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Thread Statistics | Show CCP posts - 1 post(s) |
Craig Linford
Gallente British Buccaneers
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Posted - 2010.08.25 10:02:00 -
[1]
Hi all,
I am new to this whole export ship models and editing them.
I have got Maya 2011, and running Windows 7 X86.
The problem I have at the moment is that TriExporter will not load.
I have tired to load in Windows XP (SP2 & SP3) compatibility mode, but failed.
Also ran as administrator, got the UAC message, clicked Yes to run, still fails to load.
Can anyone help please??
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Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
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Posted - 2010.09.01 13:37:00 -
[2]
Can anyone help me with using TriExporter in Windows7 please.
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Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
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Posted - 2010.09.02 13:47:00 -
[3]
The program just wont load.
Tried running as admin.
also in XP compatibility mode.
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Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
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Posted - 2010.09.08 11:59:00 -
[4]
Tried that, still no worky worky.
Do you need a DirectX 10 + Graphics card?
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Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
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Posted - 2010.09.09 06:26:00 -
[5]
Edited by: Craig Linford on 09/09/2010 06:26:35 This is the error i am getting:
Log Name: Application Source: Application Error Date: 09/09/2010 07:23:36 Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: OptiPlexGX620 Description: Faulting application name: TriExporter 2009.exe, version: 0.4.1.5, time stamp: 0x47821992 Faulting module name: TriExporter 2009.exe, version: 0.4.1.5, time stamp: 0x47821992 Exception code: 0xc0000005 Fault offset: 0x0000200b Faulting process id: 0xb7c Faulting application start time: 0x01cb4fe78841c26a Faulting application path: C:\Users\Craig Linford\Desktop\TriExporter 2009\TriExporter 2009.exe Faulting module path: C:\Users\Craig Linford\Desktop\TriExporter 2009\TriExporter 2009.exe Report Id: c6928c3e-bbda-11df-aa3c-028037ec0200
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Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
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Posted - 2010.09.13 05:26:00 -
[6]
I have rebuilt my PC with Windows Ultimate 64, but still no worky worky.
I have received some in-game mail's saying try downloading out side a download manager, but still dose not work.
I have tried the program at work on a XP build, and this worked.
The only major difference is at work I have a NVIDEA GPU, were as at home I am using an integrated INTEL GPU.
I am due to get a new GPU soon for this PC, so ill report back after.
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Craig Linford
Gallente British Buccaneers The Worst Alliance in Eve
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Posted - 2010.09.14 18:48:00 -
[7]
Got me 9800 GT, Now works!!
Was my Graphics card causing the issue
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Craig Linford
Men of Questionable Moral Fibre
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Posted - 2010.09.21 13:08:00 -
[8]
Edited by: Craig Linford on 21/09/2010 13:08:38 Would the new .dll resolve my issue of just showing 1 Gallante ship?
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Craig Linford
Men of Questionable Moral Fibre
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Posted - 2010.09.21 13:52:00 -
[9]
I am at work at the moment, ill have a play tonight.
If I still have issues ill take screenies to show you
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Craig Linford
Gallente Falcon Security
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Posted - 2011.05.25 17:45:00 -
[10]
Originally by: NaK'Lin Edited by: NaK''Lin on 07/03/2011 20:36:32 Hi everyone,
I am *fairly* new to eve, but not new to 3D. I have done my fair share of contributions to the machinima and hybrid machinima scene.
Since I have been hooked on EVE and I am in the process of working on a rather large project, I would like to express my thanks to the author and contributors of Tri-Exporter.
I have been going through the whole thread rather briefly (LONG!!!), and by playing with the exported resources myself, I got tired of reading the RED files myself in order to get the right parameters for the models.
I currently have my own WiP import script (for testing) for red files, automatically applying the given data to materials and models in 3DS MAX.
Would there be any need for this for the active people here? If so, I am willing to polish it, make some noob friendly UI and polish it up, then distribute it.
Greetings and keep up the good work.
--NaK
Yes Please
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Craig Linford
Gallente Falcon Security
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Posted - 2011.05.25 22:03:00 -
[11]
Just gone to have a play and now getting 'Improper file format' when importing .3ds file for Thorax into 3DS Max 2011.
