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Thread Statistics | Show CCP posts - 1 post(s) |
Roc Wieler
Freeform Industries
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Posted - 2008.08.30 12:16:00 -
[451]
Originally by: Elisa Day
Originally by: Roc Wieler
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Throw in the high rez textures and I'll add another 25 mil :)
Textures are easy, model is hard :).
For the industrious, check out 3d ripper:
http://www.deep-shadows.com/hax/3DRipperDX.htm
And find a nyx pilot :).
If textures are easy, could you please tell me how to get the high rez DX9 textures out for any model? I am stumped. "Never start a fight you can win." - Roc Wieler |
Elisa Day
Shade.
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Posted - 2008.08.30 14:48:00 -
[452]
Edited by: Elisa Day on 30/08/2008 14:48:32 I have a successful scene export of a nyx, but it is severely distorted. If I can fix it I will upload a functional nyx model soon (and pay myself 100m!).
To the above post:
The texture are in the same folder in the stuff files as the model, ex for the prophecy: "res/dx9/model/ship/amarr/abc1". They are in .dds format so you can open them in photoshop with nvidia texture tools:
http://developer.nvidia.com/object/nv_texture_tools.html
You'll need to flip the image maps (or uv's) upside down for them to fit, I'm sure there was a real guide earlier in this thread somewhere.
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Ouroborus777
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Posted - 2008.08.31 09:03:00 -
[453]
Originally by: Roc Wieler
Originally by: Ouroborus777
Originally by: Roc Wieler PS. Would love to know where the pod model is too for a future picture.
The pod is actually called a capsule. I had a hard time finding it as well, until I noticed the name. I think res/model/worldobject/capsule for the low res version and capsule2 for the high res version.
Awesome. Thanks. Hate to keep sounding like a noob. I got the obj out. And this is the first DDS that when I import it into PS, it's completely black. res/textures/worldobject/capsule2.dds
Any ideas?
Not sure about that texture. If you can handle the newer gr2 models, you might try the res/dx9/model/worldobject/capsule directory instead.
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Ouroborus777
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Posted - 2008.08.31 10:37:00 -
[454]
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Here's one that seems to work: gms1.7z
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Elisa Day
Shade.
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Posted - 2008.08.31 19:43:00 -
[455]
Edited by: Elisa Day on 31/08/2008 19:42:57
Originally by: Ouroborus777
Originally by: Elisa Day Am I correct in assuming that NOONE has successfully exported a nyx in any way? Otherwise 100m to the person who gets me a working obj file!
Here's one that seems to work: gms1.7z
Not really, it's all one material so you'd have to go through all the polygons individually and see which is which of the two different texture files.
Fortunately for everyone (except myself), I spent a few hours yesterday performing this boring and thankless task, and here it is, for everyone's enjoyment:
http://dl.eve-files.com/media/corp/ElisaDay/nyx.zip
(Model of course completely copyright CCP, etc.)
The scene capture didn't seem to catch the vertex normals so you're just gonna have to live without those.
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Ouroborus777
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Posted - 2008.08.31 22:37:00 -
[456]
Edited by: Ouroborus777 on 31/08/2008 22:37:46
Originally by: Elisa Day Here's one that seems to work: gms1.7z
Not really, it's all one material so you'd have to go through all the polygons individually and see which is which of the two different texture files.
Fortunately for everyone (except myself), I spent a few hours yesterday performing this boring and thankless task, and here it is, for everyone's enjoyment:
http://dl.eve-files.com/media/corp/ElisaDay/nyx.zip
(Model of course completely copyright CCP, etc.)
The scene capture didn't seem to catch the vertex normals so you're just gonna have to live without those.
You may want to check again. The faces in gms1.obj are grouped the same as in the original and include normals and texture coords. So it's just an issue of applying the textures to the various groups. 3DS seems to recognize the groups, but I can't get Blender to do it.
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Elisa Day
Shade.
