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TriExporter

First post
Author
Valeria Ghost
Viziam
Amarr Empire
#281 - 2013-02-12 18:38:48 UTC
the decals are actually the only thing on the t2 ships that looks like the ingame thing ;D. since i couldnt get the hlsl shader for the ships to work i didnt try the one for the decals.

for the decals i just reused the material i created for the ships. for the ones on the side i created a poly plane with 5 sections in the width and 2 in the height and just fitted it onto the shape of the ship. front decal was a plane with 2 sections.

reading his post again i think he could also be talking about the nebulae and stars. with "material" meaning the textures for the nebulae. But I'm not really sure anymore what Theo ment ^^
Roc Wieler
Brutor Tribe
Minmatar Republic
#282 - 2013-02-15 16:00:57 UTC
Nathan WAKE wrote:
Hi all,
What do you guys use ?


Like AlleyKat said, Crazybump is good. I used to use it. Then I found ShaderMap and never looked back.

Never start a fight you can win.

Roc Wieler
Brutor Tribe
Minmatar Republic
#283 - 2013-02-15 16:01:59 UTC
AzAkiR NaLDa wrote:
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 :]


For this ship fun in 3D, I use the CCP normal maps. For any other 3D work I do, I'm usually creating the normal maps myself so having a good tool for this is essential.

Never start a fight you can win.

Roc Wieler
Brutor Tribe
Minmatar Republic
#284 - 2013-02-15 16:03:31 UTC
Theo Samaritan wrote:
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.



While I am a C4D user, texture theory is texture theory and yes, we've had a lot of good conversations lately and your insights have helped me immensely. It's just one more thing I like about community.

Never start a fight you can win.

Theo Samaritan
Perkone
Caldari State
#285 - 2013-02-15 16:09:10 UTC
AzAkiR NaLDa wrote:
I think Theo is talking about replicating the material for the decals.


Actually I was referring to the stars, which have an actual starmap texture for the majority of them (not stars representing systems, as they are mapped to skybox polys).
Roc Wieler
Brutor Tribe
Minmatar Republic
#286 - 2013-02-17 13:04:25 UTC
Still trying to extract the Minmatar HQ. Can't seem to get a basic room. I can get furniture, fixtures, TV, etc, but can't get the floor, ceiling... there was some modelling issues previously that still seem present.

If anyone has some time today, it would be appreciated. Otherwise, I'm just going to model my own tomorrow and be done with it.

Thanks.

Never start a fight you can win.

Valeria Ghost
Viziam
Amarr Empire
#287 - 2013-02-17 15:18:02 UTC
Theo Samaritan wrote:
AzAkiR NaLDa wrote:
I think Theo is talking about replicating the material for the decals.


Actually I was referring to the stars, which have an actual starmap texture for the majority of them (not stars representing systems, as they are mapped to skybox polys).


thanks for the hint, when i roughly looked around i couldnt find one but i'll look a bit more now ^^
Ideki
Wolf Brothers INC
United Neopian Federation
#288 - 2013-02-26 14:08:08 UTC  |  Edited by: Ideki
nvm, I fond my own answer :)
Poetic Stanziel
The Scope
Gallente Federation
#289 - 2013-03-14 20:15:12 UTC
Is this useful to you TriExporter people?

http://poeticstanziel.blogspot.ca/2013/03/the-3d-ship-modelling-motherlode.html

Basically, CCP hosts a website that contains tonnes of 3D modelling info.
AzAkiR NaLDa
Council of Exiles
Brave Collective
#290 - 2013-03-14 22:14:05 UTC
Poetic Stanziel wrote:
Is this useful to you TriExporter people?

http://poeticstanziel.blogspot.ca/2013/03/the-3d-ship-modelling-motherlode.html

Basically, CCP hosts a website that contains tonnes of 3D modelling info.

that is quite handy for those who want that stuff. I personally use triexporter to get all the raw data as it is used by trinity. At this point im closing in on finalizing my vray mat tree in 3ds max. Once done I'll zip the files up so you people using max can see it for yourselves.

anyway another great post asaleays poetic

Lone Star Warrior

Mardante Soliest
Realm of the Forgotten
#291 - 2013-04-05 08:19:09 UTC
AzAkiR NaLDa wrote:
that is quite handy for those who want that stuff. I personally use triexporter to get all the raw data as it is used by trinity. At this point im closing in on finalizing my vray mat tree in 3ds max. Once done I'll zip the files up so you people using max can see it for yourselves.

anyway another great post asaleays poetic


Hey, how far are you with the mat tree? I can`t seem to get the mats right annymore. I would love to get my hands on your mats ;)
Tnx in advance.

