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TriExporter

First post
Author
AlleyKat
The Unwanted.
#41 - 2012-01-23 19:08:02 UTC
Harken Hessel wrote:

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.


Yeah.

When it's on the screen, push a button and bam, there's a file on your HDD with the model and materials and textures. It would also capture the entire scene, so, the CQ ét all, would come into it.

That's what you usta be able to do, sadly no more, CCP are (if anything) locking the game client down more and more now, and tools like this are harder to find. What's worse (if you read up) is that the CQ elements are doubled for some of the interior pieces.

Shame they feel this way tbh, can only assume it's to secure their assets or make things easier to develop on.

Maybe one day this will be a reality

AK

This space for rent.

Andares Sol
Center for Advanced Studies
Gallente Federation
#42 - 2012-01-24 20:26:52 UTC  |  Edited by: Andares Sol
Does anybody know if the source-code for the so called "TriExporter 2009" version is available somewhere?
I just found the source for the original / initial version and binaries for the "TriExporter 2009" modification.

(After some fiddling i got the original source to compile by recreating a project for Visual Studio 2008 - The only version i own. I use it to export the models for EveLiveWallpaper as Blender kept throwing away all Normals and messing things up when i imported the *.obj and exported into my binary format again.)

And another question: Where are the (faction) colors for the paint maps of the ship defined? They don't seem to be in the corresponding *.red file of the models.

Bests,
Andares Sol
Ibishima Nachtmahr
Furor Letalis Heavy Arms
#43 - 2012-02-16 09:59:53 UTC
Greetings.

I don't know if i'm blind or just to stupid for TriExporter, but i can't find all textures...

Versions:
TriExporter: 0.4.2.0
granny2.dll: 2.8.12.0

i'm in the directory res/dx9/ships/gallente/gbc1 and have opened gbc1_mod4shape.gr2
Now i switch to res/dx9/texture in hope to find all needed textures... well... no :(
There are 2 subfolders, global and ui... and in these there aren't any subfolders...

Need help :)

Ibi
Nathan WAKE
Deep Core Mining Inc.
Caldari State
#44 - 2012-02-16 10:16:10 UTC  |  Edited by: Nathan WAKE
To Ibishima Nachtmahr

You do not need to switch folder

res\dx9\model\ship\gallente\gbc1 contains :

gbc1_mod4shape.gr2 (3D model)
and
gbc1_tex_d.dds (diffuse + glow and transparency in alpha channel)
gbc1_tex_ngs.dds (sub-mask map in red channel,normal map X in green channel, specular map in blue channel, normal map Y in alpha channel)
gbc1_tex_p.dds (mask map in alpha channel)

By the way, you'll find the "new" version of this BC in

res\dx9\model\ship\gallente\battlecruiser\gbc1

with the same folder structure, except there are many other subfolders named by manufcturers where you'll find variations of the ship textures.

Caution, the textures organisation changed for the new textures packages
In res\dx9\model\ship\gallente\battlecruiser\gbc1 you'll find :
gbc1_t1_d.dds (diffuse only)
gbc1_t1_n.dds (normal map X in green channel, normal map Y in alpha channel)
gbc1_t1_pgs.dds (sub mask map in red channel, specular map in green channel, mask map in blue channel and glow + transparency in alpha channel)

Hope this helps. Ask if you have other questions Big smile

Nathan

"I'm a very good housekeeper. Each time I get a divorce, I keep the house"

Zaza Gabor

Ibishima Nachtmahr
Furor Letalis Heavy Arms
#45 - 2012-02-16 14:31:49 UTC
thx, worked :) only, that if i take, for example, the thorax, i can's see the 'windows' on it... and the engines are... well... green ^^
(told you, i'm to stupid for it ^^)

i tried to follow this 'tutorial': http://www.newedenlibrary.net/sigs/models.shtml
but they use other textures then i... *confused* ;)
Nathan WAKE
Deep Core Mining Inc.
Caldari State
#46 - 2012-02-17 09:30:20 UTC
Ibishima Nachtmahr wrote:
thx, worked :) only, that if i take, for example, the thorax, i can's see the 'windows' on it... and the engines are... well... green ^^
(told you, i'm to stupid for it ^^)

i tried to follow this 'tutorial': http://www.newedenlibrary.net/sigs/models.shtml
but they use other textures then i... *confused* ;)


Hello Ibishima Nachtmahr,

Realy, it is not that complicated. The tutorial you are looking at is just outdated. I can't recall how long ago the diffuse textures had the lights on them, or the 3D models had the .tri extension (that was before the "HD version" of EvE - tri models are still present though).

Forget about the res\model\ path and go to res\dx9\model\ you'll get more and nicer stuff Big smile

In fact, triExporter should now be called Gr2Exporter Big smile even if it can still open tri models.

Anyway....

I threw up a bunch of screenshots and comments in a tutorial for you last night.

It is probably full of spelling and typing mistakes because I did it fast, but i hope you'll get the point.

It's also a bit long, but I wanted it "step by step". I considered doing a video tutorial, but my English accent is definitely horrible and I chose to spare you that.

Hope it'll help you.

