary version of *.red or something entirely else...
|

Cynthia Shepard
Klares Wasser Allianz Kaltes Wasser
0
|
Posted - 2012.05.26 22:43:00 -
[64] - Quote
Tusko Hopkins wrote:Does anyone know how tech2 ships can be exported using TriExporter? I was looking in the res/dx9/model/ship/* directories but the models I can find there seem to be only for the tech1 variants (plus a couple extra like AT ships).
What I need is the 3d model of the Rapier. The only ship I found which is similar is the Bellicose in res/dx9/model/ship/minmatar/mc3. This is not the same model as can be seen in the game though: the rapier not only has a different texture in game, but it also differs in the geometry: it has 3 more engines and 2 extra solar panels. Is the EVE client using some sort of compositioning to put on these extra parts, and if yes, where can I find these extra models?
You'll find the model in "res/dx9/model/ship/brutor/mc3"
Regards Shepard
|

James Q Farpoint
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.05.27 09:02:00 -
[65] - Quote
Hi,
I tried installing TriExporter2009 and extracting some meshes like described in the Eve Uni video someone made and linked here not too long ago. However, the program crashes when trying to load most ship files. I almost suspect this has something to do with the v3ing of the ships since most of the ships that haven't been v3ed yet seem to work ok. This is a little unexpected since I thought V3ing only meant changing the shading but not the geometry.
Since this thread seems to be active I figured you don't have this problem and know how to fix it. If you would point me in the right direction I would be very grateful. It's very hard to find all the right files and resources in all those various forum threads they are spread over. |

Cynthia Shepard
Klares Wasser Allianz Kaltes Wasser
0
|
Posted - 2012.05.28 14:32:00 -
[66] - Quote
My TriExporter2009 was not crashing by open some shipmodels but it just doesn't load them. My solution was, to ger a newer "granny2.dll" then the exporter it self has, and now it works fine. I used the dll form the .net viewer you can get it on the link bellow: Triexporternet
it is from the Publisher's site, but i didn't figured out, how to export some things with this one. Maybe it is also a solution for you.
Regards Shepard |

James Q Farpoint
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.05.28 15:53:00 -
[67] - Quote
Thanks!
The file you linked only contained the source code, but I downloaded the .net version from eve-files and it works with the granny2.dll from that one (texture coordinates are messed up when importing into blender but I guess that's a different problem).
There really should be a wiki page with all the relevant info. Or is there? |

Tusko Hopkins
HUN Corp. HUN Reloaded
10
|
Posted - 2012.05.29 23:01:00 -
[68] - Quote
Cynthia Shepard wrote:You'll find the model in "res/dx9/model/ship/brutor/mc3" Thanks a lot! I had the feeling that it might be hiding in some other directory but I was looking for Core Complexion (as stated in the game as "developer" of the ship). i'd have never guessed that it's a brutor brand.
|

Roc Wieler
Tribal Liberation Force Minmatar Republic
161
|
Posted - 2012.05.30 12:57:00 -
[69] - Quote
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? |

craidie
Tolerance Training Academy En Garde
10
|
Posted - 2012.05.30 16:22:00 -
[70] - Quote
Has there been any progress on how to render t2 textures? |
|

Andares Sol
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.05.30 22:30:00 -
[71] - Quote
@craidie: There is some black magic in there somewhere (maybe that's why we have *.black files now ). For some ships my manual GIMP painting attempts were pretty easy, and for others a complete epic fail. For example the Vexor, Opux and Prophecy came out quite nicely, but the Nightmare is literally a nightmare: After hours of fiddling i got something which looked almost but not quite right, saved it and have not managed to reproduce it ever since. And with the Ferox i had problems because how do i transform a color value with numbers bigger than 1 into RGB values for GIMP?
I will give it a try with the Scorpion. Which *.red file are you using?
Bests, Andares
|

James Q Farpoint
Blue Republic RvB - BLUE Republic
0
|
Posted - 2012.05.31 04:24:00 -
[72] - Quote
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.zip
with the granny2.dll from here: http://dl.eve-files.com/media/1202/TriExporterNET_14555.rar
This 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.
|

craidie
Tolerance Training Academy En Garde
10
|
Posted - 2012.05.31 07:45:00 -
[73] - Quote
Andares Sol wrote:@craidie: I will give it a try with the Scorpion. Which *.red file are you using?
in that i was using cb2_t1.red and then just painted bright colors for the submask and mask map and combined them and added them as specular color map... However I went and compared the red files, the cb2_t#.red seem to be the same, atleast all the values are the same. Looking at the Kaalakiota red files, again no difference in values. But when comparing to the normal red file not only did it had different values, it had two new values ("materialreflectioncolor" and "maskreflectioncolor") values, however, are wrong neither are even near the reddish color.
Also looking at the .dds files, the specular layer is identical to normal one, but the sub-mask and mask layers have their colors reversed. Ignoring that i'm quite certain that the sub-mask maps are identical... The mask layer seems to have almost the whole submask parts and all the mask layer parts from the scorpion pgs file.
I'm pretty sure there's an art team guy laughing at us how we're doing this =)
P.S. someone know any use for the red file values for other than colors?
edit: also the first line of the .black seems to be .red file without values |

Andares Sol
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.05.31 18:44:00 -
[74] - Quote
@craidie:
The red color is for example in the cb2_t*_kaalakiota.red file: --- name: "SubMaskDiffuseColor" value: [1, 0.4431373, 0.3372549, 1] 255 113 86 ---
In theory there should be a simple formula in the shaders somewhere how the colors and masks all work together... Something like: FragmentDiffuseColor = MaterialDiffuseColor * Fragment + MaskDiffuseColor * Mask + SubMaskDiffuseColor * SubMask ...and the same for AmbientColor, SpecularColor.
Ho hum, without a nice developer revealing some tricks it's all try & error.
Edit: I think bits of the calculation formula are in triplefresnelreflectionv2ps.fxh at least there is a comment saying "combine three material layers". Just have to make sense out of it...
Bests, Andares. |

craidie
Tolerance Training Academy En Garde
10
|
Posted - 2012.05.31 21:57:00 -
[75] - Quote
@Andares:
I guess the same thing is with the green/blue patches on megathron... except it's made completely different as all the "painted" parts are in sub-mask... I've been combining textures in 3ds max for the whole night... nothing even close, sadly.
yeah remember that comment... old thread page 22 was it? i'll have a look at it tomorrow. |

Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
0
|
Posted - 2012.05.31 23:42:00 -
[76] - Quote
@andares:
As far as I can tell, the submask map and mask map are used for setting material properties (e.g. base color, base specular hardness, base reflectivity, etc) before application of the diffuse, specular, normal and glow/transparency maps
so to get the three materials into a single diffuse map, I would:
1. make an image filled with the base material diffuse colour 2. overlay an image filled with the mask diffuse colour, using the mask map as alpha/stencil 3. overlay an image filled with the submask diffuse colour, using the submask map as alpha/stencil
at this point you should have an image with three colours
4. overlay the diffuse map using multiply (so for each pixel, paintjob = base-map x diffuse-map) |

Orrono
Decadence. RAZOR Alliance
0
|
Posted - 2012.06.01 10:27:00 -
[77] - Quote
Well when working with eve textures you should basically start by extracting all the various channels used by the engine into seperate images. The red files should only be used a references of wich files are used.
For example the red channel of the pgs map is a mask. Open it in a software like photoshop or gimp. and copy the red channel to the green an blue channel. this will give you a black and white mask that you can directly use in a 3D Software as a mask for two different Materials rather than using it for painting the material in Photoshop or Gimp. (If you really know what you-¦re doing you can do channel boolean operations in a 3D software directly and skip this step).
So for example in 3dsmax you could use this extracted mask in a "Blend Material" (Material level) or a "Mix Map" (Map level) to Blend between 2 Materials. I recently did that with the Ishtar wich consists of two "colors" green and a metalic grey. So I make two seperate materials in 3dsmax, one for the green parts and one for the grey parts. Both use the same diffuse Map one is desaturated for the grey part while the other one stays green as it is. Than I put both of them into a Blend Material and use the previously generated Mask to blend them. Every 3D software should have similar functions to blend two maps or whole materials.
Also if you want to render the normal map correctly. Open the Normal Map in Photoshop. Leave the green channel as it is. Copy the alpha channel to the red channel and fill the blue channel with white. Otherwise they won-¦t work at all.
cheers
|

Andares Sol
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.06.01 14:37:00 -
[78] - Quote
@akori: Well i am doing something like that already, the odd thing is: For some models it works like a charm and the visual result is great and for others i end up with an epic fail, which makes me think that there is something wrong with my workflow and the few models that work, only work by accident.
For example - gc3_t1 aka Vexor: I have the diffuse texture, MaterialDiffuseColor, MaskDiffuseColor, SubMaskDiffuseColor, Mask and SubMask all in a separate layer in Gimp. I set mode to "Addition" for MaskDiffuseColor and have the Mask below, then do MergeDown. Same with SubMaskDiffuseColor and SubMask... Then combine the two via Mode "Multiply" and do another MergeDown. Then multiply the colored mask with MaterialDiffuseColor and MergeDown. Then overlay the stuff with the diffuse texture.
Final result looks like this: [Vexor]
Which is not too bad considering i miss a ton of other color settings and it's rendered on the mobile phone.
However for the Nightmare model this approach does not seem to work.. The Mask and SubMask are somehow inverted versions of each other with a few differences... If the order of applying the colors and multiplying and adding and overlaying would be right that should work the same way, but it doesn't....
Bests, Andares Sol
|

Xenuria
Center Haus Apocalypse Now.
517
|
Posted - 2012.06.02 20:26:00 -
[79] - Quote
I am very excited about getting started on this kind of work. I recently downloaded the tools needed and now I just need to save up money to buy Maya.
I do however have a few questions.
Let's say I want to import an exact replica of my current player model in the highest detail possible before I go to work on it and give her all the things CCP neglected to give her. How would I go about doing this?
In terms of rendering and lighting/shaders/etc is there is specific set of settings or configurations that would more or less imitate those of the EVE client itself?
(Purely Hypothetical:) How would I hypothetically put the character or whatever assets I altered back into the game so that they actually work like the un-modified assets? I am not expecting a slider to magically appear that allows me to adjust the size of her newly sculpted genitalia. I am however concerned with clipping or getting exact measurements on the limitations of the pre-existing sliders so that no matter what body shape I choose in the game the stuff I added to her is not effected. (/Purely Hypothetical)
And now for a more complicated question...
Can I add animations to the model that I import with triexporter and fluid physics, you know all that good stuff. Does it come with a skeleton or do I have to build it myself? The Future of GoonSwarm |

Andares Sol
Center for Advanced Studies Gallente Federation
5
|
Posted - 2012.06.03 08:40:00 -
[80] - Quote
@Xenuria:
I think it will be pretty difficult to export exactly your character, as the final mesh of your character is somehow dynamically created out of a set of standard variants that are merged together. There was a nice posting ages ago, when they introduced the character creator, where it was explained. Can't find the link now though...
The best link i could find regarding Character Export was this: [Eve 2 Unreal UDK - Characters]
Mind you now i look at it again there is also an epic posting how to render ships . Maybe i should read that post as well before asking stupid questions: [Eve 2 Unreal UDK - Ships]
Kind Regards, Andares Sol
|
|

Xenuria
Southern Cross Empire Flying Dangerous
546
|
Posted - 2012.06.03 17:42:00 -
[81] - Quote
Andares Sol wrote:@Xenuria: I think it will be pretty difficult to export exactly your character, as the final mesh of your character is somehow dynamically created out of a set of standard variants that are merged together. There was a nice posting ages ago, when they introduced the character creator, where it was explained. Can't find the link now though... The best link i could find regarding Character Export was this: [ Eve 2 Unreal UDK - Characters] Mind you now i look at it again there is also an epic posting how to render ships  . Maybe i should read that post as well before asking stupid questions: [ Eve 2 Unreal UDK - Ships] Kind Regards, Andares Sol
That looks exceptionally complicated.... Perhaps I could pay somebody to do this for me. Xenuria Rising |

Viktor Fyretracker
Emminent Terraforming
9
|
Posted - 2012.06.22 22:52:00 -
[82] - Quote
Thanks to the EVE-U video and wiki post I now solved the UV issue in Blender....
the drake..
it comes in red
Get it in Red at your local Drake Dealer |

Andares Sol
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.06.24 13:11:00 -
[83] - Quote
Any ideas in which directory i can find the new Stealth Bombers? Hound, Manticore, Nemesis, Purifier I am too blind to find them .
Thanks, Andares Sol
|

Xenuria
Southern Cross Empire Flying Dangerous
548
|
Posted - 2012.06.24 13:59:00 -
[84] - Quote
As amazing as that unreal udk site is, it does also seem to be outdated. The file names they refer too do not always match what I am encountering and they seem to want to show you how to put everything into unreal.
I want to have everything in Maya 2013.
I don't use gimp and I won't unless I absolutely have too. I have photoshop CS 2, unfortunatly when I open the dds file I do not see any layers. Which means that the layers no longer exist and the tuts are outdated OR I am doing something wrong.
I need to know where to apply the different textures once in MAYA.
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=124664
In the above linked thread I managed to import a life pod into maya and get the bump mapping to work fine. The last file though capsule_o.tga was just a short rectangle of yellow and green.
I have no clue where to apply it.
Xenuria Rising |

Viktor Fyretracker
Emminent Terraforming
12
|
Posted - 2012.06.24 19:26:00 -
[85] - Quote
in gimp you have to use the decompose button. if its an _ngs.dds remember to do the PS equal to decompose with RGBA. in a _pgs.dds format the _d.dds is strictly the diffuse and needs no changes other than conversion to tga or png as most modeling software cannot read dds files. Basically the _n.dds and the _ngs or _pgs files are saved as RGBA and with in EVE itself it knows which channels to apply where.
Also be aware that some things, the more complex things tend to have funky graphics magic happening in the background.
for example the Iterion V has caution strips on the round parts but the diffuse has none, and it is instead somehow in an assets file elsewhere.
The Orca has its blue highlights and yellow stripes in the same single color file with the data defined by the .red file.
the .red file is vital to understanding how CCP breaks things down because outside of things like the remodeled stealth bombers it is generally how they get a T2 ship, the .red defines the coloring of the mask channel. |

Viktor Fyretracker
Emminent Terraforming
12
|
Posted - 2012.06.24 19:31:00 -
[86] - Quote
Andares Sol wrote:Any ideas in which directory i can find the new Stealth Bombers? Hound, Manticore, Nemesis, Purifier I am too blind to find them  . Thanks, Andares Sol for the Manticore it is listed as cf6_t2.gr2
|

Xenuria
Southern Cross Empire Flying Dangerous
548
|
Posted - 2012.06.24 19:32:00 -
[87] - Quote
I wish it was more like skyrim...
With skyrim I don't even need to convert the dds files to tga. I just import them directly to maya and use them as the "color" for the default material applied to the mesh. Sure that isnt everything, Their exist several other texture that I need to figure out but at least with skyrim meshes and textures I don't have to jump through hoops to get it to look half decent.
I am seriously considering just paying somebody isk to do all this for me. How much do you think that would cost min-max? Xenuria Rising |

Viktor Fyretracker
Emminent Terraforming
12
|
Posted - 2012.06.25 00:15:00 -
[88] - Quote
That I have no clue how much would be charged for such a thing, you would also need someone who understands just what Maya needs as I would imagine it needs different data than Blender. |

Cmdr26
The Companionship Test Alliance Please Ignore
0
|
Posted - 2012.06.25 05:03:00 -
[89] - Quote
After I selected the eve-directory, TriExporter keeps crashing whenever I try to run it. Does anyone know how to solve that problem? I'm using Windows 7 64 bit. |

Xenuria
Southern Cross Empire Flying Dangerous
549
|
Posted - 2012.06.25 13:18:00 -
[90] - Quote
Maybe I will just pay somebody to make a guide for how to get this to work with photoshop and maya. How much would that cost?
Xenuria Rising |
|

Roc Wieler
Tribal Liberation Force Minmatar Republic
164
|
Posted - 2012.06.25 14:45:00 -
[91] - Quote
Cmdr26 wrote:After I selected the eve-directory, TriExporter keeps crashing whenever I try to run it. Does anyone know how to solve that problem? I'm using Windows 7 64 bit.
You need to update your granny.dll is my guess. Take a look on the previous page. I think there was a link there.
Never start a fight you can win.
|

Cmdr26
The Companionship Test Alliance Please Ignore
0
|
Posted - 2012.06.25 17:28:00 -
[92] - Quote
Roc Wieler wrote:Cmdr26 wrote:After I selected the eve-directory, TriExporter keeps crashing whenever I try to run it. Does anyone know how to solve that problem? I'm using Windows 7 64 bit. You need to update your granny.dll is my guess. Take a look on the previous page. I think there was a link there. tried that - unfortunately it didn't work |

Andares Sol
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.06.25 20:28:00 -
[93] - Quote
@Cmdr26: Try deleting the TriExporter registry key... regedit.exe -> HKEY_CURRENT_USER\Software\TriExporter
Make sure you point to the EVE directory, not the CCP directory when setting the file path.
Bests, Andares Sol
|

Andares Sol
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.06.25 21:49:00 -
[94] - Quote
Well, with the last Patch the *.red files are gone and replaced by *.black files in a binary format. So that's the end to half way realistic Blender rendering and to my EveLiveWallpaper it seems... Until someone reverse engineers the datastructure.
Grumble... Why does CCP have to make it so difficult for us...*sigh*   
Bests, Andares Sol
|

Viktor Fyretracker
Emminent Terraforming
15
|
Posted - 2012.06.25 22:28:00 -
[95] - Quote
Andares Sol wrote:Well, with the last Patch the *.red files are gone and replaced by *.black files in a binary format. So that's the end to half way realistic Blender rendering and to my EveLiveWallpaper it seems... Until someone reverse engineers the datastructure. Grumble... Why does CCP have to make it so difficult for us...*sigh*    Bests, Andares Sol I noticed that, I wonder if CCP will come out and tell anybody how the .black files work.
If they outright said that I bet someone could make a python script for blender that would actually properly color an EVE model with less voodoo required than we do now.
for example the mask layers are always white in exportation but in game they can form trim colors... only the EVE client actually knows those colors and their positioning. |

Xenuria
Southern Cross Empire Flying Dangerous
553
|
Posted - 2012.06.26 02:59:00 -
[96] - Quote
Jesus Tap-dancing Christ, this thread and the people in it are going to give me an aneurism. 
Who gives a **** if it no longer works with blender. Blender is a inferior software and isn't even the software eve was made and continues to be made in.
[Spoiler]EVE was made with autodesk software![/Spoiler]
The simple fact that nobody has stepped forward to do anything and everybody just continues to complain is driving me mad.
Let me tell you a story.
A long time ago when the XBOX360 first came out and people were playing Dead or Alive Extreme Beach VollyBall, I made a post on some popular forum somewhere and ask if anybody had hacked the game or the console yet.
Some cocky dipshit made a long ass post about how it wasent possible. You know what I did?
That week I made a nude mod for DOAXBV where they had big flopping dicks attached to their forheads, tied the animation bone to their arms so the dicks always flopped around.
Never heard from that ignorant **** again. But then woulda you know people complained about what I did.
DON'T BE THAT GUY
The guy who sits back and waits for OTHERS to do **** for you.
Open up the .black files in notepage+ and figure it out.
God... Xenuria Rising |

Andares Sol
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.06.26 04:23:00 -
[97] - Quote
@Xenuria: Aren't you the one who keeps asking to pay for information or even better a ready made Maya import plugin? Why not start your favorite software development environment and give it a go then?
Honestly... 
|

Cmdr26
The Companionship Test Alliance Please Ignore
0
|
Posted - 2012.06.26 07:47:00 -
[98] - Quote
Andares Sol wrote:@Cmdr26: Try deleting the TriExporter registry key... regedit.exe -> HKEY_CURRENT_USER\Software\TriExporter
Make sure you point to the EVE directory, not the CCP directory when setting the file path.
Bests, Andares Sol
Thank you very much - it finally works now  |

Roc Wieler
Tribal Liberation Force Minmatar Republic
164
|
Posted - 2012.06.26 12:40:00 -
[99] - Quote
Xenuria wrote:
DON'T BE THAT GUY
The guy who sits back and waits for OTHERS to do **** for you.
Open up the .black files in notepage+ and figure it out.
God...
How's that working out for you? Find anyone to do your 3D work for you for isk yet? Blatantly hypocritical, but hey, look at my face, it's not surprised, yet mildy amused that you fail to see this in yourself.
Moving on.
Yes, the structure is a little different (I may have to redo my first video on Triexporter now), but I'm pleased really. They've cleaned up the folder structures, made things easier to understand, and actually made use of all the files. Applying racial textures like the Brutor camo are relatively easy.
I'm really happy that turrets and launchers are finally scaled. I've been rendering them on my Rifter at what is now the "official" size for years. I'm doing it right.
No, I haven't tried the .black files. I just do it by eye. I would be interested in understanding those one day, but they shouldn't stop anyone from playing around in 3D.
Never start a fight you can win.
|

