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Thread Statistics | Show CCP posts - 1 post(s) |
Gar Ku
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Posted - 2006.06.08 23:01:00 -
[91]
Also managed to approximate a T2 ship after looking at the .blue file.
http://dl1.eve-files.com/media/0606/Harpy.jpg
For the T2 125m rails, I looked up the entry in the evegraphics files that was posted earlier on in this thread. It had csh531 which I intepreted as the sh as small hybrid, the numbers as barrel shape 5, small housing 3 shape, etc...
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Torin
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Posted - 2006.06.09 02:25:00 -
[92]
What 3D program are you using?
Red Bone Reborn |
DJ P
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Posted - 2006.06.09 12:42:00 -
[93]
Edited by: DJ P on 09/06/2006 12:45:04
Originally by: Ryushe
3) Open the .obj file in Deep Explorer, changing all the texture properties to rotate them 180 degrees (so they line up correctly), and then save the same .obj file again.
Cheers for the nice explanation but I have a small problem. I never used Deep Explorer, so could you please tell me how to rotate the Texture properties?
Regarding Blender 2.41 one solution is to use Blender 2.40 for import. Save it as blend project and then work on 2.41
Thank you P
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Banni Vinda
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Posted - 2006.06.09 22:28:00 -
[94]
Here's what you need to do if you're using Blender 2.41 I'll use the cyclone as an example
1) Edit the Blender\.blender\scripts\obj_import.py as follows: Line 439: except AttributeError: needs changing to: except ValueError:
2) In triexporter, go to res/model/ship/minmatar/mbc1 and doubleclick mbc1shape.tri to load the model.
3) Go to res/texture/minmatar and doubleclick mbc1.dds TWICE (important!). This should now show the model properly textured.
4) In TriExporter, go to File, Export... Set the export type to 'Obj files'. Create a directory somewhere, and export the model as 'cyclone.obj'.
5) You should now have 3 files in the directory: 'cyclone.mtl', 'cyclone.obj' and 'mbc1.dds'
6) You now need to edit the mbc1.dds file in photoshop or similar. Use the DDS plugin mentioned above in this thread. You need to flip the image vertically, and then save it out as 'mbc1.png'
7) Fire up Blender, and delete the default cube.
8) Go to File, Import, Wavefront (Obj). In the next dialog, select the 'cyclone.obj' file you exported earlier.
9) In the Blender console window, you should see something similar to this: | Importing OBJ file: "f:\eve\exported\cyclone\cyclone.obj" | file length: 23749 | found 0 smoothing groups. | Attempting to load "mbc1.dds" | Image Not Found in any of the dirs, doing a recusrive search | Image Not Found "mbc1.dds" | Attempting to load "mbc1.dds" | Image Not Found in any of the dirs, doing a recusrive search | Image Not Found "mbc1.dds" | Using MTL: "cyclone.mtl" | obj import time: 1.40385495922
10) Nearly there now. You should have the model in Blender, but it will be plain grey. Here's the tricky bit, so pay attention... Select the ship model, and press F9 (Editing). In the 'Link and materials' panel, it will say either "2 mat 1" or "2 mat 2". The model is split into two parts. Thats why you had to doubleclick the texture twice in TriExporter, since each part uses the same texture. On other models, there may be more parts, and each part may use a different image. Click the arrows to make sure you have "2 mat 1" displayed if it isn't already.
11) Press F6 (Textures). In the 'Texture' tab, the second texture should be called 'Kd'. Select this texture, and then in the 'Image' tab, click 'Load image' and load the mbc1.png file you created earlier.
12) Now repeat steps 10 and 11, but this time using "2 mat 2".
13) Set up you camera and some lights, then render your image. Hopefully you have something that looks right, if a little flat and dull.
14) Now you need to tweak the material settings to get it looking pretty. As a hint, try creating a normal map, and add it to the two parts of the model in a similar way. Also try creating an emit map to make the glowing lights. Both these maps can be made in photoshop by tweaking the original mbc1.png texture map.
Well thats it. I think that should make sense, but if I've made any mistakes, please let me know. And if you've found this useful, feel free to throw a few ISK my way ingame :) Have fun!
