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TriExporter

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Author
AzAkiR NaLDa
Council of Exiles
Brave Collective
#241 - 2013-01-06 23:14:19 UTC
I find the bump map tools not as good as using the source ccp created. It is hard to define from a diffuse map what should go up and what should go down. This is my opinion though :]

Lone Star Warrior

Valeria Ghost
Viziam
Amarr Empire
#242 - 2013-01-08 18:18:45 UTC
Selvin wrote:
AzAkiR NaLDa wrote:
my version of the astarte. a hell of a lot more detail. but still playing with the right settings for the layers

but as you can see no oilfilm effect though

http://imageshack.us/a/img18/4314/astartelayers01.jpg

so not entirly happy with it yet but getting there

in game we don't have "oilfilm effect" on astrate(tripleglowv3.fx) ... it is environment mapping ... but in tripleglowv3.fx you have 2 evnmaps .... first should be xx_cube.dds and second one should be xx_cube_blur.dds ...

GBc1_T2a_Duvolle.black from my simple render engine(which using orginal eve shaders)
and brutix



when i loaded the hlsl shader in maya it always loads some oilfilm.fx (don't know the exact name right now) shader too which is what i mean and believed to create the difference.

i tried using the hlsl shader in maya when i started but unfortunately i just couldn't really get it to work since i had (and partly still have) no clue what to input into many of the options.
AzAkiR NaLDa
Council of Exiles
Brave Collective
#243 - 2013-01-08 18:29:10 UTC
Can you grab a screenshot of the shader layout and its slots? May e then we can help you.

Lone Star Warrior

Valeria Ghost
Viziam
Amarr Empire
#244 - 2013-01-08 19:24:28 UTC
http://img526.imageshack.us/img526/271/shader.png

thats the shader right after its loaded (unfortunately you cant see a network or how things interact, just the stuff you need to enter)

main problem is especially at the end. i dont know where to find the values for everything after the ReflectionColor. shadowmap and viewport adjustment (at the beginning) are also a problem. The Ambient occlusion map and values as well as the oilfilm stuff is a mystery too.

unfortunately just plugging in some random maps and playing with the values didnt work and the shader doesnt render at all.
Valeria Ghost
Viziam
Amarr Empire
#245 - 2013-01-08 19:33:00 UTC
i didnt change much with my current shader network except that i increased the effect of the diffuse map (its stronger than ingame and than my renders before but i kinda like it). i didnt have much time since the new year started but i'll try to get some progress next weekend.

http://img255.imageshack.us/img255/1629/astarte2.png
http://img266.imageshack.us/img266/4893/brutix2.png
Theo Samaritan
Perkone
Caldari State
#246 - 2013-01-10 16:50:43 UTC
Hello folks.

So, I've been doing the same thing as you lot for almost three years in private, as I work on a big EVE Machinima. I've helped Roc Wieler off and on in recent months as well, which he'll happily attest to.

Soon I'll be making a comprehensive video tutorial on how to get results like these:

http://i.imgur.com/WDRag.jpg
https://dl.dropbox.com/u/21467805/Test%20Images/Absolution_Banking_arockcalledsteve_1080p.png

You'll be able to see the full breakdown of what I intend to teach in this reddit post.

You can also find some of my (very) old material and effects tests, along with a rough cut of an abandoned project, in this youtube playlist.

A couple of markers though that may upset some of you:


  • I've been making these in Max, not Maya or Blender
  • Most of everything else I use isn't free. Not legally at least. (I own legal licenses, don't you worry.)


Hopefully it'll still be of interest to you lot. If you want to get a hold of me, tweet @rockcalledsteve or EVE Mail this guy.

- Theo
Valeria Ghost
Viziam
Amarr Empire
#247 - 2013-01-12 12:43:20 UTC
just found this:
http://cadia.ru.is/wiki/_media/public:t-gede-12-1:gede-guest-pall.pdf

might be helpful for some ppl. i've only taken a quick look at it and i dont understand most of the stuff but maybe its helpful for others. On one page you can at least see what the different reflection factors mean. well or at least the names of each factor ^^
AzAkiR NaLDa
Council of Exiles
Brave Collective
#248 - 2013-01-17 18:14:53 UTC
With some tips from Theo I have been playing around with vray. But it seems that the colors for the T2 layers aren't correct. Or I can't get them correct. Guardian and the ark for example have red parts. But looking in the black files I only get brown and goldish colors like the t1 ships.