Viktor Fyretracker
Emminent Terraforming
16
|
Posted - 2012.06.26 20:07:00 -
[100] - Quote
because all of us are just programmers.....
have you tried figuring the black files Xen?
The reason many tutorials are in Blender is because its free and open source meaning it is not restricted to just windows and does not cost over 1 grand for those not students and not wanting to pirate it. Same reason lots of things point to Gimp now, its open source and free.
I too actually eyeball it. its how I have been working the Covetor render I have been working on, just editing the mask files by hand and doing the mixing in Gimp and then apply it all at once as the diffuse map. |
|

Andares Sol
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.06.26 21:52:00 -
[101] - Quote
Ok first crude glimpse at *.black file...
- A few bytes as header.. Maybe containing a CRC or an Offset to the data or the content data type.
- Then a lot of text pretty similar to the red files. Hopefully describing the order and content of the binary data that is stored
- Then a few wide-char strings to the textures and decal *.dss files
- Then just binary data... The values are definitely in there.
If i use a Float to Hex converter and enter a few values from the old red file, i find them in the binary area. There also seems to be some kind of binary token to identify the values e.g. "0A000000 18000000 1C000100 1D001B00" is followed by three 32bit values for MaterialDiffuseColor for the (first?) hull.
Hm.. This could take some time. Probably best to pick one *.red and corresponding *.black file and start the magic pattern matching. 
Can't we just get a black_file_format.h CCP? 
Bests, Andares Sol |

Viktor Fyretracker
Emminent Terraforming
16
|
Posted - 2012.06.26 22:01:00 -
[102] - Quote
those "binary Tokens" look an awful lot like colors in hex values. |

Andares Sol
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.06.27 19:20:00 -
[103] - Quote
The first 32Bit value of the binary token seems to be just counting up. Second parameter might be number of bytes that follow until the next token. 4 + 4 + 4*4 = 0x18 Third is maybe the type. Seems to be the same for all Tr2Vector4Parameter in the red file, so maybe it means just that in the black file. 1C000100 = Tr2Vector4Parameter? The next one is maybe the name of the type. 1D001B00 = MaterialDiffuseColor? And following depending on the type the values.
A lot of dodgy guesswork and most likely quite wrong  Andares Sol
|

Xenuria
Southern Cross Empire Flying Dangerous
553
|
Posted - 2012.06.27 19:23:00 -
[104] - Quote
Am I missing something here?
Why don't you just get this sort of information from the client. Log in to here with a specific ship on screen. Disconnect from internet so you aren't violating any policies. Open a memory viewer/editor like cheat engine and then hunt down the part of memory making use of the file. You can pretty much figure out how to read any file the game uses that way. Is it fast? No...
Does it work? YES
Xenuria Rising |

Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
0
|
Posted - 2012.06.27 22:48:00 -
[105] - Quote
Andares Sol wrote:The first 32Bit value of the binary token seems to be just counting up. Second parameter might be number of bytes that follow until the next token. 4 + 4 + 4*4 = 0x18 Third is maybe the type. Seems to be the same for all Tr2Vector4Parameter in the red file, so maybe it means just that in the black file. 1C000100 = Tr2Vector4Parameter? The next one is maybe the name of the type. 1D001B00 = MaterialDiffuseColor? And following depending on the type the values. A lot of dodgy guesswork and most likely quite wrong  Andares Sol
Looks to me like the first part of the file is a string table, and that first binary token you're talking about is probably an index into the string table. Certainly the strings in that table appear in exactly the same order as they do in the .red file.
so:
4byte - keyStringIndex 4byte - valueSize (??) 4byte - type (??) ??? - data
I'll have more of a look when I get home from work. |

Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
0
|
Posted - 2012.06.27 22:49:00 -
[106] - Quote
Xenuria wrote:Am I missing something here?
Why don't you just get this sort of information from the client. Log in to here with a specific ship on screen. Disconnect from internet so you aren't violating any policies. Open a memory viewer/editor like cheat engine and then hunt down the part of memory making use of the file. You can pretty much figure out how to read any file the game uses that way. Is it fast? No...
Does it work? YES
Go for it, Xenuria. When you're done, why don't you package up your extraction tool so that others can benefit from your work? |

Xenuria
Southern Cross Empire Flying Dangerous
561
|
Posted - 2012.06.27 23:35:00 -
[107] - Quote
Akori Mitsumoto wrote:Xenuria wrote:Am I missing something here?
Why don't you just get this sort of information from the client. Log in to here with a specific ship on screen. Disconnect from internet so you aren't violating any policies. Open a memory viewer/editor like cheat engine and then hunt down the part of memory making use of the file. You can pretty much figure out how to read any file the game uses that way. Is it fast? No...
Does it work? YES
Go for it, Xenuria. When you're done, why don't you package up your extraction tool so that others can benefit from your work?
When somebody approaches you on the beech and tells you that you don't have to dig with your hands, that you can use a shovel; it's not your place to tell that person to build your sand castle for you.
You don't need an extraction tool. I don't know any scripting languages and I have always been able to intuitively figure out how things worked by process of elimination.
Honestly, I am not sure if everybody in this thread is trolling or just some powwow of rejects from the wrong end of the bell curve. Screw this man...
I am done, I am just going to ask CCP directly. If nobody is able to help me than I will have to just do the work myself. Sitting there for hrs on end combing through lines and lines of a language I barely understand, I will eventually find out how the game client talks to the file and if I listen long enough I will be able to understand what they are saying. Xenuria Rising |

Freak Johner
Galactic Fighters Organization
0
|
Posted - 2012.06.28 11:17:00 -
[108] - Quote
Selvin ask me to show you something ... (he didn't paid for EVE so he can't post this) he is working on tool for converting black to json this code is basic code in C# http://selvin.pl/Black.cs.txt it can load black files(still not all but working on it) to dynamic object in C# and convert it to JSON ... write here and answers will appear in http://selvin.pl/Black.htm site stay tuned
about black files ... its "binary yaml"(since red files was yaml) int64 magic int32 namesBytesLength so next namesBytesLength bytes are names array { int16 arrayLen then arrayLen * '\0' terminated strings } second names array (this ones are unicode)
int32 namesBytesLengthUnicode so next namesBytesLengthUnicode bytes are names array { int16 arrayLen then arrayLen * '\0' terminated strings but unicode }
now goes objects objects look like int32 index int32 objectBytesLenght int16 typename index from first names array
but with with a lots of exceptions (fx: arrays)....(see c# code for more info)
|

Andares Sol
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.06.28 18:24:00 -
[109] - Quote
Thank you very much Selvin & Freak Johner! Some solid piece of information. Very much appreciated!  I'll have a look at your C# code.
Bests, Andares Sol
P.S.: Just out of curiosity is there some plan to put that into TriExporter .NET? (I am still working with the old TriExporter source, slightly modified to export the model data for EveLiveWallpaper.)
|

Viktor Fyretracker
Emminent Terraforming
16
|
Posted - 2012.06.28 19:00:00 -
[110] - Quote
no clue if this will help but since I know nothing of programming but I do have red files kicking around.
Covetor Red File Covetor Black File
Figure that could be handy for comparing data once the encoding of the .black is hashed out. |
|

Andares Sol
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.06.30 08:54:00 -
[111] - Quote
Finally my paint map confusion slowly unravels... Just reading triplefresnelreflectionv2ps.fxh really helps.
So this is how i will add the paint mask to the diffuse texture in GIMP from now on. This is obviously a simplification, because the EVE Client has a complete different set of material attributes for the masked and not masked areas and calculates the lighting based on that! So if you combine things like described below you will loose that. For example areas with a mask are sometimes shinier, more reflective, have different ambient and specular factors e.t.c. So the Blender approach will look completely different as you can really setup the material attributes per Mask there i guess.
Ok i will doubtlessly point out the obvious again and get another metaphorical comment what a "feckin egit" i am, but hey maybe it helps a few others:
This applies to models which use tripleglowv3.fx in the red/black file.
1) Have a layer with MaterialDiffuseColor and add a LayerSubMask with the "Mask" 2) Have a layer with SubMaskDiffuseColor and add a LayerSubMask with the "SubMask" 3) Have a layer with MaskDiffuseColor 4) Combine the three layers 5) Overlay with diffuseTexture
After step 3) it looks like THIS And the end result is THAT
If you spot any flaws i am open for constructive critisism... *waves a shovel*
Bests, Andares Sol
|

Simon Heirmonious
Ad Infinitum Inc. Lemniskate
1
|
Posted - 2012.06.30 12:57:00 -
[112] - Quote
This thread seems to go off in a lot of directions, I want a summary.
Links to Files ** TriExporter 2009 w/ Granny2.dll ; Download Link [url]http://[/url] **GR2 Converter for 3d Max
"How To" links **New Textures DevBlog - Look for the "cheat sheet" **A way to put EVE Characters into another game engine (UDK), with PICTURES!!! **A way to put EVE Ships into another game engine (UDK), with PICTURES!!! **How do I pull ships from EVE to a program like Blender?
Useful knowledge posts: **Snaggle Pu55 talks about Captains Quarters, among other things **Wild Rho talks about Engine Trails AlleyKat Provides a lot of useful links
|

Admiral Thelaro
Origin. Black Legion.
0
|
Posted - 2012.07.02 02:51:00 -
[113] - Quote
Xenuria wrote: I don't use gimp and I won't unless I absolutely have too. I have photoshop CS 2, unfortunatly when I open the dds file I do not see any layers. Which means that the layers no longer exist and the tuts are outdated OR I am doing something wrong.
Most def. the latter case here. I use gimp and blender without any problems, and have no trouble exporting/importing anything using triexporter (with an updated granny2.dll)
You need to separate the imported images into RGBA layers (if you haven't done that already). Once you do that, it's easy to export that data into usually PNG/TGA/JPG/whatever.
Can't help you with photoshop or maya cause I use gimp and blender. Sorry mate. |

AlleyKat
The Unwanted.
296
|
Posted - 2012.07.02 13:33:00 -
[114] - Quote
Quick line on this; Valve have released the source film making tool.
Anyone have experience converting eve models to the source mod toolset?
If so, some guidance might help the eve community out on this.
Happy to pitch in/colab on any development as this tool looks fuckin' sweet.
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.
somethingjustgotreal.com |

Tubrav Sadarts
Trader's Academy Solar Mechanics
2
|
Posted - 2012.07.06 11:42:00 -
[115] - Quote
Is anyone else having problems starting this TriExporter version? I downloaded and unzipped it, but upon running TriExporter 2009.exe nothing actually shows up. Looking at the process tab of Task Manager, the TriExporter process seems to kill itself within a few seconds of starting up... I have no idea why, since I know TriExporter used to work on this PC for me... |

AlleyKat
The Unwanted.
296
|
Posted - 2012.07.07 14:07:00 -
[116] - Quote
In related news; element3d looks as if all of the models can be imported into after effects, which is pretty cool.
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.
somethingjustgotreal.com |

Mr Noah
Eighty Joule Brewery Goonswarm Federation
0
|
Posted - 2012.07.15 23:15:00 -
[117] - Quote
AlleyKat wrote:Quick line on this; Valve have released the source film making tool.
Anyone have experience converting eve models to the source mod toolset?
If so, some guidance might help the eve community out on this.
Happy to pitch in/colab on any development as this tool looks fuckin' sweet.
AK
I'm....close. I got blender files to SMD files: http://i.imgur.com/LK1jG.png
But in Source Filmmaker this is what I see: http://i.imgur.com/cJxYp.png
When I try and add it in-game via console I get the following:
] sv_cheats 1 ] prop_physics_create ship.mdl ship.mdl : material "models/props_sdk/hull" not found.
One of my materials was called hull, but not understanding why it's not finding it on its own inside the SMD file. Help!
This whole business of the .QC file and using StudioML to get it working is a complete pain in the ass. |

AlleyKat
The Unwanted.
302
|
Posted - 2012.07.17 11:52:00 -
[118] - Quote
Mr Noah wrote:I'm....close. I got blender files to SMD files: http://i.imgur.com/LK1jG.pngBut in Source Filmmaker this is what I see: http://i.imgur.com/cJxYp.pngWhen I try and add it in-game via console I get the following: ] sv_cheats 1 ] prop_physics_create ship.mdl ship.mdl : material "models/props_sdk/hull" not found. One of my materials was called hull, but not understanding why it's not finding it on its own inside the SMD file. Help! This whole business of the .QC file and using StudioML to get it working is a complete pain in the ass.
So, what's the basic process?
TriExporter=>[insert process here]=>Valve Filmaker
What is the main time consumer here?
Are you looking at ships and 'space' objects or actual characters?
I'm also looking into Element3D, as this has many applications that (I think) has the potential to remove all other steps to become:
TriExporter=>Element3D.
'cause AE is such a great composition tool, it is conceivable that a complete production workflow could be created out of it using Element3D.
Thoughts? Anyone?
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.
somethingjustgotreal.com |

AlleyKat
The Unwanted.
304
|
Posted - 2012.07.27 09:41:00 -
[119] - Quote
Element3D works very nicely!
Finally got around to downloading it v.late last night and spent about an hour playing with a Drake model and applying the textures to it.
Have to say the process really is very very very easy and the rendering of the model looks nice.
As Element3D works with PNG files, these shall need to be created from the DDS files...and fortunately Element3D alows the X & Y cordinates to be flipped directly, so this removes that annoying step.
I'll upload a piccie later, but for now, god damn I'm gobsmacked to be rotating and animating EVE Models directly in After Effects.
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.
somethingjustgotreal.com |

AlleyKat
The Unwanted.
307
|
Posted - 2012.07.27 18:04:00 -
[120] - Quote
MediaFire Link
Got two Drake pictures and 1 piece of text for flavour.
This plug-in is powerful.
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.
somethingjustgotreal.com |
|

Andares Sol
Center for Advanced Studies Gallente Federation
8
|
Posted - 2012.07.28 08:09:00 -
[121] - Quote
FYI: Selvin has made great progress in parsing the Black files and is currently playing with using the original EVE Shaders with SlimDX.
(For me it is a bit depressing, as obviously using the original EVE DX9 Shaders results in a 100% correct and awesome rendering of Ships, which is impossible to copy if you have to redo it the "clumsy way" in OpenGL for EveLiveWallpaper with writing your own Shaders and keeping backwards compatibility with OpenGL ES 1.1.)
So at the moment we have a working experimental Black parser, which can write the content to a Json file. I shoehorned a small Gui around it, which does the conversion if you drag&drop a black file into it. If this is something you guys would be interested in testing / using, then i will release it somewhere. All credits to Selvin of course!
Bests, Andares Sol
|

Wild Rho
Black Omega Security Goonswarm Federation
17
|
Posted - 2012.07.28 16:32:00 -
[122] - 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. |

Andares Sol
Center for Advanced Studies Gallente Federation
8
|
Posted - 2012.07.29 18:07:00 -
[123] - Quote
I uploaded a first version of the Black2Json converter. Quick & Dirty and no guarantees. This is just using the C# classes from Selvin as is: [Black2Json.zip] This program requires the .Net Framework 4.0. I hope the Installer is clever enough to redirect you to the download page, in case it isn't already installed.
Bests, Andares Sol
|

Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
0
|
Posted - 2012.08.03 11:25:00 -
[124] - Quote
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 |

Fhtagnamus Wiggins
Nemesis Holdings Corp Luna Sanguinem
9
|
Posted - 2012.08.05 22:47:00 -
[125] - Quote
How do you use that black importer? I'm using newest blender, going to User Preferences->Addons->Install addon, but it doesnt work, or there's some other way of running python scripts i dont know of? (I never had to use them before ><). |

Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
0
|
Posted - 2012.08.06 00:52:00 -
[126] - Quote
Fhtagnamus Wiggins wrote:How do you use that black importer? I'm using newest blender, going to User Preferences->Addons->Install addon, but it doesnt work, or there's some other way of running python scripts i dont know of? (I never had to use them before ><).
That's how it's supposed to work. The "Install addon" option should let you choose the zip file and then you should have the addon available in the import/export section - you may need to activate it once you've installed it.
One caveat I should have mentioned - this only works on windows because it loads the granny dll in order to import the model.
If it doesn't load for you, can you please enable the system console (from the help menu) and then copy/paste the error it gives when you try to load? If I can, I'll fix it :) |

Fhtagnamus Wiggins
Nemesis Holdings Corp Luna Sanguinem
9
|
Posted - 2012.08.06 10:39:00 -
[127] - Quote
Thanks your reply helped :) What I did wrong was unzipping the archive and trying to add each of py files separately, works now when I choose zip file as addon source. |

Wild Rho
Black Omega Security Goonswarm Federation
17
|
Posted - 2012.08.06 18:02:00 -
[128] - 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. |

Xenuria
Marcabian 5th Invasion Fleet
588
|
Posted - 2012.08.06 18:14:00 -
[129] - Quote
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.
Facepalm... 
STOP USING BLENDER! Blender is what people use when they are trying to be hip and underground. I repeat using blender will not give you Indy Cred. It will just make people like me frustrated with your stubborn "buck the system" mentality.
If anybody has a working method of extracting WIS models/Textures into MAYA eve mail me and I will pay you for the information. Xenuria CSM 8 |

Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
1
|
Posted - 2012.08.07 00:39:00 -
[130] - Quote
OK, I know it's off topic but can anyone tell me how to /ignore someone in these forums? |
|

Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
1
|
Posted - 2012.08.07 00:46:00 -
[131] - Quote
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? |

Xenuria
Marcabian 5th Invasion Fleet
588
|
Posted - 2012.08.07 02:56:00 -
[132] - Quote
Akori Mitsumoto wrote:OK, I know it's off topic but can anyone tell me how to /ignore someone in these forums? Click under the name and hit hide posts. Also you are not helping anybody by perpetuating this ignorance.
The problem remains people are trying to build a sandcastle with plastic trowels. I am trying to encourage people to use more sophisticated tools and for that I am being ostracized. Xenuria CSM 8 |

Wild Rho
Black Omega Security Goonswarm Federation
17
|
Posted - 2012.08.07 07:36:00 -
[133] - 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 |

Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
2
|
Posted - 2012.08.07 23:33:00 -
[134] - Quote
Hmm. Do you know if you're running a 32-bit or 64-bit blender? That error looks like trying to load a Win32 DLL (granny) into a Win64 program. |

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

Akori Mitsumoto
Mirkur Draug'Tyr Defiant Legacy
2
|
Posted - 2012.08.08 21:33:00 -
[136] - Quote
Wild Rho wrote:It's the 64bit version, the 32bit version can't allocate enough memory for the compositing work I do.
Dang. Looks like I need to find a way of loading a 32-bit DLL into a 64-bit program. I'll post a new version up once I've figured that out.. |

Andares Sol
Center for Advanced Studies Gallente Federation
9
|
Posted - 2012.08.09 19:12:00 -
[137] - Quote
The dead life longer! Selvin has kindly worked on an update for the good old TriExporter and also taken a few of my changes into the code. So we can proudly present you *drumroll* 
TriExporter v0.5.0.0 SourceCode and Binaries are hosted at CodePlex. (Same as TriExporter.NET) http://triexporter.codeplex.com/
- The binary got bigger, as we have the library to export Autodesk FBX statically linked to the executeable at the moment (*.fbx).
- An exporter for Android3D files was added (*.a3d)
- Also an exporter for the simple binary format for EveLiveWallpaper was added (*.vbo).
- The main form was redesigned a bit to reduce the scrolling effort when you select a model.
- The model preview was fixed.
Note that the code is still in large parts the same of the original TriExporter, so it has aged a bit over the years. It ain't pretty, but it works .
Bests, Andares Sol
P.S.: You still need to get the granny2.dll from somewhere and put it in the same folder as the program of course.
|

AlleyKat
The Unwanted.
317
|
Posted - 2012.08.10 12:09:00 -
[138] - Quote
Andares Sol wrote: If a model which had texture(s) added is exported, also the texture(s) will be exported in PNG format.
So much win - now I can import directly into Element, testing tonight.
/bows 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.
somethingjustgotreal.com |

AlleyKat
The Unwanted.
317
|
Posted - 2012.08.10 17:51:00 -
[139] - Quote
crashes for me.
win64, latest granny2.dll
-load TriExporter in administrator mode -D-click on model -"TriExporter has stopped working"
Ideas? Might be screwing up somewhere...
I also got it pointed at the correct folder, although the folder for EVE and the folder for TriExporter are on two different 'drives...
I can see everything listed on the left as per normal...
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.
somethingjustgotreal.com |

Andares Sol
Center for Advanced Studies Gallente Federation
9
|
Posted - 2012.08.10 22:00:00 -
[140] - Quote
@AlleyKat: Ah well bound to happen with only two people testing and both have tons of SDKs and debugging tools installed :D I have it running fine on Win7 64bit with dll 2.8.12.0 - No need to run as administrator either.
So questions: - Did the old version work? - Which graphics card do you have? - Do you have a d3d9.dll in your Windows\system32 folder and DirectX installed? - If you single-click and just export the model does that work?
@All Does it work / not work for anybody else?
Bests, Andares Sol
|
|

