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TriExporter

First post
Author
AlleyKat
The Unwanted.
#161 - 2012-10-25 12:40:17 UTC
Zirina Zarconic wrote:
eve/res/dx9/ships/amarr


yeah - but the bit after the backslash is what I need so I know what to extract and texture

This space for rent.

Zirina Zarconic
Perkone
Caldari State
#162 - 2012-10-26 16:45:11 UTC
ac5m_s1v3
ac5m_s2v1
ac5m_s3v1
ac5m_s4v4
ac5m_s5v4
AlleyKat
The Unwanted.
#163 - 2012-10-26 17:57:47 UTC
Zirina Zarconic wrote:
ac5m_s1v3
ac5m_s2v1
ac5m_s3v1
ac5m_s4v4
ac5m_s5v4


done

All extracted into 3ds files, including the texture files which should by default choose the diffuse channel.

I don't have 3ds as I use C4D, but they all opened in C4D just fine.

Enjoy.

AK

This space for rent.

Mardante Soliest
Realm of the Forgotten
#164 - 2012-10-26 21:40:18 UTC
Hi there,
I`m having some issues with the colors. After an update of EvE, I seem to be unable to get colors back into the models. Every texture I pull from the dds file is "gray". I also see the lights channel has been moved. Does anyone else have this problem? Where do I get the colors from now?

Look at the different colors. Left is from way back, and on the right is the one I did today.

There is no easy way.

AlleyKat
The Unwanted.
#165 - 2012-10-26 22:59:55 UTC
Mardante Soliest wrote:
Hi there,
I`m having some issues with the colors. After an update of EvE, I seem to be unable to get colors back into the models. Every texture I pull from the dds file is "gray". I also see the lights channel has been moved. Does anyone else have this problem? Where do I get the colors from now?

Look at the different colors. Left is from way back, and on the right is the one I did today.


They're layered.

From the look of the picture, I believe that is part of the specular, mask and sub-mask intersection, using the specular channel and painting it that rust color.

And the lights should be in the alpha channel.

AK

This space for rent.

Zirina Zarconic
Perkone
Caldari State
#166 - 2012-10-27 06:59:14 UTC
thanx a million!
Mardante Soliest
Realm of the Forgotten
#167 - 2012-10-28 06:23:47 UTC
AlleyKat wrote:

They're layered.

From the look of the picture, I believe that is part of the specular, mask and sub-mask intersection, using the specular channel and painting it that rust color.

And the lights should be in the alpha channel.

AK


Ok, so they moved the colors to another layer, so I have to merge them together. The lights I already found. I`ll go anfiddle around a bit with the channels then. Tnx.

There is no easy way.

Zirina Zarconic
Perkone
Caldari State
#168 - 2012-10-28 08:28:29 UTC
AlleyKat wrote:
Zirina Zarconic wrote:
ac5m_s1v3
ac5m_s2v1
ac5m_s3v1
ac5m_s4v4
ac5m_s5v4


done

All extracted into 3ds files, including the texture files which should by default choose the diffuse channel.

I don't have 3ds as I use C4D, but they all opened in C4D just fine.

Enjoy.

AK




the models are perfect, however the textures.... well there 512x512. thats a lil small. also there 2 white ones with some detail, but mostly white, and the 3rd one is all crazy pastel colors. none show the lights. example...

http://i6.photobucket.com/albums/y234/barricuda/Untitled-1-5.jpg

is there a way you can merge the 3 into one with the lights on a separate file ?
AlleyKat
The Unwanted.
#169 - 2012-10-28 11:29:11 UTC
Zirina Zarconic wrote:


the models are perfect, however the textures.... well there 512x512. thats a lil small. also there 2 white ones with some detail, but mostly white, and the 3rd one is all crazy pastel colors. none show the lights. example...

http://i6.photobucket.com/albums/y234/barricuda/Untitled-1-5.jpg

is there a way you can merge the 3 into one with the lights on a separate file ?


Zirina,

I cannot change the laws of physics!