Cheers

Nathan

TriExporter and Max simple tutorial

"I'm a very good housekeeper. Each time I get a divorce, I keep the house"

Zaza Gabor

Ibishima Nachtmahr
Furor Letalis Heavy Arms
#47 - 2012-02-17 12:52:12 UTC
You are my hero, really... this is awesome... i can follow it extremly easy, so my stupidity is gone... praise Nathan ;)
Stridsflygplan
Deliverance.
Arrival.
#48 - 2012-02-29 04:49:01 UTC
Is it possible to extract the EVE star map with this tool?
or any other ideas how to get it?
AlleyKat
The Unwanted.
#49 - 2012-02-29 19:16:03 UTC
Stridsflygplan wrote:
Is it possible to extract the EVE star map with this tool?
or any other ideas how to get it?


No.

You need to take a snapshot.

I created an After Effects file two years ago you might be interested in - like this PM me if you want it and I'll see if I have it on backup somewhere.

AK

This space for rent.

Turhan Bey
EVE University
Ivy League
#50 - 2012-03-09 04:33:57 UTC
Discussion going on in the EVE University public forums, started out as my asking about the combined light and transparency map:
http://forum.eveuniversity.org/viewtopic.php?f=29&t=50967

My YouTube video class on the use of TriExporter 2009, GIMP, and Blender:
http://www.youtube.com/watch?v=Pw18CzYzJvg
Metis Laxon
Imperial Shipment
Amarr Empire
#51 - 2012-03-11 04:16:56 UTC  |  Edited by: Metis Laxon
Hmm,

I have downloaded the file linked in that video, but whenever I go to the models and double click one I get 'Err!'

In fact I get that if I double click anything in the explorer area.

Where did I go wrong?

EDIT: Nevermind, I have found the 'issue' and it is entirely my bad.

I do have another question now: http://eve-files.com/search.dxd?search=triexporter

There is a more recent file there, and it appears to work. Unfortunately it has no menu for me at the top, so I have no way to export the model. It does seem to be improved as it automatically shows models with the correct texture.
AlleyKat
The Unwanted.
#52 - 2012-03-11 10:41:41 UTC
Metis Laxon wrote:
Hmm,

I have downloaded the file linked in that video, but whenever I go to the models and double click one I get 'Err!'

In fact I get that if I double click anything in the explorer area.

Where did I go wrong?

EDIT: Nevermind, I have found the 'issue' and it is entirely my bad.

I do have another question now: http://eve-files.com/search.dxd?search=triexporter

There is a more recent file there, and it appears to work. Unfortunately it has no menu for me at the top, so I have no way to export the model. It does seem to be improved as it automatically shows models with the correct texture.


Yes, triexporter dot net, that was Selvin attempting to produce perfect renders using the red file settings.

He made some great progress with that, but have not seen any development of this tool for the purposes of exporting to a 3D program, or an OBJ file with textures.

To be honest, I haven't seen any development for a long time, but the sourcecode is available here for collaborative endeavors.

AK

This space for rent.

Eugene Spencer
Set Phasers To Malky
#53 - 2012-03-11 15:43:37 UTC
Metis Laxon wrote:
Hmm,

I have downloaded the file linked in that video, but whenever I go to the models and double click one I get 'Err!'

In fact I get that if I double click anything in the explorer area.

Where did I go wrong?

EDIT: Nevermind, I have found the 'issue' and it is entirely my bad.

I do have another question now: http://eve-files.com/search.dxd?search=triexporter

There is a more recent file there, and it appears to work. Unfortunately it has no menu for me at the top, so I have no way to export the model. It does seem to be improved as it automatically shows models with the correct texture.



What was the issue with the "err!"? I'm having the exact same problem...

I have a specific comb for my beard.

Metis Laxon
Imperial Shipment
Amarr Empire
#54 - 2012-03-15 01:44:48 UTC
For the err make sure you click on the right files, all other files pop up with the ERR. I was clicking on the .red files :/

And it is unfortunate that the development has halted :(
Forgon
TURN LEFT
#55 - 2012-03-17 19:41:03 UTC
Any ideas how to texture planets or t2 ships without the need of .red files?
James Amril-Kesh
Viziam
Amarr Empire
#56 - 2012-05-02 07:38:37 UTC  |  Edited by: James Amril-Kesh
I'm getting the "model not loaded" error. How do I fix this?

On a related note, PLEASE don't do what the guy on the last page did. Don't ever post about a problem with software, then post that the problem is resolved without ever explaining anything about how you fixed it. I'm sure you can appreciate how incredibly frustrating that is. I know he said it's in the archived forum, but I can't find it in there.

Enjoying the rain today? ;)

Tubrav Sadarts
Viscous Logistics
#57 - 2012-05-02 15:49:03 UTC
Has anyone ever figured out how to properly texture t2 ships by exporting from TriExporter? T1 is nice, but it seems currently the only way to get t2-looking ships would be to manually re-paint the t1 textures... I'm guessing this used to involve .red files, but I think something's changed regarding those recently?
Wild Rho
The Gentleman's Club
#58 - 2012-05-04 06:15:21 UTC
You use the diffuse and mask colour parameters in the red files along with the mask map to modify the T1 colours.

How you do the modifications is up to you, in blender I use texture nodes so it's a farily simple process to create the T2 skins.



Speaking of red files, does anyone know what's happening with them? I noticed a post the other day that seemed to say they were going away soon and being replaced with something new but I've not been able to find any details.
Tubrav Sadarts
Viscous Logistics
#59 - 2012-05-04 09:44:50 UTC
How do you actually find/open the .red files in the first place? I tried finding them in the EVE folder but couldn't...
Wild Rho
The Gentleman's Club
#60 - 2012-05-04 18:01:33 UTC
Use tri exporter to extract the directory to a folder on your drive and then browse to the ship folder you want. You can open .red files using notepad.