These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Technology Lab

 
  • Topic is locked indefinitely.
 

TriExporter

First post
Author
AzAkiR NaLDa
Council of Exiles
Brave Collective
#421 - 2013-11-24 21:54:02 UTC
here is my version of the vindi

http://citadel-consortium.com/downloads/vindi.jpg

Lone Star Warrior

Errious
#422 - 2013-11-25 16:44:16 UTC  |  Edited by: Errious
Hmm, i do it wrong.

On the front i cant see grey detail“s from the boarder and i didnt have the backsite lights, is it another layer for the texture ?

I use only the _d _n _pgs files .dds, looks like a missing one, can you tell me more from your ones you used in your model ?
AzAkiR NaLDa
Council of Exiles
Brave Collective
#423 - 2013-11-25 17:08:55 UTC  |  Edited by: AzAkiR NaLDa
The hull has 2 sets of uv's. One for the main armor(hull) and the second is for the engines. The engine. And hull have different color combinations. The other difference is that you need to mask the diffuse layer multiple times. Ill get you a screenshot of my map tree a bit later

here you go the hull part of the material tree :

http://citadel-consortium.com/downloads/mat_tree.jpg

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#424 - 2013-11-25 19:29:51 UTC
also on another note. maybe some of you here are able to help me out on this.

i have been digging through the fx files before rubicon and wanted to continue on it now that rubicon has been deployed.
the issue now is that they changed the files. they are no longer readable due to extension and maybe coding changes.

the files now carry the following extensions : .sm_lo/_hi/_depth.

while in the black files once converted they still refer to fx files.

how does it work?

Lone Star Warrior

Akori Mitsumoto
Mirkur Draug'Tyr
Ushra'Khan
#425 - 2013-11-25 23:10:49 UTC  |  Edited by: Akori Mitsumoto
The .fx files are shader source.

The .sm_lo/_hi/_depth files are compiled shaders.

It looks like shipping the shader source code pre-rubicon was a mistake CCP's corrected :)

I seem to recall that before the V3 graphics update they shipped compiled shaders as well.

When the renderer loads a model and gets a .fx as the shader, it will choose .sm_lo/_hi/_depth depending on the current graphics settings.
AzAkiR NaLDa
Council of Exiles
Brave Collective
#426 - 2013-11-26 06:34:44 UTC
Ah i can recall that they shipped without the fx before.v3
But okay thnx for the explanation

Lone Star Warrior

Errious
#427 - 2013-11-26 23:58:39 UTC
AzAkiR NaLDa wrote:
The hull has 2 sets of uv's. One for the main armor(hull) and the second is for the engines. The engine. And hull have different color combinations. The other difference is that you need to mask the diffuse layer multiple times. Ill get you a screenshot of my map tree a bit later

here you go the hull part of the material tree :

http://citadel-consortium.com/downloads/mat_tree.jpg



Thank you very much for show me this handling with your files, after that i understand better how it works!

I rebuild my version to this one:

Vindicator Rocks

And i make this too yesterday, the tricky part was the carmouflage look from a machariel and bring it in the right look:

Machariel Rocks
Errious
#428 - 2013-12-01 02:50:56 UTC
Can anybody tell me how i can extract only the round one from triexporter or other site, to bring a texture on it for my work on the SOE Stratios?

http://s14.directupload.net/images/131201/nk4qbe94.jpg

Or can anybody tell me how it works ?
Mardante Soliest
Realm of the Forgotten
#429 - 2013-12-01 19:59:42 UTC
Errious wrote:
Can anybody tell me how i can extract only the round one from triexporter or other site, to bring a texture on it for my work on the SOE Stratios?

http://s14.directupload.net/images/131201/nk4qbe94.jpg

Or can anybody tell me how it works ?



I havn`t tried it yet, but it`s possibly in a mask. I`ll try to look it up.

There is no easy way.

Mardante Soliest
Realm of the Forgotten
#430 - 2013-12-01 20:21:30 UTC  |  Edited by: Mardante Soliest
Yes, it is in a mask. Use soec1_t1_m.dds as the mask. It will give you the "glassy" look of that what is inside the Stratios.


Use it as an Opacity map and you will get the wanted result:
http://www.rigolettostraat.nl/EvE/Stratios001.jpg

There is no easy way.

Fredlah
GoonWaffe
Goonswarm Federation
#431 - 2013-12-02 12:52:30 UTC
I am interested in using the EVE in-game assets in Maya.

I have successfully used triexporter to get the assets, but after a good hour of searching and testing different programs and converters, have had no success in getting any of the gr2 files into a working .obj for maya 2013 to read.

I am a CGI/VFX artist and am very interested in getting this working, with textures applied in maya for some nice renders.

Is there any other programs or converters that people can suggest or import plugin for maya to natively read the .gr2?
Mardante Soliest
Realm of the Forgotten
#432 - 2013-12-02 14:29:46 UTC
I just downloaded the trial version of Maya 2014, and it works with the obj files I get from the TriExporter. Don`t know how to put the textures on.. but that`s another question :p

There is no easy way.

