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TriExporter

First post
Author
Lieutenant OBrien
Brutor Tribe
Minmatar Republic
#21 - 2011-11-21 23:02:44 UTC
Hey, I'm having an issue with TriExporter.
When I double-click the .gr2 file I get a "Model not Loaded" error.
Any thoughts?
Lieutenant OBrien
Brutor Tribe
Minmatar Republic
#22 - 2011-11-21 23:47:31 UTC
Found the fix in the Archived forum
ORCACommander
Obsidian Firelance Technologies
#23 - 2011-12-05 18:28:43 UTC
original post is full of bad links
AlleyKat
The Unwanted.
#24 - 2011-12-06 13:31:00 UTC
ORCACommander wrote:
original post is full of bad links


It is nearly 7 years old...

Perhaps someone would be kind to compile a list of relevant and/or live links from that thread?

AK

This space for rent.

ORCACommander
Obsidian Firelance Technologies
#25 - 2011-12-14 19:21:59 UTC
as near as i could tell from the subsequent pages in the original post he was just editing the original post or uploading and overwriting the old version.
Roc Wieler
Brutor Tribe
Minmatar Republic
#26 - 2011-12-18 22:15:49 UTC
Anyone able to help me extract the Minmatar CQ as OBJ files? I'm having a helluva time for over a month now.

Never start a fight you can win.

AlleyKat
The Unwanted.
#27 - 2011-12-19 13:09:28 UTC
Roc Wieler wrote:
Anyone able to help me extract the Minmatar CQ as OBJ files? I'm having a helluva time for over a month now.


What probs you got Roc?

I extracted 3 random obj's with no problems [render]

If you tell me what you can't export specifically, I'll see if I can do it, but so far it looks ok...

AK

This space for rent.

Roc Wieler
Brutor Tribe
Minmatar Republic
#28 - 2011-12-20 12:42:08 UTC
I had no problem with furniture, etc. Got all the ceiling pipes, couch, tv, chair, all of it.

It's the room itself. When I try to pull out floors, walls and the rest, it comes out as ... well, nothing. It's all messed up in the TriExporter preview.

My guess is the meshes aren't setup in the same standard way, so I've been struggling getting the room itself.

Thanks for the quick reply. And I appreciate the assist.

Never start a fight you can win.

AlleyKat
The Unwanted.
#29 - 2011-12-20 14:44:21 UTC
Roc Wieler wrote:
I had no problem with furniture, etc. Got all the ceiling pipes, couch, tv, chair, all of it.

It's the room itself. When I try to pull out floors, walls and the rest, it comes out as ... well, nothing. It's all messed up in the TriExporter preview.

My guess is the meshes aren't setup in the same standard way, so I've been struggling getting the room itself.

Thanks for the quick reply. And I appreciate the assist.


Ah, yes - I see what you mean now.

The 'Modular' ceiling & floor & wall meshes are two meshes in one, and Tri-Exporter is converting the 'target mesh', not the 'detail mesh'.

What it should do is take both meshes and merge them, or split the combined mesh into two files.

Don't know whether this would be a simple fix for Slevin or not, drop him a line.

AK

This space for rent.

Roc Wieler
Brutor Tribe
Minmatar Republic
#30 - 2011-12-21 15:19:18 UTC
EVE Mail sent.

No ideas in the meantime?

Never start a fight you can win.

AlleyKat
The Unwanted.
#31 - 2011-12-21 17:41:32 UTC
Roc Wieler wrote:
EVE Mail sent.

No ideas in the meantime?


Well, I did try gr2toobj and didn't get the result I was after, so I moved onto GLXtractor and didn't find any joy there either, even though I was selecting the correct meshes independently inside granny viewer.

I suspect it can be resolved through changing the header files, or, the way Triexporter is reading the header files - because even the 2011 ver of the DLL for granny2 isn't making any difference.

Like I say, there are two meshes there and even GLXtractor states there is an issue in interpolating the meshes - it ends up doing the same thing and reading SIRO 40 vertices when there are 'like 3,000+ vertices.

Shot in the dark why CCP has done this: Enlighten.

I'm guessing that Enlighten uses the simplified mesh for luminance and radiosity, as it's easier for it to calculate light based on simple meshes than complex meshes. This'll mean an easier and less gpu dependent environment, maybe...

If they used enlighten for the space environments, we might be looking at the same problem with meshes that we're looking at here.

If you're a 3ds max user, you might give 3D Ripper DX a try, it's another sanctioned tool by CCP and takes a snapshot of a 3D scene and allows you to import it into 3ds max, minus lighting.

Another thing that might yield some help would be to intercept the DirectX calls to the GPU - not heard of CCP allowing this, but Microsoft SDK is free to download and you'd need to play with the 'PIX' application.

Email CCP first before playing with DLL files and other stuffs, pretty sure it would break the EULA.

AK

This space for rent.

Fortune Taker
#32 - 2011-12-21 20:34:38 UTC
Roc Wieler wrote:
I had no problem with furniture, etc. Got all the ceiling pipes, couch, tv, chair, all of it.

It's the room itself. When I try to pull out floors, walls and the rest, it comes out as ... well, nothing. It's all messed up in the TriExporter preview.

My guess is the meshes aren't setup in the same standard way, so I've been struggling getting the room itself.