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Posted - 2008.09.01 00:43:00 -
[457]
Edited by: Elisa Day on 01/09/2008 00:44:48 Ah, I see them. It appears they were saved as selection sets (edit: I'm using modo, for the record) for some reason. Could've saved me all that work .
While it does have vertex normals, they some to be correct only in some places (round "sidepod" things around the landing strip), while in some places (such as the landing strip itself, and almost everywhere else) they are totally bonkers. These pod things are a separate material so I guess the game engine might only use vertex normals for those, and ignore the rest.
How did you get this export? I assume it's not scene capture of the game, is it triexporter somehow coaxed into working, scene capture of the granny viewer as someone tried (didn't work for me), or some altogether more esoteric method?
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Ouroborus777
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Posted - 2008.09.01 02:18:00 -
[458]
Originally by: Elisa Day While it does have vertex normals, they some to be correct only in some places (round "sidepod" things around the landing strip), while in some places (such as the landing strip itself, and almost everywhere else) they are totally bonkers. These pod things are a separate material so I guess the game engine might only use vertex normals for those, and ignore the rest.
The vertex data in the gr2 files include position, normal, tangent, binormal, and uv. Of course, the tangent and binormal data is lost in converting to .obj (as .obj doesn't seem to support them). This particular file includes a lot of apparently extraneous data as well. (For example, it says it was exported from Maya 8.5 and includes a bunch of environment data that probably isn't used by the game client.)
Originally by: Elisa Day How did you get this export? I assume it's not scene capture of the game, is it triexporter somehow coaxed into working, scene capture of the granny viewer as someone tried (didn't work for me), or some altogether more esoteric method?
Triexporter, or course, unstuffs the .stuff files. A friend of a friend has access to a Granny 3D SDK which includes some tutorials and sample code including code for an app that dumps .gr2 files to a human-readable format. Some minor changes and additions to that and it's able to do an apparently complete dump of the .gr2 files that Eve uses. Then it's just some Perl to translate that into an .obj file. (The resulting .obj files are in text mode though, which is why the Nyx .obj ended up over 10MB.) |
Elisa Day
Shade.
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Posted - 2008.09.01 11:56:00 -
[459]
Originally by: Ouroborus777
Triexporter, or course, unstuffs the .stuff files. A friend of a friend has access to a Granny 3D SDK which includes some tutorials and sample code including code for an app that dumps .gr2 files to a human-readable format. Some minor changes and additions to that and it's able to do an apparently complete dump of the .gr2 files that Eve uses. Then it's just some Perl to translate that into an .obj file. (The resulting .obj files are in text mode though, which is why the Nyx .obj ended up over 10MB.)
That would qualify as an "esoteric" method . I've taken the liberty of sending you the 100m for your trouble! |
Ouroborus777
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Posted - 2008.09.01 12:38:00 -
[460]
Originally by: Elisa Day That would qualify as an "esoteric" method . I've taken the liberty of sending you the 100m for your trouble!
Awesome, thanks! |
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.09.02 12:10:00 -
[461]
Please visit your user settings to re-enable images.
I've actually had a working Nyx model for a month or so now, I should probably check back here more often, I could have uploaded it for you.
I actually got mine by unstuffing the .gr2 file then opening it in granny viewer and saving it using an opengl grabber. Took me ages to work it out, and it came in at an angle, but it worked. |
Roc Wieler
Freeform Industries
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Posted - 2008.09.02 14:02:00 -
[462]
Ok, I am still having trouble with texturing the Nyx. Got the model fine, thanks (will send you isk tonight!)
I am using VUE 6. It's a landscape rendering software, with limited boolean and metablob modelling, but nothing like MAX or MAYA. It does support OBJ import, which I have used for years without issue. When I import the Nyx, it imports a few sections. That's great I think.
I also have the DDR plugin for Photoshop CS3. When I open most of the textures in CS 3, all I get is a black screen. No texture. I can get what appears to be a bump map from one DDS, but that's it.
