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TriExporter

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Author
Serious Masta
Deep Core Mining Inc.
Caldari State
#1 - 2011-09-12 06:55:05 UTC  |  Edited by: Serious Masta
Old Thread:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=269677

Selvin wrote:

i made a tool TriExporter
u need granny2.dll to use it
it is distributed without granny2.dll ... find it on your own in this thread(page 29 Serious Masta post)

screen
with this tool u can view/export/unstuff eve models/resources

remeber that that models/resources are CCP's property!!!

Update:
Cardinal Harvest wrote:

AzAkiR NaLDa wrote:
TremalJack wrote:
Hi guys,

I download the last TriExporter Version, but when I set the folder to: X:\Programs\CCP\EVE\res the program don't show nothing, can someone tell me the right folder path?


Set it to : X:\Programs\CCP
Wild Rho
The Gentleman's Club
#2 - 2011-09-19 21:33:56 UTC
Is it possible to modify Tri exporter so it can export the bone information when converting to a .X file type?

I was toying with creating an Eve Movie maker in XNA while taking a break from doing some animations and have managed to create a half decent shader for the ships but without the bone information I can't animate the turret movements or ship animations.
Roc Wieler
Brutor Tribe
Minmatar Republic
#3 - 2011-09-26 11:07:37 UTC
There was some brief talk previously on exporting CQ and characters from ingame.

Any further news/progress on this?

Never start a fight you can win.

Harken Hessel
Octavius Arms Inc.
What Could Possibly Go Wr0ng
#4 - 2011-10-11 00:22:20 UTC
Anyone happen to have ship models that have been converted to .mb format for use in Autodesk Maya that they could shoot me?

I've downloaded deep exploration v. 6 but I'm hoping someone has already been able to convert the ship models.

Plus, I'm pretty sure you have to have 3dsmax installed to actually use Deep Exploration to convert the files, and currently I only have Maya.
JC Anderson
RED ROSE THORN
#5 - 2011-10-24 08:24:20 UTC
Having a bit of an issue when it comes to getting the Maelstrom into UDK. All of the other models I've exported via triexporter have been fine with no issues with either the models or textures.

But for some reason the the interior side of the fins/wings on the Maelstrom are always invisible, as demonstrated with the following screenshot.

http://img87.imageshack.us/img87/7149/maelstromudk.jpg

Basically, the outside of the wing is always visible and the inside of the wings on the opposite simply don't render. It's the same thing on both sides where the exterior renders and the interior doesn't even after rotating the view.

Any help would be appreciated.
Nathan WAKE
Deep Core Mining Inc.
Caldari State
#6 - 2011-10-24 09:23:18 UTC
Arrow @ Harken Hessel

With Deep Exploration, .max files only open if you have Max installed and the plugin configured, you're right on that point.

In the same idea, Max can "send" file to Maya, but you have to have Max installed on your computer.

Maya can actually open .obj files, under the import menu. have you tried that ?

Go to : Converted Drake and try to open the .mb file that I put in there. This file was obtained by importing an .obj in maya and saving it as a maya scene (the .obj file was obtained by exporting model from TriExporter).

If it opens, you should be able to do the same. If you need some particular ships, give me your list, I'll try to convert them for you.


Arrow@ JC Anderson

Just a wild guess.

I'm not familiar with the UDK, but when I have such an issue in MAX or Modo, I usually flip the normals (the direction polygons are facing) or force two sided materials in case of a non extruded object (no thickness).

In Modo, the shortcut key is "F" and in Max there is a "Flip" button under "Edit Polygon". I suppose you'll find that kind of command in UDK as well...

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

Zaza Gabor

JC Anderson
RED ROSE THORN
#7 - 2011-10-24 09:59:43 UTC
Thanks much for the help. Ill give that a try and see how it turns out.
JC Anderson
RED ROSE THORN
#8 - 2011-10-24 10:11:59 UTC
Ok I'm not sure how I missed it before, but there is a material setting in UDK to make it double sided.

