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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
elFarto
New Order Industries
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Posted - 2006.11.19 19:17:00 -
[151]
Originally by: Takigama (have a look for the gallenete freighter dds for example).
resdungeons.stuff
res/Texture/Gallente/gfr1.dds
Regards elFarto
NPC database Mal: This is your captain speaking. We're having some technical difficulties, so we may experience some turbulence, and then explode. |
Anders1
Caldari Nakama Gemini Federation
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Posted - 2006.12.06 20:55:00 -
[152]
Am I doing something wrong here?
Also, I tried exporting as .obj then importing it in 3DS MAX 9 with textures, but when I did it wasn't textured.
I tried Blender aswell, but couldn't UV wrap it properly so it looked like ****. [hr] My old signature 404's these days... so it's gone. It doesn't really matter. It sucked. |
kris1000
Shinra Lotka Volterra
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Posted - 2006.12.09 23:19:00 -
[153]
You may have to apply the texture more than once, just doubleclick it a couple of times
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Hellcore
Minmatar Reikoku Band of Brothers
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Posted - 2006.12.16 18:22:00 -
[154]
Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part
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El Alamein
Destructive Influence Band of Brothers
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Posted - 2006.12.18 09:18:00 -
[155]
Edited by: El Alamein on 18/12/2006 09:26:50
i dont think i made the ships to scale at all =x
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j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2006.12.18 21:37:00 -
[156]
Edited by: j0sephine on 18/12/2006 21:36:59
"Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part "
* download and install DDS import plugin from dstorm page ... it's included in DirectX Export package and while not necessary, makes things way more convenient.
* unstuff the .res files to some work directory
* load model of choice into TriExporter, export to .obj file format
* launch Lightwave layout, click Load Object (+ shortcut key) and pick your .obj object
* open Image Editor (f6) click Load button, navigate and select texture files for the model from the work folder with unstuffed res files. Generally these are located in Textures sub-folder and match the name of object itself ... e.g. res/textures/caldari/cc1/ holds textures for Caldari cruiser which sits in folder res/model/ship/caldari/cc1
* close Image Editor, open Surface Editor. Your object will be listed there, with one or more surfaces named shape0, shape1 etc.
* click shape0 surface, set the colour to white (255, 255, 255), open colour texture layers (small T to the right of colour field) ... in the window that opens set Projection to UV, select "OBJ_UVTextureMap" as the UVMap in drop-down below, then in the Image dropdown select the texture to apply (one of images you loaded in earlire step)
* confirm setup with Use Texture button, repeat step above for other shapeX surfaces
... that's good enough for really basic render. Save the object in lightwave format for further work, play with textures further if you want to.
ask me in corp chat about some possible shortcuts ;s
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Hellcore
Minmatar Reikoku Band of Brothers
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Posted - 2006.12.19 04:58:00 -
[157]
Originally by: j0sephine Edited by: j0sephine on 18/12/2006 21:36:59
* download and install DDS import plugin from dstorm page ... it's included in DirectX Export package and while not necessary, makes things way more convenient.
* unstuff the .res files to some work directory
* load model of choice into TriExporter, export to .obj file format
* launch Lightwave layout, click Load Object (+ shortcut key) and pick your .obj object
* open Image Editor (f6) click Load button, navigate and select texture files for the model from the work folder with unstuffed res files. Generally these are located in Textures sub-folder and match the name of object itself ... e.g. res/textures/caldari/cc1/ holds textures for Caldari cruiser which sits in folder res/model/ship/caldari/cc1
* close Image Editor, open Surface Editor. Your object will be listed there, with one or more surfaces named shape0, shape1 etc.
* click shape0 surface, set the colour to white (255, 255, 255), open colour texture layers (small T to the right of colour field) ... in the window that opens set Projection to UV, select "OBJ_UVTextureMap" as the UVMap in drop-down below, then in the Image dropdown select the texture to apply (one of images you loaded in earlire step)
* confirm setup with Use Texture button, repeat step above for other shapeX surfaces
... that's good enough for really basic render. Save the object in lightwave format for further work, play with textures further if you want to.
ask me in corp chat about some possible shortcuts ;s
Thanks for the hints j0 <3
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elFarto
New Order Industries
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Posted - 2006.12.21 15:27:00 -
[158]
Originally by: Hellcore Could someone who uses Lightwave 8/9 share the workflow to get textured models into layout? I am having major issues with the texture part
For anyone interested, I wrote an importer for Lightwave that can open the .tri's directly. It's available here.