Fredlah
GoonWaffe
Goonswarm Federation
#433 - 2013-12-02 14:38:42 UTC
Mardante Soliest wrote:
I just downloaded the trial version of Maya 2014, and it works with the obj files I get from the TriExporter. Don`t know how to put the textures on.. but that`s another question :p


What version of TriExporter are you using? Mine isn't letting me do anything with the models, apart from unstuff them
Mardante Soliest
Realm of the Forgotten
#434 - 2013-12-02 14:41:22 UTC  |  Edited by: Mardante Soliest
Fredlah wrote:
What version of TriExporter are you using? Mine isn't letting me do anything with the models, apart from unstuff them


The one I posted in this forum, just one page back. Blink page 21
https://forums.eveonline.com/default.aspx?g=posts&m=3743611#post3743611

There is no easy way.

Fredlah
GoonWaffe
Goonswarm Federation
#435 - 2013-12-02 15:08:27 UTC  |  Edited by: Fredlah
Mardante Soliest wrote:
Fredlah wrote:
What version of TriExporter are you using? Mine isn't letting me do anything with the models, apart from unstuff them


The one I posted in this forum, just one page back. Blink page 21
https://forums.eveonline.com/default.aspx?g=posts&m=3743611#post3743611


Ah I found the problem, my granny2.dll decided to be corrupted, replacing that has fixed the model export problem.

My next curiosity is how to construct the shader network inside maya... (currently trying to build the SOE Cruiser)
soec1_t1_d.dds is diffuse
soec1_t1_m.dds is the transparency map for their particle effect inside the rear wheel part of the ship
soec1_t1_n.dds is the normal map I assume

and finally
soec1_t1_pgs.dds is a lovely mix of things.
The red channel of that image contains the ship decals I believe.
The green channel contains some ship highlights maybe? (edit, would be the spec map now that I think about it, duh)
and not sure what the blue channel is, but If I had to take a guess it would be the glowing/lights/emissive surfaces of the ship.

Now to work out how to combine all of these together to create one shading network for the whole ship... this part will be fun
Mardante Soliest
Realm of the Forgotten
#436 - 2013-12-02 15:17:20 UTC
Most of it is right Blink
look at this post https://forums.eveonline.com/default.aspx?g=posts&m=3922904#post3922904 AzAkiR NaLDa made.

There is no easy way.

Errious
#437 - 2013-12-02 15:32:09 UTC
@ Mardante Soliest: Thanks for your help, very good tips Cool

I see, i have much to learn about 3D programms, its the most learing part i believe, as photographer is hard to understand how the process works Roll



SOE ships is not easy work, many layers with different logos and other structure items. You have a decal folder in SOE folder, in there you have much logos and more, just a tip.

Hard for me was to understand how it works with .dds files and her basics and now parts like mask for glow in a 3D programm for SOE ships, but it has a little bit of a guy he want paint her new model boat Big smile

http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/ was usefull for me to understand what the videos i seen doing not right, most of them show the process with the old handling with .dds or NGS, but now i think you have for all to use the new ones ?
Fredlah
GoonWaffe
Goonswarm Federation
#438 - 2013-12-02 15:45:31 UTC  |  Edited by: Fredlah
Mardante Soliest wrote:
Most of it is right Blink
look at this post https://forums.eveonline.com/default.aspx?g=posts&m=3922904#post3922904 AzAkiR NaLDa made.


Unfortunately it doesn't help as much as I would have wanted due to it being a shader network in something that is different to Maya :P

I'll be having more of a look at it tomorrow, including the dev blog posted above.

Thank you for your help so far!
AzAkiR NaLDa
Council of Exiles
Brave Collective
#439 - 2013-12-02 15:54:29 UTC  |  Edited by: AzAkiR NaLDa
Fredlah wrote:
Mardante Soliest wrote:
Most of it is right Blink
look at this post https://forums.eveonline.com/default.aspx?g=posts&m=3922904#post3922904 AzAkiR NaLDa made.


Unfortunately it doesn't help as much as I would have wanted due to it being a shader network in UT3 rather than Maya :P

I'll be having more of a look at it tomorrow, including the dev blog posted above.

Thank you for your help so far!

Uhm... If you are a artist you should know the difference between ue3 and 3ds max..
And in the case of my shader network ots coming from 3ds max

also added my version of the stratios below

http://citadel-consortium.com/downloads/stratios.jpg

Lone Star Warrior

Fredlah
GoonWaffe
Goonswarm Federation
#440 - 2013-12-03 01:18:23 UTC
AzAkiR NaLDa wrote:
Fredlah wrote:
Mardante Soliest wrote:
Most of it is right Blink
look at this post https://forums.eveonline.com/default.aspx?g=posts&m=3922904#post3922904 AzAkiR NaLDa made.


Unfortunately it doesn't help as much as I would have wanted due to it being a shader network in UT3 rather than Maya :P

I'll be having more of a look at it tomorrow, including the dev blog posted above.

Thank you for your help so far!

Uhm... If you are a artist you should know the difference between ue3 and 3ds max..
And in the case of my shader network ots coming from 3ds max

also added my version of the stratios below

http://citadel-consortium.com/downloads/stratios.jpg



Yeah I edited my post a few minutes after looking again - dealing with post production for film and TV we exclusively use Maya and nothing to do with 3DS. Apologies for the mix up.

From my small experience with 3DS max, building the shading networks is quite different to maya. When I have free time later today I'll try have a look at your shading network and try to build the equivalent in maya.