There is no easy way.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#292 - 2013-04-05 09:48:53 UTC  |  Edited by: AzAkiR NaLDa
I have been a bit busy to reorganize some stuff. But that is almost done. I will dig in again tonight and see if I can fix the majority of it up. Keep in mind that the zip file will contain a material library ready for import in max.

here is a screenshot of the machariel:

http://img248.imageshack.us/img248/1958/macharieldiffuse.jpg

here is also a the material library

Included with it is a setup for the skybox.

http://hellfire-studios.nl/downloads/EvE%20Online.rar

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#293 - 2013-04-06 13:40:56 UTC  |  Edited by: AzAkiR NaLDa
fooled around a bit more with the material tree.

This is for 3ds max 2013 and vray.

Not entirly happy yet with the results but working on that part :)

Here is the max file and a screenshot

http://imageshack.us/a/img826/4314/astartelayers01.jpg

in order to load up the mat tree open the max file in 3ds max

http://hellfire-studios.nl/downloads/astarte.rar

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#294 - 2013-04-08 19:13:19 UTC
with some help of Theo Samaritan we fixed a nasty issue with the normal maps and inverted tangents in 3ds max 2013 :)

as you can see in the screenshot of the Astarte above the colors aren't showing correctly even though everything reflects the Shader files.
And if you look really close you can see a small seam running along the middle of the ship hull.

now here is a screenshot of the tangent issue if you haven't noticed it yet :

http://imageshack.us/a/img841/1144/guardianseam.jpg

The nasty light seam in running through the entire model is caused by the mirrored geometry and the UV's of the brighter side of the screenshot are inverted.

after alot of fooling around and trying to find a fix Theo found it.

It is pretty simple. in 3ds max go to customize > Preferences > Gamma and LUT settings and disable it by removing the tick from the check box

once that is done you get this as a result:

http://img577.imageshack.us/img577/2995/astartelayers02.jpg

This is the same Astarte from the max file i gave the link to. so try it out.

so big thanks to Theo Samaritan for finding this fix

Lone Star Warrior

enterprisePSI
#295 - 2013-04-11 14:37:34 UTC
Turhan Bey wrote:

My YouTube video class on the use of TriExporter 2009, GIMP, and Blender:
http://www.youtube.com/watch?v=Pw18CzYzJvg


This was extremely helpful, thank you very much!

The tears of the many, outweigh the tears of the few. Or the one. enterprise-psi©

lee boots
Doomheim
#296 - 2013-05-02 20:56:34 UTC
Ok maybe you guys can help me.
I have used the tutorial from the last post but when i double click on any ship model or module i get nothing happen : ( any ideas guys ?
AzAkiR NaLDa
Council of Exiles
Brave Collective
#297 - 2013-05-03 12:47:36 UTC
What version of triexporter are you using? As i asked you in your other post aswell. There are 2 different versiins of triexporter and both still work if all the files for the application are there.

Lone Star Warrior

lee boots
Doomheim
#298 - 2013-05-03 15:58:25 UTC
Im running the TriExporter v.5.0.0
AzAkiR NaLDa
Council of Exiles
Brave Collective
#299 - 2013-05-04 09:40:07 UTC
do you have the granny2.dll file in your folder aswell? i am using triexporter v0.5 and it works fine for me so it could be that you are missing the granny2.dll file that it needs

Lone Star Warrior

lee boots
Doomheim
#300 - 2013-05-04 12:45:38 UTC
AzAkiR NaLDa wrote:
do you have the granny2.dll file in your folder aswell? i am using triexporter v0.5 and it works fine for me so it could be that you are missing the granny2.dll file that it needs



Yep this is in the folder as well..