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EVE Probe

 
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Want to make a scene?

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ShadowandLight
Trigger Happy Capsuleers
#61 - 2015-02-02 23:32:25 UTC
CCP Darwin wrote:
ShadowandLight wrote:
Could someone make a POS shield type EVE Probe scene? At least on my PC running multiple clients, POS shields (and probably modules as well) really puts a hurting on my FPS.


This is getting off-topic, so please post requests for more profiling of certain cases in an appropriate other thread. That said:


Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?
CCP Darwin
C C P
C C P Alliance
#62 - 2015-02-02 23:46:28 UTC
ShadowandLight wrote:
Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?


In general, I'd say making another thread in this forum would be great for that kind of request. That said:

The rest of my answer pointed out that there is already a scene that features a POS shield in the current EVE Probe. Have you taken a look at it? Are you asking for something different?

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Ragnar Sorlandschip
The Scope
Gallente Federation
#63 - 2015-02-02 23:52:11 UTC
ShadowandLight wrote:
CCP Darwin wrote:
ShadowandLight wrote:
Could someone make a POS shield type EVE Probe scene? At least on my PC running multiple clients, POS shields (and probably modules as well) really puts a hurting on my FPS.


This is getting off-topic, so please post requests for more profiling of certain cases in an appropriate other thread. That said:


Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?


If the FPS tanks on that scene, try turning off AA, that helped for me. It's probably all those lasers.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#64 - 2015-02-02 23:52:28 UTC  |  Edited by: Salpun
ShadowandLight wrote:
CCP Darwin wrote:
ShadowandLight wrote:
Could someone make a POS shield type EVE Probe scene? At least on my PC running multiple clients, POS shields (and probably modules as well) really puts a hurting on my FPS.


This is getting off-topic, so please post requests for more profiling of certain cases in an appropriate other thread. That said:


Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?

Sure start a new on in the EVE Probe forum it needed a request thread any way. Maybe it will get sticked.

There was talk about showing only the outer edges of all bubbles deployed but not sure if that would help your issue.

I think that level selection LOW Mediam or HIGH graphics engine would also help work thru some of the more obscure graphics issues. Will add that to your thread once you start it. Cool

Edit: the Main man himself is still up Shocked and beat me to it. Lol

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

ShadowandLight
Trigger Happy Capsuleers
#65 - 2015-02-02 23:53:05 UTC
CCP Darwin wrote:
ShadowandLight wrote:
Should I make a new thread on the EVE Probe forum or is there a thread specifically for this request?


In general, I'd say making another thread in this forum would be great for that kind of request. That said:

The rest of my answer pointed out that there is already a scene that features a POS shield in the current EVE Probe. Have you taken a look at it? Are you asking for something different?


I must have an older version, I just ran it last week but I didn't see a POS shield version just multiple POS sticks anchoring.

Is there a new scene with an Online Shielded POS with a decent amount of modules
CCP Darwin
C C P
C C P Alliance
#66 - 2015-02-02 23:57:13 UTC
ShadowandLight wrote:
Is there a new scene with an Online Shielded POS with a decent amount of modules


Yep, it's a bunch of ships bashing an online POS.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Jon Dekker
Dekker Corporation
#67 - 2015-02-03 00:05:08 UTC  |  Edited by: Jon Dekker
CCP Darwin wrote:


Jon Dekker wrote:
The ability to manually control a camera and the scene, modifying the camera path or slowing the scene down or speeding it up.


Trust me, once you get the hang of it you'd rather be doing this in Maya or Blender. Also, I suspect some clever folks will probably sooner or later come up with a nice smooth workflow you can follow.


Hmm, I don't think that's quite what I'm talking about. Yes, you can set up a scene and animate in Maya of course, but then you're not rendering using the game engine and things just won't look the same.

I'm talking about a playback recorder similar to how Halo Forge worked, where the entire scene was recorded as objects and positions of objects and their various properties, not as video footage. You could then playback the scene and fly your camera around, panning or zooming, or slowing down the footage, or getting better camera angles, or even stop the scene entirely, and the camera can still be moved around the scene. My thought is, what if you can do this but your camera positions are also recorded? Then you can sequence the final scene, switching manually between the different cameras.

This would allow for Ti-Di battles to be recorded and published in ways that are just a bit more cinematic than someone's FRAPS video.

Halo Forge Example
CCP Darwin
C C P
C C P Alliance
#68 - 2015-02-03 00:18:34 UTC  |  Edited by: CCP Darwin
Jon Dekker wrote:
Hmm, I don't think that's quite what I'm talking about. Yes, you can set up a scene and animate in Maya of course, but then you're not rendering using the game engine and things just won't look the same.


The developers of EVE Probe (CCP Snorlax and Team RnB) have also put up on github a set of tools for exporting animation and curves to a format that you should be able to hook in to the custom scene feature, so that you animate your camera and objects in Maya or Blender and then render using EVE Probe (thus getting full benefit of EVE's Trinity graphics engine.)

https://github.com/ccpgames/dae-to-red

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Ariete
Aliastra
Gallente Federation
#69 - 2015-02-03 00:28:02 UTC
Jon Dekker wrote:
CCP Darwin wrote:


Jon Dekker wrote:
The ability to manually control a camera and the scene, modifying the camera path or slowing the scene down or speeding it up.


Trust me, once you get the hang of it you'd rather be doing this in Maya or Blender. Also, I suspect some clever folks will probably sooner or later come up with a nice smooth workflow you can follow.


Hmm, I don't think that's quite what I'm talking about. Yes, you can set up a scene and animate in Maya of course, but then you're not rendering using the game engine and things just won't look the same.