AlleyKat
The Unwanted.
320
|
Posted - 2012.08.11 11:31:00 -
[141] - Quote
Andares Sol wrote:@AlleyKat: Ah well bound to happen with only two people testing and both have tons of SDKs and debugging tools installed :D I have it running fine on Win7 64bit with dll 2.8.12.0 - No need to run as administrator either.
So questions: - Did the old version work? - Which graphics card do you have? - Do you have a d3d9.dll in your Windows\system32 folder and DirectX installed? - If you single-click and just export the model does that work?
@All Does it work / not work for anybody else?
Bests, Andares Sol
fixed.
duplicated the dll, deleted original - computers are weird.
The PNG export is interesting, but I forgot I'd need to split the channels out, like the alpha of the diffuse.
thanks again. 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.
somethingjustgotreal.com |

Fhtagnamus Wiggins
Nemesis Holdings Corp Luna Sanguinem
9
|
Posted - 2012.08.12 14:37:00 -
[142] - Quote
Awesome, thanks for the replies - will wait for newer version. And thanks for the new triexporter :)
@Guy saying to use Maya, stuff yourself. |

Fhtagnamus Wiggins
Nemesis Holdings Corp Luna Sanguinem
9
|
Posted - 2012.08.13 13:32:00 -
[143] - Quote
Question to those more advanced: I've started playing with exporter, started with good old cane model and came up with this so far: Cane
My question is, anyone has any experience in making engine trails? I really dont like blender's particle system but I guess it must do, hopefuly someone will have some advice on how to approach that step. |

AlleyKat
The Unwanted.
320
|
Posted - 2012.08.13 15:59:00 -
[144] - Quote
Fhtagnamus Wiggins wrote:Question to those more advanced: I've started playing with exporter, started with good old cane model and came up with this so far: CaneMy question is, anyone has any experience in making engine trails? I really dont like blender's particle system but I guess it must do, hopefuly someone will have some advice on how to approach that step. @AlleyKat Exporter works like a charm for me on 64bit w7
Got it working on Friday, thanks.
As for light trails/engine trails - no idea how blender works, but I think it's two things.
1: engine lights 2: engine trails
I guess blender has volumetric directional lights, so use a series of those for each port/engine exhaust and build a light rig along those lines.
Trails themselves, use the particle system I guess, and link the emitter to the lights, aligning to the object/model orientation?
That's how it works in my head anyway, but I guess for stills it doesn't matter that much - animation, that's more an after effects thing for me.
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.
somethingjustgotreal.com |

Fhtagnamus Wiggins
Nemesis Holdings Corp Luna Sanguinem
9
|
Posted - 2012.08.13 16:03:00 -
[145] - Quote
Didn't thought of volumetric lighting, might work, thanks :) I'm planning on animating, so I think I'll go for mixing of glow, volumetrics and particles wonder how it will end up like. |

AlleyKat
The Unwanted.
320
|
Posted - 2012.08.13 19:18:00 -
[146] - Quote
Fhtagnamus Wiggins wrote:Didn't thought of volumetric lighting, might work, thanks :) I'm planning on animating, so I think I'll go for mixing of glow, volumetrics and particles wonder how it will end up like.
Edit. Volumetric lighting in blender is simply awful, will look into something else :s
This was about 5 minutes in C4D.
As you can see, there are two types of trails there which are essentially Square Parallel Spots (edges) and Parallel Spots (centre), which basically create a cylinder of light, with fall-off. Blender must have something same/similar.
Up to you whether you think the model needs square or regular, but the option is there.
I think you'll be looking into particle systems for sure, though, as you are gonna be animating - maybe a regular point light adding to it, so there is at least something with illumination to it, that can bounce light off other objects and models.
In after Effects, this type of particle is called a 'streaklet'
enjoy.
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.
somethingjustgotreal.com |

Fhtagnamus Wiggins
Nemesis Holdings Corp Luna Sanguinem
9
|
Posted - 2012.08.14 17:25:00 -
[147] - Quote
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. |

Qanthelas
Brutor Tribe Minmatar Republic
3
|
Posted - 2012.08.21 15:30:00 -
[148] - Quote
For what it's worth, I'm trying to start up a thread where we can all collaborate on ways to make these model exporting tools work in the face of changes to how CCP stores the data, etc. If you're reading this thread, please drop by my new thread and post with what you've found works, used to work, or flat out doesn't work :) |

Wild Rho
Black Omega Security Goonswarm Federation
17
|
Posted - 2012.08.22 18:04:00 -
[149] - 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 |

Roc Wieler
Tribal Liberation Force Minmatar Republic
183
|
Posted - 2012.09.05 20:14:00 -
[150] - Quote
So been using the .black to json executable a little bit, and while impressed with the results, not impressed with reading them. I swear I was going blind.
I had one of my team open up the source code and beautify the output. It makes the outputted file about 4x larger, but is very easy to read, which is of great value to me, and hopefully to you.
I've included the Visual Studio .sln file, as well as the code snippet, and the application executable at http://dl.dropbox.com/u/9438804/Eve3D/Black2JsonCK.zip
Please let me know if you implement this into your ongoing build so I can stop hosting the file.
Thanks, Roc Never start a fight you can win.
|
|

Hoarr
RPS holdings
36
|
Posted - 2012.09.05 23:45:00 -
[151] - Quote
AlleyKat, What's your opinion on Elements 3d? As someone who's never worked in blender or a 3d program for compositing, I just can't fathom that they would be as good as AE without some very expensive plugins. Am I totally mistaken here? Will blender be able to do a decent job compositing a shot? |

Hoarr
RPS holdings
36
|
Posted - 2012.09.06 03:40:00 -
[152] - Quote
Is anyone having any luck with the black 2json converter? I run one I have, it says conversion complete and then the window dissapears, but then I can't find the Json file. I'd appreciate any help you guys can give me. Thanks. |

AlleyKat
The Unwanted.
340
|
Posted - 2012.09.06 10:57:00 -
[153] - Quote
Hoarr wrote:AlleyKat, What's your opinion on Elements 3d? As someone who's never worked in blender or a 3d program for compositing, I just can't fathom that they would be as good as AE without some very expensive plugins. Am I totally mistaken here? Will blender be able to do a decent job compositing a shot?
My experience with blender is minimal and outdated by several years, but there is forum at Kramers' site for blender so would suggest taking a looksee.
Element is mostly set up for when you have all textures and models ready for importing into AE. I have found it limiting in some regards, like compositing engine trails and blinking lights, as there are problems linking lights with models and hooking null objects in 3 dimensions which light sources can use with particles.
Basic compositing is fine, special fx are very difficult to hook up 3d planes.
As blender has particle systems and lights, I can only imagine it would be easier to create the entire scene via blender, and I think most people will end up using element in simple shots, not entire sequences involving multiple objects.
For example, a fly-by shot of a ship would be not-too-bad to do, but multiple ships, each with different vectors and types of ships, would be very difficult to pull off.
I might even say UDK would be easier, as I'm having more fun using element for text animation and 3d particle systems, because with OpenGL, the render speed is unsurpassed.
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.
somethingjustgotreal.com |

Hoarr
RPS holdings
36
|
Posted - 2012.09.07 23:19:00 -
[154] - Quote
Let's pull out one of the nebulas in the game for use in a blender scene. As far as I can tell, the game pulls out a DDS file of the nebula map and lays it on the inside of a cube. It then uses a starfield as an overlay on the top of the nebula map and masks out the black parts of the starfield. It also does something with a whole bunch of strange shapes to pull something through the starfield. The paths for these files are here:
Starfield: res:/dx9/scene/starfield/Stars01_Tile2.dds Strange star field modifying thing: res:/dx9/scene/starfield/Baked_StarsSmall_A.dds The Nebula Cubes: res:/dx9/scene/universe/ (and then the name of the cube)
I think it also pulls a cube from: res:/model/global/cube.gr2
Here's the text of the black file for nebula cube a01: {"__i":1,"__t":"EveSpaceScene","backgroundEffect":{"__i":2,"__t":"Tr2Effect","effectFilePath":"res:/Graphics/Effect/Managed/Space/SpecialFX/Background.fx","parameters":[{"__i":3,"__t":"TriFloatParameter","name":"Tiling1","value":4},{"__i":4,"__t":"TriFloatParameter","name":"Tiling2","value":8},{"__i":5,"__t":"TriFloatParameter","name":"Tiling3","value":14},{"__i":6,"__t":"TriFloatParameter","name":"StarLinearBrightness"},{"__i":7,"__t":"TriFloatParameter","name":"StarSquareBrightness","value":1.8}],"resources":[{"__i":8,"__t":"TriTextureCubeParameter","name":"StarUVMap","resourcePath":"res:/dx9/scene/starfield/Baked_StarsSmall_A.dds"},{"__i":9,"__t":"TriTexture2DParameter","name":"StarMap","resourcePath":"res:/dx9/scene/starfield/Stars01_Tile2.dds"},{"__i":10,"__t":"TriTextureCubeParameter","name":"NebulaMap","resourcePath":"res:/dx9/scene/universe/a01_cube.dds"}]},"backgroundRenderingEnabled":true,"envMap1ResPath":"res:/dx9/scene/universe/a01_cube.dds","envMap2ResPath":"res:/dx9/scene/universe/a01_cube_blur.dds","envMap3ResPath":"","ambientColor":[0.09411765,0.07058824,0.04313726,1]}
Right, how do we I do this? |

AlleyKat
The Unwanted.
340
|
Posted - 2012.09.08 09:14:00 -
[155] - Quote
Only thing I recognize there is the [0.09411765,0.07058824,0.04313726,1] for color values RGBA.
Everything else is written for Trinity, so I guess you need to be Trinity to understand it.
But I stand to be corrected. 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.
somethingjustgotreal.com |

Dayfox
UK Corp RAZOR Alliance
14
|
Posted - 2012.10.08 01:33:00 -
[156] - Quote
Been a little while since I posted, I haven't managed to translate the .black files for the new Battlecrusiers or the new Ore frigate yet, maybe CCP are onto us and are mixing thing up again 
So at the moment i just guestemated some colour levels and came out with this.
Ore Frigate
Also no running lights, and I'm not happy with the background, but I'll work on that. Just wondered what you guys thought. And see if anyone else had any luck with these. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
6
|
Posted - 2012.10.12 22:38:00 -
[157] - 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 |

Zirina Zarconic
New Eden Burns
0
|
Posted - 2012.10.23 19:07:00 -
[158] - Quote
Can ANYONE help me extract the Amarr t3 legion subsystem models into 3ds format with the skins?
me love u long time? |

AlleyKat
The Unwanted.
369
|
Posted - 2012.10.24 13:44:00 -
[159] - Quote
Zirina Zarconic wrote:Can ANYONE help me extract the Amarr t3 legion subsystem models into 3ds format with the skins?
me love u long time?
Tell me the location of it in the folder and I'll see what I can rustle up for you. 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.
somethingjustgotreal.com |

Zirina Zarconic
New Eden Burns
1
|
Posted - 2012.10.25 03:11:00 -
[160] - Quote
eve/res/dx9/ships/amarr |
|

AlleyKat
The Unwanted.
373
|
Posted - 2012.10.25 12:40:00 -
[161] - Quote
Zirina Zarconic wrote:eve/res/dx9/ships/amarr
yeah - but the bit after the backslash is what I need so I know what to extract and texture 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.
somethingjustgotreal.com |

Zirina Zarconic
New Eden Burns
1
|
Posted - 2012.10.26 16:45:00 -
[162] - Quote
ac5m_s1v3 ac5m_s2v1 ac5m_s3v1 ac5m_s4v4 ac5m_s5v4 |

AlleyKat
The Unwanted.
373
|
Posted - 2012.10.26 17:57:00 -
[163] - Quote
Zirina Zarconic wrote:ac5m_s1v3 ac5m_s2v1 ac5m_s3v1 ac5m_s4v4 ac5m_s5v4
done
All extracted into 3ds files, including the texture files which should by default choose the diffuse channel.
I don't have 3ds as I use C4D, but they all opened in C4D just fine.
Enjoy.
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.
somethingjustgotreal.com |

Mardante Soliest
Viziam Amarr Empire
0
|
Posted - 2012.10.26 21:40:00 -
[164] - Quote
Hi there, I`m having some issues with the colors. After an update of EvE, I seem to be unable to get colors back into the models. Every texture I pull from the dds file is "gray". I also see the lights channel has been moved. Does anyone else have this problem? Where do I get the colors from now?
Look at the different colors. Left is from way back, and on the right is the one I did today. |

AlleyKat
The Unwanted.
373
|
Posted - 2012.10.26 22:59:00 -
[165] - Quote
Mardante Soliest wrote:Hi there, I`m having some issues with the colors. After an update of EvE, I seem to be unable to get colors back into the models. Every texture I pull from the dds file is "gray". I also see the lights channel has been moved. Does anyone else have this problem? Where do I get the colors from now? Look at the different colors. Left is from way back, and on the right is the one I did today.
They're layered.
From the look of the picture, I believe that is part of the specular, mask and sub-mask intersection, using the specular channel and painting it that rust color.
And the lights should be in the alpha channel.
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.
somethingjustgotreal.com |

Zirina Zarconic
New Eden Burns
2
|
Posted - 2012.10.27 06:59:00 -
[166] - Quote
thanx a million! |

Mardante Soliest
Viziam Amarr Empire
1
|
Posted - 2012.10.28 06:23:00 -
[167] - Quote
AlleyKat wrote: They're layered.
From the look of the picture, I believe that is part of the specular, mask and sub-mask intersection, using the specular channel and painting it that rust color.
And the lights should be in the alpha channel.
AK
Ok, so they moved the colors to another layer, so I have to merge them together. The lights I already found. I`ll go anfiddle around a bit with the channels then. Tnx. |

Zirina Zarconic
New Eden Burns
3
|
Posted - 2012.10.28 08:28:00 -
[168] - Quote
AlleyKat wrote:Zirina Zarconic wrote:ac5m_s1v3 ac5m_s2v1 ac5m_s3v1 ac5m_s4v4 ac5m_s5v4 doneAll extracted into 3ds files, including the texture files which should by default choose the diffuse channel. I don't have 3ds as I use C4D, but they all opened in C4D just fine. Enjoy. AK
the models are perfect, however the textures.... well there 512x512. thats a lil small. also there 2 white ones with some detail, but mostly white, and the 3rd one is all crazy pastel colors. none show the lights. example...
http://i6.photobucket.com/albums/y234/barricuda/Untitled-1-5.jpg
is there a way you can merge the 3 into one with the lights on a separate file ?
|

AlleyKat
The Unwanted.
376
|
Posted - 2012.10.28 11:29:00 -
[169] - Quote
Zirina Zarconic wrote:the models are perfect, however the textures.... well there 512x512. thats a lil small. also there 2 white ones with some detail, but mostly white, and the 3rd one is all crazy pastel colors. none show the lights. example... http://i6.photobucket.com/albums/y234/barricuda/Untitled-1-5.jpgis there a way you can merge the 3 into one with the lights on a separate file ?
Zirina,
I cannot change the laws of physics!
The reason the textures are 512x512 is because they are 512x512 - I can only apportion this reasoning behind the fact they are all parts of a larger shape in the 3D realm, making the overall ship 2560x2560, but I stand to be corrected.
You cannot merge the textures into one, you have to assign them to the appropriate channels inside 3DS.
For a guide on what channels mean what, take a look at the description/explanation by CCP of the textures:
http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpg
I've checked the dds files and can tell you the lights are definitely in the alpha channel of the diffuse, and overall the files for the first model I extracted are like this:
ac5m_s1v3_d = diffuse texture map ac5m_s1v3_ngs = NGS Texture map ac5m_s1v3_p = Paint Texture map
Please bare in mind you will need to color the lights, they don't come pre-colored so the game engine can use the same texture for npc ships, and just apply a different RGB status to it.
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.
somethingjustgotreal.com |

AlleyKat
The Unwanted.
376
|
Posted - 2012.10.28 11:40:00 -
[170] - Quote
Mardante Soliest wrote:AlleyKat wrote: They're layered.
From the look of the picture, I believe that is part of the specular, mask and sub-mask intersection, using the specular channel and painting it that rust color.
And the lights should be in the alpha channel.
AK
Ok, so they moved the colors to another layer, so I have to merge them together. The lights I already found. I`ll go anfiddle around a bit with the channels then. Tnx.
No.
They didn't move the color to another layer, they used what I described above as a mask to decide what the game engine will color - Pure guesswork, but coloring layers on the fly is cheaper from a GPU and payload perspective when people play your game or download your client.
This'll mean that multiple ships can use the same texture, but apply different colors to parts of it by using masks, you get the same result and it will mean you don't need to bother an artist to redo everything for a capsuleer model and a navy faction model or even a NPC pierat model.
again: you need to color the intersecting parts of the correct masks, based on the specular channel's curve.
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.
somethingjustgotreal.com |
|

Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1414
|
Posted - 2012.10.28 23:12:00 -
[171] - Quote
Ibishima Nachtmahr wrote:Versions: TriExporter: 0.4.2.0 granny2.dll: 2.8.12.0 I have:
TriExporter: 0.4.1.5beta granny2.dll: 2.7.0.9
Where can I get the newest versions? I could only find the versions I have on eve-files.
Caldari Militia |

AlleyKat
The Unwanted.
376
|
Posted - 2012.10.28 23:28:00 -
[172] - Quote
Poetic Stanziel wrote:Ibishima Nachtmahr wrote:Versions: TriExporter: 0.4.2.0 granny2.dll: 2.8.12.0 I have: TriExporter: 0.4.1.5beta granny2.dll: 2.7.0.9 Where can I get the newest versions? I could only find the versions I have on eve-files.
https://forums.eveonline.com/default.aspx?g=posts&m=1771944#post1771944
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.
somethingjustgotreal.com |

Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1414
|
Posted - 2012.10.28 23:55:00 -
[173] - Quote
AlleyKat wrote:Poetic Stanziel wrote:Ibishima Nachtmahr wrote:Versions: TriExporter: 0.4.2.0 granny2.dll: 2.8.12.0 I have: TriExporter: 0.4.1.5beta granny2.dll: 2.7.0.9 Where can I get the newest versions? I could only find the versions I have on eve-files. https://forums.eveonline.com/default.aspx?g=posts&m=1771944#post177194 Thanks. Once I got the updated version of granny2.dll, along with the new TriExporter, all the previous app crashing stopped, and I was able to start loading in all the models.
Caldari Militia |

Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.11.06 13:11:00 -
[174] - Quote
Poetic Stanziel wrote:AlleyKat wrote:Poetic Stanziel wrote:Ibishima Nachtmahr wrote:Versions: TriExporter: 0.4.2.0 granny2.dll: 2.8.12.0 I have: TriExporter: 0.4.1.5beta granny2.dll: 2.7.0.9 Where can I get the newest versions? I could only find the versions I have on eve-files. https://forums.eveonline.com/default.aspx?g=posts&m=1771944#post177194 Thanks. Once I got the updated version of granny2.dll, along with the new TriExporter, all the previous app crashing stopped, and I was able to start loading in all the models.
It is a bit hidden. I think this is the right download. TriExport |

Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.11.06 13:34:00 -
[175] - Quote
you must break down the pgs texture. I've often wondered why games don't make better use of the available channels in an image. Well it appears they do, or at least ccp does. I'm probably not the first to post this nugget of insight, but just for anyone that doesn't already know. You have to divide up the pgs texture into each of its channels. Each color channel serves a different purpose. You have RGBA. Green is specular and Alpha is the emit channel (lights). The other two I'm unsure of. One is for sure the mirror and the other is probably the transparency (for the sail things on some of the ships)
Hope this helps someone. Reply if you have more insight or just want to tell me to read the whole thread before posting. =)
|

AzAkiR NaLDa
Real Simple Construction Yulai Federation
6
|
Posted - 2012.11.06 15:19:00 -
[176] - 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. |

AlleyKat
The Unwanted.
383
|
Posted - 2012.11.07 13:19:00 -
[177] - Quote
Brent Newton wrote:you must break down the pgs texture. I've often wondered why games don't make better use of the available channels in an image. Well it appears they do, or at least ccp does. I'm probably not the first to post this nugget of insight, but just for anyone that doesn't already know. You have to divide up the pgs texture into each of its channels. Each color channel serves a different purpose. You have RGBA. Green is specular and Alpha is the emit channel (lights). The other two I'm unsure of. One is for sure the mirror and the other is probably the transparency (for the sail things on some of the ships)
Hope this helps someone. Reply if you have more insight or just want to tell me to read the whole thread before posting. =)
ffs why did you post?
6 posts above you there is a link to CCP's official pictorial on what channels do what and where.
Why attempt to complicate and confuse people?
http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpg
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.
somethingjustgotreal.com |

Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.11.08 03:57:00 -
[178] - Quote
AlleyKat wrote:Brent Newton wrote:you must break down the pgs texture. I've often wondered why games don't make better use of the available channels in an image. Well it appears they do, or at least ccp does. I'm probably not the first to post this nugget of insight, but just for anyone that doesn't already know. You have to divide up the pgs texture into each of its channels. Each color channel serves a different purpose. You have RGBA. Green is specular and Alpha is the emit channel (lights). The other two I'm unsure of. One is for sure the mirror and the other is probably the transparency (for the sail things on some of the ships)
Hope this helps someone. Reply if you have more insight or just want to tell me to read the whole thread before posting. =)
ffs why did you post? 6 posts above you there is a link to CCP's official pictorial on what channels do what and where. Why attempt to complicate and confuse people? http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpgAK
You got me. I logged in to complicate matters for ppl. I am not a forum dork like ur self. I don't read whole threads unless I have reason to. Back when I started doing this ccp was still very protective of this info. I didn't realize it was all mainstream now.
Anyway, I'll post as I see fit. Save ur time correcting me on proper forum etiquette. I play Eve. I do as I like, wheres I like, whens I likes. So ty for your comment. I'll just file that right here... yep, under "suck my balls". o/ |

Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.11.08 04:03:00 -
[179] - Quote
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 effect 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. |

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

AlleyKat
The Unwanted.
383
|
Posted - 2012.11.08 16:38:00 -
[181] - Quote
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
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.
somethingjustgotreal.com |
|

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
938

|
Posted - 2012.11.08 16:46:00 -
[182] - Quote
Removed some off topic posts. Please keep it on topic and civil. Have a nice day. ISD Dorrim Barstorlode Commander Community Communication Liaisons (CCLs) Interstellar Services Department |
|

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.09 09:23:00 -
[183] - 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. |

AlleyKat
The Unwanted.
385
|
Posted - 2012.11.09 12:24:00 -
[184] - Quote
AzAkiR NaLDa wrote: AlleyKat the data you are talking about is also located in the new black files. You just need to learn how to read them.
afaict: this information either needs to be parsed or reverse engineered.
please correct me if I am wrong, because I'm not interested in either, especially as I have all the information I would need anyway.
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.
somethingjustgotreal.com |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.09 14:20:00 -
[185] - 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 |

Brent Newton
Center for Advanced Studies Gallente Federation
6
|
Posted - 2012.11.09 16:12:00 -
[186] - Quote
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. |

AlleyKat
The Unwanted.
386
|
Posted - 2012.11.10 00:08:00 -
[187] - Quote
AzAkiR NaLDa wrote:this is true AlleyKat that it needs to be reverse engineered. but at least 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 already 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
Can't see anything about the two which are different, but then I haven't looked at every single ship.
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.
somethingjustgotreal.com |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.10 00:45:00 -
[188] - 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 |

Brent Newton
Center for Advanced Studies Gallente Federation
9
|
Posted - 2012.11.10 08:58:00 -
[189] - Quote
AzAkiR NaLDa wrote: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
Yes, it does. Thanks. What blending modes are you guys using? I kinda just go though all the options on each until it looks right. I wish I understood this better. I imagine blender isn't much different than any other 3d program in that it has blending modes for layers. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.10 19:02:00 -
[190] - 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 |
|

Brent Newton
Center for Advanced Studies Gallente Federation
9
|
Posted - 2012.11.10 20:30:00 -
[191] - Quote
Yes this is the same in Blender, though I only today figured out how to do it. lol Before I was rendering each change to see what had happened. For anyone else that maybe using blender just expand menu on the right of the 3d view and check "textured solid". I feel silly for not having already known this. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.11 11:55:00 -
[192] - 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 |

Brent Newton
Center for Advanced Studies Gallente Federation
9
|
Posted - 2012.11.11 14:53:00 -
[193] - Quote
Very nice. What are you using to render these? 3ds or udk?
Pretty Abandon
|

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

Brent Newton
Center for Advanced Studies Gallente Federation
9
|
Posted - 2012.11.11 17:14:00 -
[195] - Quote
Now that looks nice. So much detail. I am wondering why you seem to have have sharpen mask on it. Am I wrong? Just the way the diffuse looks. I like it. 3ds was so much better than blender for a long time, but these days they've got the cycles render engine and also addons for vray and all the popular renderers. If I had a week to sit down and mess with it, I'd like to completely redo the textures and make them stupid hi-def. Like 5k x 5k. Then completely remake them using the original as a template for color and such. You could add scratch layers which ccp could randomize to give each ship a different look. Possibly a layer for when the ship has taken dam that changes the normals to allow for dents and things. So many options.
I love eve ships. CCP did a great job on them, but no 3d model is ever finished. Kinda sucks that hardly anyone even looks at them from all the freakin menus. I wish they would redo that. Find a more graphically friendly look to the UI, so it wasn't as necessary to have so much text. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.11 18:05:00 -
[196] - 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 -
[197] - 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. |

Brent Newton
Center for Advanced Studies Gallente Federation
10
|
Posted - 2012.11.24 02:19:00 -
[198] - Quote
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? |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.24 18:34:00 -
[199] - 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 -
[200] - 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 -
[201] - 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? |

Dayfox
UK Corp RAZOR Alliance
14
|
Posted - 2012.11.30 00:20:00 -
[202] - Quote
Anyone having trouble translating the latest .black files? I think they have jumbled them up again? |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.11.30 11:07:00 -
[203] - 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
|

Andares Sol
Center for Advanced Studies Gallente Federation
11
|
Posted - 2012.12.01 09:10:00 -
[204] - Quote
Hm I hope you are right. I have the gut feeling CCP just completely changed the Black file format again and comes 4th of December it'll stop working on TQ as well.
Bests, Andares Sol
|

AlleyKat
The Unwanted.
409
|
Posted - 2012.12.04 13:43:00 -
[205] - Quote
Confirming the black files will not open using the black2json.
Still, tri exporter works fine, including the new models like the megathron, so no worries there.
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. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.04 13:51:00 -
[206] - 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 -
[207] - Quote
I guess we will have to try and contact the app creators and see if they can update it. |

AlleyKat
The Unwanted.
418
|
Posted - 2012.12.11 17:26:00 -
[208] - Quote
AzAkiR NaLDa wrote:I guess we will have to try and contact the app creators and see if they can update it.
Well...I'm not confident it is necessary...we got all we need sans a few ships, but with fairly standard color schemes to them from existing racial styles.
Unless you didn't archive....in which case if anyone wants any pre-patch BLACK files, let me know.
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. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.11 18:20:00 -
[209] - 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. |

Selvin
Galactic Fighters Organization
0
|
Posted - 2012.12.13 20:42:00 -
[210] - Quote
hmmm as you can see here: http://black2json.codeplex.com/SourceControl/changeset/24909
it should working ... but ... Andares didn't release exe .. so you need to get the code, get VS express(should be for free) and compile program :) |
|

AlleyKat
The Unwanted.
424
|
Posted - 2012.12.14 00:48:00 -
[211] - Quote
Sorry you have never had a 'like' from me. I have corrected this oversight for you now.
:) 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. |

Cave Lord
Workers' Compensation Sukyoko-Moussa Ltd.
18
|
Posted - 2012.12.14 09:40:00 -
[212] - Quote
Hey guys,
As suggested by Selvin, I downloaded VS Express for Desktop (Free, but requires registration to get a key). Downloaded the source code from here: http://black2json.codeplex.com
Then tried to compile. Got an error "Unable to read manifest 'Properties\app.manifest'. (It can't read it because it doesn't exist. Not sure why it's referencing a file that doesn't exist..) But it spit out what appears to be a functional executable anyway, which was located in: (project folder)\obj\x86\Debug\Black2Json.exe
I successfully convert res/dx9/model/ship/talocan/frigate/ta_f1.black This was not possible with the official executable, I had to compile myself. Also, who knows what's causing the build to officially fail - I know next to nothing about VS.
...just wanted to share a (partial) success! |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.14 10:11:00 -
[213] - 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 -
[214] - 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 -
[215] - Quote
okay here you have it as promissed the propper version of the venture
http://imageshack.us/a/img685/7775/venturetest02.jpg |

Andares Sol
Center for Advanced Studies Gallente Federation
11
|
Posted - 2012.12.15 17:20:00 -
[216] - Quote
Sorry i didn't think it's a good idea to do a release on the day CCP puts the changed format on TQ and things stop working. Something along the lines of "Here great new release, and by the way it doesn't work anymore!" didn't seem to be such a grand idea *grin*.
OK, but as it looks like various people have different backups of different stages of Black files, i can do one of course. The latest change i got from Selvin on 4th of December is checked in, so i'll make a release of that one.
Ah yes and the Roc Wieler change to output a formatted Json is also in. Thanks!
Bests, Andares Sol
|

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

Valeria Ghost
Red Federation RvB - RED Federation
2
|
Posted - 2012.12.24 15:01:00 -
[218] - Quote
great work with the TriExporter and the Black2Json Tool. They've been a great help to get some models into maya. I'm pretty new to this but thanks to everything posted around here and those tools i've been able to get the models including colors right. but when it comes to reflections i just cant figure out how to interpret the values given in the black/json files...
Has anyone figured out yet how the specular factors, specular curve, reflectivity factors or fresnel factors are supposed to be used? I'm using maya for my renders and while its been pretty easy to get the models, colors and lights correct, i just cant figure out how the hell the specular and reflectivity values have to be used. i havent found any materials that would have 4 values at specularity, reflection or fresnel. can anyone give me a hint as to how set those up? currently i'm trying to get the brutix right and tried multiple things already. while some have worked fairly well for the brutix (t1 version), every time i try them with the t2 version (astarte right now), it just doesnt look right at all. the specularity and reflections dont look like they should... i'd really appreciate some help. I know many use blender or cinema 4d and if you dont use maya i'd still be interested in how you guys implemented the specularity and reflection in the program you use, it still might give me some clues to how to get it right in maya.
thanks in advance, i hope some of you guys still check this thread every now and then :D |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
7
|
Posted - 2012.12.24 16:53:00 -
[219] - 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. |

Valeria Ghost
Red Federation RvB - RED Federation
2
|
Posted - 2012.12.25 17:48:00 -
[220] - Quote
my main problem is that i dont know how to add a specular curve to any of the maya shaders i have. From the imported ".fx" file i at least know that the specular curve is an RGB color (which i still find quite odd since the values for the specularcurve are a lot higher than 1.0, which is the RGB range eve uses in the json files..) at least if the import worked correctly. unfortunately the shader doesnt seem to work when i apply it to the model, which is why i'm using normal maya materials instead. so i suppose i need an option in my shader where i can set a color or map for the specular settings. The problem is the only option that supports this is the "specular color" which i currently use for the specularmap of the pgs file.
But when i just multiply the specularmap with the overbright colors of the specular curve for each mask, i just end up with a green and yellow brutix... I'm very new when it comes to reflections and specular and i don't know how i could get the specular curve into the shader.
currently i'm using a phong material, so the only other option for the specular settings is "cosine power" which is just a number. Another option would be Phong E which supports specular color, whiteness (can be a map), roughness and highlight size. but when i tried using the specular curve as whiteness i just get really bright green and yellow highlights on the ship caused by the overbright colors when i for example use "80, 250, 0.6" of the mask specular curve as the corresponding RGB values (range 0 to 1) for the whiteness values of the mask...
i just have no idea how to handle the values of the specular curve of the json files (same goes for the reflection values but maybe that'll get clearer when i understand what this "specular curve" settings are). Unfortunately i couldnt find any shader with "specular curve"...
what exactly is a specular curve in max (or the program you use) and which values can be set? am i right that those values in the json file have to be used to get an RGB color for each mask (where the "normal" range of the rgb values is 0 to 1) or how do these values translate into something useful? |
|

AlleyKat
The Unwanted.
523
|
Posted - 2012.12.25 18:38:00 -
[221] - Quote
They're linear values. No idea how maya works but I'm guessing you'll need to flick a switch to enable linear workflow so you can use exactly the settings of the black files.
Applying the strength / power of the specular to each of the channels is time consuming, I'd recommend using best judgement and play, because you'll never ever be able to completely replicate what you see online, because you are missing the settings of the light source generated by the rendering engine.
This is the same for the reflections. 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. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2012.12.25 22:17:00 -
[222] - 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 -
[223] - 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. |

Nathan WAKE
Osiris Entreprises OSE Fondation
18
|
Posted - 2012.12.30 12:26:00 -
[224] - Quote
Wow !! After nearly a year off, I'm back to EvE and I am amazed by the progress you guys have made.
I thought I'd show some of my work, even if not the same level as yours.
Kestrel - Clay Render
Kestrel - Diffuse Only
Kestrel - Diffuse + Lights
Kestrel - HDRI lightning
This last one is not well balanced on spec/reflection, I'll have to rework on it.
Keep up the good work, I have a lot to read to catch up with you 
Cheers
Nathan "I'm a very good housekeeper. Each time I get a divorce, I keep the house"
Zaza Gabor |

Valeria Ghost
Red Federation RvB - RED Federation
6
|
Posted - 2012.12.31 12:34:00 -
[225] - Quote
thanks a lot for all the helpful posts. I have tried a few more things but i just can't get the astarte right. My Brutix on the other hand is pretty close now, the specular and reflections on the 3 silver parts on the side still need some work but the rest is close now. Thanks again for all your help. Maybe some day i'll figure out how to get the shader network for the specular and reflections right and get a 'correct' astarte ;D
Here is my current version of the brutix: http://img266.imageshack.us/img266/1862/brutix.jpg |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2012.12.31 14:34:00 -
[226] - 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. |

Valeria Ghost
Red Federation RvB - RED Federation
9
|
Posted - 2013.01.01 18:19:00 -
[227] - Quote
The problem is that they apply some "oilfilm" effect to their ships which i believe then uses the specular curve values to color it. I think those values are HSV and not RGB like the rest, at least when i interpreted them as HSV values for the specular curve on a blinn it resulted in colors that look a lot like that specular/oilfilm on top of the "standard" reflections (at least for the brutix and astarte). Unfortunately I havent found a way to get such a layer on top of my shader yet...
Anyways i made some progress with the reflections today and although the oilfilm/specular curve is still missing the result is pretty nice now. With my current setup i only use the color values as well as the reflection and fresnel factors of the .black files. Last thing to figure out is how to create an oilfilm/specular layer which uses the specular curve and specular factors.
Here are comparison shots with my current shader for the astarte and brutix (ingame model at the top, my render in the lower half):
http://img707.imageshack.us/img707/8269/brutixvergleich.jpg
http://img145.imageshack.us/img145/1373/astartevergleich.jpg |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2013.01.01 22:39:00 -
[228] - 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 -
[229] - 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 |

Selvin
Galactic Fighters Organization
3
|
Posted - 2013.01.03 09:23:00 -
[230] - Quote
in game we don't have "oilfilm effect" on astrate(tripleglowv3.fx) ... it is environment mapping ... but in tripleglowv3.fx you have 2 evnmaps .... first should be xx_cube.dds and second one should be xx_cube_blur.dds ...
GBc1_T2a_Duvolle.black from my simple render engine(which using orginal eve shaders) |
|

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

Selvin
Galactic Fighters Organization
3
|
Posted - 2013.01.03 13:11:00 -
[232] - Quote
well, it's my program to render eve models written in C# .... it using hlsl shaders from eve resources(stuff files) , all settings are taken from black files(using black2json code) ... anyway it will not help you with rendering in programs like Blender ...
for blender take this cube and use it as EnvMap in material editor ... if you play with the settings you'll and with smthng like this and here you have sample blender file ... |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2013.01.03 13:58:00 -
[233] - 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.
|

Selvin
Galactic Fighters Organization
3
|
Posted - 2013.01.03 14:41:00 -
[234] - Quote
easier to analyze shaders are glsl from Ship Viewer(open it with browser with webgl support fx.: chrome) check fx this shader tripleglowv3.fx (you can use http://jsbeautifier.org/ to make shader code readable and here you have uniforms and other vars ...
i even managed to run those shaders on android device
Link1 Link2 Link3 Link4 |

Sarmatiko
845
|
Posted - 2013.01.03 21:26:00 -
[235] - Quote
Selvin wrote:EDIT2: and here is the program which i use to render models .... USAGE (from commend line): SlimDXTest.exe black_filename_lowercase_with_ext nebula "eve_full_path_without_last_backslash" defaults are: SlimDXTest.exe gbc1_t2a_duvolle.black c16 D:\Games\ccp\eve !!!! so if you don't have eve here=>"D:\Games\ccp\eve" it will not work sample usage: SlimDXTest.exe oref1_t1.black g04 "C:\program files\ccp\eve" SlimDXTest.exe gde1_t1.black g04 "C:\program files\.ccp\eve"
Thanks for another beautiful program, Selvin! I find it extremely useful for the ability to preview new models from test clients, where we don't have any possibility to login and check actual ingame look.
But I have a question. Source code for this program that you posted in comments to test video is probably outdated? I tried to play with the code (change scene rotation to strict horizontal 360 degree rotation instead of current "bouncing" and custom scene resolution) but cant get through System.NullReferenceException on compiled runtime (even on clean builds with/without command line parameters). Do you have any intentions to post latest sources later somewhere? 
|

Selvin
Galactic Fighters Organization
5
|
Posted - 2013.01.04 06:45:00 -
[236] - Quote
ok now zip contains source too ... exe+src |

Mardante Soliest
Realm of the Forgotten
3
|
Posted - 2013.01.04 13:43:00 -
[237] - Quote
Does anny of you have an up to date tutorial for us "not so smart but willing to play with 3DS Max to get some nice custom EvE renders" peeps? I read that some of you were bzzy making one. |

AlleyKat
The Unwanted.
812
|
Posted - 2013.01.05 11:15:00 -
[238] - Quote
Mardante Soliest wrote:Does any of you have an up to date tutorial for us "not so smart but willing to play with 3DS Max to get some nice custom EvE renders" peeps? I read that some of you were busy making one.
About a year ago someone put up their texture material tree for all of the shaders. It was impressive.
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. |

Nathan WAKE
Astromechanica Maxima Astromechanica Federatis
18
|
Posted - 2013.01.06 11:55:00 -
[239] - Quote
Hi all,
Correct me if I'm wrong, it's more a question I'm asking than something I'm asserting.
Normal maps are produced based on the high definition model of a 3D object. This is used in order to lower the resolution (number of polygons the 3D engine will have to generate) of the mesh used in a game (for example), but keeping the detail high by using the normal map to compensate the "low res" 3D model. Am I right at this point ?
From there, if we want to use the normal map, we should either :
- find the normal map in the DDS files (which is mostly looking blue with red and green shades
- find 3 normal channels in the DDS files, x, y and z
But according to the DDS files organisation chart, we only find 2 ,normal channels, x and y. And the normal texture map DDS file is green, combining red channel which is empty, green channel which contains the normal x and blue which is also empty.
If we add the alpha channel, which contains the normal y infos, we obtain a mostly red/orange image.
Are we not lacking a normal z information here ?
I've tried using the RGB of this DDS file as normal info, but I'm not happy with the result. I've tried combining the normal x with the normal y channels, but I'm not happier with the result.
Using green channel or alpha channel separately gives some kind of bump result, but not that good in my opinion.
What do you guys use ?
Cheers
Nathan "I'm a very good housekeeper. Each time I get a divorce, I keep the house"
Zaza Gabor |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
14
|
Posted - 2013.01.06 18:28:00 -
[240] - 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 |
|

AlleyKat
The Unwanted.
812
|
Posted - 2013.01.06 21:10:00 -
[241] - Quote
Nathan WAKE wrote:What do you guys use ?
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
Or you could try Crazybump which has a 30 day eval.
http://www.crazybump.com/
Or there is xnormal
http://www.xnormal.net/Downloads.aspx
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. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.06 23:14:00 -
[242] - 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 :] |

Valeria Ghost
Red Federation RvB - RED Federation
10
|
Posted - 2013.01.08 18:18:00 -
[243] - Quote
Selvin wrote:in game we don't have "oilfilm effect" on astrate(tripleglowv3.fx) ... it is environment mapping ... but in tripleglowv3.fx you have 2 evnmaps .... first should be xx_cube.dds and second one should be xx_cube_blur.dds ... GBc1_T2a_Duvolle.black from my simple render engine(which using orginal eve shaders) and brutix
when i loaded the hlsl shader in maya it always loads some oilfilm.fx (don't know the exact name right now) shader too which is what i mean and believed to create the difference.
i tried using the hlsl shader in maya when i started but unfortunately i just couldn't really get it to work since i had (and partly still have) no clue what to input into many of the options. |

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

Valeria Ghost
Red Federation RvB - RED Federation
10
|
Posted - 2013.01.08 19:24:00 -
[245] - Quote
http://img526.imageshack.us/img526/271/shader.png
thats the shader right after its loaded (unfortunately you cant see a network or how things interact, just the stuff you need to enter)
main problem is especially at the end. i dont know where to find the values for everything after the ReflectionColor. shadowmap and viewport adjustment (at the beginning) are also a problem. The Ambient occlusion map and values as well as the oilfilm stuff is a mystery too.
unfortunately just plugging in some random maps and playing with the values didnt work and the shader doesnt render at all. |

Valeria Ghost
Red Federation RvB - RED Federation
10
|
Posted - 2013.01.08 19:33:00 -
[246] - Quote
i didnt change much with my current shader network except that i increased the effect of the diffuse map (its stronger than ingame and than my renders before but i kinda like it). i didnt have much time since the new year started but i'll try to get some progress next weekend.
http://img255.imageshack.us/img255/1629/astarte2.png http://img266.imageshack.us/img266/4893/brutix2.png |