Any ideas why??
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Craig Linford
Gallente Falcon Security
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Posted - 2011.05.26 19:01:00 -
[12]
Here is my first ship render, hope you like:
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Craig Linford
Gallente Falcon Security
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Posted - 2011.05.27 06:36:00 -
[13]
Originally by: Dayfox Nice work Craig. you work out all the subobjects? I always hate doing min ships, they have so many sub objects with very vague names, the new models are so much easier with just a mask and submask!
Modulated strip miners Just some glory images for you all to see.... Lighting's not great and im sure they will look so much better ingame once they have all the effects! Just a few sneek peaks. Big gun is BIG Also haven't got the animation in Max yet so can't demonstrate that, but I have got a seperate program to view them and they are awsome, go CCP!
New carebare view! No more glowing eyeball's sucking rocks!
Nice. No I did eve know about the subobjects :D
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Craig Linford
Gallente Falcon Security
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Posted - 2011.06.03 07:38:00 -
[14]
Edited by: Craig Linford on 03/06/2011 07:38:49
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials
Have you got a guide that you followed?
Would be useful for use newbies :D
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Craig Linford
Gallente Falcon Security
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Posted - 2011.06.05 05:21:00 -
[15]
Originally by: chris poispads
Originally by: Craig Linford Edited by: Craig Linford on 03/06/2011 07:38:49
Originally by: Foxgguy2001 Chris,
Here is the Obelisk...I included the max file as well, so if you're having trouble getting the effect I did using my materials, you should be able to use it for the obelisk, and providence as well, as they are both in the max file.
Enjoy!
http://foxgguy2001.deviantart.com/art/Gallente-Obelisk-210970101
ps. sorry for the mess you may encounter when having a look through my materials
Have you got a guide that you followed?
Would be useful for use newbies :D
No I dont think I did?
I just need know how the diffuse1.png and diffuse2_nosat.png were made and I think I'm there
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Craig Linford
Gallente 0rizen 0rizen Nation
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Posted - 2011.06.07 16:10:00 -
[16]
Edited by: Craig Linford on 07/06/2011 16:16:23
Originally by: Foxgguy2001 Sorry for the delay in responding... next time shoot me an evemail...since this thread is usually so inactive I don't check it regularly. The deiffuse appears VERY dark becuase they were VERY light in vray, no matter my lighting conditions, not sure why...anyhow, I'll make another max file with the default renderer and adjust things so it looks decent and get a max files posted up here in a day or two.
Cheers man.
I have taken your Obelisk as template and made a Thorax
Just need to give it a nicer backdrop
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Craig Linford
Gallente 0rizen 0rizen Nation
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Posted - 2011.06.10 18:39:00 -
[17]
Time to add the Occator to my list:
http://imageshack.us/photo/my-images/121/occator.jpg/
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Craig Linford
Gallente Universal Freelance
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Posted - 2011.06.27 07:45:00 -
[18]
Off the top of my head I think its here: res\dx9\modules\ships\amarr\Cruiser\
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Craig Linford
Gallente Universal Freelance
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Posted - 2011.07.15 11:53:00 -
[19]
Edited by: Craig Linford on 15/07/2011 11:54:17
Originally by: Derpina Edited by: Derpina on 14/07/2011 08:57:04 I'm trying to use 3DSMax to mess with the exported models but every time I try to render it this happens: http://i.imgur.com/fYaQL.png
Don't know what I'm doing wrong. The texture is applied correctly in the viewport but not in the render.
Can you print screen your mappings in the Slate Material Editor please?
What Render are you using? vray?
Originally by: Snaggle Pu55 Hi Guys
Sorry Im currently to busy to write a full tut on creating the characters but heres a basic overview
There is a problem with Tri Exporter with a lot of new assets, Newer assets have multiple sub meshes, you can check this by downloading Granny Viewer Linkage
Tri exporter will only export the 1st mesh and skip the rest.
So Ive been using a Granny to valve .SMD coverter Linkage search for grnreader98.v1.4.0.3.debug.rar this was posted on this forum on some page.
