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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Quantar Raalsken
Gallente
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Posted - 2009.03.16 22:05:00 -
[601]
Edited by: Quantar Raalsken on 16/03/2009 22:15:39 Moros and all barges are broke
TriExpoter just closes with no msg whatsoever
edit: i found that T2 ships are under the folder of the faction that built them and a few are also under "factionname_markii"
also a small number of pirate faction ships are under "factionPC" but the rest are under their respective faction folder
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.03.16 22:55:00 -
[602]
Oh wow, the .red files are waaaaay nicer to read than the old .blue files, they we're mostly gibberish with a few texture names hidden in it.
I wonder if we can get CCP to comment on what all the parameters are in the .red files, that will make it a lot easier to replicate the materials inside 3D apps.
Updated Links to TriExporter (so you dont have to go searching through the thread for it). TriExporter - Latest version (0.4.1.0beta - opens .gr2 files) Broken models in .obj format - Barges, Nyx, Moros, Opux and Thrasher (Thanks to Ouroborus777)
I will look at getting a Tutorial written, one for just general model extraction and texture conversion, and another Cinema 4D specific one for setting up the materials.
Eve Online Ship Chart - Quantum Rise Edition |
Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.17 02:01:00 -
[603]
Originally by: Davik Rendar Oh wow, the .red files are waaaaay nicer to read than the old .blue files, they we're mostly gibberish with a few texture names hidden in it.
I wonder if we can get CCP to comment on what all the parameters are in the .red files, that will make it a lot easier to replicate the materials inside 3D apps.
Updated Links to TriExporter (so you dont have to go searching through the thread for it). TriExporter - Latest version (0.4.1.0beta - opens .gr2 files) Broken models in .obj format - Barges, Nyx, Moros, Opux and Thrasher (Thanks to Ouroborus777)
I will look at getting a Tutorial written, one for just general model extraction and texture conversion, and another Cinema 4D specific one for setting up the materials.
hmm, weird the copy I had (Beta1) opened GR2 files.
Anywho thanks.
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Korrakas
Caldari Legion of Ascension The Fierce Allegiance
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Posted - 2009.03.19 18:17:00 -
[604]
btw ive been playing around with Tri for a few days now and ive noticed that all the textures seem drab and dark e.g ammar ships look brown instead of reflective gold (but im guessing this is becuase of the nature of the Tri rendering engine) also when texture a thorax for exapmle in tri it lacks all the little lights etc and is just a grey texture is this normal ???
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Quantar Raalsken
Gallente
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Posted - 2009.03.20 04:11:00 -
[605]
Originally by: Korrakas btw ive been playing around with Tri for a few days now and ive noticed that all the textures seem drab and dark e.g ammar ships look brown instead of reflective gold (but im guessing this is becuase of the nature of the Tri rendering engine) also when texture a thorax for exapmle in tri it lacks all the little lights etc and is just a grey texture is this normal ???
yes its normal u need the effect of shaders working on it to make it look shiny and gold or in gall's case, green
PS can i get those broken ships in .X format plz? thx.
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.20 06:00:00 -
[606]
Edited by: Aurvundill on 20/03/2009 06:03:36 TriExporter 2009 Release Changes:
- Increased Screen Render Space
- Enlarged File List for Easy Viewing
- Updated Many Error Messages
- Cleaned Up UI & Menu Text
- New Icon! (Woooo)
- New Icons for Tree List
- Maximize works, but has a minor issue. >_>
TriExporter 2009 Download TriExporter 2009 UI Screenshot
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Korrakas
Caldari Legion of Ascension The Fierce Allegiance
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Posted - 2009.03.20 18:39:00 -
[607]
Originally by: Quantar Raalsken
Originally by: Korrakas btw ive been playing around with Tri for a few days now and ive noticed that all the textures seem drab and dark e.g ammar ships look brown instead of reflective gold (but im guessing this is becuase of the nature of the Tri rendering engine) also when texture a thorax for exapmle in tri it lacks all the little lights etc and is just a grey texture is this normal ???
yes its normal u need the effect of shaders working on it to make it look shiny and gold or in gall's case, green
PS can i get those broken ships in .X format plz? thx.
