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TriExporter

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Author
Tusko Hopkins
Puritans
We want your ISK
#61 - 2012-05-15 09:24:20 UTC
Does anyone know how tech2 ships can be exported using TriExporter? I was looking in the res/dx9/model/ship/* directories but the models I can find there seem to be only for the tech1 variants (plus a couple extra like AT ships).

What I need is the 3d model of the Rapier. The only ship I found which is similar is the Bellicose in res/dx9/model/ship/minmatar/mc3. This is not the same model as can be seen in the game though: the rapier not only has a different texture in game, but it also differs in the geometry: it has 3 more engines and 2 extra solar panels. Is the EVE client using some sort of compositioning to put on these extra parts, and if yes, where can I find these extra models?
Wild Rho
The Gentleman's Club
#62 - 2012-05-16 05:36:34 UTC
The T2 models will be under different folders / sub folders, typically named after the faction that produces the T2 varient (although the folder structure and naming conventions are all over the fcking place).

I'd give you the exact path to the rapier if I could but I don't have tri-exporter infront of me right now.
Andares Sol
Center for Advanced Studies
Gallente Federation
#63 - 2012-05-26 07:38:28 UTC
Hi Guys!

I am still fighting with applying the paint maps to the diffuse texture in GIMP. Most of you will probably use Blender for doing some nice ship renderings. What i wanna do is apply a specific painting to the diffuse texture, so that the generic diffuse texture will end up as a specific faction/model painting.

This is what i tried so far:
Do the usual magic to decompose the d and pgs texture to layers.
Copy alpha from pgs texture to d texture.
Invert alpha and adjust levels.
Recompose d texture
Copy the two mask layers from pgs texture to d texture
Open red file and get MaterialDiffuseColor, MaskDiffuseColor, SubMaskDiffuseColor for Hull and create additional layers with these colors.

Ok so far so good... Now it becomes a bit odd... Somehow magically i have to compose all these layers to the final color.

So i tried this:
Open the Eve Client and have a sharp look at the model preview and decide which color is what and how it matches with the mask. Now i overlayed the base-color with the diffuse texture and did a Merge Down Layer to get the base color of the diffuse texture. Then i combined the mask colors with the mask - sometimes inverting the mask - to get a new layer, where everything is white, and the two masks have their respective color. And finally overlayed that stuff with the already painted diffuse texture.

Vexor Paint Test

It looks better than not painting it at all, but the con is, that the colors of the paintmask is a combination of:
diffuse texture - material diffuse color - mask diffuse color
Not sure if it is intended to multiply the material diffuse color as well... *headscratch*

So the big question is: How do you use the colors in the Mask colors from the Red Files?

Bests,
Tobias

P.S.: Any ideas what the new *.black files are? A binary version of *.red or something entirely else...
Cynthia Shepard
Black Void Division
#64 - 2012-05-26 22:43:39 UTC
Tusko Hopkins wrote:
Does anyone know how tech2 ships can be exported using TriExporter? I was looking in the res/dx9/model/ship/* directories but the models I can find there seem to be only for the tech1 variants (plus a couple extra like AT ships).

What I need is the 3d model of the Rapier. The only ship I found which is similar is the Bellicose in res/dx9/model/ship/minmatar/mc3. This is not the same model as can be seen in the game though: the rapier not only has a different texture in game, but it also differs in the geometry: it has 3 more engines and 2 extra solar panels. Is the EVE client using some sort of compositioning to put on these extra parts, and if yes, where can I find these extra models?


You'll find the model in "res/dx9/model/ship/brutor/mc3"

Regards
Shepard
James Q Farpoint
Deep Core Mining Inc.
Caldari State
#65 - 2012-05-27 09:02:55 UTC
Hi,

I tried installing TriExporter2009 and extracting some meshes like described in the Eve Uni video someone made and linked here not too long ago. However, the program crashes when trying to load most ship files. I almost suspect this has something to do with the v3ing of the ships since most of the ships that haven't been v3ed yet seem to work ok. This is a little unexpected since I thought V3ing only meant changing the shading but not the geometry.

Since this thread seems to be active I figured you don't have this problem and know how to fix it. If you would point me in the right direction I would be very grateful. It's very hard to find all the right files and resources in all those various forum threads they are spread over.
Cynthia Shepard
Black Void Division
#66 - 2012-05-28 14:32:29 UTC
My TriExporter2009 was not crashing by open some shipmodels but it just doesn't load them.
My solution was, to ger a newer "granny2.dll" then the exporter it self has, and now it works fine.
I used the dll form the .net viewer you can get it on the link bellow:
Triexporternet

it is from the Publisher's site, but i didn't figured out, how to export some things with this one.
Maybe it is also a solution for you.


Regards
Shepard
James Q Farpoint
Deep Core Mining Inc.
Caldari State
#67 - 2012-05-28 15:53:00 UTC
Thanks!

The file you linked only contained the source code, but I downloaded the .net version from eve-files and it works with the granny2.dll from that one (texture coordinates are messed up when importing into blender but I guess that's a different problem).