So back in VUE, when I try to apply textures, well I don't really have any.
Any help please for the high rez DX9 Nyx? Sorry this is proving so problematic for me. "Never start a fight you can win." - Roc Wieler |
Ouroborus777
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Posted - 2008.09.03 04:40:00 -
[463]
Originally by: Roc Wieler Ok, I am still having trouble with texturing the Nyx. Got the model fine, thanks (will send you isk tonight!)
I am using VUE 6. It's a landscape rendering software, with limited boolean and metablob modelling, but nothing like MAX or MAYA. It does support OBJ import, which I have used for years without issue. When I import the Nyx, it imports a few sections. That's great I think.
I also have the DDR plugin for Photoshop CS3. When I open most of the textures in CS 3, all I get is a black screen. No texture. I can get what appears to be a bump map from one DDS, but that's it.
So back in VUE, when I try to apply textures, well I don't really have any.
Any help please for the high rez DX9 Nyx? Sorry this is proving so problematic for me.
gms1_tex_d_001.dds & gms1_tex_d_002.dds - RGB layers are the pigment maps; alpha is the glow map gms1_tex_n_001gs.dds & gms1_tex_n_002gs.dds - Red seems empty; Green, Blue, Alpha are x, z, y of a normal map gms1_tex_p_001.dds & gms1_tex_p_001.dds - Only the Alpha layer seems to have something in it, but I'm not sure what it's supposed to be. gms1_tex_l.dds - Looks like it's supposed to be gray-scale and seems to be a bump map but I'm not sure on that.
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Ouroborus777
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Posted - 2008.09.03 05:01:00 -
[464]
Edited by: Ouroborus777 on 03/09/2008 05:01:15
Originally by: Davik Rendar Would someone be able to export the Moros, Thrasher, Opux Luxury Yacht and Mining Barges too? They're the other ones that dont work in TriExporter
Any chance you know which gr2 files these are?
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Ouroborus777
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Posted - 2008.09.03 07:19:00 -
[465]
Edited by: Ouroborus777 on 03/09/2008 07:22:49 Here's the Opux: gy1_mod2shape.7z
Donations accepted
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Vargo Hoat
Caldari Jericho Fraction The Star Fraction
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Posted - 2008.09.03 08:37:00 -
[466]
here's a detail of the caldari titan rendered with 3ds max 9, scanline, radiosity.. other tools used photoshop, triexporter and info found on page 10 of this topic..
http://eve-files.com/dl/171992
Do you want a Caldari Marauder? Contact me for a BPC! |
Elisa Day
Shade.
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Posted - 2008.09.03 11:08:00 -
[467]
To get the eve normal maps into the format used by the rest of the world:
1. Open the file that has the _n_ somewhere in its name, it will be predominantly green if you have the right one. 2. Copy the blue channel and save it to a separate file, this is the bump map, it's a standard height field so no more work needed. Fill the blue channel with white. 3. Copy the alpha channel into a temporary file. Delete the alpha channel. 4. Copy the green channel into the red channel. 5. Copy the temporary file you made in 3 into the green channel. 4. Run nvidia texture tools set to "normalize only", this will recreate the missing blue channel. It's not strictly mathematically necessary, but it doesn't hurt. 6. Save, you're done!
If you've done it correctly you will have: Separate file with black/white bump map. Normal map file with: Red channel looks like a greyscale image lit from the right Green channel looks like a greyscale image lit from the top Blue channel looks like a pale version where you only see the edges of the texture
Overall the normal map should look predominantly blue.
This will work in modo, max, and presumably any other renderer that does normal maps. Some game engines (like id tech 4) will require you to invert the green channel, but if you need to do that, you probably know that already.
Nvidia texture tools link: http://developer.nvidia.com/object/photoshop_dds_plugins.html
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testprix
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Posted - 2008.09.03 11:28:00 -
[468]
i have seen some work and screen and there is something i dont understand.
i can easly open model texture ect. but i am not able to find where and how to apply the little textures like lights, little colors , electronics ect... How you do to find thoses textures? wich files you open wich programme you use ?