Thus I can convert out all the sub meshes to a valve .SMD file, this file also contains the full skeleton for characters as well as skin weights! also turrets are fully rigged and skinned when imported, theres are a few artifacts from the conversion but overall its pretty tops.
When converting its simple drag and drop with the .gr2 file onto the grnreader98.exe file, it gives you some options, you might need to experiment here to see what works for you with the importer you will use with your 3d app.
You need to convert each section of the character one by one, so the face, the hands, the torso, the feet, the pants, the top, the hair, the eyebrows, etc... into its own .smd file, each file will also contain the full character skeleton.
Then using a valve .smd importer plugin I import the converted .smd file into maya, this takes a while to process, "the CQ pod took 14 hours" and finding the correct importer plugin took a while, im using "Source Exporter 2.5 for maya 4-7 updated by Prall" a quick google should find it.
I import each section seperatly and save it as a seperate file, so i can later import all the sections into one file with one skeleton.
To combine all the seperate peices into one character with only one skeleton and maintaing the existing skin wieghts, I use a maya script called "DoraSkinWeightImpExp" this enables me to save out the wieghts for each character section and then re skin the sections to one skeleton and the reimport the skin weights.
Hopefully you should now have a single skeleton with all the skin attachments weighted.
Textures are simlar to the ships, however various textures are non square and appear not correctly aligned when opened, i use the normal maps to overlay and align all the other textures by eye currently. The characters also use heavy use of masking.
I ressembled the captains quarters also using the gr2 to .smd method, the ammount of shaders, materials and textures is crazy, it took ages and im still not happy with the current shader setup if got,
Cheers Snaggle.
Ill take a look a this.
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Craig Linford
Gallente Universal Freelance
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Posted - 2011.07.18 13:36:00 -
[20]
Edited by: Craig Linford on 18/07/2011 13:36:56
Originally by: Roc Wieler Ugh. I liked it when things were easy to pull out via Triexporter.
I tried that Granny program, but am honesty clueless. Couldn't figure out how to get it to read a file. Incompatible file formats. Triexporter lets you choose a res folder, and shows the compatible contents within. Does the other program allow that?
I couldn't figure it out.
Use TriExporter to Export the RES folder to a hard drive then use Granny Reader.
Originally by: Roc Wieler Also, what are you guys using to read the .red files? That's something else that's always eluded me. I feel like I'm doing everything manual through visual guesswork. While artistic, I think there are optimized ways to improve my production pipeline here that I'm not getting ...
I use Notepad++ to read the .RED file.
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Craig Linford
Gallente Universal Freelance
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Posted - 2011.07.20 17:47:00 -
[21]
Originally by: NaK'Lin Ya, well, the goal here is to create ONE material network in UDK that'll work for each and every single material in eve applied to ships (depending on the FX category).
EVE is just feeding the different data for nodes via RED file to the model. The same thing has to be achievable in UDK. Only then, I can make that 100% waterproof script for direct conversion as a tool.
Problem with the masks is, sometimes specularity mask works perfect, and sometimes mask mask works perfect.
I am going to try to make some screenshots or vid captures, in order to make this more understandable.
Model export / import has been resolved so far and shouldn't be a problem for anyone by now. The only thing where it still is icky is on the recreation of the 100% in-game effect of the materials.
It'd be nice if we all pool our materials together. For UDK, max and Maya (for those not wanting to work in udk).
I am willing to share the whole UDK library I am making with all eve assets that are exportable as a pack for people to DL in the end. But for that it has to be perfect first. As far as character animations go, I also have access to a motion capture studio here, so I have tons of mocap files and am in the position to do my own mocaps for free and can also do some on request (unless i get like 100 custom requests from everybody, since this is on a favor basis from a colleague letting me use their company's equipment). Potentially we have the ability to create a pool of resources for people doing stills or machinima which would be huge.
--NaK
Nice NaK.
I am using Max 2012 as working on stills.
Tried UDK and managed to create the Mesh and Materials. But as to exporting it I got lost, so sticking with Max.
Done a few renders already and getting there, another on the way, 2 hours to go :D
Being a newbie I would greatly appreciate it the work your offering.
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