There really should be a wiki page with all the relevant info. Or is there?
Tusko Hopkins
Puritans
We want your ISK
#68 - 2012-05-29 23:01:35 UTC
Cynthia Shepard wrote:
You'll find the model in "res/dx9/model/ship/brutor/mc3"

Thanks a lot! I had the feeling that it might be hiding in some other directory but I was looking for Core Complexion (as stated in the game as "developer" of the ship). i'd have never guessed that it's a brutor brand.
Roc Wieler
Brutor Tribe
Minmatar Republic
#69 - 2012-05-30 12:57:25 UTC
I'm having issues as well since Inferno. The Amarr ships, other V3 ships, they crash TriExporter. I was just starting a video tutorial series for people as well, to try to get all of our collected knowledge and experience in one place.

I clicked the link for the .NET updated granny.dll but it returns a page error.

Any other solutions?

Never start a fight you can win.

craidie
Porkkanaa Kansalle
#70 - 2012-05-30 16:22:40 UTC  |  Edited by: craidie
Has there been any progress on how to render t2 textures?


EDIT: Best I've been able to do is find that the parts that are not in sub mask map but are in mask seems to be in right places for t2 textures...

blue is in both mask/sub-mask and red is in only mask... now how the hell we get them right?
overlayed Scorpion
Andares Sol
Center for Advanced Studies
Gallente Federation
#71 - 2012-05-30 22:30:11 UTC
@craidie:
There is some black magic in there somewhere (maybe that's why we have *.black files now Pirate). For some ships my manual GIMP painting attempts were pretty easy, and for others a complete epic fail. For example the Vexor, Opux and Prophecy came out quite nicely, but the Nightmare is literally a nightmare: After hours of fiddling i got something which looked almost but not quite right, saved it and have not managed to reproduce it ever since. And with the Ferox i had problems because how do i transform a color value with numbers bigger than 1 into RGB values for GIMP?

I will give it a try with the Scorpion. Which *.red file are you using?

Bests,
Andares
James Q Farpoint
Deep Core Mining Inc.
Caldari State
#72 - 2012-05-31 04:24:35 UTC
Roc Wieler wrote:
I'm having issues as well since Inferno. The Amarr ships, other V3 ships, they crash TriExporter. I was just starting a video tutorial series for people as well, to try to get all of our collected knowledge and experience in one place.

I clicked the link for the .NET updated granny.dll but it returns a page error.

Any other solutions?


As I said in my post, the link didn't contain the granny2.dll anyway. I used the one that was included in the .net version available at eve-files.com.

Use the TriExporter executable from here:
http://dl.eve-files.com/media/corp/SeriousM/TriExporter_2009.zip

with the granny2.dll from here:
http://dl.eve-files.com/media/1202/TriExporterNET_14555.rar

This seems to work fine for me. I haven't tried a lot of models but the ones that used to crash TriExporter before work now.
craidie
Porkkanaa Kansalle
#73 - 2012-05-31 07:45:49 UTC  |  Edited by: craidie
Andares Sol wrote:
@craidie:
I will give it a try with the Scorpion. Which *.red file are you using?


in that i was using cb2_t1.red and then just painted bright colors for the submask and mask map and combined them and added them as specular color map...
However I went and compared the red files, the cb2_t#.red seem to be the same, atleast all the values are the same.
Looking at the Kaalakiota red files, again no difference in values. But when comparing to the normal red file not only did it had different values, it had two new values ("materialreflectioncolor" and "maskreflectioncolor") values, however, are wrong neither are even near the reddish color.

Also looking at the .dds files, the specular layer is identical to normal one, but the sub-mask and mask layers have their colors reversed. Ignoring that i'm quite certain that the sub-mask maps are identical... The mask layer seems to have almost the whole submask parts and all the mask layer parts from the scorpion pgs file.

I'm pretty sure there's an art team guy laughing at us how we're doing this =)

P.S. someone know any use for the red file values for other than colors?

edit: also the first line of the .black seems to be .red file without values
Andares Sol
Center for Advanced Studies
Gallente Federation
#74 - 2012-05-31 18:44:46 UTC  |  Edited by: Andares Sol
@craidie:

The red color is for example in the cb2_t*_kaalakiota.red file:
---
name: "SubMaskDiffuseColor"
value: [1, 0.4431373, 0.3372549, 1] 255 113 86
---

In theory there should be a simple formula in the shaders somewhere how the colors and masks all work together...
Something like: FragmentDiffuseColor = MaterialDiffuseColor * Fragment + MaskDiffuseColor * Mask + SubMaskDiffuseColor * SubMask ...and the same for AmbientColor, SpecularColor.

Ho hum, without a nice developer revealing some tricks it's all try & error.

Edit: I think bits of the calculation formula are in triplefresnelreflectionv2ps.fxh at least there is a comment saying "combine three material layers". Just have to make sense out of it...