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Elisa Day
Shade.
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Posted - 2008.09.03 11:43:00 -
[469]
Edited by: Elisa Day on 03/09/2008 11:44:43 Lights are in the alpha channel of the diffuse map file. In most renderers you apply it as a "self-illumination" or "luminosity" map.
As for "electronics", I'm afraid I don't understand what you are referring to, on all ships I've looked at, the textures in the model folder are all the textures needed.
EDIT: And the little blinky lights you see in game are added through the .blue files, but as far as I know, noone has made an importer/reader/converter for these files.
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.09.03 12:09:00 -
[470]
Originally by: Ouroborus777 Edited by: Ouroborus777 on 03/09/2008 07:22:49 Here's the Opux: gy1_mod2shape.7z
Donations accepted
Thanks Ouro, I'll send ya some iskies once I have some to give away
the other models are "res/dx9/model/ship/gallente/gdr1", "res/dx9/model/ship/minmatar/mde1", "res/dx9/model/ship/ore/ore_l", "res/dx9/model/ship/ore/ore_m", "res/dx9/model/ship/ore/ore_s"
Textures The blue channel in the "_ngs" texture is actually a specular map. Even though everyone thinks its a bump map (and it can be used as a bump map) it's not. You dont need a bump map if you've got a normal map.
The alpha in the "_p" texture is a "paint" map. It's used like an alpha channel for colouring the base "_d" texture (like the green/blue on gallente ships. To apply this the easiest thing to do is add it as a second layer to the "_d" texture in photoshop (or similar), then apply a "Gradient Map" to the "paint" channel. And set the paint channel to overlay. Now you've got a colourized texture all ready to go.
The "_l" texture from what I can tell is an ambient occlusion map for the capital ships, although it looks like it uses different UV co-ordinates, and I have no idea how to apply it other than re-uv mapping the models which I dont want to go anywhere near.
Just another note on the alpha channel in the "_d" texture, it is also used as an actual alpha channel on some textures (like the minmatar ship solar panels).
testprix: you'll need photoshop with the dds plugins (or a dds converter) and you'll have to extract each of the textures as explained in my post and Elisa's post.
That's enough rambling from me, so here's a render I did of a "Navy Issue Brutix"
http://eve-files.com/dl/172030
P.S. if anyone remembers Chiara Lorn from a couple of pages back, that's my alt.
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Ouroborus777
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Posted - 2008.09.03 14:04:00 -
[471]
Originally by: Davik Rendar Textures The blue channel in the "_ngs" texture is actually a specular map. Even though everyone thinks its a bump map (and it can be used as a bump map) it's not. You dont need a bump map if you've got a normal map.
The alpha in the "_p" texture is a "paint" map. It's used like an alpha channel for colouring the base "_d" texture (like the green/blue on gallente ships. To apply this the easiest thing to do is add it as a second layer to the "_d" texture in photoshop (or similar), then apply a "Gradient Map" to the "paint" channel. And set the paint channel to overlay. Now you've got a colourized texture all ready to go.
The "_l" texture from what I can tell is an ambient occlusion map for the capital ships, although it looks like it uses different UV co-ordinates, and I have no idea how to apply it other than re-uv mapping the models which I dont want to go anywhere near.
Just another note on the alpha channel in the "_d" texture, it is also used as an actual alpha channel on some textures (like the minmatar ship solar panels).
Ah, that explains why some of the models have two sets of uv coordinates. Unfortunately .obj doesn't seem to support that kind of thing. I'm not sure what other format I could use. I'd prefer something that has a public api or format description or possibly something scriptable (I think 3ds has public docs for it's scripting). Anybody have a suggestion?