Thanks again though, since I wouldn't have even thought to check at all without your help.
Harken Hessel
Octavius Arms Inc.
What Could Possibly Go Wr0ng
#9 - 2011-10-27 11:00:53 UTC
Nathan WAKE wrote:
Arrow @ Harken Hessel

With Deep Exploration, .max files only open if you have Max installed and the plugin configured, you're right on that point.

In the same idea, Max can "send" file to Maya, but you have to have Max installed on your computer.

Maya can actually open .obj files, under the import menu. have you tried that ?

Go to : Converted Drake and try to open the .mb file that I put in there. This file was obtained by importing an .obj in maya and saving it as a maya scene (the .obj file was obtained by exporting model from TriExporter).

If it opens, you should be able to do the same. If you need some particular ships, give me your list, I'll try to convert them for you.



Nathan,

Thanks for the info and assistance. I wasn't able to import the drake you have in .mb format. It might have something to do with any scripts you're running. It gave me a "script error" message when I tried opening the file, and I'm currently not using any scripts.

I was able to open one of the many .obj files I converted using triexporter, so I shouldn't have any issues converting to .mb. Thanks so much for the help, and info. I'm teaching myself maya, and trying to shy away from the tutorial books, there's just so much to comprehend.

Additionally, the skins that triexporter exports in addition to the .obj and .3ds files, is there anyway to get those into maya as well? I'm gonna try and mess around with this and see about layering the ships with those skins, but if you have any pointers or information on that it would be great.

Thanks again for the help!
Nathan WAKE
Deep Core Mining Inc.
Caldari State
#10 - 2011-10-27 12:54:30 UTC
Hello Harken,

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

The simplest way to get you textured model into Maya if you don't know (yet) how to manually apply them,is this :


  1. In Triexporter, navigate to the ship you want to export (I did res/dx9/model/ship/caldari/cbc2/ and double clicked on the biggest. gr2 file)
  2. then I double clicked on the cbc2_d.dds (_d stands for diffuse) to apply it to the model
  3. file -> export model and choose a destination folder, a name for your object and the .obj extension
  4. you'll get 3 files : chosen_name.obj, chosen_name.mtl and cbc2_d.dds

    • the.obj file is the 3D model
    • the.mtl is the texture/material info on what texture/material to apply to the .obj model
    • the .dds file contains the diffuse texture because you chose the _d.dds file


    PROBLEM 1 : I don't know if MAYA can handle .dds textures, so you'll have to convert it.
    I use readdxt.exe, a NVidia plugin to convert the .dds files to .tga files
    Use a command prompt (or even better, powerCMD, I recommend it) and type in the following :
    readdxt.exe name_of_the_file.dds and hit ENTER
    you'll get a list of .tga files, I only keep the biggest one and trash the other ones.

    PROBLEM 2 :
    in the chosen_name.mtl file, the referenced file is the .dds file. Open it with a text editor, change (last line)map_Kd cbc2_d00.dds to map_Kd cbc2_d00.tga and save it (that's in the Drake example).

    PROBLEM 3 : last step, the .tga file is upside down. You can tweak it directly into MAYA with a rotation OR, open it into Photoshop (or any other app) and make an "image -> image rotation ->vertical symetry (last choice in the menu). Save the file.

  5. finaly, import your model into MAYA
  6. go to the rendering tab -> render current frame


Done Big smile

TIPS 1 : in MAYA viewport :

  • ALT + left clic rotates the model
  • ALT + middle clic pans the model
  • ALT + right clic zooms in and out (as does the mouse wheel)


TIPS 2 : the 3 .dds files associated with the .gr2 model in TriEporter, correspond to different parameters. You'll find diffuse (the base colored texture), bumps, reflection and so on using the differents layers of the .tga files they contain. Here is a description file of that I found on the "old" forum thread.