It should work exactly the same, bar the fact the tri file may contain more than one uv-map so you'll get a choice, you'll just need to play with the to see which one is the correct one.
I haven't tested it in Lightwave 9, gimme a shout if it doesn't work.
Regards elFarto
NPC database Mal: This is your captain speaking. We're having some technical difficulties, so we may experience some turbulence, and then explode. |
Hellcore
Minmatar Reikoku Band of Brothers
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Posted - 2006.12.22 01:24:00 -
[159]
Originally by: elFarto
For anyone interested, I wrote an importer for Lightwave that can open the .tri's directly. It's available here.
It should work exactly the same, bar the fact the tri file may contain more than one uv-map so you'll get a choice, you'll just need to play with the to see which one is the correct one.
I haven't tested it in Lightwave 9, gimme a shout if it doesn't work.
Regards elFarto
Will give it a try and let you know
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Suberus
Caldari
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Posted - 2007.01.12 14:18:00 -
[160]
I always seem to have a problems with the UV mapping when opening these files in Maya
Ill give it another try tonight, and upload an image so you can see whats going on.
The problem is, redoing the UV mapping isnt that straightforward ;)
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Muonium
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Posted - 2007.01.21 19:15:00 -
[161]
im having trouble getting the texture correct..
im using irfanview with the DDS plugin, and im saving to png rotated, flipped vertical / horizontal.. all sorts. and its never correct.
im using blender. and have followed the blender instructions on page 3 from Banni Vinda, thanks, but its just the texture im having issues with now. any ideas ? is irfanview not a good tool to use?, not got photoshop, so dont know what else to try.
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gurista wreck
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Posted - 2007.01.23 16:21:00 -
[162]
Ive been looking for something like this. I have a problem though. I have the triexporter program up and running, but can't find any models to open. I browsed to the location shown in some of the screengrabs, but there are no folders there?
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Fuhshizzle
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Posted - 2007.01.23 20:53:00 -
[163]
Very cool plugin. Following the instructions on the forum made it pretty painless. Heres a couple renders I did using 3dsmax and vray. If someone wanted something like this, or an idea for something, lemme know.
Harbinger simple skylight
Harbinger moody lighting
Megathron simple skylight
Megathron moody lighting
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Zelorise
Minmatar Torchwood Institute
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Posted - 2007.01.27 21:59:00 -
[164]
linkys please not pics Only two things are infinite, the universe and human stupidity, and I'm not sure about the former - Albert Einstein
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Avon
Caldari Black Nova Corp Band of Brothers
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Posted - 2007.01.28 14:07:00 -
[165]
Originally by: Fuh****zle Very cool plugin. Following the instructions on the forum made it pretty painless. Heres a couple renders I did using 3dsmax and vray. If someone wanted something like this, or an idea for something, lemme know.
You need to X mirror your models.
The Battleships is not and should not be a solo pwnmobile - Oveur
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TheReverend
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Posted - 2007.01.28 20:00:00 -
[166]
Originally by: Avon
Originally by: Fuh****zle Very cool plugin. Following the instructions on the forum made it pretty painless. Heres a couple renders I did using 3dsmax and vray. If someone wanted something like this, or an idea for something, lemme know.
You need to X mirror your models.
why? what would that accomplish?
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j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2007.01.28 21:47:00 -
[167]
"why? what would that accomplish?"
If you take a look at posted Megathron image, you'll note it's mirror of in-game model (the not symmetrical bits are on the opposite sides)
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Kata Dakini
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Posted - 2007.01.29 11:07:00 -
[168]
Mapping the Machariel is really frustrating me.
Whoever had it working needs to share steps.
For more enjoyment and greater efficiency, consumption is being standardized.
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Fuhshizzle
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Posted - 2007.01.29 16:19:00 -
[169]
wheres it located in the triexporter program?
