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EVE Probe

 
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Want to make a scene?

First post First post
Author
Mizhir
Devara Biotech
#101 - 2015-02-04 21:02:13 UTC
This is pretty damn awesome. Thank you for working on it.

I haven't had a chance to try it, but definitely looking forward to it.

Just a quick question. Is it / will it be possible to make custom textures for the ships?

❤️️💛💚💙💜

Rollo Brinalle
Imaginary Rats.
#102 - 2015-02-04 23:56:32 UTC
Joshua Foiritain wrote:
Two questions, when using _handle_empty_scene to render a scene without a nebula is it possible to change the black BG color to something else? (like green) I noticed the _handle_trinity_setting option but have no idea what kind of options we can change P

Also the capture option does not seem to work for me, this is the command line im running:
C:\ProgramData\CCP\EVE\SharedCache\probe>bin\exefile.exe /lib=code.ccp /windowed /width=512 /height=512 /scenes=test.yaml /capturefolder=D:\Movies

I've tried various folders, existing and none existent ones, different drives, trailing slash, no trailing slash, etc. Nothing jumps out in the error log. Any idea what im doing wrong?


The capture did not work for me either also tried various folders etc... Also has anyone figured out how to place a structure? I tried a few stations with no luck. I have it narrowed down to the DNA and tried to use the graphic_type.yaml that has been floating around on the thread with no luck.


Sarmatiko
#103 - 2015-02-05 08:15:31 UTC
Rollo Brinalle wrote:
Also has anyone figured out how to place a structure? I tried a few stations with no luck. I have it narrowed down to the DNA and tried to use the graphic_type.yaml that has been floating around on the thread with no luck.


http://pastebin.com/t8Z4gwzr

Also why don't you look at existing scenes? There are plenty of them:

asteroid_rocks
asteroids
bink
buildeffect
camera
controltower
crash_horribly
demo
drone
festivallaunchers
fireworks
fleet1
fleet1_pip
fleet1sof
fleet2
fleet3
fleet3_pip
fleettest
freeze_horribly
indirect_lighting
indirect_lighting_small
load
lod
lod_sof
many_missiles
missiles
movement
multicamera
overlayeffects
pip_lod
pipdemo
shipandplanet
shiplod
spritetest
tractorbeam
viewturrets
CCP Rave
C C P
C C P Alliance
#104 - 2015-02-05 11:35:10 UTC
Rollo Brinalle wrote:
Joshua Foiritain wrote:
Two questions, when using _handle_empty_scene to render a scene without a nebula is it possible to change the black BG color to something else? (like green) I noticed the _handle_trinity_setting option but have no idea what kind of options we can change P

Also the capture option does not seem to work for me, this is the command line im running:
C:\ProgramData\CCP\EVE\SharedCache\probe>bin\exefile.exe /lib=code.ccp /windowed /width=512 /height=512 /scenes=test.yaml /capturefolder=D:\Movies

I've tried various folders, existing and none existent ones, different drives, trailing slash, no trailing slash, etc. Nothing jumps out in the error log. Any idea what im doing wrong?


The capture did not work for me either also tried various folders etc... Also has anyone figured out how to place a structure? I tried a few stations with no luck. I have it narrowed down to the DNA and tried to use the graphic_type.yaml that has been floating around on the thread with no luck.




There seems to have been an error in the documentation. Fixing it now. The /capturefolder argument should have an underscore in it like so /capture_folder
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#105 - 2015-02-06 00:04:46 UTC  |  Edited by: Valeo Galaem
I've made a standalone build of dae-to-red if you don't want to mess with the source code and dependencies. I also added a little batch file wrapper that lets you drag-and-drop files to convert them.

Built using bbfreeze.

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

edit: now at github

Standalone Windows build of ccpgames/dae-to-red

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

Valeo Galaem
Deep Core Mining Inc.
Caldari State
#106 - 2015-02-09 01:30:41 UTC  |  Edited by: Valeo Galaem
CCP, can you say what is happening here?

http://i.imgur.com/nkidKCK.png

The crash is happening when the last line of the last keyframe of the first keyframe sequence is parsed.

Curve file 'example.red': http://www.pasteall.org/56584

This is the .red file that results when I run the original 'example.blend' file included in the dae-to-red documentation through a Blender script I had to make to get custom animations to not crash dae-to-red (it doesn't like keyframes that don't key on all curve channels).

Standalone Windows build of ccpgames/dae-to-red

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

Kyoko Sakoda
Achura-Waschi Exchange
Monyusaiya Industry Trade Group
#107 - 2015-02-09 03:33:16 UTC
Just want to confirm that Cinema 4D supports reading and writing .dae files, so yay! :D
CCP Darwin
C C P
C C P Alliance
#108 - 2015-02-09 05:11:11 UTC  |  Edited by: CCP Darwin
Valeo Galaem wrote:
CCP, can you say what is happening here?

http://i.imgur.com/nkidKCK.png

The crash is happening when the last line of the last keyframe of the first keyframe sequence is parsed.