Thanks for the quick reply. And I appreciate the assist.



alot of stuff doesn't show up in the triexporter window

have you tried exporting the pieces and opening in the 3d software?
i haven't tried this with the CQ yet, though it worked for me with the character model stuff that doesn't show up in the view window in triexporter
AlleyKat
The Unwanted.
#33 - 2011-12-22 15:54:24 UTC
Fortune Taker wrote:
[quote=Roc Wieler]

alot of stuff doesn't show up in the triexporter window

have you tried exporting the pieces and opening in the 3d software?
i haven't tried this with the CQ yet, though it worked for me with the character model stuff that doesn't show up in the view window in triexporter


Not sure about Roc, but I have, yes - and as indicated above TriExporter is not reading the detail mesh, just the target mesh.

AK



This space for rent.

Roc Wieler
Brutor Tribe
Minmatar Republic
#34 - 2011-12-24 02:32:50 UTC
Yeah, I've pulled it out and into Cinema 4D, and not had any luck.

Good to know other 3D users, specifically MAX users, are having the same issues.

And I'll be honest, man; a lot of that low level stuff you're talking about is beyond my 3D knowledge currently. I'll either have to spend the time learning what you're talking about, or use that same time to model my own damn floor it sounds like. Smile

Do appreciate the help thus far.

Never start a fight you can win.

AlleyKat
The Unwanted.
#35 - 2011-12-24 16:58:51 UTC
Roc Wieler wrote:
Yeah, I've pulled it out and into Cinema 4D, and not had any luck.

Good to know other 3D users, specifically MAX users, are having the same issues.

And I'll be honest, man; a lot of that low level stuff you're talking about is beyond my 3D knowledge currently. I'll either have to spend the time learning what you're talking about, or use that same time to model my own damn floor it sounds like. Smile

Do appreciate the help thus far.


I think this picture from granny viewer explains the problem.

You can see the difference in the number of vertices - the top one is the one that is exported and the lower one is the one we can't export.

Shame...

This space for rent.

Harken Hessel
Octavius Arms Inc.
What Could Possibly Go Wr0ng
#36 - 2012-01-21 13:22:04 UTC  |  Edited by: Harken Hessel
Nathan WAKE wrote:
Hello Harken,

I am not super familiar with Maya, I usually use Luxology Modo and Max, but...

...........................................................................................................................................

Have fun, and don't hesitate if you have other questions.

Chears


Nathan


Nathan,

It's been a few months since I could mess around with it thanks to a couple location changes over here in Afghanistan, but I've gotten a good grasp around exporting the objects and bringing them into Maya.

Here is a shot of a rendered Ferox, which came out pretty good.

http://www.facebook.com/media/set/?set=a.237163972974565.64775.100000428933664&type=3#!/photo.php?fbid=308258335865128&set=a.237163972974565.64775.100000428933664&type=3&theater

Eventually, I'm gonna try and get a team together once I get back to the states and start working on a small project. Right now I'm also trying to figure out about exporting actual character models. I've looked around the directory and found some basic models for people, but I'm looking for my actual avatar.

Is there any place where the actual player characters are stored with their textures, or does the Eve client just make changes to a generic model once the game loads?

Thanks again for the help
AlleyKat
The Unwanted.
#37 - 2012-01-21 13:49:00 UTC
Harken Hessel wrote:
...or does the Eve client just make changes to a generic model once the game loads?...


that's my understanding...otherwise every player in New Eden would need to own every other avatar on their HDD to be able to see them, once WIS kicks in for real...same as every other MMO that have avatars...


This space for rent.

Harken Hessel
Octavius Arms Inc.
What Could Possibly Go Wr0ng
#38 - 2012-01-23 08:02:39 UTC
AlleyKat wrote:
Harken Hessel wrote:
...or does the Eve client just make changes to a generic model once the game loads?...


that's my understanding...otherwise every player in New Eden would need to own every other avatar on their HDD to be able to see them, once WIS kicks in for real...same as every other MMO that have avatars...




Makes sense. But I would think at least the players characters would be stored in some cache/settings file on the HDD. That could possibly reduce load times/lag, and then when ever they enter an area with multiple players, the cached avatar is loaded up from your HDD into the area, that way people can see you, instead of like what you had mentioned, where everyone has everyone's avatars(not feasible).
AlleyKat
The Unwanted.
#39 - 2012-01-23 12:13:06 UTC
Harken Hessel wrote:
AlleyKat wrote:
Harken Hessel wrote:
...or does the Eve client just make changes to a generic model once the game loads?...


that's my understanding...otherwise every player in New Eden would need to own every other avatar on their HDD to be able to see them, once WIS kicks in for real...same as every other MMO that have avatars...




Makes sense. But I would think at least the players characters would be stored in some cache/settings file on the HDD. That could possibly reduce load times/lag, and then when ever they enter an area with multiple players, the cached avatar is loaded up from your HDD into the area, that way people can see you, instead of like what you had mentioned, where everyone has everyone's avatars(not feasible).


hmm.

I think that it's server-side...the only storage would be the video buffer on the client, which would dissappear once the avatar is no longer needed.

So, you'd need some way of extracting your Avatar from the VRAM - I've been looking into this in general terms as DX Ripper ceased working on EVE about a year back.

AK

This space for rent.

Harken Hessel
Octavius Arms Inc.
What Could Possibly Go Wr0ng
#40 - 2012-01-23 15:41:09 UTC
AlleyKat wrote:

hmm.

I think that it's server-side...the only storage would be the video buffer on the client, which would dissappear once the avatar is no longer needed.

So, you'd need some way of extracting your Avatar from the VRAM - I've been looking into this in general terms as DX Ripper ceased working on EVE about a year back.

AK


I'm guessing by that, you mean that once you have loaded the game up and your avatar has been loaded, that's when you attempt to extract it?

Another idea might be a standalone character generator, and maybe the ability to export the completed model. But that would probably require some extensive R&D.