Bests,
Andares.
craidie
Porkkanaa Kansalle
#75 - 2012-05-31 21:57:30 UTC
@Andares:

I guess the same thing is with the green/blue patches on megathron... except it's made completely different as all the "painted" parts are in sub-mask... I've been combining textures in 3ds max for the whole night... nothing even close, sadly.

yeah remember that comment... old thread page 22 was it? i'll have a look at it tomorrow.
Akori Mitsumoto
Mirkur Draug'Tyr
Ushra'Khan
#76 - 2012-05-31 23:42:11 UTC
@andares:

As far as I can tell, the submask map and mask map are used for setting material properties (e.g. base color, base specular hardness, base reflectivity, etc) before application of the diffuse, specular, normal and glow/transparency maps

so to get the three materials into a single diffuse map, I would:

1. make an image filled with the base material diffuse colour
2. overlay an image filled with the mask diffuse colour, using the mask map as alpha/stencil
3. overlay an image filled with the submask diffuse colour, using the submask map as alpha/stencil

at this point you should have an image with three colours

4. overlay the diffuse map using multiply (so for each pixel, paintjob = base-map x diffuse-map)
Orrono
Ministry of War
Amarr Empire
#77 - 2012-06-01 10:27:39 UTC
Well when working with eve textures you should basically start by extracting all the various channels used by
the engine into seperate images. The red files should only be used a references of wich files are used.

For example the red channel of the pgs map is a mask. Open it in a software like photoshop or gimp.
and copy the red channel to the green an blue channel. this will give you a black and white mask
that you can directly use in a 3D Software as a mask for two different Materials rather than using it for painting
the material in Photoshop or Gimp. (If you really know what you´re doing you can do channel boolean operations
in a 3D software directly and skip this step).

So for example in 3dsmax you could use this extracted mask in a "Blend Material" (Material level) or a "Mix Map" (Map level)
to Blend between 2 Materials. I recently did that with the Ishtar wich consists of two "colors" green and a metalic grey.
So I make two seperate materials in 3dsmax, one for the green parts and one for the grey parts. Both use the same
diffuse Map one is desaturated for the grey part while the other one stays green as it is. Than I put both of them
into a Blend Material and use the previously generated Mask to blend them. Every 3D software should have similar functions
to blend two maps or whole materials.

Also if you want to render the normal map correctly. Open the Normal Map in Photoshop. Leave the green channel as it is.
Copy the alpha channel to the red channel and fill the blue channel with white. Otherwise they won´t work at all.

cheers

Andares Sol
Center for Advanced Studies
Gallente Federation
#78 - 2012-06-01 14:37:30 UTC
@akori:
Well i am doing something like that already, the odd thing is: For some models it works like a charm and the visual result is great and for others i end up with an epic fail, which makes me think that there is something wrong with my workflow and the few models that work, only work by accident.

For example - gc3_t1 aka Vexor:
I have the diffuse texture, MaterialDiffuseColor, MaskDiffuseColor, SubMaskDiffuseColor, Mask and SubMask all in a separate layer in Gimp.
I set mode to "Addition" for MaskDiffuseColor and have the Mask below, then do MergeDown.
Same with SubMaskDiffuseColor and SubMask...
Then combine the two via Mode "Multiply" and do another MergeDown.
Then multiply the colored mask with MaterialDiffuseColor and MergeDown.
Then overlay the stuff with the diffuse texture.

Final result looks like this: [Vexor]

Which is not too bad considering i miss a ton of other color settings and it's rendered on the mobile phone.

However for the Nightmare model this approach does not seem to work.. The Mask and SubMask are somehow inverted versions of each other with a few differences... If the order of applying the colors and multiplying and adding and overlaying would be right that should work the same way, but it doesn't....

Bests,
Andares Sol
Xenuria
#79 - 2012-06-02 20:26:21 UTC
I am very excited about getting started on this kind of work. I recently downloaded the tools needed and now I just need to save up money to buy Maya.

I do however have a few questions.

Let's say I want to import an exact replica of my current player model in the highest detail possible before I go to work on it and give her all the things CCP neglected to give her. How would I go about doing this?

In terms of rendering and lighting/shaders/etc is there is specific set of settings or configurations that would more or less imitate those of the EVE client itself?

(Purely Hypothetical:) How would I hypothetically put the character or whatever assets I altered back into the game so that they actually work like the un-modified assets? I am not expecting a slider to magically appear that allows me to adjust the size of her newly sculpted genitalia. I am however concerned with clipping or getting exact measurements on the limitations of the pre-existing sliders so that no matter what body shape I choose in the game the stuff I added to her is not effected. (/Purely Hypothetical)


And now for a more complicated question...

Can I add animations to the model that I import with triexporter and fluid physics, you know all that good stuff. Does it come with a skeleton or do I have to build it myself?
Andares Sol
Center for Advanced Studies
Gallente Federation
#80 - 2012-06-03 08:40:26 UTC
@Xenuria:

I think it will be pretty difficult to export exactly your character, as the final mesh of your character is somehow dynamically created out of a set of standard variants that are merged together. There was a nice posting ages ago, when they introduced the character creator, where it was explained. Can't find the link now though...

The best link i could find regarding Character Export was this: [Eve 2 Unreal UDK - Characters]

Mind you now i look at it again there is also an epic posting how to render ships Shocked. Maybe i should read that post as well before asking stupid questions: [Eve 2 Unreal UDK - Ships]

Kind Regards,
Andares Sol