FINALY : using the method I describe is valid with MAYA, but also with MODO, MAx and probably other 3D apps. It's just a fast way to get a result. But of course, manually choosing, applying and tweaking your different textures channels directly in the 3D app gives you better control on the final render. Mental ray and Vray will give you a result with the standard materials, but they have special materials with loads of parameters to tweak the final result.

You can get stuff like that :

Drake render V-ray

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

Chears


Nathan

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

Zaza Gabor

Yohdalf
Yohd Prod Ync.
#11 - 2011-10-28 14:21:36 UTC
Hi everyone.

Im kind of the ultimate newbie concerning 3D and I desperately need help.

I try using Blender 2.6 (latest version) along with Photoshop CS5 (and TriExporter 2009, of course).

Ive been reading the old thread from beginning to end but... Oops

So far, I manage to import 3D models into Blender (yeah!! Roll ) but there is no way I can stick proper textures on them and I cant figure out why... Ugh

My problem seems to be that each and every tutorial I found deals with different 3D softwares or older versions of Blender but Im too much of a noob to be able to follow the steps I should and apply the advice I read with my current version of Blender... And thats where I need help. Straight

Anyone would be kind enough to point me in the right direction? Or perhaps give a short but precise uptodate explanation on how to do it with the tools I have?

Thanks a lot in advance... Smile

JC Anderson
RED ROSE THORN
#12 - 2011-10-30 06:15:05 UTC
Wild Rho wrote:
Is it possible to modify Tri exporter so it can export the bone information when converting to a .X file type?

I was toying with creating an Eve Movie maker in XNA while taking a break from doing some animations and have managed to create a half decent shader for the ships but without the bone information I can't animate the turret movements or ship animations.


The only way I've been successful in getting the skeletons out of the gr2 files has been to use plugin for 3d studio max called gr2decode. To make things even more difficult it also only works on 3d studio max 6/7/8. The newer versions are not supported. :(
JC Anderson
RED ROSE THORN
#13 - 2011-10-30 06:17:42 UTC  |  Edited by: JC Anderson
Yohdalf wrote:
Hi everyone.

Im kind of the ultimate newbie concerning 3D and I desperately need help.

I try using Blender 2.6 (latest version) along with Photoshop CS5 (and TriExporter 2009, of course).

Ive been reading the old thread from beginning to end but... Oops

So far, I manage to import 3D models into Blender (yeah!! Roll ) but there is no way I can stick proper textures on them and I cant figure out why... Ugh

My problem seems to be that each and every tutorial I found deals with different 3D softwares or older versions of Blender but Im too much of a noob to be able to follow the steps I should and apply the advice I read with my current version of Blender... And thats where I need help. Straight

Anyone would be kind enough to point me in the right direction? Or perhaps give a short but precise uptodate explanation on how to do it with the tools I have?

Thanks a lot in advance... Smile



You can convert those dds files into TGA by downloading and installing the Nvidia DDS utilities and then simply double clicking to open the DDS file. The individual TGA files will extract to the directory where the DDS file is located.

There will be many copies of the same texture in the directory, each at a different resolution. You can just delete them all aside from the ones with the suffix 00.

Or you could use gimp to do it, but it takes more time and effort. Especially if you don't have much experience using it.
Yohdalf
Yohd Prod Ync.
#14 - 2011-10-30 13:58:42 UTC
Thanx for your answer, JC Anderson, but I was able to do so. Smile

My problem is precisely that, for some reason, I cant find the proper way to stick the .tga or .png textures on the ship model in Blender 2.6...