Curve file 'example.red': http://www.pasteall.org/56584

This is the .red file that results when I run the original 'example.blend' file included in the dae-to-red documentation through a Blender script I had to make to get custom animations to not crash dae-to-red (it doesn't like keyframes that don't key on all curve channels).


If nobody from the EVE Probe team answers, I'll try to take a brief look this morning.

Edit: Looks like we have our answer. :)

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

Fredlah
Republic Military School
Minmatar Republic
#109 - 2015-02-09 06:30:58 UTC  |  Edited by: Fredlah
Is there a way to enable the warp-tunnel effect, and keyframe it if a ship exits warp?

Also, if we have a static camera watching a ship exit warp onto grid, will we need to enable the warp-pop sound/effect?


Edit: also, when creating custom animation paths in maya, what scale are we working to? i.e if we want a rifter orbiting a stargate at 5km, and maya is set to centimeter working units, what kind of size are we looking for getting it looking right?

I guess I could try and import the eve asset models into scene and use them as animation references, would that then be 1:1 scale to in-engine?


double edit: I can't not ask for the high-res texture pack at this stage. even if it is only compatible with eve-probe... that would make my day.
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#110 - 2015-02-09 06:50:00 UTC  |  Edited by: Valeo Galaem
Fredlah wrote:
Is there a way to enable the warp-tunnel effect, and keyframe it if a ship exits warp?

I imagine the warp-tunnel or warp exit visual effect might be possible by calling up the right .red effect, but which file or which command I am not sure.

Fredlah wrote:
Also, if we have a static camera watching a ship exit warp onto grid, will we need to enable the warp-pop sound/effect?

Eve Probe doesn't do sound. You will have to capture the video and mix it in during editing.

Fredlah wrote:
Edit: also, when creating custom animation paths in maya, what scale are we working to? i.e if we want a rifter orbiting a stargate at 5km, and maya is set to centimeter working units, what kind of size are we looking for getting it looking right?

Blender uses 1 unit = 1 meter with the Eve resources. That's all I know. Try importing the example files and see what you get. The cubes are approximately the same size as the Salvage Drones in the final scene.

Fredlah wrote:
I guess I could try and import the eve asset models into scene and use them as animation references, would that then be 1:1 scale to in-engine?

When I import them with Blender, if I use the .obj exports from TriExporter they seem to be the correct scale, while the .3ds exports are not.

Standalone Windows build of ccpgames/dae-to-red

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

Fredlah
Republic Military School
Minmatar Republic
#111 - 2015-02-09 09:03:17 UTC
Valeo Galaem wrote:

Fredlah wrote:
Also, if we have a static camera watching a ship exit warp onto grid, will we need to enable the warp-pop sound/effect?

Eve Probe doesn't do sound. You will have to capture the video and mix it in during editing.



True. I assume there should just be an effect to call for the warp flash though, thanks for your help :)
CCP Rave
C C P
C C P Alliance
#112 - 2015-02-09 10:00:34 UTC
Valeo Galaem wrote:
CCP, can you say what is happening here?

http://i.imgur.com/nkidKCK.png

The crash is happening when the last line of the last keyframe of the first keyframe sequence is parsed.

Curve file 'example.red': http://www.pasteall.org/56584

This is the .red file that results when I run the original 'example.blend' file included in the dae-to-red documentation through a Blender script I had to make to get custom animations to not crash dae-to-red (it doesn't like keyframes that don't key on all curve channels).



Looks like every "keys:" element is missing 4 spaces of indentation.
CCP Darwin
C C P
C C P Alliance
#113 - 2015-02-09 10:53:25 UTC
Valeo Galaem wrote:
Fredlah wrote:
Is there a way to enable the warp-tunnel effect, and keyframe it if a ship exits warp?

I imagine the warp-tunnel or warp exit visual effect might be possible by calling up the right .red effect, but which file or which command I am not sure.


I know where the files are (res:Model\Effect3\warpEntry.red, res:Model\Effect3\warpTunnel.red, res:Model\Effect3\warpTunnel2.red) , but I'm not exactly sure how to get the effect to play back even when doing it all manually in Jessica.

My guess is that playing back the warp effect would require an EVE Probe command to be implemented for that purpose.

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

Valeo Galaem
Deep Core Mining Inc.
Caldari State
#114 - 2015-02-09 20:32:21 UTC  |  Edited by: Valeo Galaem
I've made the fix concerning the key yaml indentation level and posted it to my repo. You can also download my standalone binary there.


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

Standalone Windows build of ccpgames/dae-to-red

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

Fredlah
Republic Military School
Minmatar Republic
#115 - 2015-02-10 03:35:27 UTC
Valeo Galaem wrote:
I've made the fix concerning the key yaml indentation level and posted it to my repo. You can also download my standalone binary there.