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Roc Wieler
Freeform Industries
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Posted - 2008.09.03 14:09:00 -
[472]
Ok, these last few posts have been awesome and helpful. Question for those of us NOT using MAX or Maya. VUE doesn't support self illumination in the same way. Is there a way to get the illumination map out as a separate texture please?
"Never start a fight you can win." - Roc Wieler
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Elisa Day
Shade.
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Posted - 2008.09.03 14:58:00 -
[473]
Originally by: Roc Wieler Ok, these last few posts have been awesome and helpful. Question for those of us NOT using MAX or Maya. VUE doesn't support self illumination in the same way. Is there a way to get the illumination map out as a separate texture please?
You could just copy it over the diffuse map in photoshop, but lights won't be "glowy" then. I have no idea how VUE works but I'd be very surprised if it couldn't do this effect in some way.
To the above about blue channel: When I first opened it I thought it was a roughness (gloss) map, and I've used it as such in several renders, but my results do seem to look much closer to ingame by using it as a bump map at a weak (10% or so) strength.
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testprix
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Posted - 2008.09.03 14:59:00 -
[474]
well .. there is something i dont understand.
I have the texture from file d_.dds (converted to bmp) i have the texture from file p_.dds (strange, its seems like black and white after exported the alpha) (convertd to bmp to)
what sould i do now ? no use of the other dds files ?
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Elisa Day
Shade.
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Posted - 2008.09.03 15:01:00 -
[475]
Originally by: Ouroborus777
Ah, that explains why some of the models have two sets of uv coordinates. Unfortunately .obj doesn't seem to support that kind of thing. I'm not sure what other format I could use. I'd prefer something that has a public api or format description or possibly something scriptable (I think 3ds has public docs for it's scripting). Anybody have a suggestion?
Collada is an open-source XML-based 3d format with plugins for most applications out there.
I do believe FBX is also open enough and generally compatible.
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Roc Wieler
Freeform Industries
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Posted - 2008.09.03 17:22:00 -
[476]
The new version of VUE coming out supports Collada, which will be helpful. It can do self illumination, but it does it using a bitmap.
Also, I tried your techniques above. Ended up with the bump map ok, but couldn't get a regular coloured texture out of it at all.
I might have to try coming at this another way. I opened it up in MAX 9 demo, but I couldn't figure out the materials editor. It's way different than VUE.
If you really want to help, there is a demo of VUE at www.e-onsoftware.com
"Never start a fight you can win." - Roc Wieler
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Elisa Day
Shade.
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Posted - 2008.09.03 17:25:00 -
[477]
Originally by: Roc Wieler but couldn't get a regular coloured texture out of it at all.
Which one? The diffuse map is just the dds with the _d in the name, shouldn't be any work at all to use.
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2008.09.03 22:53:00 -
[478]
Roc: I've got VUE sitting around somewhere at home, I'll load it back up and see what I can work out later today.
As for the blue channel in the "_ngs" texture, if you look at a ship like the hyperion, you'll notice that the blue channel has black where all the paint is, and in game the paint is not glossy. That's part of the reason why I came to the conclusion that the blue channel is a specular map, although it can double as a bump map. It would be great to get some confirmation on what all the channels are from CCP, and how to work out the stuff in the .blue files to get exact rgb colour codes and all that.
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Ouroborus777
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Posted - 2008.09.04 04:10:00 -
[479]
Originally by: Davik Rendar Would someone be able to export the Moros, Thrasher, Opux Luxury Yacht and Mining Barges too? They're the other ones that dont work in TriExporter
Finally got around to finishing these. You can find them at http://ouroborus.org/eve/models/.
Donations welcome.
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Davik Rendar
ANZAC ALLIANCE
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Posted - 2008.09.04 07:56:00 -
[480]
Thanks for that Ouro, your the man. I'll send ya some iskies once I've got some spare, we're in a war atm, so I'm a little short of cash.
Roc: I had a look at VUE but couldn't find any self-illumination settings, sorry. They probably didn't focus much on those features seeing as it is an environment rendering app.
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