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j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2007.01.30 01:50:00 -
[170]
"wheres it located in the triexporter program?"
Not sure if it's there, but it should be easy to flip the mesh once you have it loaded into 3d rendering program? ^^;;
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Selvin
Gallente Galactic Fighters Organization
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Posted - 2007.01.30 12:51:00 -
[171]
there isnt ... i didnt know if its needed :) anyway u can always modify source of program coz its available to download too ;P -- TriExporter
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Fuhshizzle
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Posted - 2007.01.30 15:43:00 -
[172]
Originally by: j0sephine "wheres it located in the triexporter program?"
Not sure if it's there, but it should be easy to flip the mesh once you have it loaded into 3d rendering program? ^^;;
yeah sorry I was referring to the person looking for the texture of the marchurial.
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ursula miner
Gallente
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Posted - 2007.02.02 12:35:00 -
[173]
Edited by: ursula miner on 02/02/2007 12:39:58 Nearly there...
[URL=http://img409.imageshack.us/my.php?image=brutixfi8.jpg][/URL]
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Raphe Steeler
Tactical Enterprise Group LTD
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Posted - 2007.02.02 15:38:00 -
[174]
I'm having a terrible time exporting and re-assembling the Typhoon (all the Minmatar ships, really) in Maya. Does anyone know which textures go with the 'Phoon? mt1.dds covers part of the frame, and junk_new.dds forms the external doodads. But I'm missing a good chunk of the out frame and the entire interior. Any hints?
Wish there were a comprehensive list of what textures fit to which models.
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j0sephine
Caldari Reikoku Band of Brothers
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Posted - 2007.02.03 16:51:00 -
[175]
Edited by: j0sephine on 03/02/2007 16:48:33
"Does anyone know which textures go with the 'Phoon?"
Typhoon is done as follows:
* chunk 1 and 2: M_MainA.dds applied with 2nd UV set, on top of it there's machi2.dds applied using 1st UV set
* chunk 3 and 4: mb1.dds
it's the two layer texturing that's likely to give people problems ^^;
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Mara Crys
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Posted - 2007.02.03 21:36:00 -
[176]
Edited by: Mara Crys on 03/02/2007 21:33:26
Quote: chunk 1 and 2: M_MainA.dds applied with 2nd UV set, on top of it there's machi2.dds applied using 1st UV set
Thanks. This may be moot since I'm not using 3ds and am assembling by hand in Maya, but is there a way to switch between UV sets in TriExporter itself to see the layout?
(I don't know why the forum keeps switching me to this alt, but this is obviously Raphe from above)
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elFarto
New Order Industries
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Posted - 2007.02.03 22:17:00 -
[177]
Originally by: Mara Crys Thanks. This may be moot since I'm not using 3ds and am assembling by hand in Maya, but is there a way to switch between UV sets in TriExporter itself to see the layout?
(I don't know why the forum keeps switching me to this alt, but this is obviously Raphe from above)
If TriExporter uses .obj files, then no. The problem with obj files is they only have support for 1 UV map. This was the whole reason behind me writing the lightwave plugin.
Regards elFarto
NPC database Mal: This is your captain speaking. We're having some technical difficulties, so we may experience some turbulence, and then explode. |
ursula miner
Gallente
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Posted - 2007.02.04 12:42:00 -
[178]
Edited by: ursula miner on 04/02/2007 12:43:39 Edited by: ursula miner on 04/02/2007 12:41:06 Sorted! thanks for the info guys!
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Raphe Steeler
Tactical Enterprise Group LTD
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Posted - 2007.02.04 21:05:00 -
[179]
Here's a test render of the scene I'm working on. The textures are fudged and modified, but it's working out pretty well. Thanks for the software and support, gang.
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Takis Shiro
Trucido Vulgus Holdings
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Posted - 2007.02.04 23:53:00 -
[180]
I have to say I had a plaay with Triexporter today and got very lost, I still can't make a texture fit on an object inside the application. Am I missing something with the .blue files? An idiots guide into getting the textures onto the file or a whack on the head and point to the appropriate part of a thread would be greatly appreciated.
Infact should we not be subbmiting bits of this thread to the app writer as a help in the next version?
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Eve Skill = |
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