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


Trying to use your program on any dae file I export from maya, or even any of the example dae files in the package causes the application to just disappear with no output :(
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#116 - 2015-02-10 04:41:35 UTC  |  Edited by: Valeo Galaem
Fredlah wrote:
Valeo Galaem wrote:
I've made the fix concerning the key yaml indentation level and posted it to my repo. You can also download my standalone binary there.


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


Trying to use your program on any dae file I export from maya, or even any of the example dae files in the package causes the application to just disappear with no output :(


Nvm, I just figured out what you are doing..!

You need to drop your .dae file on the file icon of 'dae-to-red.bat' in Explorer, not in the command prompt window that opens when you run it. Sorry for the confusion.

I updated the wrapper script to be more clear just now.

Standalone Windows build of ccpgames/dae-to-red

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

Fredlah
Republic Military School
Minmatar Republic
#117 - 2015-02-10 05:20:54 UTC
Valeo Galaem wrote:
Fredlah wrote:
Valeo Galaem wrote:
I've made the fix concerning the key yaml indentation level and posted it to my repo. You can also download my standalone binary there.


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


Trying to use your program on any dae file I export from maya, or even any of the example dae files in the package causes the application to just disappear with no output :(


Nvm, I just figured out what you are doing..!

You need to drop your .dae file on the file icon of 'dae-to-red.bat' in Explorer, not in the command prompt window that opens when you run it. Sorry for the confusion.

I updated the wrapper script to be more clear just now.


Yeah, I realised this reading your pre-edit post, I should have known better :P
Fredlah
Republic Military School
Minmatar Republic
#118 - 2015-02-10 05:30:06 UTC
Does the maya DAE_FBX export work? Or do I need to get a special dae exporter? I tried finding the Collada exporter for maya2014 but everything I could find points to 2013 being the latest supported version.

Using the DAE_FBX export built into the fbx plugin and then putting it into your compiled converter I get the following error: http://pastebin.com/raw.php?i=xBqT0XTy


Also scratching my head trying to work out how to get a titan to doomsday something. I tried importing the oblivion ID as a launcher onto a leviathan, which didn't work, and trying to use any of the doomsday .black effects in the script just breaks things :(
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#119 - 2015-02-10 05:58:45 UTC  |  Edited by: Valeo Galaem
Fredlah wrote:
Does the maya DAE_FBX export work? Or do I need to get a special dae exporter? I tried finding the Collada exporter for maya2014 but everything I could find points to 2013 being the latest supported version.

Using the DAE_FBX export built into the fbx plugin and then putting it into your compiled converter I get the following error: http://pastebin.com/raw.php?i=xBqT0XTy


Also scratching my head trying to work out how to get a titan to doomsday something. I tried importing the oblivion ID as a launcher onto a leviathan, which didn't work, and trying to use any of the doomsday .black effects in the script just breaks things :(


That's the error I got when my Blender animations didn't key on each of the XYZ animation channels in the same frame. One or two of of the coordinates is missing and the program is trying to interpret empty data. My solution was to resample all of the curves in Blender which generated keys on every channel for every frame. dae-to-red could parse the animation then, but the animation keys are at too high a rate and plays back jerky/laggy in Eve Probe (that or the data has bad precision issues during conversion).

I'm looking at fixing the issue in dae-to-red, but I can't say when I'll have it figured out.

Standalone Windows build of ccpgames/dae-to-red

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

Fredlah
Republic Military School
Minmatar Republic
#120 - 2015-02-10 06:10:00 UTC
Valeo Galaem wrote:
Fredlah wrote:
Does the maya DAE_FBX export work? Or do I need to get a special dae exporter? I tried finding the Collada exporter for maya2014 but everything I could find points to 2013 being the latest supported version.

Using the DAE_FBX export built into the fbx plugin and then putting it into your compiled converter I get the following error: http://pastebin.com/raw.php?i=xBqT0XTy


Also scratching my head trying to work out how to get a titan to doomsday something. I tried importing the oblivion ID as a launcher onto a leviathan, which didn't work, and trying to use any of the doomsday .black effects in the script just breaks things :(


That's the error I got when my Blender animations didn't key on each of the XYZ animation channels in the same frame. One or two of of the coordinates is missing and the program is trying to interpret empty data. My solution was to resample all of the curves in Blender which generated keys on every channel for every frame. dae-to-red could parse the animation then, but the animation keys are at too high a rate and plays back jerky/laggy in Eve Probe (that or the data has bad precision issues during conversion).

I'm looking at fixing the issue in dae-to-red, but I can't say when I'll have it figured out.


I've tried rebaking the animation on every object out to keyframes but still same error. I can pastebin you the contents of my dae file to determine if it's an issue with the DAE_FBX output rather than an issue with keyframes or something