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TriExporter

First post
Author
AzAkiR NaLDa
Presumed Dead Enterprises
Brave Collective
#521 - 2014-05-10 08:28:28 UTC
Have you Done modding before for the game? If nit i suggest you read up on that first. And then get me the info i need that is.

- What file structure is used by the game
- What way of implementation do you think you'd be using (replace a current model or use the eve assets as new models in the game)

Lone Star Warrior

Snailsfirst
Self Destruct Supplys
#522 - 2014-05-27 22:18:17 UTC  |  Edited by: Snailsfirst
I tried to get these Tools today Triexporter with granny2.dll. Nice Tool but crashes everytime I doubleclick a .gr2 file.
Then I tried evegr2toobj with an included granny2.dll (an older one I guess) ... Same thing as above.

So I think my grannys fails all the time... I got win 7 64bit.

Is anyone here who got the same problem or a solution to fix it?
AzAkiR NaLDa
Presumed Dead Enterprises
Brave Collective
#523 - 2014-05-28 05:45:25 UTC
One page back in the topic there is a working version posted there. Hope it helps.

Lone Star Warrior

Snailsfirst
Self Destruct Supplys
#524 - 2014-05-28 09:09:57 UTC
That Version works, thank you. Shocked

I'm surprised about so many not working Versions on the field. Sad
AzAkiR NaLDa
Presumed Dead Enterprises
Brave Collective
#525 - 2014-05-28 21:58:41 UTC
these versions all worked one day in the past but are now out of date.

That is the main reason why they bug out and crash.

some of my recent work trying to come up with a custom paint scheme for the corp ships :)

http://lone-star-warriors.com/images/Maller_Cam_03.jpg

Lone Star Warrior

T'amber Demaleon
Center for Advanced Studies
Gallente Federation
#526 - 2014-06-18 12:08:35 UTC  |  Edited by: T'amber Demaleon
http://i.imgur.com/hxvH3RP.jpg :3

I have no idea if these ccp texture photoshop actions still work, I've not needed ps for some time, but they may be useful for someone: http://www.caldariprimeponyclub.com/res/CPPC%20Texture%20Actions.atn
Kaerakh
Obscure Joke Implied
#527 - 2014-06-22 03:14:00 UTC
T'amber Demaleon wrote:
http://i.imgur.com/hxvH3RP.jpg :3

I have no idea if these ccp texture photoshop actions still work, I've not needed ps for some time, but they may be useful for someone: http://www.caldariprimeponyclub.com/res/CPPC%20Texture%20Actions.atn


You have absolutely no idea how badly I want to see that ingame.
Cartoondog
Ministry of War
Amarr Empire
#528 - 2014-07-01 18:13:23 UTC
I'm having trouble getting Black2Json to read any of the .black files, I'm getting an Unhandled Exception, with Array len > array real elemns!.

Does anyone know if this is just me, or whether the .black files have been changed recently?

Thanks
Paka-Tegat Birshiri
Paragon Material Extraction and Processing
#529 - 2014-08-02 15:50:48 UTC
Does anyone have an up-to-date modeling tutorial? I tried following the EVE UNI one, but despite following it exactly, my results were... less than impressive.

Failing that, does anyone have a completed .blend file that I could look at and reverse engineer? I've done some 3D modelling, but I'm at my wits' end trying to recreate the graphics from in game... whoever developed http://www.caldariprimeponyclub.com/ deserves a gold star for perseverence!
Blackhuey
Deep Core Mining Inc.
Caldari State
#530 - 2014-10-13 10:47:47 UTC
I've been trying to figure out which dds map channels go where in the 3dsmax 2011 material editor, but I'm going bonkers with the submaps and self illumination. I've been back a bit through this thread but the most helpful looking site is down - any straightforward "this map channel goes here" style tutorials for Max?

@blackhuey | soundcloud.com/blackhuey

Neth'Rae
State Protectorate
Caldari State
#531 - 2014-12-14 05:44:03 UTC
Blackhuey wrote:
I've been trying to figure out which dds map channels go where in the 3dsmax 2011 material editor, but I'm going bonkers with the submaps and self illumination. I've been back a bit through this thread but the most helpful looking site is down - any straightforward "this map channel goes here" style tutorials for Max?


I'm doing the same thing right now in blender, trying out the Node Editor.
.
I've got some of it working.. The normal map, the glowing texture, the masks that define the color.
The diffuse is working but it doesn't look right, same with the specular.

I had to invert a lot of the values but I'm starting to get the hang of it.

I assumed all ship textures had been adjusted for PBR, but this doesn't seem like it, my experience with PBR is at a very basic level though..

I'll post my result once I've refined it further.. Or if I get stuck..