I'm talking about a playback recorder similar to how Halo Forge worked, where the entire scene was recorded as objects and positions of objects and their various properties, not as video footage. You could then playback the scene and fly your camera around, panning or zooming, or slowing down the footage, or getting better camera angles, or even stop the scene entirely, and the camera can still be moved around the scene. My thought is, what if you can do this but your camera positions are also recorded? Then you can sequence the final scene, switching manually between the different cameras.

This would allow for Ti-Di battles to be recorded and published in ways that are just a bit more cinematic than someone's FRAPS video.

Halo Forge Example


(Disclaimer, i'm not a programmer or 3d Designer)

There is a CREST api that allows you to track positions of ships etc, CCP have used it for the last AT and NEO. The output from the api maybe able to be used to generate the info for Eve Probe to render.
Rollo Brinalle
Imaginary Rats.
#70 - 2015-02-03 00:46:14 UTC
All very cool stuff going on here! A few things though as this thing explodes. It would be really nice to have a wiki or some place we can go to and get the latest changes without having to comb soon to be dozens of pages in the forums. We are going to want more information for example setting ships with specific weapon systems and how do we place stations, starbases, and all the other backgrounds information in a scene. A repository that can be quickly updated will be required especially in the beginning.

I am already wanting more that's for sure and it's going to be great to create some good ads in the future for the communities I'm involved with.

Valeo Galaem
Deep Core Mining Inc.
Caldari State
#71 - 2015-02-03 01:50:03 UTC
Is it possible to trigger model animations such as warp mode, ship modes, weapon onlining, etc?

Since the station in Scene 5 does not have its rings rotating I assume not.

Standalone Windows build of ccpgames/dae-to-red

https://github.com/Nu11u5/dae-to-red/releases

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#72 - 2015-02-03 02:47:26 UTC
http://www.fuzzwork.co.uk/dump/latest/graphicIDs.yaml.bz2 may well be of use to people, looking for which ship is which.

It's one of the official files from the SDE. Right now, I'm not loading any of the SOF data into the conversion, but that may change if people need it.

Right now, I suspect you don't, as it's nice and readable in its current form (just use 7zip to unzip it, then open it in a decent text editor, like notepad++)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Kyoko Sakoda
Achura-Waschi Exchange
Monyusaiya Industry Trade Group
#73 - 2015-02-03 08:27:31 UTC
Just want to say thanks for supporting this. With PBR the old methods of using TriExporter to extract texture data were getting very dated.

I'd like to see support for animation paths from Cinema 4D at some point as well. I believe they might be XML files but I'd have to check. Maybe a genius player can work on support for that.
Marlona Sky
State War Academy
Caldari State
#74 - 2015-02-03 09:04:34 UTC
Quote:
Under the probe folder you will find a docs folder containing some documentation about the scene file format as well as movie creation.


I'm new to this whole navigation thing for weird files. I suppose I'm blind and or dumb, but please can someone help me locate this? I don't see any such docs folder.
Discomanco
We pooped on your lawn
#75 - 2015-02-03 09:49:01 UTC
Was just about to get fired up, but now I'm a sad panda :(
http://gyazo.com/7d02e0b7b37597aa3d8311eceffa77ed
(yes, I'm running a 32bit system)
l0rd carlos
the king asked me to guard the mountain
#76 - 2015-02-03 10:02:50 UTC
Discomanco wrote:
Was just about to get fired up, but now I'm a sad panda :(
http://gyazo.com/7d02e0b7b37597aa3d8311eceffa77ed
(yes, I'm running a 32bit system)

Can you maybe run the cmd as a 32bit application or someting?

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Discomanco
We pooped on your lawn
#77 - 2015-02-03 10:07:22 UTC
l0rd carlos wrote:
Discomanco wrote:
Was just about to get fired up, but now I'm a sad panda :(
http://gyazo.com/7d02e0b7b37597aa3d8311eceffa77ed
(yes, I'm running a 32bit system)

Can you maybe run the cmd as a 32bit application or someting?

How can I not run it as a 32bit app? ._.
My OS only supports 32bit
l0rd carlos
the king asked me to guard the mountain
#78 - 2015-02-03 10:19:28 UTC
Discomanco wrote:
l0rd carlos wrote:
Discomanco wrote:
Was just about to get fired up, but now I'm a sad panda :(
http://gyazo.com/7d02e0b7b37597aa3d8311eceffa77ed
(yes, I'm running a 32bit system)

Can you maybe run the cmd as a 32bit application or someting?

How can I not run it as a 32bit app? ._.
My OS only supports 32bit

Sorry, brain fart. My bad.
I thought about the other way around.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

CCP Darwin
C C P
C C P Alliance
#79 - 2015-02-03 10:29:40 UTC
Marlona Sky wrote:
Quote:
Under the probe folder you will find a docs folder containing some documentation about the scene file format as well as movie creation.


I'm new to this whole navigation thing for weird files. I suppose I'm blind and or dumb, but please can someone help me locate this? I don't see any such docs folder.


First, you have to run EVE Probe once. Then, once it's run one time:

On the root directory of your C: drive, there's a hidden directory called ProgramData. If you open Windows Explorer and type C:\ProgramData into the address bar, you'll get there. Documentation is under C:\ProgramData\CCP\EVE\SharedCache\probe\docs

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Lair Osen
#80 - 2015-02-03 10:55:01 UTC  |  Edited by: Lair Osen
Hey Darwin, you know the dna for Mordus Ships? Can't see them anywhere usingTriExporter :(

E: found them in the caldari folders