Theo Samaritan
Black Rain Cartel
17
|
Posted - 2013.01.10 16:50:00 -
[247] - Quote
Hello folks.
So, I've been doing the same thing as you lot for almost three years in private, as I work on a big EVE Machinima. I've helped Roc Wieler off and on in recent months as well, which he'll happily attest to.
Soon I'll be making a comprehensive video tutorial on how to get results like these:
http://i.imgur.com/WDRag.jpg https://dl.dropbox.com/u/21467805/Test%20Images/Absolution_Banking_arockcalledsteve_1080p.png
You'll be able to see the full breakdown of what I intend to teach in this reddit post.
You can also find some of my (very) old material and effects tests, along with a rough cut of an abandoned project, in this youtube playlist.
A couple of markers though that may upset some of you:
- I've been making these in Max, not Maya or Blender
- Most of everything else I use isn't free. Not legally at least. (I own legal licenses, don't you worry.)
Hopefully it'll still be of interest to you lot. If you want to get a hold of me, tweet @rockcalledsteve or EVE Mail this guy.
- Theo
|

Valeria Ghost
Red Federation RvB - RED Federation
10
|
Posted - 2013.01.12 12:43:00 -
[248] - Quote
just found this: http://cadia.ru.is/wiki/_media/public:t-gede-12-1:gede-guest-pall.pdf
might be helpful for some ppl. i've only taken a quick look at it and i dont understand most of the stuff but maybe its helpful for others. On one page you can at least see what the different reflection factors mean. well or at least the names of each factor ^^ |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.17 18:14:00 -
[249] - 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. |

Theo Samaritan
Black Rain Cartel
18
|
Posted - 2013.01.18 01:16:00 -
[250] - Quote
AzAkiR NaLDa wrote: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.
You need to find the right .black files. Half the time it is finding the right file location.
Also bare in mind that a lot of T2 ships have their own model and own location, though CCP did a lot of consolidation in Retribution. |
|

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

Valeria Ghost
Red Federation RvB - RED Federation
11
|
Posted - 2013.01.18 15:39:00 -
[252] - Quote
yep the t2 files in the main folder of the model are actually just the t1 colors, at least thats seems to be the case. to get any of the t2 colors you need to look into the .black file of the corporation that produced the t2 version. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.23 22:36:00 -
[253] - 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. |

Theo Samaritan
Black Rain Cartel
18
|
Posted - 2013.01.29 10:20:00 -
[254] - Quote
AzAkiR NaLDa wrote: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.
You'll find the best result will be had with a basic Omni Light set to pure white at a strength of 2.0 or more. Make sure you put it far enough away from the scene to give a nice cover. |

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

Theo Samaritan
Black Rain Cartel
18
|
Posted - 2013.01.29 19:31:00 -
[256] - Quote
AzAkiR NaLDa wrote:I'll play around with it a bit and post some pics. And any progress on that video you were planning on?
I'm hoping to get hold of a six-core Intel machine very soon. Once I do I'll get back to work on it. =)
|

Selvin
Galactic Fighters Organization
7
|
Posted - 2013.01.31 14:05:00 -
[257] - Quote
now i've got a question ... How to render decals ... fx: we have something like this in black file:
{ "__i": 218, "__t": "EveSpaceObjectDecal", "name": "Logo_AmarrLogo_Right", "position": [-52.01361, 122.8228, 401.3184], "rotation": [-0.708873, 0.06084, 0.0921547, -0.6966385], "scaling": [7.860185, 14.04351, 14.04351], "decalEffect": { "__i": 219, "__t": "Tr2Effect", "effectFilePath": "res:/graphics/effect/managed/space/decals/v3/decalnormalv3.fx", "parameters": [{ "__i": 220, "__t": "Tr2Vector4Parameter", "name": "MaterialDiffuseColor", "value": [0.0784314, 0.0666667, 0.0392157, 1] }, { "__i": 221, "__t": "Tr2Vector4Parameter", "name": "MaterialReflectionColor", "value": [0.8901961, 0.7843137, 0.5803922, 1] }, { "__i": 222, "__t": "Tr2Vector4Parameter", "name": "MaterialSpecularCurve", "value": [43.24219, 24.75, 0, 0] }, { "__i": 223, "__t": "Tr2Vector4Parameter", "name": "MaterialSpecularFactors", "value": [0.796875, 24.50391, 0.8964844, 0] }, { "__i": 224, "__t": "Tr2Vector4Parameter", "name": "FresnelFactors", "value": [15, 2, 0, 1] }, { "__i": 225, "__t": "TriVariableParameter", "name": "ReflectionMap", "variableName": "EnvMap2" }, { "__i": 226, "__t": "Tr2Vector4Parameter", "name": "ReflectionFactors", "value": [0.5, 1, 0.25, 0.5] }, { "__i": 227, "__t": "Tr2Vector4Parameter", "name": "DecalNormalData", "value": [-2, 0, 0, 0] }], "resources": [{ "__i": 228, "__t": "TriTexture2DParameter", "name": "NormalMap", "resourcePath": "res:/dx9/model/ship/amarr/battleship/ab3/ab3_t1_n.dds" }, { "__i": 229, "__t": "TriTexture2DParameter", "name": "DecalDiffuseMap", "resourcePath": "res:/dx9/model/ship/amarr/decal/decal_amarrlogo02_d.dds" }, { "__i": 230, "__t": "TriTexture2DParameter", "name": "DecalOsMap", "resourcePath": "res:/dx9/model/ship/amarr/decal/decal_amarrlogo02_os.dds" }] } } question is what to do with this ? (of course with parameters we feed shaders but what with position/rotation/scalling)
where is data for vertices?
I spend some time with WebGL ShipViewer (use FF or Chrome) but they feeding this with some data not spotted in stuff files like this (look at source coz Chrome do not show this correctly) |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.01.31 14:18:00 -
[258] - 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 -
[259] - 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 |

Selvin
Galactic Fighters Organization
7
|
Posted - 2013.02.01 00:06:00 -
[260] - Quote
AzAkiR NaLDa wrote: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.
well in fact there is no 2nd UV ... ... i've checked it when i build SlimDX app, in SlimDX app im using all attributes(Vertices attribs like position, uv, normal, etc...) spotted in gr2 file as is ... and there is no such thing as 2nd UV ... there was in faces(not tri faces ... real faces (single face) before "walk in the station stuff") in old eve client in tri files ... but not in gr2 ...(it's pretty simple to "ask" when you know granny3d tools from "not official source"(price ... it's killing me ... but it's worth when you build app which will make money for you ... guys from RAD Game Tools are f...ing awsome) |
|

Ezurae
Science and Trade Institute Caldari State
72
|
Posted - 2013.02.02 11:27:00 -
[261] - Quote
the engine trails are awesome but i find it hard to see the details of the guardian, its too dark because the background is really bright, i think the lighting needs a bit work. other than the lighting it looks pretty good maybe i'd use less 'dust' particles that zip past the ship but thats probably personal taste. |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
15
|
Posted - 2013.02.02 11:54:00 -
[262] - 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. |

Ezurae
Science and Trade Institute Caldari State
72
|
Posted - 2013.02.03 18:47:00 -
[263] - Quote
tbh if those are stars they should only be in the background and not in front of the ship, otherwise those stars would have to be tiny to fit between ship and camera ;-) I never liked the stars zipping by in movies or tv series. it never made sense to me. But as i said that probably depends on the personal taste.
The lighting is a lot better now, great improvement. :-) keep up the great work everyone, can't wait to see what kind of videos everyone will create |

ZuiljiN
Sato Industries
0
|
Posted - 2013.02.04 21:21:00 -
[264] - Quote
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 |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.04 22:55:00 -
[265] - 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? |

ZuiljiN
Sato Industries
0
|
Posted - 2013.02.05 00:53:00 -
[266] - Quote
AzAkiR NaLDa wrote: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? It's looks like compression artifacts to me and maybe it's even worst in my case since udk recompress everything. I used gbc1 for my test and if you look at the pgs file you can see that mask aren't sharp and have many artifacts. Im not at home currently so I cant post pictures or look at other pgs files, maybe I was just unlucky with my model choice.
As for BlacktoJSON yeah I have both framework so the problem isn't there |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.05 08:13:00 -
[267] - 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 |

ZuiljiN
Sato Industries
0
|
Posted - 2013.02.05 14:12:00 -
[268] - Quote
AzAkiR NaLDa wrote: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
I've looked at few PGS and it's really seems to be a bug with gbc1_t1_pgs.dds i've uploaded the blue channel so you can see what im talking about Blue Channel as you can see it's full of artifact doesnt have clean edges so as you can imagine it's dosent looks really good on the model.
As for BLACKtoJSON i fixed my bug by uninstalling the few version i had and only reinstalling the 1.2 version  |

Valeria Ghost
Red Federation RvB - RED Federation
11
|
Posted - 2013.02.05 15:54:00 -
[269] - Quote
although my mask obviously has the same artifacts it doesn't really make a difference for the textured model, the texture resolution is a bigger problem. The resolution of the textures is crappy so you shouldnt go that close to the model anyways. I still wish CCP would give players the option to download i high resolution texture pack, so those with the hardware power could take advantage of it. I'm pretty sure they must have high res textures somewhere...
back to the problem, if you have your brutix fully textured and look at the black lines on the green material (which are a result of the diffuse map) they show the same pixelation as the parts between two materials so the artifacts really arent the problem but the resolution is. If the parts between different materials are a lot worse than those black lines of the diffuse map then it might be useful to post your rendered result of the problematic parts because then something else must be going on.
The masks of other ships do have the same artifacts btw, at least those i checked do (prophecy for example). the submasks on the other hand seem to be fine which is odd |

Valeria Ghost
Red Federation
11
|
Posted - 2013.02.06 21:03:00 -
[270] - Quote
How do you guys get the nebulas into decent cube or sphere maps? I'm talking about the ones in /res/dx9/scene/universe where the pictures of cloud ring etc are
while it was easy to create a cube map of the ones in /res/texture/nebula i just don't like those and the resolution of the other ones is higher i believe. the problem is that the layers of the dds file arent just the sides of a cube and there would be a lot of stitching needed to get a proper cubemap. Is there any fast way to do it? any program that can convert them or are there better cube/sphere maps of the nebulas somewhere in the eve data? |
|

Selvin
Galactic Fighters Organization
7
|
Posted - 2013.02.06 21:54:00 -
[271] - Quote
Valeria Ghost wrote:How do you guys get the nebulas into decent cube or sphere maps? I'm talking about the ones in /res/dx9/scene/universe where the pictures of cloud ring etc are
while it was easy to create a cube map of the ones in /res/texture/nebula i just don't like those and the resolution of the other ones is higher i believe. the problem is that the layers of the dds file arent just the sides of a cube and there would be a lot of stitching needed to get a proper cubemap. Is there any fast way to do it? any program that can convert them or are there better cube/sphere maps of the nebulas somewhere in the eve data?
i don't know what exaclty you wana achive but try:
ATI CubeMapGen
or
My DDSCubeToPng tool How works my tool: "unstuff" universe to some place on you hdd, run my tool and then just drag and drop nebula dds file on form (fx.: a01_cube.dds)
if Blender check box is not checked it will produces:
a01_cube.png -> which is +X-X+Y-Y+Z-Z in one row and 6 files a01_cube_c0a.png where a is number 0...5 those files are +X ... -Z each in single file
if Blender checkbox is selected it will produce blender cubemap(a01_cubeblender.png) which is: |-X-Z+X| |+Y-Y+Z| (2 rows 3 columns) or something like this (in code i've had {1, 5, 0, 2, 3, 4})
but why, oh why no one can help me with damn decals :)
EDIT: about nebula_blur.dds ... they are used in some effects ... fx. if in black files "(Mask)ReflectionMap" is "EnvMap1: we use "big" nebulas if "EnvMap2" then blurred ones (taken from analyzing of WebGL ShipViewer's code) |

AzAkiR NaLDa
Real Simple Construction Yulai Federation
16
|
Posted - 2013.02.06 22:01:00 -
[272] - 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. |

Valeria Ghost
Red Federation
11
|
Posted - 2013.02.07 22:25:00 -
[273] - Quote
Thanks Selvin, your tool is what i was looking for. Its a fast way to extract the single sides of the cubemaps which i can then stitch into a cubemap for maya afterwards. I had no way to extract the cubemaps of the real nebulas before.
i haven't really come to the point where i worry about the decals and havent set them up yet. I know the normal map of the decals is in the *_os.dds (at least those look like normal maps?) and the *_d.dds is the diffuse. I'd suspect scaling, rotation and position are parameters for a simple plane that has the alpha channel of the *_d.dds in transparency and the other layers applied just with the normal shader they use.
I'm not sure if it works as i think because the curvature of the models where the decals are applied could be a problem. I'll play around with the decals on the weekend. thanks again for your tool ^^ |

Valeria Ghost
Red Federation
11
|
Posted - 2013.02.10 16:54:00 -
[274] - Quote
about the decals: For the front decal of the Brutix/Astarte I'm now using a polygon plane with 2 subdivisions in the width and 1 in the height. The "position" data is relative to the origin of the model, the "rotation" data is how the plane has to be rotated. scaling is the size of the plane (first two numbers are the height and the last one the width, at least for the front decal, the odd thing is that the decals on the side have 3 different scaling values and the second one seems to be the width there but since i havent done those yet i cant tell you for sure now)
for the record i had to interpret the rotation data as zyx instead of xyz. The numbers have to be multiplied by 360 degrees to get the degree data. I'm still not sure what the 4th number under rotation means, i used it for a bend deform which bends the plane to fit it better to the curvature of the model, which was pretty accurate. Unfortunately all of this didnt fit 100% (but it was extremely close) so i had to adjust the numbers slightly. I'm not sure how CCP does it, maybe after the rough placement the plane is projected on the model or their origin of the model is slightly different. does anyone have any idea how it is done?
rest of the data i just plugged into my shader the same way i do it with the data for the models. Unfortunately i have no idea how the red channel of the *_os.dds file is used. any ideas? It looks like a sharper version of the rgb channels of the decal diffuse map *_d.dds, so maybe i'll replace the diffuse map with that red channel as a greyscale image or does anyone know what its for? I used the green and alpha channel of the *_os.dds for the normal map just like for the ship models. And i used the Alpha channel of the diffuse *_d.dds to set the opacity of the plane.
I only did the front decal for now so maybe i'll figure out more stuff when i tried the other ones. Just wanted to give you a quick update before i take a break. Maybe I'll post some pictures and another update later today if i got the time.
edit: well, here is what it looked like yesterday without any decals: http://img152.imageshack.us/img152/2070/everender1.jpg http://img842.imageshack.us/img842/4492/everender2.jpg
I'm still missing stars on the background so thats high on the ToDo list but i couldnt think of a quick way to automate it yet ^^ maybe after the decals |

Theo Samaritan
Black Rain Cartel
18
|
Posted - 2013.02.11 11:50:00 -
[275] - Quote
Tutorials are delayed folks, as I have a new 3930K due at the end of the month. I can finally get back to work on A.A. now I will have some actual processing power. |

Valeria Ghost
Red Federation
11
|
Posted - 2013.02.11 18:29:00 -
[276] - Quote
finished the other decals, i'm not sure anymore how to interpret the rotation data since it didnt fit for the other logos. Furthermore to apply the scaling data correctly the plane first has to have a size of 2x2 and then be scaled by the values i.e. final width would be 2 * scaling value. For the Logos on the side of the astarte the first value was the height and the second value the width. i dont know why there is a third value and for what it might be used. i also dont know why for the front logo i had to use the first or second value for height (both values were the same) and the third for width. |

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

Valeria Ghost
Red Federation
11
|
Posted - 2013.02.11 19:04:00 -
[278] - Quote
of course, kinda forgot to post them :D
http://img689.imageshack.us/img689/2632/astartedecals.jpg
now i'll try to get some stars into the scene ^^ |

Theo Samaritan
Black Rain Cartel
18
|
Posted - 2013.02.12 15:40:00 -
[279] - Quote
I highly suggest you use the material EVE uses, combined into a blend with various levels of tiling. I also suggest that if you intend on animating you render the nebula separately at double resolution to avoid twinkling. |

Valeria Ghost
Red Federation
11
|
Posted - 2013.02.12 18:12:00 -
[280] - Quote
Theo Samaritan wrote:I highly suggest you use the material EVE uses, combined into a blend with various levels of tiling. I also suggest that if you intend on animating you render the nebula separately at double resolution to avoid twinkling.
tried using eve's HLSL shader, didnt render at all, unfortunately i dont know why. besides i really like the look i have now and it doesn't have to be exactly like ingame anymore :D
any reason why you "highly suggest" to use eve's hlsl shader besides that it would recreate the ingame look exactly? |
|

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

Valeria Ghost
Red Federation
11
|
Posted - 2013.02.12 18:38:00 -
[282] - Quote
the decals are actually the only thing on the t2 ships that looks like the ingame thing ;D. since i couldnt get the hlsl shader for the ships to work i didnt try the one for the decals.
for the decals i just reused the material i created for the ships. for the ones on the side i created a poly plane with 5 sections in the width and 2 in the height and just fitted it onto the shape of the ship. front decal was a plane with 2 sections.
reading his post again i think he could also be talking about the nebulae and stars. with "material" meaning the textures for the nebulae. But I'm not really sure anymore what Theo ment ^^ |

Roc Wieler
Tribal Liberation Force Minmatar Republic
208
|
Posted - 2013.02.15 16:00:00 -
[283] - Quote
Nathan WAKE wrote:Hi all, What do you guys use ?
Like AlleyKat said, Crazybump is good. I used to use it. Then I found ShaderMap and never looked back. Never start a fight you can win.
|

Roc Wieler
Tribal Liberation Force Minmatar Republic
208
|
Posted - 2013.02.15 16:01:00 -
[284] - Quote
AzAkiR NaLDa wrote: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 :]
For this ship fun in 3D, I use the CCP normal maps. For any other 3D work I do, I'm usually creating the normal maps myself so having a good tool for this is essential.
Never start a fight you can win.
|

Roc Wieler
Tribal Liberation Force Minmatar Republic
208
|
Posted - 2013.02.15 16:03:00 -
[285] - Quote
Theo Samaritan wrote:Hello folks.
So, I've been doing the same thing as you lot for almost three years in private, as I work on a big EVE Machinima. I've helped Roc Wieler off and on in recent months as well, which he'll happily attest to.
While I am a C4D user, texture theory is texture theory and yes, we've had a lot of good conversations lately and your insights have helped me immensely. It's just one more thing I like about community.
Never start a fight you can win.
|

Theo Samaritan
Black Rain Cartel
18
|
Posted - 2013.02.15 16:09:00 -
[286] - Quote
AzAkiR NaLDa wrote:I think Theo is talking about replicating the material for the decals.
Actually I was referring to the stars, which have an actual starmap texture for the majority of them (not stars representing systems, as they are mapped to skybox polys).
|

Roc Wieler
Tribal Liberation Force Minmatar Republic
210
|
Posted - 2013.02.17 13:04:00 -
[287] - Quote
Still trying to extract the Minmatar HQ. Can't seem to get a basic room. I can get furniture, fixtures, TV, etc, but can't get the floor, ceiling... there was some modelling issues previously that still seem present.
If anyone has some time today, it would be appreciated. Otherwise, I'm just going to model my own tomorrow and be done with it.
Thanks. Never start a fight you can win.
|

Valeria Ghost
Red Federation
11
|
Posted - 2013.02.17 15:18:00 -
[288] - Quote
Theo Samaritan wrote:AzAkiR NaLDa wrote:I think Theo is talking about replicating the material for the decals. Actually I was referring to the stars, which have an actual starmap texture for the majority of them (not stars representing systems, as they are mapped to skybox polys).
thanks for the hint, when i roughly looked around i couldnt find one but i'll look a bit more now ^^ |

Ideki
E.A.D Alliance Omega Vector
78
|
Posted - 2013.02.26 14:08:00 -
[289] - Quote
nvm, I fond my own answer :) Creator of The EVE Planetary Planner and The EVE Ships Skills Planner Author of Immortal Warriors |

Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1808
|
Posted - 2013.03.14 20:15:00 -
[290] - Quote
Is this useful to you TriExporter people?
http://poeticstanziel.blogspot.ca/2013/03/the-3d-ship-modelling-motherlode.html
Basically, CCP hosts a website that contains tonnes of 3D modelling info. Amarr Militia - Fweddit - http://fweddit.com Poetic Discourse - http://poeticstanziel.blogspot.com |
|

AzAkiR NaLDa
Real Simple Construction
16
|
Posted - 2013.03.14 22:14:00 -
[291] - 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
|

Mardante Soliest
Realm of the Forgotten
3
|
Posted - 2013.04.05 08:19:00 -
[292] - Quote
AzAkiR NaLDa wrote: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
Hey, how far are you with the mat tree? I can`t seem to get the mats right annymore. I would love to get my hands on your mats ;) Tnx in advance.
|