The reason the textures are 512x512 is because they are 512x512 - I can only apportion this reasoning behind the fact they are all parts of a larger shape in the 3D realm, making the overall ship 2560x2560, but I stand to be corrected.

You cannot merge the textures into one, you have to assign them to the appropriate channels inside 3DS.

For a guide on what channels mean what, take a look at the description/explanation by CCP of the textures:

http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpg

I've checked the dds files and can tell you the lights are definitely in the alpha channel of the diffuse, and overall the files for the first model I extracted are like this:

ac5m_s1v3_d = diffuse texture map
ac5m_s1v3_ngs = NGS Texture map
ac5m_s1v3_p = Paint Texture map

Please bare in mind you will need to color the lights, they don't come pre-colored so the game engine can use the same texture for npc ships, and just apply a different RGB status to it.

AK

This space for rent.

AlleyKat
The Unwanted.
#170 - 2012-10-28 11:40:53 UTC
Mardante Soliest wrote:
AlleyKat wrote:

They're layered.

From the look of the picture, I believe that is part of the specular, mask and sub-mask intersection, using the specular channel and painting it that rust color.

And the lights should be in the alpha channel.

AK


Ok, so they moved the colors to another layer, so I have to merge them together. The lights I already found. I`ll go anfiddle around a bit with the channels then. Tnx.


No.

They didn't move the color to another layer, they used what I described above as a mask to decide what the game engine will color - Pure guesswork, but coloring layers on the fly is cheaper from a GPU and payload perspective when people play your game or download your client.

This'll mean that multiple ships can use the same texture, but apply different colors to parts of it by using masks, you get the same result and it will mean you don't need to bother an artist to redo everything for a capsuleer model and a navy faction model or even a NPC pierat model.

again: you need to color the intersecting parts of the correct masks, based on the specular channel's curve.

AK

This space for rent.

Poetic Stanziel
The Scope
Gallente Federation
#171 - 2012-10-28 23:12:15 UTC
Ibishima Nachtmahr wrote:
Versions:
TriExporter: 0.4.2.0
granny2.dll: 2.8.12.0
I have:

TriExporter: 0.4.1.5beta
granny2.dll: 2.7.0.9

Where can I get the newest versions? I could only find the versions I have on eve-files.
AlleyKat
The Unwanted.
#172 - 2012-10-28 23:28:22 UTC
Poetic Stanziel wrote:
Ibishima Nachtmahr wrote:
Versions:
TriExporter: 0.4.2.0
granny2.dll: 2.8.12.0
I have:

TriExporter: 0.4.1.5beta
granny2.dll: 2.7.0.9

Where can I get the newest versions? I could only find the versions I have on eve-files.


https://forums.eveonline.com/default.aspx?g=posts&m=1771944#post1771944

This space for rent.

Poetic Stanziel
The Scope
Gallente Federation
#173 - 2012-10-28 23:55:58 UTC
AlleyKat wrote:
Poetic Stanziel wrote:
Ibishima Nachtmahr wrote:
Versions:
TriExporter: 0.4.2.0
granny2.dll: 2.8.12.0
I have:

TriExporter: 0.4.1.5beta
granny2.dll: 2.7.0.9

Where can I get the newest versions? I could only find the versions I have on eve-files.
https://forums.eveonline.com/default.aspx?g=posts&m=1771944#post177194
Thanks. Once I got the updated version of granny2.dll, along with the new TriExporter, all the previous app crashing stopped, and I was able to start loading in all the models.
Brent Newton
Center for Advanced Studies
Gallente Federation
#174 - 2012-11-06 13:11:52 UTC
Poetic Stanziel wrote:
AlleyKat wrote:
Poetic Stanziel wrote:
Ibishima Nachtmahr wrote:
Versions:
TriExporter: 0.4.2.0
granny2.dll: 2.8.12.0
I have:

TriExporter: 0.4.1.5beta
granny2.dll: 2.7.0.9

Where can I get the newest versions? I could only find the versions I have on eve-files.
https://forums.eveonline.com/default.aspx?g=posts&m=1771944#post177194
Thanks. Once I got the updated version of granny2.dll, along with the new TriExporter, all the previous app crashing stopped, and I was able to start loading in all the models.