AzAkiR NaLDa
Presumed Dead Enterprises
Brave Collective
#532 - 2014-12-14 22:33:11 UTC
I am in the middle of setting up again for some render work. Looking into the New rendering system ccp is using.

Please share any progress you've made and show it off to the rest of US.

Lone Star Warrior

Neth'Rae
State Protectorate
Caldari State
#533 - 2014-12-15 01:05:38 UTC  |  Edited by: Neth'Rae
I feel like I'm the wrong person doing this..
I've got no practical experience with this, I've learned all of it over the weekend..

This is still looking like a huge mess..
But hopefully someone can understand it and point out what I'm doing wrong..

I'm using this to figure out what the different textures are intended for. It helped me figure out the normal map.

PBR needs the roughness defined by a map, so I feel like one map is missing.
Or the Albedo/diffuse is missing, because the one I think is a diffuse map barely has any colors and is way too bright.
Right now I'm just using the spec map for roughness.

WIP So far..

Also most of this stuff has been trial and error, so it would be nice to get help from someone who knows their stuff..



Edit. I was looking at old screens of the ship. It looks completely different now, so I think I know how to set this up, at least I have a better reference point now by looking at it in-game..
Neth'Rae
State Protectorate
Caldari State
#534 - 2014-12-15 12:14:11 UTC  |  Edited by: Neth'Rae
My previous attemps made the ship way too dull, now I tried combining different texture maps to get more metal and reflection.
I still can't quite figure out how to get the right roughness..

If CCP is blending the maps together it's gonna be hard to figure out exactly how by only trial and error.

Shiny Talos

It still looks way too bright though. Maybe the color of the reflections are based on a map?




Darkened the diffuse a bit..


Edit:Much grittier version
AzAkiR NaLDa
Presumed Dead Enterprises
Brave Collective
#535 - 2014-12-15 18:09:46 UTC  |  Edited by: AzAkiR NaLDa
okay just looked up some more info on the entire PBR mechanic.

If you need info about it check out this page

Lone Star Warrior

AzAkiR NaLDa
Presumed Dead Enterprises
Brave Collective
#536 - 2014-12-20 13:52:16 UTC
i have been doing some digging into getting the propper files converted, My main issue right now is the black file which holds all the values for all the ships.

I am talking about the "data.black" file located in the //res/dx9/spaceobjectfactory/ folder

Anyone here that was able to convert it from it's binary form?

I would greatly appreciate it.

Lone Star Warrior

Jadek Kin
Incorruptibles
#537 - 2015-01-18 18:30:07 UTC
I don't have any modelling skill myself. Regardless, would it be possible to export these ship models into a human scale oculus viewer. Textures at that scale would obviously be horrible, but it might be interesting to get a sense of the scale of ships in 1st person perspective.
AlleyKat
The Unwanted.
#538 - 2015-01-21 11:19:53 UTC  |  Edited by: AlleyKat
AzAkiR NaLDa wrote:
i have been doing some digging into getting the propper files converted, My main issue right now is the black file which holds all the values for all the ships.

I am talking about the "data.black" file located in the //res/dx9/spaceobjectfactory/ folder

Anyone here that was able to convert it from it's binary form?

I would greatly appreciate it.




I'm not suggesting you decompile EVE, nor am I suggesting you convert any files into other formats and remove the english language elements prior to doing so.

What I am suggesting is that if someone (not you) were to do this they would not get the information they are looking for, but be presented with a logical pathing system which does not correspond to anything relevant to anyone but the game code.

In other words, I am assuming, if that is what I am doing should I be doing anything which I'm not, that there is another file which has a look-up table that would need locating and understanding that the file you are talking about relates to.

But that's just a guess, should I wish to make one.

This space for rent.

Paul Shawn
Brutor Tribe
Minmatar Republic
#539 - 2015-03-31 20:06:40 UTC  |  Edited by: Paul Shawn
Hello all. I've been trying to get TriExporter to see the contents of my EvE directory but to no avail. When I go to menu>file>set folder... and select my EvE folder nothing happens. I've looked through this thread thoroughly and have tried using all the versions of TriExporter as well as the granny2.dll. I have a folder with both the TriExporter.exe and the .dll in it together. I'm using Win7 64 and my EvE folder is located in the C:\Program Files (x86)\CCP directory. Not sure why this might be happening but any help would be much appreciated.

I <3 internet spaceships and sometimes make movies of them. http://www.youtube.com/user/cpjontek

Tykari
Aliastra
Gallente Federation
#540 - 2015-03-31 20:44:42 UTC
Triexporter will cureently be out of action. Due to the download on demand changes tot he client the resource files were all moved to the SharedCache folder. Triexporter wasn't built for how the files are stored now and can't read them anymore.

In this dark void we are like brilliant stars, holding within us both the creative and destructive power to bring a new dawn upon worlds or plunge them into eternal darkness.