AzAkiR NaLDa
Real Simple Construction
17
|
Posted - 2013.04.05 09:48:00 -
[293] - 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 -
[294] - 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 -
[295] - 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
|

enterprisePSI
185
|
Posted - 2013.04.11 14:37:00 -
[296] - Quote
This was extremely helpful, thank you very much! The tears of the many, outweight the tears of the few. Or the one. enterprise-psi-¬
I made tweet, Y U NO FOLLOW!!! |

lee boots
Hull Tanked
23
|
Posted - 2013.05.02 20:56:00 -
[297] - Quote
Ok maybe you guys can help me. I have used the tutorial from the last post but when i double click on any ship model or module i get nothing happen : ( any ideas guys ? |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
Posted - 2013.05.03 12:47:00 -
[298] - 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. |

lee boots
Hull Tanked
23
|
Posted - 2013.05.03 15:58:00 -
[299] - Quote
Im running the TriExporter v.5.0.0 |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
Posted - 2013.05.04 09:40:00 -
[300] - 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 |
|

lee boots
Hull Tanked
23
|
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..
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
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
|
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
|
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
|
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
|
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 
|

lee boots
Hull Tanked
23
|
Posted - 2013.05.06 19:02:00 -
[308] - Quote
ships- minimatar-frigs then all gr2 files.. |

Kor'el Izia
40
|
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
|
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.
|
|

Kor'el Izia
40
|
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
|
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
|
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.
|

Mardante Soliest
Realm of the Forgotten
3
|
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
|
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.
|

lee boots
Hull Tanked
23
|
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
|

Mardante Soliest
Realm of the Forgotten
3
|
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
|
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
|
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
|
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. 
|
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
20
|
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
|
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
|

Mardante Soliest
Realm of the Forgotten
3
|
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.
|

Mardante Soliest
Realm of the Forgotten
3
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|

Bifordus Maximus
MissoCorp
11
|
Posted - 2013.05.17 17:51:00 -
[331] - Quote
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. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.17 18:32:00 -
[332] - 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 |

Bifordus Maximus
MissoCorp
11
|
Posted - 2013.05.17 23:10:00 -
[333] - Quote
AzAkiR NaLDa wrote:
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
Sorry about the lack of detail. I'm still new at this. I used 3dsmax 2010 (I dont have the money to get a newer version) to import the cubemaps. I used The ATI CubeMapGen and converted the cubemap into the separate PNG files (not sure which the best format is).
The files look something like this
The next part took some trial and error with 3dsmax but I renamed everything to this (it is always the same) You don't have to rename them but you have to remember to rotate the Up image (02) and Down image (03) 180 degrees. That step is a must.
In the 3dsmax I open the environment and effects menu (#8) and select reflect/refract for the environment map.
Then I open the materials editor and drag the reflect/refract to it. In the parameters I choose the source 'from file' then I drag and drop the files in the appropriate slots like this.
Leaving it just like that makes it look crappy. I then create a camera and use that as a view. I change the FOV to 100. For some reason the view port just renders the background horrible. Camera does it better. I may have explained this horribly but it seems to be a lot easier (for me). |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.18 09:34:00 -
[334] - 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. |

Gaylen Pellaz
Dark Fusion Industries Limitless Inc.
0
|
Posted - 2013.05.18 23:10:00 -
[335] - Quote
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. |

Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.05.19 03:08:00 -
[336] - Quote
having a hard time getting the normal to work on a tile UV in Softimage.Screenshot
what 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/
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.19 09:38:00 -
[337] - 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 -
[338] - 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 |

Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.05.19 12:08:00 -
[339] - Quote
Quote: 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.
the problem is the Normal map node is unable to read the other side because of the UV coordinate. i don't think the gamma has anything to do with it. if i disconnect the xsi normal map node the other side will show up in the camera view, but that is not the issue the problem is the normal map cant see beyond the 0 to 1 UV, the other side of the ship's UV is in 1 to 2 uv.
Wtih normal map // Without normal map |

Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.05.19 17:00:00 -
[340] - Quote
i figured it out and Its working finally, the problem was with the XSI Normal Map node it was using an unsupported texture projection, so i created a polymesh unique UVs projection that allows the normal map node to read the UV set of the ship. |
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.19 17:24:00 -
[341] - 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 -
[342] - 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 |

Gaylen Pellaz
Dark Fusion Industries Limitless Inc.
0
|
Posted - 2013.05.19 18:15:00 -
[343] - Quote
AzAkiR NaLDa wrote: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
Thanks for the assistance, I guess I will go and drop the cash for a cheap windows laptop to read the black files. Turns out a corp-mate wants me to make some models for a recruitment video he is doing.
I kind of figured it was an issue with the non-native windows environment. Even though it is a full windows installation, it isn't running in its native space. Always love to see your work, keep it up. It inspires us fledgeling folks. |

Harvister
Red Federation RvB - RED Federation
5
|
Posted - 2013.05.19 18:34:00 -
[344] - Quote
Here is what i have so far, instead of decomposing the rgb to map the texture uv i used the render tree to extract the layers i needed directly from the DDS file in softimage, the GPU/CPU is having a hard time but i think i can fix it if i optimize the render tree a little bit, Current progress
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.20 09:58:00 -
[345] - 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. |

Gaylen Pellaz
Dark Fusion Industries Limitless Inc.
0
|
Posted - 2013.05.21 04:51:00 -
[346] - Quote
Well here is what I have...
Things that I see wrong/still left to do:
Too dark. (I used minimal lighting on this render to see how much light was coming from the HDRI background) Diffuse color is not quite right even though I am using values from the black file. (Will continue tweaking this) Glow/Luminance not applied yet. I think I may have the fresnel affecting the wrong value or set too strong. Only working on the hull material at the moment
Please feel free to add input/critique
https://www.dropbox.com/s/fnwixbrmcr0ljnz/rifter_wip.png |

cerbus
www.caldariprimeponyclub.com
82
|
Posted - 2013.05.22 10:56:00 -
[347] - Quote
so much love for this thread.
amidoingitrite? http://i.imgur.com/CjRH6h.jpg
:| |

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

cerbus
www.caldariprimeponyclub.com
82
|
Posted - 2013.05.22 13:10:00 -
[349] - Quote
AzAkiR NaLDa wrote:i love mr smiley :) what software are you using? and how did you get the decals on it? nice work in any way
3dsmax
Some more, using a dx shader (good for rapid previz):
http://dl.eve-files.com/media/corp/Tamber/aperture_oracle_previsualisation2.png http://dl.eve-files.com/media/corp/Tamber/white_apocolypse.png :| |

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

Gaylen Pellaz
Dark Fusion Industries Limitless Inc.
0
|
Posted - 2013.05.22 21:02:00 -
[351] - Quote
Gaylen Pellaz wrote:Well here is what I have... Things that I see wrong/still left to do: Too dark. (I used minimal lighting on this render to see how much light was coming from the HDRI background) Diffuse color is not quite right even though I am using values from the black file. (Will continue tweaking this) Glow/Luminance not applied yet. I think I may have the fresnel affecting the wrong value or set too strong. Only working on the hull material at the moment Please feel free to add input/critique https://www.dropbox.com/s/fnwixbrmcr0ljnz/rifter_wip.png Well, I revisited the nodes setup and did some tweaks of the maps in Gimp and this is the result...
I am much happier with the colors now, but the spec is still not quite right.
https://www.dropbox.com/s/vvccmu51w09apdh/rifter_wip1.jpg |

Lupus Hekki
Full Steam Space Machine
8
|
Posted - 2013.05.23 15:51:00 -
[352] - Quote
I managed to figure out how the masks work out. wip
How CCP manages it's specularity is a mystery to me. So far I discovered that PGS -> (R) Mask, (G) Specularity, (B) SubMask, (A) Glow The Color values from the .black files usually are from 0 to 1.
Messing around a bit I made this, some have terrible specularity, some have none. It's all done in blender, the masks are set to overlay and RGB to Intensity with the color from the .black file. Also from the black files, you'll see FresnelFactors, which made me believe that the diffuser is fresnel. |

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.25 22:04:00 -
[353] - Quote
Could someone please help me with the colours? I`m getting a bit desperate here... 
Using 3dsmax 2013 I come up to this: http://www.rigolettostraat.nl/patrick/images/everenders/venture001.jpg but it`s supposed to be yellow  |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
21
|
Posted - 2013.05.26 12:52:00 -
[354] - 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. |

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.26 22:13:00 -
[355] - Quote
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.jpg
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. |

Sarmatiko
1153
|
Posted - 2013.05.27 00:35:00 -
[356] - Quote
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 -¥ |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
22
|
Posted - 2013.05.27 07:53:00 -
[357] - 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 -
[358] - 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 -
[359] - 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 |

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.28 08:18:00 -
[360] - Quote
Tnx for the troubles and time.. just.. the link is broken  |
|

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

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.28 12:54:00 -
[362] - Quote
Tnx so much for this one WHOOHOO, I totally forgot the Composite material. Will fiddle around with it some more and show my finished model later on.
Again TNX AzAkiR NaLDa!! |

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

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.28 17:54:00 -
[364] - Quote
One more question.. How did you make the Submask.jpg. Can`t seem to find anything in the dds files that would make that. |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
24
|
Posted - 2013.05.28 21:45:00 -
[365] - 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 |

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.30 07:18:00 -
[366] - Quote
AzAkiR NaLDa wrote: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.
I did find the blue channel, it is just that I cannot get a mask out of it like you do. I only get lines (not solid forms) from it. If I select the lines they don`t connect, so I can`t fill the image with black or white... sorry for my n00bness 
http://www.rigolettostraat.nl/patrick/images/everenders/where.png |

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

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.30 08:10:00 -
[368] - Quote
Yes |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
24
|
Posted - 2013.05.30 12:51:00 -
[369] - 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. |

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.30 12:55:00 -
[370] - Quote
AzAkiR NaLDa wrote:Hmm could you send me the pgs file? Could be q error in the extraction but let's see what it shows for me.
It`s in every pgs I find.
http://www.rigolettostraat.nl/patrick/images/everenders/oref1_t1_pgs.dds http://www.rigolettostraat.nl/patrick/images/everenders/gfr1_t1_pgs.dds http://www.rigolettostraat.nl/patrick/images/everenders/gfr1_t1_pgs02.jpg |
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
24
|
Posted - 2013.05.30 16:22:00 -
[371] - 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. |

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.30 17:23:00 -
[372] - Quote
AzAkiR NaLDa wrote: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.
Thank you for the troubles. I figured it out. The dds plugin for Photoshop is "broken", it imports the chanels wrong. Now I used the Nvidia DDS converter tool, and it all seems fine now. Back to rendering ;) |

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

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.30 17:35:00 -
[374] - Quote
Yes I am, but somehow, it`s not working correct.
Probably couse I have an ATI card ;) |

Lupus Hekki
Full Steam Space Machine
8
|
Posted - 2013.05.30 21:02:00 -
[375] - Quote
Mardante Soliest wrote:Yes I am, but somehow, it`s not working correct.
Probably couse I have an ATI card ;)
Try the compressonator, it's from AMD and primarily converts images to and from DDS, should be able to convert it to PNG/JPG |

Mardante Soliest
Realm of the Forgotten
4
|
Posted - 2013.05.30 22:18:00 -
[376] - Quote
Tanx for all the help. I think I`m getting the hang of it now 
http://www.rigolettostraat.nl/patrick/images/everenders/noctis001.jpg |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
25
|
Posted - 2013.05.31 05:43:00 -
[377] - 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 -
[378] - 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 -
[379] - 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 ****** :) |

Mardante Soliest
Realm of the Forgotten
5
|
Posted - 2013.06.21 21:38:00 -
[380] - Quote
Nope, no luck with those black files here either. Can`t find the old ones, I thought I had a export sitting around on hd somewhere. Maybe you still have a backup of the old files, and you could use them?
Other thing I have is that the collorcorrection thing is slowing up my system. It`s really a tough cookie for just letting a different color show in 3dsmax.  |
|

Theo Samaritan
Good Man.
19
|
Posted - 2013.06.24 10:20:00 -
[381] - Quote
Interested in your technique. Or did you do what I do currently and just flat add it to the texture? |

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

Theo Samaritan
Good Man.
19
|
Posted - 2013.06.24 11:21:00 -
[383] - Quote
AzAkiR NaLDa wrote:Just created a 3th UV channel for the location and positioning of the decal
...That works. |

Jacob Lambda
The Scope Gallente Federation
0
|
Posted - 2013.07.01 05:09:00 -
[384] - Quote
Okay guys I got a question. Do you guys know how to understand the .black files or at least convert it into something a little more understandable? |

Mardante Soliest
Realm of the Forgotten
5
|
Posted - 2013.07.01 19:53:00 -
[385] - Quote
Jacob Lambda wrote:Okay guys I got a question. Do you guys know how to understand the .black files or at least convert it into something a little more understandable?
It`s all in the previous posts. #353
get http://black2json.codeplex.com/ the json file will be more readable (in a txt editor) |

Jacob Lambda
The Scope Gallente Federation
0
|
Posted - 2013.07.01 23:26:00 -
[386] - Quote
Mardante Soliest wrote:Jacob Lambda wrote:Okay guys I got a question. Do you guys know how to understand the .black files or at least convert it into something a little more understandable? It`s all in the previous posts. #353 get http://black2json.codeplex.com/the json file will be more readable (in a txt editor) It doesn't work for me. I get a crash when I try converting files. |

Mardante Soliest
Realm of the Forgotten
5
|
Posted - 2013.07.02 07:45:00 -
[387] - Quote
Jacob Lambda wrote:"snip"
It doesn't work for me. I get a crash when I try converting files.
Some of the new black files won`t work... CCP changed some of them. I don`t bother with them annymore. Most thing I would get from them are the used color correction settings for the masks, and I`ll just use the settings I like myself.
|

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
30
|
Posted - 2013.07.02 20:54:00 -
[388] - 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 ****** :) |

cerbus
www.caldariprimeponyclub.com
93
|
Posted - 2013.07.07 01:06:00 -
[389] - Quote
To make it simple for some of the newer people I've started hosting various versions of files on my server so you can just download what you want, using the same folder structure as the client files without having to worry about converting them yourself.
eg. For GC3_T1 (Tech 1 Vexor) you'd find it's obj model here: www.caldariprimeponyclub.com/res/dx9/model/ships/gallente/cruiser/gc3/gc3_t1.obj
At the moment there are only:
- Ships
- .obj (For 3d Programs, 96% of all ships converted)
- .black (For reference)
- .gr2 (For reference)
- .png (For WebGl, 60% of all .dds files converted)
- .dds (For reference)
Soon there will be:
- .wgl (If I can figure out how to convert
- .red (for webgl but human readable)
- .json (for those that require them)
- .tiff (for converted .dds with correctly arranged channels for 3d work using composites, flipped 180)
- .tga (for seperated pgs channels - _diffuse.tga, _normal.tga, _mask..tga, _specular.tga, _submask.tga, ??_glowmask.tga)
- .??? Cube Maps converted to horizontal cross formation
- .??? Cube Maps converted to Environmental Maps
- Cube Maps converted to.nx.png, .ny.png, .nz.png, .px.png, .py.png, pz.png for Environment Skyboxes
- .Zip file containing a ships files and all formats
- Stations, Turrets, Other 3d objects
- Resource List with links to all the tools you may need
- English names for the ships, ie. gc3_t1 would be /ships/gallente/cruiser/vexor/
There is no interface for navigation, nor submitting requests or bugs, will organise later. Not sure why I didn't do this 8 years ago lol :3 :| Ship Customisation Survey - www.tinyurl.com/cppcsurvey |

AzAkiR NaLDa
Real Simple Construction The Citadel Consortium
30
|
Posted - 2013.07.07 10:29:00 -
[390] - 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 ****** :) |
|

Craig Linford
Running with Knives Nexus Fleet
0
|
Posted - 2013.07.09 07:30:00 -
[391] - Quote
Some of you guys are doing good work here. I have done some playing around in C4D and 3DS Max. Both good programs but still don't get the quality i find some of you doing.
I do like the custom paint jobs you have done too.
If any of you would like to share how you do things it would be a great way to learn. |

Craig Linford
Running with Knives Nexus Fleet
0
|
Posted - 2013.07.09 07:31:00 -
[392] - Quote
How do you that? lol good job. |

Valeria Ghost
Red Federation RvB - RED Federation
11
|
Posted - 2013.08.03 13:04:00 -
[393] - Quote
AzAkiR NaLDa wrote: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 for me black2json doesnt work for any of the gallente frigates, destroyers or fighters interestingly everything else works just fine :o (even the capitals and navy battlecruisers work fine as it seems.)
does anyone know whats wrong with the gallente frigate, destroyer or fighter .black files? (they work for the other races) |

Sylvia Tredoran
Deti Lejtenanta Schmidta
0
|
Posted - 2013.08.27 07:40:00 -
[394] - Quote
Lieutenant OBrien wrote:Hey, I'm having an issue with TriExporter. When I double-click the .gr2 file I get a "Model not Loaded" error. Any thoughts?
I have the exact same problem! i've been poking around the new and the old forum and can't seem to find the answer, just more people asking that question never getting an answer. 
the poster himself said he found the answer but i can't find where! 'in the archived forum' is a bit vague....
please, can anyone help? |

Mardante Soliest
Realm of the Forgotten
7
|
Posted - 2013.08.28 07:04:00 -
[395] - Quote
Did you use the latest granny2 file?
Mardante Soliest Founding Member |

Mardante Soliest
Realm of the Forgotten
7
|
Posted - 2013.08.29 09:39:00 -
[396] - Quote
Just another question about color correction. I`m using 3DS Max and use the color correction map. Is there another way to get the right colors in, with Photoshop perhaps? When I use multiple color correction maps it seems it uses up a lot of recources of my pc and working with the model becomes slow. Mardante Soliest Founding Member |

Sylvia Tredoran
Deti Lejtenanta Schmidta
0
|
Posted - 2013.08.29 12:53:00 -
[397] - Quote
Mardante Soliest wrote:Did you use the latest granny2 file?
That did it, thanks! :) Now I can face the other problems described in this thread ;) |

AzAkiR NaLDa
Hejaz Industries The Volition Cult
31
|
Posted - 2013.10.07 12:23:00 -
[398] - 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 ****** :) |

Razzaar Tarlson
The IV Legion
1
|
Posted - 2013.10.07 14:19:00 -
[399] - Quote
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! |

AzAkiR NaLDa
Hejaz Industries The Volition Cult
31
|
Posted - 2013.10.07 15:36:00 -
[400] - 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 ****** :) |
|

Razzaar Tarlson
The IV Legion
1
|
Posted - 2013.10.08 23:17:00 -
[401] - Quote
AzAkiR NaLDa wrote: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.jpgi 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 but noting your quote about triexporter, arent you using that? if not what are you using then instead of triexporter?
Thanks for this! I think I can just try using the image you linked directly onto my image. This is the image on the alpha layer I was getting : http://imgur.com/7VbIXN3
I have no idea why I was getting that, but I see it was a problem with whatever I was doing, as opposed to the thing not working. This is exactly what I needed!
Thanks again! |

AzAkiR NaLDa
Hejaz Industries The Volition Cult
31
|
Posted - 2013.10.09 06:33:00 -
[402] - 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 ****** :) |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
18
|
Posted - 2013.10.11 10:24:00 -
[403] - Quote
I've finally figured out a complete rendering workflow for Photoshop CS6 - with the advances in 3D support in CS6, I now use only one tool for everything (so no more Blender, Maya, etc. for me). I'm working up a little tutorial on it, but it will take some time. http://dogfacedesign.com: EVE-Related Art House |

Selvin
Galactic Fighters Organization
8
|
Posted - 2013.10.12 00:28:00 -
[404] - Quote
Black2Json new realease Now should work for all files ...
https://black2json.codeplex.com/releases/view/113333
|

Mardante Soliest
Realm of the Forgotten
7
|
Posted - 2013.10.13 13:49:00 -
[405] - Quote
Super, I`ll go and try it out asap
Did anyone find out a way to change the colors of the skins inside Photoshop? So i won`t have to use the color correction layer in 3dsMax. Mardante Soliest Founding Member
Recruitment is open again. https://forums.eveonline.com/default.aspx?g=posts&t=227865 |

AzAkiR NaLDa
Hejaz Industries The Volition Cult
31
|
Posted - 2013.10.13 17:31:00 -
[406] - 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 ****** :) |

Mardante Soliest
Realm of the Forgotten
7
|
Posted - 2013.10.13 19:07:00 -
[407] - Quote
So far it is working great. Only thing is that the version number is still on v1.2 in the screen. (sorry, I`m a software tester irl ) Mardante Soliest Founding Member
Recruitment is open again. https://forums.eveonline.com/default.aspx?g=posts&t=227865 |