Lone Star Warrior

Theo Samaritan
Perkone
Caldari State
#249 - 2013-01-18 01:16:26 UTC  |  Edited by: Theo Samaritan
AzAkiR NaLDa wrote:
With some tips from Theo I have been playing around with vray. But it seems that the colors for the T2 layers aren't correct. Or I can't get them correct. Guardian and the ark for example have red parts. But looking in the black files I only get brown and goldish colors like the t1 ships.


You need to find the right .black files. Half the time it is finding the right file location.

Also bare in mind that a lot of T2 ships have their own model and own location, though CCP did a lot of consolidation in Retribution.

EDIT: Here, I threw up a Guardian quickly. The folder you want is the Sarum folder, specifically t2.black and the _pgs

Take a look.

Something to note is that the new T2 Amarran skins are VERY dark - I had to up the light of the scene by a factor of 2.5 - so bare this in mind when you're putting them together.
AzAkiR NaLDa
Council of Exiles
Brave Collective
#250 - 2013-01-18 09:52:17 UTC
Okay thnx Theo I will take a look later see what I can get.

Lone Star Warrior

Valeria Ghost
Viziam
Amarr Empire
#251 - 2013-01-18 15:39:21 UTC  |  Edited by: Valeria Ghost
yep the t2 files in the main folder of the model are actually just the t1 colors, at least thats seems to be the case. to get any of the t2 colors you need to look into the .black file of the corporation that produced the t2 version.



edit: finally had some time to spare and this is the result: http://img339.imageshack.us/img339/2091/brutixastarte2.jpg

unfortunately i still couldnt get the HLSL shader to work and i'm not sure if i'm just doing something wrong or i maybe need an other version of maya for it :(
AzAkiR NaLDa
Council of Exiles
Brave Collective
#252 - 2013-01-23 22:36:45 UTC
Theo since you are using max and vray what type of lighting do you use in your scenes? I'm working on a sun in the scene but that gives horrible effects with the lighting.

Lone Star Warrior

Theo Samaritan
Perkone
Caldari State
#253 - 2013-01-29 10:20:23 UTC
AzAkiR NaLDa wrote:
Theo since you are using max and vray what type of lighting do you use in your scenes? I'm working on a sun in the scene but that gives horrible effects with the lighting.


You'll find the best result will be had with a basic Omni Light set to pure white at a strength of 2.0 or more. Make sure you put it far enough away from the scene to give a nice cover.
AzAkiR NaLDa
Council of Exiles
Brave Collective
#254 - 2013-01-29 18:33:01 UTC  |  Edited by: AzAkiR NaLDa
I'll play around with it a bit and post some pics. And any progress on that video you were planning on?

okay that seems to do a nice job :)

here is a screenshot.

http://img59.imageshack.us/img59/835/astarte02.jpg

working on the engine trails now

Lone Star Warrior

Theo Samaritan
Perkone
Caldari State
#255 - 2013-01-29 19:31:46 UTC
AzAkiR NaLDa wrote:
I'll play around with it a bit and post some pics. And any progress on that video you were planning on?


I'm hoping to get hold of a six-core Intel machine very soon. Once I do I'll get back to work on it. =)
Selvin
Galactic Fighters Organization
#256 - 2013-01-31 14:05:56 UTC  |  Edited by: Selvin
now i've got a question ... How to render decals ... fx: we have something like this in black file:


{
"__i": 218,
"__t": "EveSpaceObjectDecal",
"name": "Logo_AmarrLogo_Right",
"position": [-52.01361, 122.8228, 401.3184],
"rotation": [-0.708873, 0.06084, 0.0921547, -0.6966385],
"scaling": [7.860185, 14.04351, 14.04351],
"decalEffect": {
"__i": 219,
"__t": "Tr2Effect",
"effectFilePath": "res:/graphics/effect/managed/space/decals/v3/decalnormalv3.fx",
"parameters": [{
"__i": 220,
"__t": "Tr2Vector4Parameter",
"name": "MaterialDiffuseColor",
"value": [0.0784314, 0.0666667, 0.0392157, 1]
}, {
"__i": 221,
"__t": "Tr2Vector4Parameter",
"name": "MaterialReflectionColor",
"value": [0.8901961, 0.7843137, 0.5803922, 1]
}, {
"__i": 222,
"__t": "Tr2Vector4Parameter",
"name": "MaterialSpecularCurve",
"value": [43.24219, 24.75, 0, 0]
}, {
"__i": 223,
"__t": "Tr2Vector4Parameter",
"name": "MaterialSpecularFactors",
"value": [0.796875, 24.50391, 0.8964844, 0]
}, {
"__i": 224,
"__t": "Tr2Vector4Parameter",
"name": "FresnelFactors",
"value": [15, 2, 0, 1]
}, {
"__i": 225,
"__t": "TriVariableParameter",
"name": "ReflectionMap",
"variableName": "EnvMap2"
}, {
"__i": 226,
"__t": "Tr2Vector4Parameter",
"name": "ReflectionFactors",
"value": [0.5, 1, 0.25, 0.5]
}, {
"__i": 227,
"__t": "Tr2Vector4Parameter",
"name": "DecalNormalData",
"value": [-2, 0, 0, 0]
}],
"resources": [{
"__i": 228,
"__t": "TriTexture2DParameter",
"name": "NormalMap",
"resourcePath": "res:/dx9/model/ship/amarr/battleship/ab3/ab3_t1_n.dds"
}, {
"__i": 229,
"__t": "TriTexture2DParameter",
"name": "DecalDiffuseMap",
"resourcePath": "res:/dx9/model/ship/amarr/decal/decal_amarrlogo02_d.dds"
}, {
"__i": 230,
"__t": "TriTexture2DParameter",
"name": "DecalOsMap",
"resourcePath": "res:/dx9/model/ship/amarr/decal/decal_amarrlogo02_os.dds"
}]
}
}
question is what to do with this ?
(of course with parameters we feed shaders but what with position/rotation/scalling)

where is data for vertices?

I spend some time with
WebGL ShipViewer (use FF or Chrome) but they feeding this with some data not spotted in stuff files like this (look at source coz Chrome do not show this correctly)
AzAkiR NaLDa
Council of Exiles
Brave Collective
#257 - 2013-01-31 14:18:52 UTC
As far as i went with the decals. I found out the the decals are on a second UV channel which the shader uses I guess. In most 3d applications it is hard to render both UV channels. But they can be positioned and rotated pretty easy in max. As you simple rotate the image. Then moving some polygons till the decal fits perfectly and done.

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#258 - 2013-01-31 19:20:51 UTC
okay some more progress on the guardian im am happy with it now :)

http://imageshack.us/a/img837/1866/gaurdian022k.jpg

http://imageshack.us/a/img829/6718/gaurdian012k.jpg

so now it is time to get back to effects and destruction :)

got 3 more effects to sort out :

- laser systems
- Shielding
- Gate activations

Lone Star Warrior

Selvin
Galactic Fighters Organization
#259 - 2013-02-01 00:06:52 UTC  |  Edited by: Selvin
AzAkiR NaLDa wrote:
As far as i went with the decals. I found out the the decals are on a second UV channel which the shader uses I guess. In most 3d applications it is hard to render both UV channels. But they can be positioned and rotated pretty easy in max. As you simple rotate the image. Then moving some polygons till the decal fits perfectly and done.


well in fact there is no 2nd UV ... ... i've checked it when i build SlimDX app, in SlimDX app im using all attributes(Vertices attribs like position, uv, normal, etc...) spotted in gr2 file as is ... and there is no such thing as 2nd UV ... there was in faces(not tri faces ... real faces (single face) before "walk in the station stuff") in old eve client in tri files ... but not in gr2 ...(it's pretty simple to "ask" when you know granny3d tools from "not official source"(price ... it's killing me ... but it's worth when you build app which will make money for you ... guys from RAD Game Tools are f...ing awsome)
Ezurae
Science and Trade Institute
Caldari State
#260 - 2013-02-02 11:27:39 UTC  |  Edited by: Ezurae
AzAkiR NaLDa wrote:
okay some more progress on the guardian im am happy with it now :)

http://imageshack.us/a/img837/1866/gaurdian022k.jpg

http://imageshack.us/a/img829/6718/gaurdian012k.jpg

so now it is time to get back to effects and destruction :)

got 3 more effects to sort out :

- laser systems
- Shielding
- Gate activations


the engine trails are awesome but i find it hard to see the details of the guardian, its too dark because the background is really bright, i think the lighting needs a bit work. other than the lighting it looks pretty good maybe i'd use less 'dust' particles that zip past the ship but thats probably personal taste.