Is there any way I can get those effects, say if i export the files to 3DSMAX ?
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Rilwar
22nd Black Rise Defensive Unit
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Posted - 2009.03.21 04:12:00 -
[608]
Edited by: Rilwar on 21/03/2009 04:14:20
Originally by: Korrakas Is there any way I can get those effects, say if i export the files to 3DSMAX ?
There is no do-it-for-me button.
Effects, shaders and lighting are handled by the game's render engine with instructions from the .red files, you'll need to do these on your own. Reading the .red files will even give you some ideas.
-EDIT-
Loving your edit Aurvundill, much cleaner than the original... and my hex'ed copy that removed all the info/stats and resized the treeview to the app's height.
OFF TO THE HEX AGAIN /o/
---O-H--S-H-I-T---
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Korrakas
Caldari Legion of Ascension The Fierce Allegiance
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Posted - 2009.03.21 12:08:00 -
[609]
Originally by: Rilwar Edited by: Rilwar on 21/03/2009 04:14:20
Originally by: Korrakas Is there any way I can get those effects, say if i export the files to 3DSMAX ?
There is no do-it-for-me button.
Effects, shaders and lighting are handled by the game's render engine with instructions from the .red files, you'll need to do these on your own. Reading the .red files will even give you some ideas.
-EDIT-
Loving your edit Aurvundill, much cleaner than the original... and my hex'ed copy that removed all the info/stats and resized the treeview to the app's height.
OFF TO THE HEX AGAIN /o/
I know the shaders are read and applied by the render engine from the .red files but what im asking is can those effects be replicated out of game using 3D rendering software(3DS MAX in my case), and how would i go about doing that ?
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Korrakas
Caldari Legion of Ascension The Fierce Allegiance
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Posted - 2009.03.21 12:09:00 -
[610]
Edited by: Korrakas on 21/03/2009 12:09:38 accidental doublepost
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Quantar Raalsken
Gallente
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Posted - 2009.03.21 21:23:00 -
[611]
Edited by: Quantar Raalsken on 21/03/2009 21:24:33 Edited by: Quantar Raalsken on 21/03/2009 21:24:19
Originally by: Korrakas
Originally by: Rilwar Edited by: Rilwar on 21/03/2009 04:14:20
Originally by: Korrakas Is there any way I can get those effects, say if i export the files to 3DSMAX ?
There is no do-it-for-me button.
Effects, shaders and lighting are handled by the game's render engine with instructions from the .red files, you'll need to do these on your own. Reading the .red files will even give you some ideas.
-EDIT-
Loving your edit Aurvundill, much cleaner than the original... and my hex'ed copy that removed all the info/stats and resized the treeview to the app's height.
OFF TO THE HEX AGAIN /o/
I know the shaders are read and applied by the render engine from the .red files but what im asking is can those effects be replicated out of game using 3D rendering software(3DS MAX in my case), and how would i go about doing that ?
read the .red file and follow the path in Tri export to the effect's location and export it....one problem tho is that while the .red references.fx files the tri exporter shows them as 2.0 hi 2.0 low and 3.0 high 3.0 low so im guessin the game uses which ever one based on the setting u chose and which shader model ur GFX card uses....the problem is that these are already compiled files (they show as jibberish in Notepad) and so are of no use to us, either we figure a way to de-compile or decrypt these or we have to build ours from scratch
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DaOpa
Amarr Static Corp
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Posted - 2009.03.21 22:15:00 -
[612]
Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..
---------- LP Store Database | T3 Ship DB |
Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.21 22:26:00 -
[613]
Originally by: DaOpa Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..
s1 = front s2 = front middle s3 = middle s4 = back middle s5 = back/engine
You have 5 versions of each peice however only Minny's s1-5v4&v5 are modeled.
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Irumani
Gallente ICE is Coming to EVE Tau Ceti Federation
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Posted - 2009.03.21 23:05:00 -
[614]
Aurvundill, if you could add a check box option when extracting a whole directory, to export all included .gr2 files as .obj and/or .3ds, you'd be my new personal god.