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Kw4h
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Posted - 2006.06.10 08:54:00 -
[95]
Thanks Ryushe, your post works as a charm :)
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Ronny Hendriks
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Posted - 2006.06.12 01:15:00 -
[96]
it took some fiddling around but i finally got it working correctly! really nice tool you made here, thanks for that!
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DJ P
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Posted - 2006.06.12 09:32:00 -
[97]
Hello.
I did it :D Hurrah!
I had some problems but I came around :)
If you want to use only GPL or GPL like programms (or you use Linux) you need
GIMP (unfortunately the DDS plugin website is down) BLENDER DDS Converter (From Here ) Basicaly you follow the above tutorial but you convert the .dds to .tga/.png and you flip it using GIMP.
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Ronny Hendriks
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Posted - 2006.06.12 13:56:00 -
[98]
hmm.. can anyone help me to put those minmatar ships together? i.e. the tempest model is far from complete by itself and needs more parts but how can i find out which parts those are?
putting them together in 3dmax isn't going to be a problem just don't know which parts i need to export.
any help would be welcome :)
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DJ P
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Posted - 2006.06.12 15:00:00 -
[99]
Edited by: DJ P on 12/06/2006 15:03:15
Originally by: Ronny Hendriks hmm.. can anyone help me to put those minmatar ships together? i.e. the tempest model is far from complete by itself and needs more parts but how can i find out which parts those are?
putting them together in 3dmax isn't going to be a problem just don't know which parts i need to export.
any help would be welcome :)
Tempest is made of 2 parts. You need to work bit with it as 2 different models and then try to render both together.
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elFarto
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Posted - 2006.06.12 21:07:00 -
[100]
Originally by: Ronny Hendriks hmm.. can anyone help me to put those minmatar ships together? i.e. the tempest model is far from complete by itself and needs more parts but how can i find out which parts those are?
putting them together in 3dmax isn't going to be a problem just don't know which parts i need to export.
any help would be welcome :)
You mean like this. I wouldn't know, I read the blue files directly .
But res:/model/ship/minmatar/mb2/armshape.tri and res:/model/ship/minmatar/mb2/pcube1shape.tri are the only models I'm loading for it.
Regards elFarto
npc.elfarto.com > Ingame NPC database Mal: No grenades. Jayne: Whatà? Aw! |
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Arckame
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Posted - 2006.06.14 19:59:00 -
[101]
If i don t have any problemes with ships textures and models, i can t use environnement maps with succes for space rendering.
some help with lightwave 8 ?
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Jon Anser
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Posted - 2006.06.16 06:15:00 -
[102]
hmmm. since you got the object onfo you could theoretically......
http://www.3dmodelprinting.com/
'twould be major Awsomeness
@$%# sig nerfing (origional) Teh Goose is teh PWn |
Torin
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Posted - 2006.06.16 18:33:00 -
[103]
How does one know which txtures are applied to which UV map? Or is one texture allpied to the whole ship?
Red Bone Reborn |
Femaref
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Posted - 2006.06.17 12:40:00 -
[104]
Just a question: Where are the textures of the Battlecruisers, the carriers and Motherships? I can't find them in resTextures.stuff. And could anybody tell me the right alignment for the Amarr Titan texture?
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Banni Vinda
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Posted - 2006.06.17 18:18:00 -
[105]
Originally by: Femaref Edited by: Femaref on 17/06/2006 13:06:47 Just a question: Where are the textures of the Battlecruisers, the carriers and Motherships? I can't find them in resTextures.stuff. And could anybody tell me the right alignment for the Amarr Titan texture?
Edit: I'm missing alot of textures. Where you got them from?
Well one battle cruiser I know is the Cyclone. The model is res/model/ship/minmatar/mbc1 There are two texture slots for this model, and they both use res/texture/minmatar/mbc1.dds
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Nazza VonBraun
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Posted - 2006.06.17 19:14:00 -
[106]
This tool is simply awesome!!
