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Thread Statistics | Show CCP posts - 1 post(s) |
Tridgit
Infortunatus Eventus
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Posted - 2007.04.02 23:37:00 -
[211]
Hey guys. i was busy makin the models from scratch when i was linked to this thread. soo glad this linkage was done at the beginning of my project =)
ive read the entire thread, and i still have a couple questions.
First, turrets. i saw one poster had put turrets on his harpy. i can find the turret models eg "models>turrets>lh3.tri" and i can get the base's as well. however i cannot find the textures. looked high and low cant find em. if someone could tell me how to view a blue file i could probably track down from the info from there. i dont mind exporting them and then linking them up in Maya separitly, possibly even beneficial this way. that would make animation much easier, being able to parent them myself.
Second i can see there is a plethra of people here askin about the t2 ship models, so ill just ask for an update. has anyone had any luck?
And third; to those of you with the segmented models like the tempest, i assume youve exported the segments separitly and linked them in your 3d app. just wondering if indeed this is the case.
and fourth. anyone dabbled with sprites yet? like turret firing effects and whatnot? cause again, i cant find the textures.
Anyways, ive been exporting them directly into maya, its So easy to fix the UV probs there. just right click-hold, go to UV. select the entire model. at the top go to "window > UV Texture Editor" then the second button on the top of this window is "flip UV's vertically" and voila. your done. (you might want to right click object in main window, go to material atributes and change it from a "phong" to a "lambert")
Selvin your a godsend!
-Trid << Mercenary >>
- - !INEVE is currently recruiting! - - |
Raphe Steeler
Maelstrom Crew The Cartel.
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Posted - 2007.04.06 15:57:00 -
[212]
Maya makes this all much harder, it seems sometimes.
I like Phong E textures for metallic surfaces like the Amarr ships (boost the HSV numbers above 1 for a sheen). Haven't decided which is better for Minmatar, yet. Some angles it looks great, some it looks too plastic.
For turrets, I'm just using some of the generic metallic surfaces in the shared folder for now. Haven't been able to find the specific textures yet. For my purposes this works fine, but if I wanted closeups of some of those nice T2 guns I'd want to find the real textures.
Effects are a bit more complicated. For rocket exhaust and trails, I'm using a particle system. Draw a NURBs circle at the nozzle, making sure it has enough sections to produce a thick particle field. Emit from object, omni-directional, no XYZ force, so they don't try to work against the ship motion, then set up some volume axis fields to direct the particles in an exhaust shape. Burn baby burn
I'm using ramp shaded cloud particles (off-white to red to orange) with a high "blob" setting. When the opacity is set right, it looks really good.
Explosions and gunfire I'll be doing in After Effects, just because it's faster.
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Toaster Bagel
ARK-CORP FREGE Alliance
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Posted - 2007.04.09 04:12:00 -
[213]
any chance that bloke who texted the machariel could give us the 411 on that bad boy? I'd appreciate it.
Peace. ôMerchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality.ö |
Vargo Hoat
Caldari
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Posted - 2007.04.09 19:21:00 -
[214]
Edited by: Vargo Hoat on 09/04/2007 19:23:37 An useful information for everyone who is using the latest version of Deep Exploration.. When you export the OBJ file open the .dds files in Photoshop (use NVIDIA plugin) and REMOVE the alpha channel and flip the texture verticaly. Once you do that then the texture will display as it should in Deep Exploration and 3DS (if you exported from DE).. Enjoy :) All angels lose their wings. |
Sameth Daret
Original Pirating Material
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Posted - 2007.04.11 10:13:00 -
[215]
Edited by: Sameth Daret on 11/04/2007 10:09:56 i made this video
320x200 :( needed it quickly
using photoshop CS2, Deep Exploration 4 and 3DS MAX 7
- Original Pirating Material -
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Kw4h
Dragon's Rage Intrepid Crossing
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Posted - 2007.04.12 20:15:00 -
[216]
Its surprising how easy you can get decent pretty pictures, when you put some effort into creating specular and bump maps based on the original textures. Then attempt to add some proper lighting in the scene, and render it out with the starfield plugin.