It is a bit hidden. I think this is the right download. TriExport

http://fav.me/d95rl8j

Brent Newton
Center for Advanced Studies
Gallente Federation
#175 - 2012-11-06 13:34:36 UTC
you must break down the pgs texture. I've often wondered why games don't make better use of the available channels in an image. Well it appears they do, or at least ccp does. I'm probably not the first to post this nugget of insight, but just for anyone that doesn't already know. You have to divide up the pgs texture into each of its channels. Each color channel serves a different purpose. You have RGBA. Green is specular and Alpha is the emit channel (lights). The other two I'm unsure of. One is for sure the mirror and the other is probably the transparency (for the sail things on some of the ships)

Hope this helps someone. Reply if you have more insight or just want to tell me to read the whole thread before posting. =)

http://fav.me/d95rl8j

AzAkiR NaLDa
Council of Exiles
Brave Collective
#176 - 2012-11-06 15:19:27 UTC  |  Edited by: AzAkiR NaLDa
The other 2 channels in the pgs file are the diffuse mask and submask textures. These 2 channels combined make the reflection map. Each of these maps has their own specularity so keep a eye on that.

Lone Star Warrior

AlleyKat
The Unwanted.
#177 - 2012-11-07 13:19:56 UTC
Brent Newton wrote:
you must break down the pgs texture. I've often wondered why games don't make better use of the available channels in an image. Well it appears they do, or at least ccp does. I'm probably not the first to post this nugget of insight, but just for anyone that doesn't already know. You have to divide up the pgs texture into each of its channels. Each color channel serves a different purpose. You have RGBA. Green is specular and Alpha is the emit channel (lights). The other two I'm unsure of. One is for sure the mirror and the other is probably the transparency (for the sail things on some of the ships)

Hope this helps someone. Reply if you have more insight or just want to tell me to read the whole thread before posting. =)



ffs why did you post?

6 posts above you there is a link to CCP's official pictorial on what channels do what and where.

Why attempt to complicate and confuse people?

http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpg

AK

This space for rent.

Brent Newton
Center for Advanced Studies
Gallente Federation
#178 - 2012-11-08 04:03:24 UTC
AzAkiR NaLDa wrote:
The other 2 channels in the pgs file are the diffuse mask and submask textures. These 2 channels combined make the reflection map. Each of these maps has their own specularity so keep a eye on that.



How does that work; the diffuse masks? I don't even know what a submask is, and how do they work together to effect a reflection map? I'm not used to working with textures that are much more than simple diffuse,spec,bump,mirror,alpha and such. I do however use Ps pretty heavily and understand much more in depth ways of layering in that program. I use blender btw, but when ppl explain stuff for 3ds or most other 3d programs I understand.

http://fav.me/d95rl8j

AzAkiR NaLDa
Council of Exiles
Brave Collective
#179 - 2012-11-08 15:12:16 UTC
I will create a step by step guide. for 3ds max incl the mapping/reflecting stuff and combining the 2 mask files.

Lone Star Warrior

AlleyKat
The Unwanted.
#180 - 2012-11-08 16:38:02 UTC
Brent Newton wrote:
AzAkiR NaLDa wrote:
The other 2 channels in the pgs file are the diffuse mask and submask textures. These 2 channels combined make the reflection map. Each of these maps has their own specularity so keep a eye on that.



How does that work; the diffuse masks? I don't even know what a submask is, and how do they work together to affect a reflection map? I'm not used to working with textures that are much more than simple diffuse, spec, bump, mirror, alpha and such. I do however use Ps pretty heavily and understand much more in depth ways of layering in that program. I use blender btw, but when ppl explain stuff for 3ds or most other 3d programs I understand.


Unless you have the original 'RED' files OR you are able to reverse engineer the EVE gfx (which goes against the EULA) there is no way you will be able to know what or how to color the layers, or even what strength of specularity, glow, fresnel, reflectivity etc to use on any of the RGBA channels

I have all of the RED files btw, and they are available to anyone who asks me nicely.

AK



This space for rent.