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Eve 3d Resources:Multiple Formats including .STL for 3d Printing, seperated Textures and more...

Author
AzAkiR NaLDa
Council of Exiles
Brave Collective
#21 - 2013-07-24 22:54:42 UTC
if you are doing it in 3ds max the simple way of doing it would be to use color correction. or make use of the output rollout in the bottom of the used bitmap.

If you are using the output way you can just keep the numbers as they are shown in the json file.

if you use the color correction method it is a bit more work.

Instead of adding the texture directly into the composition slot you add the color correction map and then in that map you add the required texture.

scroll down in the color correction map and search for the advanced tickbox. select that and scroll further down to tick the boxes R, G and B.

Then in the boxes next to it you'll see the gain level from 0-1000%

in order to use the color codes of the json file now you need to multiply that number by 100.

so for instance 0.01253759 would become 1.253759 in the color correction map.

hope this helps you a bit

Lone Star Warrior

Incizion
State War Academy
Caldari State
#22 - 2013-07-25 05:13:32 UTC
Azakir - thanks for the reply. Unfortunately, I do most of my renders in Blender, and what you're describing doesn't quite translate. :)

Right now I'm working on a render of a Manticore - which I've been able to do with some success on my own, but again I'm eyeballing the color of the orange-yellow submask. So since I'm pretty familiar with that model, we'll use that as an example

Now, looking at the JSON file (http://elios.co.nz/res/dx9/model/ship/caldari/frigate/cf6/cf6_t2.json), I see this for the SubMaskDiffuseColor:
Quote:

{
"__i": 15,
"__t": "Tr2Vector4Parameter",
"name": "SubMaskDiffuseColor",
"value": [
0.3568628,
0.3568628,
0.3568628,
1
]
},


Actually, doing trial and error, I think I've figured out that you can translate these into RGB values by multiplying these guys by 255. So that solves that problem. However....

I think it's pretty obvious that in the example JSON up there, this is a gray, so it would seem to me that I'm looking in the wrong place in the JSON file for the Manticore's yellow color. However, looking through the rest of the file, I don't see any color value that follows your typical pattern of a yellow (high red and green, little-to-no blue). So I still seem to be missing some critical piece of information here.
AzAkiR NaLDa
Council of Exiles
Brave Collective
#23 - 2013-07-25 06:08:41 UTC
Try to look for the manufacturer's pgs file. The t2 hulls require the texturing and coloring from that specific hull otherwise colors will not match

Lone Star Warrior

Incizion
State War Academy
Caldari State
#24 - 2013-07-25 17:39:38 UTC  |  Edited by: Incizion
Ah, good idea. Thanks for the tip!

Edit: For clarification, the pgs for the Manticore is in the normal cf6_t2.pgs file, however I think you may be onto something using the .black files from one of the manufacturers.
cerbus
Carpe Noctem.
#25 - 2013-07-26 09:11:41 UTC
Incizion wrote:
Ah, good idea. Thanks for the tip!

Edit: For clarification, the pgs for the Manticore is in the normal cf6_t2.pgs file, however I think you may be onto something using the .black files from one of the manufacturers.


use this one: http://elios.co.nz/res/dx9/model/ship/caldari/frigate/cf6/laidai/cf6_t2_laidai.json

:)

This character is no longer affiliated with the Caldari Prime Pony Club.

Altair Teyax
The Scope
Gallente Federation
#26 - 2013-07-27 17:24:36 UTC
Craig Linford wrote:
Altair Teyax wrote:
I have an issue with non-Amarr ship textures, such as the diffuse map. Amarr diffuse maps are generally slightly gold/brown, but all the other diffuse maps I have seen are simply a neutral grey. Why is this? Is there a way to find colored versions (even the civilian ones) to view in a 3D modeling software?


That is was the Sub_Mask and Mask layers are for. You can get the colour for them in BLACK file. Can't remember where off the top of my head.


Does anyone know how I can get these layers from the BLACK file?
AzAkiR NaLDa
Council of Exiles
Brave Collective
#27 - 2013-07-29 08:49:50 UTC
The mask and submask layer images come from the pgs texture. The colors for these layers are found in the json file. Which is the converted black file. The black or json files only contain coloring information for each part and layer. The rest is al made with the image files.

Lone Star Warrior

Az Tek
Overheat.Everything
#28 - 2013-07-29 09:14:35 UTC
Great work =)

Fight, Fly, Crow... Bangerang

cerbus
Carpe Noctem.
#29 - 2013-08-03 16:51:18 UTC
Will be uploading almost all the hulls in ccp's webgl format this weekend hopefully Lol
Thanks [CCP]Bracari !!

This character is no longer affiliated with the Caldari Prime Pony Club.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#30 - 2013-08-03 18:18:11 UTC
hmm trying to grab the json file for the nyx isnt working ??

http://elios.co.nz/res/dx9/model/ship/gallente/carrier/gca1/gca1_t1.json

that is the link i used but getting

No Results Found
The page you requested could not be found. Try refining your search, or use the navigation above to locate the post.

Lone Star Warrior

cerbus
Carpe Noctem.
#31 - 2013-08-05 11:47:16 UTC
AzAkiR NaLDa wrote:
hmm trying to grab the json file for the nyx isnt working ??

http://elios.co.nz/res/dx9/model/ship/gallente/carrier/gca1/gca1_t1.json

that is the link i used but getting

No Results Found
The page you requested could not be found. Try refining your search, or use the navigation above to locate the post.


Nyx is one of the ships that wouldn't convert if I remember correctly, I'll have a look this weekend.
if it helps, you can just use the colours from any of the other gallente civilian ships.

This character is no longer affiliated with the Caldari Prime Pony Club.