I tried following this tutorial, for example, but at some point and for some reason, I get lost. It seems that some changes where made to the UI, as he apparently used Blender 2.5, and Im not able to follow every step he describes within the Blender 2.6 version Im using.... Ugh Not sure if I made myself clear but if so, help would be most welcome... Straight

Ill try again anyway, while waiting for noobfriendly answers. Big smile

Did I say I was a noob?? Roll
Tonto Auri
Vhero' Multipurpose Corp
#15 - 2011-10-30 14:33:58 UTC
Nathan WAKE wrote:
Use a command prompt (or even better, powerCMD, I recommend it) and type in the following :
readdxt.exe name_of_the_file.dds and hit ENTER
you'll get a list of .tga files, I only keep the biggest one and trash the other ones.


Create a folder for temporary storing of export files created by readdxt.exe
Put a shortcut to it on desktop.
Create a shortcut on your desktop to the readdxt.exe, with a "working directory" pointed to your temporary folder.
Drag and drop your DDS file to the readdxt.exe shortcut.
???
Profit.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

JC Anderson
RED ROSE THORN
#16 - 2011-10-30 15:10:44 UTC  |  Edited by: JC Anderson
Yohdalf wrote:
Thanx for your answer, JC Anderson, but I was able to do so. Smile

My problem is precisely that, for some reason, I cant find the proper way to stick the .tga or .png textures on the ship model in Blender 2.6...

I tried following this tutorial, for example, but at some point and for some reason, I get lost. It seems that some changes where made to the UI, as he apparently used Blender 2.5, and Im not able to follow every step he describes within the Blender 2.6 version Im using.... Ugh Not sure if I made myself clear but if so, help would be most welcome... Straight

Ill try again anyway, while waiting for noobfriendly answers. Big smile

Did I say I was a noob?? Roll


The guy in this video texturing tutorial is using 2.6. And its step by step too. See if this helps you at all.
http://www.youtube.com/watch?v=anrB1IOjwZ0
Wild Rho
The Gentleman's Club
#17 - 2011-10-31 08:56:58 UTC  |  Edited by: Wild Rho
Yohdalf, you should look into using texture nodes to create the ship textures as it makes life far simpler. You can import most of the textures in their original DDS format and use the RGB Decompose nodes to separate and recombine the colour channels for whatever you need - the only file you need to convert to png or tga would be the paint map i.e. the *_p.dds.

I couldn't give a guide for blender 2.6 since I'm still using 2.49 until I've finished my current work so you'll need to do some research of your own.
Nathan WAKE
Deep Core Mining Inc.
Caldari State
#18 - 2011-10-31 10:32:32 UTC
Tonto Auri wrote:
Nathan WAKE wrote:
Use a command prompt (or even better, powerCMD, I recommend it) and type in the following :
readdxt.exe name_of_the_file.dds and hit ENTER
you'll get a list of .tga files, I only keep the biggest one and trash the other ones.


Create a folder for temporary storing of export files created by readdxt.exe
Put a shortcut to it on desktop.
Create a shortcut on your desktop to the readdxt.exe, with a "working directory" pointed to your temporary folder.
Drag and drop your DDS file to the readdxt.exe shortcut.
???
Profit.



+1 for that brilliant tip

Thanks Tonto

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

Zaza Gabor

Yohdalf
Yohd Prod Ync.
#19 - 2011-10-31 12:02:11 UTC  |  Edited by: Yohdalf
Well, well... Cool

I made quite significant progress this morning... Big smile

I installed GIMP and tried to redo the tutorial once more and it kind of worked this time. I dont have a clue where it went wrong before though. Roll

Anyway, the result Im getting is far from perfect but I might be on the good path... Blink Still have to figure out how to deal with the ambiant light, the lights of the ship (how can I make them blink?? What? ) and the boosters "contrails" (do I have to "create" them or what? Ugh )... Once again, any advice, any help on where to start or where to look would be welcome.

Thanks again in advance... :)
Alexander Lion
Suicidal Actions
#20 - 2011-11-15 14:44:07 UTC  |  Edited by: Alexander Lion
Hi,


At the Blender guy. you have to mirror the texutes vertical and set the texture coordinates to UV in the texture tab of the material.
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