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.22 02:06:00 -
[615]
Originally by: Irumani Aurvundill, if you could add a check box option when extracting a whole directory, to export all included .gr2 files as .obj and/or .3ds, you'd be my new personal god.
Bit of a toughy but I'll look at the options... oh and also.
Sweet Sweet Hyperion Love with Glowing Lights. :D
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DaOpa
Amarr Static Corp
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Posted - 2009.03.22 02:35:00 -
[616]
Originally by: Aurvundill
Originally by: DaOpa Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..
s1 = front s2 = front middle s3 = middle s4 = back middle s5 = back/engine
You have 5 versions of each peice however only Minny's s1-5v4&v5 are modeled.
ok .. let me try again :P
s1 = front = OFFENSIVE SUBSYSTEM s2 = front middle = WHAT? s3 = middle = WHAT? s4 = back middle = WHAT? s5 = back/engine = WHAT?
---------- LP Store Database | T3 Ship DB |
Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.22 03:07:00 -
[617]
Originally by: DaOpa
Originally by: Aurvundill
Originally by: DaOpa Does anyone know the Line up for the T3 Subsystems models ?
IE what models is what subsystem?
Theres only 1 part of the models that I know for sure .. and thats the Offensive which is named
s1 = Offensive Subsystem
Does anyone know what the rest are ?
s2 = s3 = s4 = s5 =
... I was trying to figure out what subs go with what model.. but theres only 1 verison seeded .. and I cant figure it out without more verisons ..
s1 = front s2 = front middle s3 = middle s4 = back middle s5 = back/engine
You have 5 versions of each peice however only Minny's s1-5v4&v5 are modeled.
ok .. let me try again :P
s1 = front = OFFENSIVE SUBSYSTEM s2 = front middle = WHAT? s3 = middle = WHAT? s4 = back middle = WHAT? s5 = back/engine = WHAT?
IIRC its: Defensive Subsystems Offensive Subsystems Electronic Subsystems Engineering Subsystems Propulsion Subsystems
Now have a His & Her Hyperion since you made me post.
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Davik Rendar
ANZAC ALLIANCE Southern Cross Alliance
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Posted - 2009.03.22 21:57:00 -
[618]
Just a slight correction on Aurvundill's post
s1 = Electronic s2 = Defensive s3 = Engineering s4 = Offensive s5 = Propulsion
Very nice job on the UI revamp too Aurvundill
Eve Online Ship Chart - Quantum Rise Edition |
Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.23 00:38:00 -
[619]
Edited by: Aurvundill on 23/03/2009 00:39:27 *yawn* Got bored today.
Have a few pics: A Tight Docking Situation 1 A Tight Docking Situation 2 A Tight Docking Situation 3
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Cayth
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Posted - 2009.03.25 16:56:00 -
[620]
so, to the person asking about the shaders: Yes, 3DS MAX (and maya, and most decent packages) can use shaders in materials. You'll have to look through the .red file to find the the shaders, then use triexporter to dump them. Then you can use your packages materials editor to load and configer the shader file. I suggest searching through your packages reference files and using google to determine how for your particular package.
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Korrakas
Caldari Legion of Ascension Beyond Ascension
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Posted - 2009.03.27 18:10:00 -
[621]
much appreciated
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Anigo Montioa
Minmatar
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Posted - 2009.03.28 18:04:00 -
[622]
I opened the .red file and the shaders it linked to were .fx, but in TriExporter they showed up as SM_2_0_LO, SM_2_O_HI, SM_3_0_LO, SM_3_0_HI. I assume that's Shader Model 2/3 LO/HI? I'm not exactly sure what to do from there since it's not in the .fx it says they are. I found these in the "res:/Graphics/Effect/Managed/Space/Ship/" folder, by the way. As an example in case I'm not making any sense, the .red file says this: effectFilePath: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.fx" and when I go to that directory I find this: "res:/Graphics/Effect/Managed/Space/Ship/DoubleFresnelReflectionWithGlow.sm_2_0_hi" (Also has the other 3 types of this file).
Any ideas? Or is there a way to convert the file to .fx?