Jonathon Bolmara
Republic University
Minmatar Republic
#32 - 2013-08-08 20:26:07 UTC
I hope one of you can help me. I can export models and get basic textures, but I am unsure on how to split the PGS RGB and Alpha channels. I have tried photoshop but when doing that I can't save as a standard format (e.g. .bmp).
I am guessing this is a noob question but it has been bugging me for a while as it is one of the few things preventing my from making some nice models and animation.
Valeria Ghost
Viziam
Amarr Empire
#33 - 2013-08-09 16:19:06 UTC  |  Edited by: Valeria Ghost
depending on the 3d program you are using you might not even have to seperate them, with maya you can just import the pgs directly and use the different color channels for whatever you need.

easiest way to seperate the layers would be with gimp 2. thats the way i did it in the beginning. theres an option under colors-> components to seperate all colors and the alpha channel. (i have the german version so it might not be called components on english)


edit: if you aren't scared of scripting you could then setup a script to do the process automatically for every pgs file (i didn't do that so i don't have a script to share with you. i just use the pgs files directly now)

it's been a while since i posted any shots, so here is a kronos i worked on last weekend: http://imageshack.com/a/img839/1637/8jw7.jpg
AzAkiR NaLDa
Council of Exiles
Brave Collective
#34 - 2013-08-09 17:37:51 UTC
Jonathon Bolmara wrote:
I hope one of you can help me. I can export models and get basic textures, but I am unsure on how to split the PGS RGB and Alpha channels. I have tried photoshop but when doing that I can't save as a standard format (e.g. .bmp).
I am guessing this is a noob question but it has been bugging me for a while as it is one of the few things preventing my from making some nice models and animation.


i would suggest having a look at roc wielers page. He has some nice tuts on how you can seperate the layers in photoshop
http://rocwieler.com/2012/09/03/eve-online-in-3d-lesson-102/

@ valeria ghost:

That is a nice render right there. I will do some renders again this weekend when i hopefully have some spare time to do some work.

Lone Star Warrior

cerbus
Carpe Noctem.
#35 - 2013-08-10 11:39:42 UTC
Jonathon Bolmara wrote:
I hope one of you can help me. I can export models and get basic textures, but I am unsure on how to split the PGS RGB and Alpha channels. I have tried photoshop but when doing that I can't save as a standard format (e.g. .bmp).
I am guessing this is a noob question but it has been bugging me for a while as it is one of the few things preventing my from making some nice models and animation.


I've done the whole lot for you already if that helps, they've even rotated and fixed to work in any 3d program.
I'll see about making them easier to access without having to use just a url.

This character is no longer affiliated with the Caldari Prime Pony Club.

Valeria Ghost
Viziam
Amarr Empire
#36 - 2013-08-12 15:55:47 UTC
Started importing the guns now, still not animated though since i have no idea how that works. never did animation before but should be able to figure that out sooner or later.

got another question though. For the large neutron blaster i found a file named "blast_neutron_t1_ggs.dds" and couldnt find a similar file for the other large blasters and also couldnt figure out what it could be for. does anyone know if that file is actually used for anything or is that just a leftover (or possibly typo in filename) and not needed at all? Guns look fine without it though just curious for what it might be ^^


Kronos with large neutron blasters (i know there are only 4 turret hardpoints on a kronos, but looks a lot better with 6 guns on it ^^ )
http://imageshack.com/a/img824/5141/cpyp.jpg
AzAkiR NaLDa
Council of Exiles
Brave Collective
#37 - 2013-08-12 17:52:35 UTC
Valeria Ghost wrote:
Started importing the guns now, still not animated though since i have no idea how that works. never did animation before but should be able to figure that out sooner or later.

got another question though. For the large neutron blaster i found a file named "blast_neutron_t1_ggs.dds" and couldnt find a similar file for the other large blasters and also couldnt figure out what it could be for. does anyone know if that file is actually used for anything or is that just a leftover (or possibly typo in filename) and not needed at all? Guns look fine without it though just curious for what it might be ^^


Kronos with large neutron blasters (i know there are only 4 turret hardpoints on a kronos, but looks a lot better with 6 guns on it ^^ )
http://imageshack.com/a/img824/5141/cpyp.jpg


it is pretty hard to see the look of the gun. could you send a close up off them?

Lone Star Warrior

Valeria Ghost
Viziam
Amarr Empire
#38 - 2013-08-12 23:27:36 UTC  |  Edited by: Valeria Ghost
sure:
http://imageshack.com/a/img821/9893/jzf2.jpg


obviously the texture resolution of the kronos sucks that close (@CCP we need that high res texture pack ;-) )
cerbus
Carpe Noctem.
#39 - 2013-08-16 07:36:14 UTC
Valeria Ghost wrote:
Started importing the guns now, still not animated though since i have no idea how that works. never did animation before but should be able to figure that out sooner or later.

got another question though. For the large neutron blaster i found a file named "blast_neutron_t1_ggs.dds" and couldnt find a similar file for the other large blasters and also couldnt figure out what it could be for. does anyone know if that file is actually used for anything or is that just a leftover (or possibly typo in filename) and not needed at all? Guns look fine without it though just curious for what it might be ^^


Kronos with large neutron blasters (i know there are only 4 turret hardpoints on a kronos, but looks a lot better with 6 guns on it ^^ )
http://imageshack.com/a/img824/5141/cpyp.jpg


Looks good, what software?

This character is no longer affiliated with the Caldari Prime Pony Club.

Valeria Ghost
Viziam
Amarr Empire
#40 - 2013-08-18 09:35:29 UTC
thanks ^^

i use maya 2013 for my renders and on that one used photoshop for the dof effect.
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