Linkage ___________ Out of game eve map
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Toaster Bagel
ARK-CORP FREGE Alliance
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Posted - 2007.04.14 14:21:00 -
[217]
Yeah, I've started doing some nice stills here and there.
My linkage ôMerchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality.ö |
xbreaka
Veto. Veto Corp
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Posted - 2007.05.08 01:40:00 -
[218]
for someone who uses lightwave, im having a strange problem i can get the texture on it in the viewport but when i try to render my little animation scene it still shows up as being gray despite it having the texture attached. Also is there anyway to get this so i can import it into Vue 6, that program wont accept DDS textures for the life of it.
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Ankah Tragica
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Posted - 2007.06.01 20:41:00 -
[219]
I want to extract the wireframes too, but Selvins webpage seems to be down. Does anyone have a link to download the tool from another source, or mail the tool to me?
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DaOpa
Amarr Static Corp
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Posted - 2007.06.02 03:20:00 -
[220]
Any updates on this Tool - TriExporter ?
Any chance of adding a menu for Ships .. that will automaticalyy attach the right texture to it ? instead of going threw the maze of files to pick it and then by chance having it work? ! Static Corp Website |
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ursula miner
Gallente
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Posted - 2007.06.04 16:27:00 -
[221]
Work in progress... Here
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Romeq
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Posted - 2007.06.11 08:17:00 -
[222]
well i've got some problemz here's pic : http://sfq.nm.ru/maxx.jpg i have mega 3ds file and also converted skin in jpg
and i'm tryin' to place it over and somethin' goin' wrong as u see on the second picture and i don't know why :(
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Major Stallion
The Dark Horses Hydra Alliance
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Posted - 2007.06.16 16:30:00 -
[223]
I've got two questions. (IF theyre already answered in the thread, then I'm sorry, but im too frackin lazy to read through all the posts.)
1) How do i get the textures for the T2 ships?
2) Ive noticed when i use 3ds, that on the model (before render) there are black spots which, when rendered, become transparent and it makes the end model look horrible. How do i fix this??
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Dizzee
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Posted - 2007.06.19 20:02:00 -
[224]
Hi Maybe I missed it, or I'm just plain bum either way please could someone explain how to add a texture to a model. in TriExporter I set folder to eve directory, and unstuff in the right panel I select res > models > ships > amarr > ab1 > ab1shape.tri [gives me the apoc shape] in textures I do the same and add the 2 dds files from the above directory and one from res > texture > amarr > ab1
and nothing! what am I doing wrong?
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Romeq
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Posted - 2007.06.20 14:03:00 -
[225]
double-click ;)
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Major Stallion
The Dark Horses
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Posted - 2007.06.23 16:18:00 -
[226]
Originally by: Major Stallion I've got two questions. (IF theyre already answered in the thread, then I'm sorry, but im too frackin lazy to read through all the posts.)
1) How do i get the textures for the T2 ships?
2) Ive noticed when i use 3ds, that on the model (before render) there are black spots which, when rendered, become transparent and it makes the end model look horrible. How do i fix this??
anyone????
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WGAnubis Marrith
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Posted - 2007.07.19 04:18:00 -
[227]
Hi, I dont know if I am doing something wrong here but I cant seem to get anywhere with this program.
I go to file, Set the Folder to the eve folder, hit okay and nothing happens. Ive clicked unstuff and checked the folder that I selected and nothing is in that folder. Did I miss something that I had to download or is there a step im not seeing?
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elFarto
New Order Industries
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Posted - 2007.07.19 12:32:00 -
[228]
Originally by: WGAnubis Marrith I notice that a fiar number of ships are broken up into several .tri files, is there a way to combine .tri files to make them look like what they are in the game?
Only my showroom app can do that.
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. |
WGAnubis Marrith
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Posted - 2007.07.19 18:11:00 -
[229]
Originally by: elFarto
Originally by: WGAnubis Marrith I notice that a fiar number of ships are broken up into several .tri files, is there a way to combine .tri files to make them look like what they are in the game?
Only my showroom app can do that.
Regards elFarto
Can you give me a link to download your showroom app elFarto? I cant seem to find it in this thread and when I do a search it seems I can only find a refence to it, not an actual link to download.