Marne Deville
The Praxis Initiative Gentlemen's Agreement
20
|
Posted - 2013.10.14 16:06:00 -
[408] - Quote
Mardante Soliest wrote:[quote=Selvin] Did anyone find out a way to change the colors of the skins inside Photoshop? So i won`t have to use the color correction layer in 3dsMax.
There are lots of ways to do it.
I typically add a Layer Adjustment with a Gradient Overlay, and run from either white (for mask/submask layers) or black (for the base hull material layer) to whatever color you need from the .black file. You can convert the .black file color values to RGB by multiplying them by 255, then converting to HEX. I do this with an excel spreadsheet that I use to track all my color values in. So consider these 2 columns (A1, B1):
0.7411765 (this is the value from the JSON file converted from the black file) =DEC2HEX(A1, 2)
Then once you have all 3 of those values converted, you can concatenate them together like this to get the RGB triplet to use:
=CONCATENATE("",A1, A2, A3)
You could also do this by adding other types of layer adjustments, such as hue/saturation, etc. But I find the above technique gives me the best results. Note - you may have to invert the gradient overlay - really depends on the hull, I've found.
Also, if you are building the entire diffuse image in Photoshop like I do, you will need to use the blend modes to bring it all together (Overlay and Multiply typically work the best).
Cheers. http://dogfacedesign.com: EVE-Related Art House |

cyndrogen
The Greatest Corp in the Universe
228
|
Posted - 2013.10.16 12:46:00 -
[409] - Quote
I'm having quite a bit of trouble with TRIEXPORTER. Several models are crashing the app
example:
ANY titan folder with a GR2 file. ANY Sleeper Battleship model.
Also I'm crashing even when trying to open the Angel Battlecruiser ship.
Some ships are fine, they load, others though..... crash the entire app.
Any suggestions? |

Mardante Soliest
Realm of the Forgotten
8
|
Posted - 2013.10.16 12:51:00 -
[410] - Quote
Do you use the latest granny file? Mardante Soliest Founding Member
Recruitment is open again. https://forums.eveonline.com/default.aspx?g=posts&t=227865 |
|

cyndrogen
The Greatest Corp in the Universe
237
|
Posted - 2013.10.18 06:43:00 -
[411] - Quote
Thank you the latest version is good. I downloaded 2009 previously which was crashing. |

Gooseman2009
New Eden Burns Setting The Universe on Fire
0
|
Posted - 2013.11.16 11:16:00 -
[412] - Quote
Posted on behalf of a friend:
looking for a Dominx model extracted with the texture. i cant get the texture figuredout as the lights are imposable for my skill level. Can some one please extract this model and compress the many textures into a single JPG or PNG texture and send em to Blackheart781(at)gmail i would greatly apprecate it! |

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
9
|
Posted - 2013.11.18 09:55:00 -
[413] - Quote
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. Mardante Soliest Founding Member |

Kiitsu Ironfist
New Eden Burns Setting The Universe on Fire
0
|
Posted - 2013.11.19 03:13:00 -
[414] - Quote
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? |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.19 18:11:00 -
[415] - 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 ****** :) |

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.11.19 18:53:00 -
[416] - Quote
What AzAkiR said ^
I sent you a mail, but I noticed the hull is made out off 3 parts. Better get Gimp and another 3d program to use the different layers correctly. Mardante Soliest Founding Member |

Errious
Bane and Pain
0
|
Posted - 2013.11.20 19:26:00 -
[417] - Quote
Hi guys,
i am new in this triexporter things and have some trouble with them, i read many posts from different users they have problems with the little tool but i cant find any what help so i want asking about a issue that i have when i want running triexporter.
I do download the latest version, create a folder on my desktop, put the files in and start the triexporter, but only what i see is a window like this: http://s7.directupload.net/images/131120/lrfrifjd.jpg
I dont know what happend, but i want use it for the file Extraction for rendering in blender.
If anybody can help me with this issue, i was pretty happy.
Regards |

Selvin
Galactic Fighters Organization
11
|
Posted - 2013.11.21 09:41:00 -
[418] - Quote
Seems like TriExporter.NET ... it was just a test, don't use it There was a link to current version few post above ... |

Errious
Bane and Pain
0
|
Posted - 2013.11.21 22:52:00 -
[419] - Quote
THX, i have donwloaded the Version from the post above and it works ! 
|

Errious
Bane and Pain
0
|
Posted - 2013.11.22 20:19:00 -
[420] - Quote
Wow, can do nice things with. What do you think about the wallpaper as my first work?
Have Stratios tempted me to that, but I do not get out yet 
http://moonsiphon.files.wordpress.com/2013/11/vindicator_rocks_errious.jpg
Work in Triexporter/Gimp/Blender/Photoshop |
|

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

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

Errious
bane and pain
0
|
Posted - 2013.11.25 16:44:00 -
[423] - Quote
Hmm, i do it wrong.
On the front i cant see see grey detail-¦s from the boarder and i didnt have the backsite lights, is it another layer for the texture ?
I use only the _d _n _pgs files .dds, looks like a missing one, can you tell me more from your ones you used in your model ? |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.11.25 17:08:00 -
[424] - 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 -
[425] - 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 ****** :) |

Akori Mitsumoto
Mirkur Draug'Tyr
3
|
Posted - 2013.11.25 23:10:00 -
[426] - Quote
The .fx files are shader source.
The .sm_lo/_hi/_depth files are compiled shaders.
It looks like shipping the shader source code pre-rubicon was a mistake CCP's corrected :)
I seem to recall that before the V3 graphics update they shipped compiled shaders as well. |

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

Errious
bane and pain
0
|
Posted - 2013.11.26 23:58:00 -
[428] - Quote
AzAkiR NaLDa wrote: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 here you go the hull part of the material tree : http://citadel-consortium.com/downloads/mat_tree.jpg
Thank you very much for show me this handling with your files, after that i understand better how it works!
I rebuild my version to this one:
Vindicator Rocks
And i make this too yesterday, the tricky part was the carmouflage look from a machariel and bring it in the right look:
Machariel Rocks
|

Errious
Bane and Pain
0
|
Posted - 2013.12.01 02:50:00 -
[429] - Quote
Can anybody tell me how i can extract only the round one from triexporter or other site, to bring a texture on it for my work on the SOE Stratios?
http://s14.directupload.net/images/131201/nk4qbe94.jpg
Or can anybody tell me how it works ? |

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.01 19:59:00 -
[430] - Quote
I havn`t tried it yet, but it`s possibly in a mask. I`ll try to look it up. Mardante Soliest Founding Member |
|

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.01 20:21:00 -
[431] - Quote
Yes, it is in a mask. Use soec1_t1_m.dds as the mask. It will give you the "glassy" look of that what is inside the Stratios. Mardante Soliest Founding Member |

Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.02 12:52:00 -
[432] - Quote
I am interested in using the EVE in-game assets in Maya.
I have successfully used triexporter to get the assets, but after a good hour of searching and testing different programs and converters, have had no success in getting any of the gr2 files into a working .obj for maya 2013 to read.
I am a CGI/VFX artist and am very interested in getting this working, with textures applied in maya for some nice renders.
Is there any other programs or converters that people can suggest or import plugin for maya to natively read the .gr2? |

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.02 14:29:00 -
[433] - Quote
I just downloaded the trial version of Maya 2014, and it works with the obj files I get from the TriExporter. Don`t know how to put the textures on.. but that`s another question :p Mardante Soliest Founding Member |

Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.02 14:38:00 -
[434] - Quote
Mardante Soliest wrote:I just downloaded the trial version of Maya 2014, and it works with the obj files I get from the TriExporter. Don`t know how to put the textures on.. but that`s another question :p
What version of TriExporter are you using? Mine isn't letting me do anything with the models, apart from unstuff them |

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.02 14:41:00 -
[435] - Quote
Fredlah wrote:What version of TriExporter are you using? Mine isn't letting me do anything with the models, apart from unstuff them
The one I posted in this forum, just one page back. page 21 https://forums.eveonline.com/default.aspx?g=posts&m=3743611#post3743611 Mardante Soliest Founding Member |

Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.02 15:08:00 -
[436] - Quote
Ah I found the problem, my granny2.dll decided to be corrupted, replacing that has fixed the model export problem.
My next curiosity is how to construct the shader network inside maya... (currently trying to build the SOE Cruiser) soec1_t1_d.dds is diffuse soec1_t1_m.dds is the transparency map for their particle effect inside the rear wheel part of the ship soec1_t1_n.dds is the normal map I assume
and finally soec1_t1_pgs.dds is a lovely mix of things. The red channel of that image contains the ship decals I believe. The green channel contains some ship highlights maybe? (edit, would be the spec map now that I think about it, duh) and not sure what the blue channel is, but If I had to take a guess it would be the glowing/lights/emissive surfaces of the ship.
Now to work out how to combine all of these together to create one shading network for the whole ship... this part will be fun |

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.02 15:17:00 -
[437] - Quote
Most of it is right  look at this post https://forums.eveonline.com/default.aspx?g=posts&m=3922904#post3922904 AzAkiR NaLDa made.
Mardante Soliest Founding Member |

Errious
Bane and Pain
0
|
Posted - 2013.12.02 15:32:00 -
[438] - Quote
@ Mardante Soliest: Thanks for your help, very good tips 
I see, i have much to learn about 3D programms, its the most learing part i believe, as photographer is hard to understand how the process works 
SOE ships is not easy work, many layers with different logos and other structure items. You have a decal folder in SOE folder, in there you have much logos and more, just a tip.
Hard for me was to understand how it works with .dds files and her basics and now parts like mask for glow in a 3D programm for SOE ships, but it has a little bit of a guy he want paint her new model boat 
http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/ was usefull for me to understand what the videos i seen doing not right, most of them show the process with the old handling with .dds or NGS, but now i think you have for all to use the new ones ? |

Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.02 15:45:00 -
[439] - Quote
Unfortunately it doesn't help as much as I would have wanted due to it being a shader network in something that is different to 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! |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.02 15:54:00 -
[440] - 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 ****** :) |
|

Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.03 01:18:00 -
[441] - Quote
AzAkiR NaLDa wrote: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 in the case of my shader network ots coming from 3ds max also added my version of the stratios below http://citadel-consortium.com/downloads/stratios.jpg
Yeah I edited my post a few minutes after looking again - dealing with post production for film and TV we exclusively use Maya and nothing to do with 3DS. Apologies for the mix up.
From my small experience with 3DS max, building the shading networks is quite different to maya. When I have free time later today I'll try have a look at your shading network and try to build the equivalent in maya. |

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.03 10:21:00 -
[442] - Quote
Just be aware she uses the V-Ray library. That is also (a bit) different from the normal 3DStudio ones. Only thing you need to know is where to get the materials from and what the masks do. Took me a while to figure them out, but I`m not an 3d or 2d artist  Mardante Soliest Founding Member |

Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.03 10:59:00 -
[443] - Quote
Mardante Soliest wrote:Just be aware she uses the V-Ray library. That is also (a bit) different from the normal 3DStudio ones. Only thing you need to know is where to get the materials from and what the masks do. Took me a while to figure them out, but I`m not an 3d or 2d artist 
Yeah I intend on building it in V-Ray for maya, but even then maya's hypershade is pretty different |

Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.03 11:41:00 -
[444] - Quote
I notice in your node graph there are many vray diffuse colours, and from poking around old posts I see that there used to be a ship.red file that contained associated shader attributes and other things where you find the information for these shaders.
I also now notice that the .red files are not used and nowhere to be found in the ship folders... what has it been replaced with, and how can I find out all these shader attributes I need to reconstruct the shading network? |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.03 11:44:00 -
[445] - 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 ****** :) |

Fredlah
SUNDERING Goonswarm Federation
0
|
Posted - 2013.12.03 12:35:00 -
[446] - Quote
AzAkiR NaLDa wrote: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
Okay thanks. I have found the converter for the .black files, and ended up with 8320 line json file for a bit of reading now.
I aim to completely recreate the SOE cruiser, but its gonna take a while building it all from referencing the black file and winging my way through the vray shader construction in maya :) |

Errious
Bane and Pain
0
|
Posted - 2013.12.04 12:45:00 -
[447] - Quote
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
|

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.08 16:09:00 -
[448] - 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 ****** :) |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.09 12:27:00 -
[449] - Quote
hi guys,
I had read tutorials about triexporter and i have a problem with the ship light.
When i try to see the alfa channel with the lights "info" i only can see the channel white (link)
http://prntscr.com/29u493
Regards |

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.09 12:50:00 -
[450] - Quote
KRYTON7 wrote:hi guys, I had read tutorials about triexporter and i have a problem with the ship light. When i try to see the alfa channel with the lights "info" i only can see the channel white (link) http://prntscr.com/29u493Regards
You need to look in the other file. xxxxx.pgs000 and than the alpha layer. Mardante Soliest Founding Member |
|

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.09 13:06:00 -
[451] - 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 ****** :) |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.09 13:20:00 -
[452] - Quote
Thanks!!! |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.09 15:54:00 -
[453] - 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 ****** :) |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.09 16:53:00 -
[454] - Quote
AzAkiR NaLDa wrote: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?
I'm using 3d max.
My maps:
https://dl.dropboxusercontent.com/u/15844802/Nueva%20carpeta/diffusse%20map.tga https://dl.dropboxusercontent.com/u/15844802/Nueva%20carpeta/luces.tga https://dl.dropboxusercontent.com/u/15844802/Nueva%20carpeta/normal%20map.tga https://dl.dropboxusercontent.com/u/15844802/Nueva%20carpeta/reflection.tga https://dl.dropboxusercontent.com/u/15844802/Nueva%20carpeta/specular.tga
Thank you for your relpy |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.09 17:03:00 -
[455] - 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 ****** :) |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.09 17:22:00 -
[456] - Quote
I had send a email with the info. thanks for your help.
:) |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.10 00:08:00 -
[457] - Quote
Hi,
i try with other ship and i think i have a good render. https://dl.dropboxusercontent.com/u/15844802/render.jpg
-+how can i get the t2 diffuse map?
Regards |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
31
|
Posted - 2013.12.10 14:47:00 -
[458] - 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 ****** :) |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.10 19:07:00 -
[459] - Quote
Hi,
yes i have got vray, thanks!!! |

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

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.11 09:39:00 -
[461] - Quote
AzAkiR, why are your renders always so dark?
ohw.. and tnx for the file ;) Mardante Soliest Founding Member |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
32
|
Posted - 2013.12.11 11:02:00 -
[462] - 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 ****** :) |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.11 15:36:00 -
[463] - Quote
Thanks for the vexor AzAkir NalDa I will study the rar 
I have a problem with the 3dsmax scene, i can't open because has been saved in a newer version if 3dmax.
Please, can you save in 2013 3dmax version??
Thanks!! |

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

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.11 20:39:00 -
[465] - Quote
OMG, Really? i was trying to make a vraymaterial only with the 5 layers..... Your material is like a tree   
Thanks!! |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
32
|
Posted - 2013.12.11 23:06:00 -
[466] - 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 -
[467] - 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 ****** :) |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.12 17:05:00 -
[468] - Quote
AzAkiR NaLDa wrote: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 Using a studio setup right now for some better lighting to show if everything is in order. This means that all the light tracing, prepassing and reflection tracing is taking for ever :P But so far it looks good. after 30 minutes of tracing and prepassing, and another 20 minutes to render it is here :) http://citadel-consortium.com/downloads/abaddon.jpgthe reason why it took so long is that there are over 6 vray lights setup around the studio scene that generate light which bounces of the walls and onto the ship. this was done to provide a better view on the materials and on the reflections
 |

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

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.13 20:27:00 -
[470] - Quote
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+¦n??
Thanks!! |
|

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2013.12.13 20:31:00 -
[471] - Quote
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+¦n??
Thanks!!
She already did, read the above posts. Mardante Soliest Founding Member |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.13 21:12:00 -
[472] - Quote
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+¦n??
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.png
regards |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
33
|
Posted - 2013.12.13 23:46:00 -
[473] - 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+¦n??
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 -
[474] - 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 ****** :) |

KRYTON7
WALLTREIPERS WALLTREIPERS ALLIANCE
0
|
Posted - 2013.12.18 00:12:00 -
[475] - Quote
AzAkiR NaLDa wrote: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-dataThis 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
Thanks for the first part of the tutorial, I am ready for the next part :)
These days i have work with your vray material and....
https://dl.dropboxusercontent.com/u/15844802/Talos%20F%20render.bmp
What do you think about??
Regards. |

Roc Wieler
Stay Frosty.
242
|
Posted - 2013.12.18 02:26:00 -
[476] - Quote
Hey everyone, been a while.
Just upgraded a new system. Installed the above. Unzipped the granny.dll, put it in the same folder as triexporter.exe.
TriExporter runs fine, set the EVE folder, just like always. Double click on a .gr2 file and the "Program is no longer responding" message appears every single time.
Been driving me nuts for hours now. Any ideas?
Never start a fight you can win.
|

Roc Wieler
Stay Frosty.
242
|
Posted - 2013.12.18 04:23:00 -
[477] - Quote
So I tried the granny.dll from my Eve Online in C4D series. Worked just fine.
Guess there's a difference somewhere. Problem solved. Really want to commend those giving tutorials here. Very good stuff. I always learn something new.
Let me work on a pic or animation tomorrow to show progress. Never start a fight you can win.
|

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

Errious
Bane and Pain
0
|
Posted - 2013.12.18 11:13:00 -
[479] - Quote
Hey, the thing with your Tutorial is very fine!
What i can do is a description for GIMP, is a alternative open source to Photoshop, not all the guys want buy expensive software or want have them from other ways...
Is it possible for you to handle a public part on your description site? So its possible for other guys to bring in her own ideas to a Tutorial or different ways and software? |

Errious
Bane and Pain
0
|
Posted - 2013.12.18 11:14:00 -
[480] - Quote
double post sry |
|

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
33
|
Posted - 2013.12.18 14:37:00 -
[481] - 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 -
[482] - 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 -
[483] - 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 ****** :) |

Roc Wieler
Stay Frosty.
242
|
Posted - 2013.12.20 18:06:00 -
[484] - Quote
Ok, recent work:
http://rocwieler.com/2013/12/20/new-rig-recipe/
Has a flat image and a 30 second animation.
Every texture is 100% from ingame. Refined and rendered in C4D. My style is a little more grunge, a little less shine. The New Eden I know is a dark, harsh place.
Will be continuing my Eve Online in C4D series in 2014. Never start a fight you can win.
|

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
37
|
Posted - 2013.12.27 13:04:00 -
[485] - 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 ****** :) |

Cardinal Harvest
BALKAN EXPRESS
7
|
Posted - 2014.01.08 13:30:00 -
[486] - Quote
I tried two versions of granny.dll and TriExporter is not working. It goes not responsive on every major ship model (amarr, minmatar... etc). Only ones i was able to load are stargates, jove ships, wrecks and similiar but none of major races ships can be loaded.
I did one video with exported models via TriExporter like two years ago, but i guess new patches messed it up. |

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
10
|
Posted - 2014.01.08 14:21:00 -
[487] - Quote
I know it`s a long forum item with lots of pages .. but... here we go again 
copied from an earlyer post: Do you use the latest granny file (and the latest TriExporter)?
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 Mardante Soliest Founding Member |

Cardinal Harvest
BALKAN EXPRESS
7
|
Posted - 2014.01.08 14:31:00 -
[488] - Quote
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". |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
47
|
Posted - 2014.01.08 17:28:00 -
[489] - 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 ****** :) |

Cardinal Harvest
BALKAN EXPRESS
7
|
Posted - 2014.01.08 18:19:00 -
[490] - Quote
AzAkiR NaLDa wrote: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.rarHope 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.
Thanks alot. This one is working :) |
|

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

Mardante Soliest
Realm of the Forgotten Luna Sanguinem
11
|
Posted - 2014.01.09 10:23:00 -
[492] - Quote
Cardinal Harvest wrote:Thanks alot. This one is working :)
Haha, that`s the same TriExporter as in my link  Hope to see some of your work soon 
Mardante Soliest Founding Member |

Cardinal Harvest
BALKAN EXPRESS
7
|
Posted - 2014.01.10 15:13:00 -
[493] - Quote
Mardante Soliest wrote:Cardinal Harvest wrote:Thanks alot. This one is working :) Haha, that`s the same TriExporter as in my link  Hope to see some of your work soon 
I am working on it already, will post the link once it's done. Cheers. |

Cardinal Harvest
BALKAN EXPRESS
7
|
Posted - 2014.01.20 17:45:00 -
[494] - Quote
Thanks to you and rest of forum community, i am on second video for my corporation. This one will be a lot better than my previous one.
Sacrilege model (work in progress) http://i.imgur.com/Ewo3yNo.jpg |

Matt Tivianne
The Phoenix Fraternity
0
|
Posted - 2014.01.22 17:41:00 -
[495] - Quote
I can't seem to get this to work. I used it back in 2011 and it went fine, but trying to do it now does nothing.
I have the latest versions of TriExporter and Granny2.dll, it opens fine, I found the EVE folder fine, all of the files are there. However, when I try to open a .gr2 file, for example, nothing happens. It doesn't open in the blue screen, Export model is still greyed out, literally nothing happens. There isn't even a "model not found" or "WTF" error.
If I try and open the .black files, I get "WTF", so atleast that's working.
Any ideas? |

Cardinal Harvest
BALKAN EXPRESS
7
|
Posted - 2014.01.22 19:48:00 -
[496] - Quote
Matt Tivianne wrote:I can't seem to get this to work. I used it back in 2011 and it went fine, but trying to do it now does nothing.
I have the latest versions of TriExporter and Granny2.dll, it opens fine, I found the EVE folder fine, all of the files are there. However, when I try to open a .gr2 file, for example, nothing happens. It doesn't open in the blue screen, Export model is still greyed out, literally nothing happens. There isn't even a "model not found" or "WTF" error.
If I try and open the .black files, I get "WTF", so atleast that's working.
Any ideas?
That was something similiar to what i've encountered but after trying links from few posts above it worked.
Black files i didnt use. |