I've tryied and succeded with a lot of exports, but I have a question: how to recreate the game backgrounds? Is there a way? I've extracted some pics from res\textures\nebula\ but can't find how to use them correctly
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Femaref
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Posted - 2006.06.17 19:42:00 -
[107]
just put them on as background^^
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Nazza VonBraun
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Posted - 2006.06.17 20:09:00 -
[108]
Yep but when I try to render a movie I have a camera moving around, and I need an omnidiretional background like as I would see it inside EvE in the Yarrmageddon clip there's something similar to what I'd like to do, I've tried mixing many "nebulas" but always coming out with awful pics
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Femaref
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Posted - 2006.06.17 23:43:00 -
[109]
I suggest you are using 3dsMax, so go to Rendering > Envroiment, and select the button near the color tab. Select Bitmap, and get your Texture in it. Volia, Textures are in ;)
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Kw4h
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Posted - 2006.06.18 13:10:00 -
[110]
i think he means a 3d cubemap The environmentmap in eve is a 6-'channel' dds texture. Each channel is for each face of the cube. The problem is that i also don't have a clue how to use this in 3ds max
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Chuskarl's Daughter
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Posted - 2006.06.18 17:51:00 -
[111]
Edited by: Chuskarl''s Daughter on 18/06/2006 17:52:18 (Nazza VonBraun) Thx for the clue Kw4h! I didn't noticed that but after ur post I've checked and yes, they're multi-level textures; I'm totally a noob Femaref if u use a single picture stretched along all the background, as I did before, I suggest u to try the skybox method; it gives better results
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Femaref
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Posted - 2006.06.19 11:53:00 -
[112]
hmm, ok I'll have a look. I'm rather good in positioning, animatics, but a noob on textures. :)
btw, whats about making an ingamechannel just for these questions?
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Seidr
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Posted - 2006.06.19 12:53:00 -
[113]
I'm having some trouble when exporting models, having vertices left unexported resulting in an incomplete render in 3DS Max, in particular with the Arbitrator and the Amarr titan. On the arb the bridge window is missing, and on the titan the docking pathway is missing. Does anyone know what I might be doing wrong, as they render perfectly apart from that.
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Femaref
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Posted - 2006.06.19 14:21:00 -
[114]
You are exporting to .obj, right? Do it as 3ds. There you have the dockway on the Titan, on the Arbitrator im not sure, but _should_ work also. (I've it in my scenes atm)
btw, results from me: Picture I Picture II
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Seidr
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Posted - 2006.06.19 23:52:00 -
[115]
Perfect! Thanks Selvin :)
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Femaref
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Posted - 2006.07.01 09:07:00 -
[116]
bumbage for this great tool!
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Aknot Wat
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Posted - 2006.07.02 19:52:00 -
[117]
Could someone please post a step-by-step tutorial on how to load models in to Triexporter please?
I have read all these posts and none really state how to use the program. The only option in Triexport is "Set Folder". There is no OPEN, or VIEW, etc.
I also am not finding any of these folders you are speakingf of in my EVE install directory. my "res" folder contains no sub folder anywhere with SHIPS.
I just want a tool that opens the meshes, exports them as .3DS or .OBJ with UVs. :)
Thanks.
"He Who Has Wanted To Make A Fan Film For Quite Some Time Now"
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Selvin
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Posted - 2006.07.03 09:34:00 -
[118]
just "set folder" and choose EVE folder ("C:\Program files\EVE" by default) then TriExporter should open *.stuff files and show resources whitch are in as a tree of folders and files then find model whitch u wana view/export and dblclick on it then find textures and dblclick on em to load em and finally select export model and choose file format
-- TriExporter
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Caerleus
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Posted - 2006.07.07 12:40:00 -
[119]
If anybody is able to give me some directions as to how this here noob could do this withing Cinema4D then I would be most helpful..
So far, I've managed to extract the object files and also the tga file for a thorax.
When I load the (obj) thorax file into Cinema4D, it gives it two materials, both of which I asssign as the texture map (tga). These are both set to UVW Mapping.
Whilst most of the model looks ok, the nose area doesnt seem to align correctly.
I'm a bit of a novice as far as C4D and certainly textures and stuff are concerned, but I used to use C4D for animations so i'm fairly familiar with it.
MAny thanks.
C
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Femaref
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Posted - 2006.07.08 06:06:00 -
[120]
Rotate the maps on the V-Axis with 180¦.
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