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Quantar Raalsken
Gallente
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Posted - 2009.03.30 17:31:00 -
[623]
nice new sig ================================================
GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment |
Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.03.30 23:26:00 -
[624]
Originally by: Quantar Raalsken nice new sig
Thanks, was messing around with the color constants on the shader. About 75% of it is complete.
________
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Quantar Raalsken
Gallente
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Posted - 2009.04.03 15:42:00 -
[625]
Originally by: Aurvundill
Originally by: Quantar Raalsken nice new sig
Thanks, was messing around with the color constants on the shader. About 75% of it is complete.
btw which shader did u use?
the ones that are pointed to in the .red files take me to "pieces" of shader files and they are already compiled so i cant make any use of them...i tried hacking together the ship.fx one but i got lost lol ================================================
GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment |
Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.03 22:47:00 -
[626]
Edited by: Aurvundill on 03/04/2009 22:58:00
Originally by: Quantar Raalsken Edited by: Quantar Raalsken on 03/04/2009 16:54:20
Originally by: Aurvundill
Originally by: Quantar Raalsken nice new sig
Thanks, was messing around with the color constants on the shader. About 75% of it is complete.
btw which shader did u use?
the ones that are pointed to in the .red files take me to "pieces" of shader files and they are already compiled so i cant make any use of them...i tried hacking together the ship.fx one but i got lost lol
Edit: also all of my ship_d.dds files are showing up as black/blank in all my picture editors/viewers with .dds support any idea?
I sorta wrote my own after decoding the image formatting.
Did some more work on it today, about 90% done on the shader. http://dl.eve-files.com/media/corp/Xabora/eve_proph1.JPG http://dl.eve-files.com/media/corp/Xabora/eve_proph2.JPG http://dl.eve-files.com/media/corp/Xabora/eve_proph3.JPG I used sage (Dark Green), because it was a nice easy color to see if its working right. SIDE NOTE: I did not directly color the dds files, I just used a constant vector to change it in the shader.
Just a few tips on IDing your images that you extract. Most DDS will have the ship/model name followed by some lettering. D = Diffuse (Nuff said, ship skin) [Can sometimes have 'light' textures embedded into the alpha layer] N = Normal Maps (Normally found in the Alpha Layer on an Shipname_ngs.dds combo) G = Gloss (Used for Cubemap Rendering on Ships) S = Specular P = Paint (Used for Tinting and Hues on Some Ship Parts) L = Lettering (Seen on ships in differing patterns)
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MagicBox
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Posted - 2009.04.04 02:00:00 -
[627]
Is there any chance to put in a Export to Animated gif option?
or would that be to hard to code in ?
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.04 19:22:00 -
[628]
Originally by: MagicBox Is there any chance to put in a Export to Animated gif option?
or would that be to hard to code in ?
Thats something for a renderer to do like 3DS Max, Maya, Blender and the such to do.
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Aurvundill
Caldari Merch Industrial GoonSwarm
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Posted - 2009.04.04 21:58:00 -
[629]
Edited by: Aurvundill on 04/04/2009 22:01:15 Here is a proper colored one, about 95% done. Just need to do work on the glass shaders & cubemap shaders for the armor points.
I used native values for this so they are 1:1 to EVE in a white light area.
http://i40.tinypic.com/2qdbrxt.jpg
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Nakuda
Gallente Adventurers Matari Visionary Coalition
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Posted - 2009.04.04 23:28:00 -
[630]
Originally by: Aurvundill Edited by: Aurvundill on 03/04/2009 23:34:00 N = Normal Maps (Normally found in the Alpha Layer on an Shipname_ngs.dds combo)
But that is just one channel of the normal map? You use it as a heigh map? After bit of testing I noticed that EVE normal maps have their color channels on wrong places, so they need some manipulation to make them work as normal maps (not just height maps) in 3D softwares.
This is for Gimp, but same basic idea on other image manipulation programs like photoshop. Load shipname_ngs.dds (you will need the .dds plugin) Decompose (separate color channels to layers) Invert Red channel (black to white) Recompose: Red to Blue Blue to Alpha Green to Red Alpha to Green Save to any format you like.
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