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Tonto Auri
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Posted - 2007.07.19 19:47:00 -
[230]
Originally by: elFarto
Originally by: WGAnubis Marrith I notice that a fiar number of ships are broken up into several .tri files, is there a way to combine .tri files to make them look like what they are in the game?
Only my showroom app can do that.
Regards elFarto
Do You have it fixed? Last time I checked it can't properly load half of all ships. (incorrect texturing, missing objects etc.) -- Thanks CCP for cu<end of sig> |
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elFarto
New Order Industries
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Posted - 2007.07.19 21:01:00 -
[231]
Here
It should load all the models ok, there are issues with the little blinky lights not being positioned correctly, and a couple of the shuttles are messed up, but I haven't worked on it in a while.
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. |
Popsikle
Minmatar Re-Awakened Technologies Inc Electus Matari
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Posted - 2007.07.26 18:15:00 -
[232]
Originally by: elFarto
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
Hmm, Cant seem to get it to function under 9.2 ;( ____ <t20> i want to be in a manager potition at Hooters <SaraDawn> Garthagk, do you have it up ? <Garthagk> I can get it up anytime. |
Lance Fighter
Amarr
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Posted - 2007.08.02 01:19:00 -
[233]
Well then I am wondering, Is it possible to actually export the t2 stuff with all the t2 addons on it?
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T'Amber
anomandaris demaleon
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Posted - 2007.08.27 07:15:00 -
[234]
Something i was messing around with;
3dmax8/ 64bit Triexporter Photoshop Boosters
erebus test
I still haven't figured out how to get the EVE light/bump maps etc to work, and tried adding the lights etc after renders with varying results.
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Orvas Dren
Coreli Corporation Exuro Mortis
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Posted - 2007.08.31 03:41:00 -
[235]
Say I wanted an extremely hi-res still to be rendered..
And I have Lightwave and TriExporter, do I still need 3DS to make one?
And what would the process be?
Keep in mind that I have only limited knowledge of 3D anim software, as most of my experience is with using them for digital abstract single renders. __________________________________________________________
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Darkshyla
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Posted - 2007.09.09 19:29:00 -
[236]
i have some problems with the multi textured models ...
show the problems
1. how i get the texture correctly? 2. how i get the transparancy in front and back of the ship, between the spikes?
other models like rokh or so are no problem ...
i use 3dsmax
thx 4 help
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T'Amber
54th Knights Templar
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Posted - 2007.09.10 05:58:00 -
[237]
Darkshyla- Rotate the textures 180 degrees and you'll fix this problem. :)
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Darkshyla
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Posted - 2007.09.10 18:32:00 -
[238]
i have turn the texture many times, but the problem still there :(
other models are nit the problem ... but the rifter or the machariel are too difficult for me ...
how to refuel a minmatar-carrier?
here the solution ^^
Linkage
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OMEGA JACK
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Posted - 2007.09.13 12:55:00 -
[239]
I have been useing this site http://www.newedenlibrary.net/sigs/models.shtml to try and export the ships and textures in to maya. its works for the most part the only thin is there is always 1 texture map missing from the ship when i render it. can anyone help me? or am i trying to do this the way wrong for maya?
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Dire Lauthris
Coreli Corporation Exuro Mortis
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Posted - 2007.09.14 10:26:00 -
[240]
Originally by: OMEGA JACK I have been useing this site http://www.newedenlibrary.net/sigs/models.shtml to try and export the ships and textures in to maya. its works for the most part the only thin is there is always 1 texture map missing from the ship when i render it. can anyone help me? or am i trying to do this the way wrong for maya?
Blind leading the blind here as I'm a noob with Maya/3D in general, but do you get the same problems in a Software render? My models appeared semi-transparent in hardware for some reason I still can't work out, but software is ok.
In any case for Maya I've been doing:
- export model as .obj - readdxt the .dds to extract the .tga's - flip the biggest .tga texture 180 in photoshop and save as psd (personal preference there) - import the model and apply a phong/phong e/whatever material, and load the texture in as a psd. - software render the scene
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[The Exiled]
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