Mardante Soliest
Viziam Amarr Empire
12
|
Posted - 2014.01.22 20:39:00 -
[497] - Quote
Matt Tivianne wrote:I can't seem to get this to work. I used it back in 2011 and it went fine, but trying to do it now does nothing.
I have the latest versions of TriExporter and Granny2.dll, it opens fine, I found the EVE folder fine, all of the files are there. However, when I try to open a .gr2 file, for example, nothing happens. It doesn't open in the blue screen, Export model is still greyed out, literally nothing happens. There isn't even a "model not found" or "WTF" error.
If I try and open the .black files, I get "WTF", so atleast that's working.
Any ideas?
Use my links a few posts up, that should work just fine. Put them in the same folder. The .black files need to be unstuffed and converted using black2json so you can read the json file with a txt editor. Good luck.
Just too bad the tutorial site is down :( Mardante Soliest Founding Member |

Matt Tivianne
The Phoenix Fraternity
0
|
Posted - 2014.01.22 21:35:00 -
[498] - Quote
Mardante Soliest wrote:Use my links a few posts up, that should work just fine. Put them in the same folder. The .black files need to be unstuffed and converted using black2json so you can read the json file with a txt editor. Good luck.
Same problem I'm afraid. I can't do anything with the .gr2 files...
Also, if it makes any difference, TriExporter always stops responding when I close it. |

Mardante Soliest
Viziam Amarr Empire
12
|
Posted - 2014.01.23 08:22:00 -
[499] - Quote
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. Mardante Soliest Founding Member |

Matt Tivianne
The Phoenix Fraternity
0
|
Posted - 2014.01.23 12:07:00 -
[500] - Quote
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... |
|

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
49
|
Posted - 2014.01.23 13:29:00 -
[501] - 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 ****** :) |

Mardante Soliest
Viziam Amarr Empire
13
|
Posted - 2014.01.23 14:11:00 -
[502] - Quote
Matt Tivianne wrote:Damn, ok thanks anyway. Cardinal said he used AzAkiR's link, but unfortunately the website is down...
The files are the same.
Mardante Soliest Founding Member |

Cardinal Harvest
BALKAN EXPRESS
8
|
Posted - 2014.01.23 17:04:00 -
[503] - 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...
Here you are TriExporter + granny2.dll |

Matt Tivianne
The Phoenix Fraternity
0
|
Posted - 2014.01.23 20:04:00 -
[504] - Quote
You legend, that one works perfectly. Thanks!
Mardante Soliest wrote:The files are the same.
That's what I thought, but the version Cardinal has linked works for us, so there much be some difference. Either way, thanks to all you guys.
|

Kiitsu Ironfist
New Eden Burns Setting The Universe on Fire
0
|
Posted - 2014.01.23 21:16:00 -
[505] - Quote
Can any one help me with the Lights texture for the chimera ? ive got the model, the normal skin but i cant find any lights in the alpha channel. would anyone have this texture already? |

Mardante Soliest
Viziam Amarr Empire
13
|
Posted - 2014.01.23 21:25:00 -
[506] - Quote
Kiitsu Ironfist wrote:Can any one help me with the Lights texture for the chimera ? ive got the model, the normal skin but i cant find any lights in the alpha channel. would anyone have this texture already?
I found them in the alfa channel of the cca1_t1_pgs00.dds file. Some models use multiple pgs files to complete the whole ship. Mardante Soliest Founding Member |

Mardante Soliest
Viziam Amarr Empire
13
|
Posted - 2014.01.23 21:29:00 -
[507] - Quote
Matt Tivianne wrote:You legend, that one works perfectly. Thanks! Mardante Soliest wrote:The files are the same. That's what I thought, but the version Cardinal has linked works for us, so there much be some difference. Either way, thanks to all you guys.
That is verry strange, I opend and checked them both just now and the all have the same version numbers. But I`m glad it worked out, so now you can have sleepless nights making cool wallpapres and vidzzzz  Mardante Soliest Founding Member |

Cardinal Harvest
BALKAN EXPRESS
8
|
Posted - 2014.01.23 21:52:00 -
[508] - Quote
Kiitsu Ironfist wrote:Can any one help me with the Lights texture for the chimera ? ive got the model, the normal skin but i cant find any lights in the alpha channel. would anyone have this texture already?
Like Mardante Soliest said, you find it in cca1_t1_pgs00.dds You find that file, and while have it selected go "unstuff", then open it in Photoshop. You will need dds utilities in order to open it in Photoshop (from here)
In Photoshop, check Channel and you will see alpha channel Channels
Next ctrl/cmd+click on alpha channel. That way you will select all brightness information from it. Go back to layers tab, make a new layer, and fill selection you have with white.
You will need only that layer so delete everything else (like this)
Save that as alpha.psd and use it in new material as alpha channel for luminance. Give it some color love and you will be fine. |

Cardinal Harvest
BALKAN EXPRESS
8
|
Posted - 2014.02.04 18:29:00 -
[509] - Quote
First final render (space is missing but i will do that in after effects) done few days ago BALEX video 2 scene 01 |

TremalJack
Caldari Provisions Caldari State
0
|
Posted - 2014.02.06 02:42:00 -
[510] - Quote
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? |
|

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
49
|
Posted - 2014.02.06 06:47:00 -
[511] - 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 ****** :) |

Jel Omega
ZENITHore
0
|
Posted - 2014.02.08 13:18:00 -
[512] - Quote
Hey,
I,m trying to export the model and textures of a venture, but if I double click the .gr2 file, triexporter crashes.
Could someone help me?
I'm using windows 8.1 64-bit |

Errious
Bane and Pain
1
|
Posted - 2014.02.08 15:10:00 -
[513] - Quote
Jel Omega wrote:Hey,
I,m trying to export the model and textures of a venture, but if I double click the .gr2 file, triexporter crashes.
Could someone help me?
I'm using windows 8.1 64-bit
I think i can take a look to extract the graphics and send it to you, send you a message after completing.
regards
GòöGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòù GòæGòÉGòÉGòÉGû¦MOONSIPHON BLOG (GERMAN)GùäGòÉGòÉGòÉGòæ GòÜGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGò¥ |

Jel Omega
ZENITHore
0
|
Posted - 2014.02.08 18:41:00 -
[514] - Quote
ok, I got it already myself, had to upgrade granny2.dll
But now I have an other problem, I'm texturing the venture in blender, but it isn't yellow as it has to be.
Could anyone help me, thanks. |

Errious
Bane and Pain
1
|
Posted - 2014.02.08 19:13:00 -
[515] - Quote
You can play arround with the colors when you change some Options in the management from the layers and the black file give you the right colors if you can work with this, you can read more about the black in a few posts before. GòöGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòù GòæGòÉGòÉGòÉGû¦MOONSIPHON BLOG (GERMAN)GùäGòÉGòÉGòÉGòæ GòÜGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGò¥ |

Jel Omega
ZENITHore
0
|
Posted - 2014.02.08 19:40:00 -
[516] - Quote
Errious wrote:You can play arround with the colors when you change some Options in the management from the layers and the black file give you the right colors if you can work with this, you can read more about the black in a few posts before.
I found how to read it using black2json, but I don't know how to change it in blender and what to use. It's to export it to use in pepakura designer fo a venture papercraft. |

Errious
Bane and Pain
1
|
Posted - 2014.02.08 19:47:00 -
[517] - Quote
Jel Omega wrote:Errious wrote:You can play arround with the colors when you change some Options in the management from the layers and the black file give you the right colors if you can work with this, you can read more about the black in a few posts before. I found how to read it using black2json, but I don't know how to change it in blender and what to use. It's to export it to use in pepakura designer fo a venture papercraft.
Hmm, sorry, i have no description for this, but first is learning more about blender, with more expirience comes more aha you know ^^
Maybe another have more description for that for you?
Personally i use the layers and change some options to bring the right colors in. GòöGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòù GòæGòÉGòÉGòÉGû¦MOONSIPHON BLOG (GERMAN)GùäGòÉGòÉGòÉGòæ GòÜGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGòÉGò¥ |

AzAkiR NaLDa
Hejaz Industries Executive Outcomes
49
|
Posted - 2014.03.30 15:25:00 -
[518] - 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 ****** :) |

JC Anderson
Deep Core Mining Inc. Caldari State
1068
|
Posted - 2014.04.05 14:47:00 -
[519] - Quote
DELETE! |

AzAkiR NaLDa
Lone Star Warriors Yulai Federation
49
|
Posted - 2014.04.27 14:25:00 -
[520] - 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 ****** :) |
|

ConranAntoni
Empyrean Warriors Get Off My Lawn
118
|
Posted - 2014.05.09 22:43:00 -
[521] - Quote
Hi, i've got a question, only partially related to Tri Exporter but i'm hoping someone can help. I'm a complete rookie at models and textures so could use help.
So i've exported a Punisher and relevant weapon models and textures, I want to combine them into one model for a mesh to attempt to convert them to Sins Of A Solar Empire. Can anyone point me in a tutorial on how to do that or explain how to?
Using Softimage Mod Tool but can grab Blender easily enough. Empyrean Warriors - Recruiting now. Fly together, die together. |

AzAkiR NaLDa
Lone Star Warriors Yulai Federation
50
|
Posted - 2014.05.10 08:28:00 -
[522] - 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 -
[523] - 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
|

Snailsfirst
Self Destruct Supplys Evictus.
0
|
Posted - 2014.05.27 22:18:00 -
[524] - Quote
I tried to get these Tools today Triexporter with granny2.dll. Nice Tool but crashes everytime I doubleclick a .gr2 file. Then I tried evegr2toobj with an included granny2.dll (an older one I guess) ... Same thing as above.
So I think my grannys fails all the time... I got win 7 64bit.
Is anyone here who got the same problem or a solution to fix it? |

Snailsfirst
Self Destruct Supplys Ev0ke
0
|
Posted - 2014.05.27 22:18:17 -
[525] - Quote
I tried to get these Tools today Triexporter with granny2.dll. Nice Tool but crashes everytime I doubleclick a .gr2 file. Then I tried evegr2toobj with an included granny2.dll (an older one I guess) ... Same thing as above.
So I think my grannys fails all the time... I got win 7 64bit.
Is anyone here who got the same problem or a solution to fix it? |

AzAkiR NaLDa
Lone Star Warriors Yulai Federation
50
|
Posted - 2014.05.28 05:45:00 -
[526] - 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 -
[527] - Quote
One page back in the topic there is a working version posted there. Hope it helps.
Lone Star Warrior
|

Snailsfirst
Self Destruct Supplys Evictus.
0
|
Posted - 2014.05.28 09:09:00 -
[528] - Quote
That Version works, thank you. 
I'm surprised about so many not working Versions on the field.  |

Snailsfirst
Self Destruct Supplys Ev0ke
0
|
Posted - 2014.05.28 09:09:57 -
[529] - Quote
That Version works, thank you. 
I'm surprised about so many not working Versions on the field.  |

AzAkiR NaLDa
Lone Star Warriors Yulai Federation
50
|
Posted - 2014.05.28 21:58:00 -
[530] - 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 -
[531] - 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
|

T'amber Demaleon
Center for Advanced Studies Gallente Federation
69
|
Posted - 2014.06.18 12:08:00 -
[532] - Quote
http://i.imgur.com/hxvH3RP.jpg :3
I have no idea if these ccp texture photoshop actions still work, I've not needed ps for some time, but they may be useful for someone: http://www.caldariprimeponyclub.com/res/CPPC%20Texture%20Actions.atn |

T'amber Demaleon
Center for Advanced Studies Gallente Federation
72
|
Posted - 2014.06.18 12:08:35 -
[533] - Quote
http://i.imgur.com/hxvH3RP.jpg :3
I have no idea if these ccp texture photoshop actions still work, I've not needed ps for some time, but they may be useful for someone: http://www.caldariprimeponyclub.com/res/CPPC%20Texture%20Actions.atn |

Kaerakh
Surprisingly Deep Hole
328
|
Posted - 2014.06.22 03:14:00 -
[534] - Quote
You have absolutely no idea how badly I want to see that ingame. Schrodinger's Hot Dropper |

Cartoondog
Brave Newbies Inc. Brave Collective
1
|
Posted - 2014.07.01 18:13:00 -
[535] - Quote
I'm having trouble getting Black2Json to read any of the .black files, I'm getting an Unhandled Exception, with Array len > array real elemns!.
Does anyone know if this is just me, or whether the .black files have been changed recently?
Thanks |

Cartoondog
Jebediah Kerman's Junkyard and Spaceship Parts Co. Brave Collective
2
|
Posted - 2014.07.01 18:13:23 -
[536] - Quote
I'm having trouble getting Black2Json to read any of the .black files, I'm getting an Unhandled Exception, with Array len > array real elemns!.
Does anyone know if this is just me, or whether the .black files have been changed recently?
Thanks |

Paka-Tegat Birshiri
Paragon Material Extraction and Processing
5
|
Posted - 2014.08.02 15:50:00 -
[537] - Quote
Does anyone have an up-to-date modeling tutorial? I tried following the EVE UNI one, but despite following it exactly, my results were... less than impressive.
Failing that, does anyone have a completed .blend file that I could look at and reverse engineer? I've done some 3D modelling, but I'm at my wits' end trying to recreate the graphics from in game... whoever developed http://www.caldariprimeponyclub.com/ deserves a gold star for perseverence! |

Paka-Tegat Birshiri
Paragon Material Extraction and Processing
5
|
Posted - 2014.08.02 15:50:48 -
[538] - Quote
Does anyone have an up-to-date modeling tutorial? I tried following the EVE UNI one, but despite following it exactly, my results were... less than impressive.
Failing that, does anyone have a completed .blend file that I could look at and reverse engineer? I've done some 3D modelling, but I'm at my wits' end trying to recreate the graphics from in game... whoever developed http://www.caldariprimeponyclub.com/ deserves a gold star for perseverence! |

Blackhuey
Deep Structure. The Bastion
58
|
Posted - 2014.10.13 10:47:00 -
[539] - Quote
I've been trying to figure out which dds map channels go where in the 3dsmax 2011 material editor, but I'm going bonkers with the submaps and self illumination. I've been back a bit through this thread but the most helpful looking site is down - any straightforward "this map channel goes here" style tutorials for Max? @blackhuey | soundcloud.com/blackhuey
|

Blackhuey
Deep Structure. The Bastion
58
|
Posted - 2014.10.13 10:47:47 -
[540] - Quote
I've been trying to figure out which dds map channels go where in the 3dsmax 2011 material editor, but I'm going bonkers with the submaps and self illumination. I've been back a bit through this thread but the most helpful looking site is down - any straightforward "this map channel goes here" style tutorials for Max?
@blackhuey | soundcloud.com/blackhuey
|
|

Neth'Rae
The Scope Gallente Federation
13
|
Posted - 2014.12.14 05:44:03 -
[541] - Quote
Blackhuey wrote:I've been trying to figure out which dds map channels go where in the 3dsmax 2011 material editor, but I'm going bonkers with the submaps and self illumination. I've been back a bit through this thread but the most helpful looking site is down - any straightforward "this map channel goes here" style tutorials for Max?
I'm doing the same thing right now in blender, trying out the Node Editor. . I've got some of it working.. The normal map, the glowing texture, the masks that define the color. The diffuse is working but it doesn't look right, same with the specular.
I had to invert a lot of the values but I'm starting to get the hang of it.
I assumed all ship textures had been adjusted for PBR, but this doesn't seem like it, my experience with PBR is at a very basic level though..
I'll post my result once I've refined it further.. Or if I get stuck..
|

AzAkiR NaLDa
Ministry of War Amarr Empire
50
|
Posted - 2014.12.14 22:33:11 -
[542] - 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
|

Neth'Rae
The Scope Gallente Federation
13
|
Posted - 2014.12.15 01:05:38 -
[543] - Quote
I feel like I'm the wrong person doing this.. I've got no practical experience with this, I've learned all if it over the weekend..
This is still looking like a huge mess.. But hopefully someone can understand it and point out what I'm doing wrong..
I'm using this to figure out what the different textures are intended for. It helped me figure out the normal map.
PBR needs the roughness defined by a map, so I feel like one map is missing. Or the Albedo/diffuse is missing, because the one I think is a diffuse map barely has any colors and is way too bright. Right now I'm just using the spec map for albedo.
WIP So far..
Also most of this stuff has been trial and error, so it would be nice to get help from someone who knows their stuff..
|

Neth'Rae
The Scope Gallente Federation
13
|
Posted - 2014.12.15 12:14:11 -
[544] - Quote
My previous attemps made the ship way too dull, now I tried combining different texture maps to get more metal and reflection. I still can't quite figure out how to get the right roughness..
Shiny Talos
It still looks way too bright though. |

AzAkiR NaLDa
Ministry of War Amarr Empire
50
|
Posted - 2014.12.15 18:09:46 -
[545] - 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 -
[546] - 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
|

Jadek Kin
Xer Cloud Consortium
3
|
Posted - 2015.01.18 18:30:07 -
[547] - Quote
I don't have any modelling skill myself. Regardless, would it be possible to export these ship models into a human scale oculus viewer. Textures at that scale would obviously be horrible, but it might be interesting to get a sense of the scale of ships in 1st person perspective. |

AlleyKat
The Unwanted.
855
|
Posted - 2015.01.21 11:19:53 -
[548] - Quote
AzAkiR NaLDa wrote: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.
I'm not suggesting you decompile EVE, nor am I suggesting you convert any files into other formats and remove the english language elements prior to doing so.
What I am suggesting is that if someone (not you) were to do this they would not get the information they are looking for, but be presented with a logical pathing system which does not correspond to anything relevant to anyone but the game code.
In other words, I am assuming, if that is what I am doing should I be doing anything which I'm not, that there is another file which has a look-up table that would need locating and understanding that the file you are talking about relates to.
But that's just a guess, should I wish to make one.
This space for rent.
|

Paul Shawn
Brutor Tribe Minmatar Republic
3
|
Posted - 2015.03.31 20:06:40 -
[549] - Quote
Hello all. I've been trying to get TriExporter to see the contents of my EvE directory but to no avail. When I go to menu>file>set folder... and select my EvE folder nothing happens. I've looked through this thread thoroughly and have tried using all the versions of TriExporter as well as the granny2.dll. I have a folder with both the TriExporter.exe and the .dll in it together. I'm using Win7 64 and my EvE folder is located in the C:\Program Files (x86)\CCP directory. Not sure why this might be happening but any help would be much appreciated.
I <3 internet spaceships and sometimes make movies of them.
http://www.youtube.com/user/cpjontek
|

Tykari
The Observatory Celestial Imperative
166
|
Posted - 2015.03.31 20:44:42 -
[550] - Quote
Triexporter will cureently be out of action. Due to the download on demand changes tot he client the resource files were all moved to the SharedCache folder. Triexporter wasn't built for how the files are stored now and can't read them anymore.
In this dark void we are like brilliant stars, holding within us both the creative and destructive power to bring a new dawn upon worlds or plunge them into eternal darkness.
|
|

Paul Shawn
Brutor Tribe Minmatar Republic
3
|
Posted - 2015.03.31 20:51:38 -
[551] - Quote
Damn. Is there another program that can export the files or just have to hope for an update?
I <3 internet spaceships and sometimes make movies of them.
http://www.youtube.com/user/cpjontek
|

Tykari
The Observatory Celestial Imperative
166
|
Posted - 2015.03.31 20:57:21 -
[552] - Quote
Not aware of another, always used Triexporter myself. So at the moment an update is pretty our only hope. Problem is I'm not sure there is anyone of the people who built it originally still around. And that is assuming there is a way around to how CCP has restructured things in terms of their file handling.
In this dark void we are like brilliant stars, holding within us both the creative and destructive power to bring a new dawn upon worlds or plunge them into eternal darkness.
|

Paul Shawn
Brutor Tribe Minmatar Republic
3
|
Posted - 2015.04.01 06:56:22 -
[553] - Quote
well thank you for the information.
I <3 internet spaceships and sometimes make movies of them.
http://www.youtube.com/user/cpjontek
|

Sarmatiko
1680
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Posted - 2015.04.02 14:28:29 -
[554] - Quote
Tykari wrote:Not aware of another, always used Triexporter myself. So at the moment an update is pretty our only hope. Problem is I'm not sure there is anyone of the people who built it originally still around. And that is assuming there is a way around to how CCP has restructured things in terms of their file handling. Good thing that TriExporter is open source http://triexporter.codeplex.com/SourceControl/latest
So if anyone around here knows C# simple workaround is possible. |

SFX Bladerunner
Black Serpent Technologies Black Legion.
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Posted - 2015.04.05 13:42:50 -
[555] - Quote
Sarmatiko wrote:Tykari wrote:Not aware of another, always used Triexporter myself. So at the moment an update is pretty our only hope. Problem is I'm not sure there is anyone of the people who built it originally still around. And that is assuming there is a way around to how CCP has restructured things in terms of their file handling. Good thing that TriExporter is open source http://triexporter.codeplex.com/SourceControl/latest
So if anyone around here knows C# simple workaround is possible.
C++ you mean.
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