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TriExporter

First post
Author
Dayfox
Caldari Provisions
Caldari State
#201 - 2012-11-30 00:20:43 UTC
Anyone having trouble translating the latest .black files? I think they have jumbled them up again?
AzAkiR NaLDa
Council of Exiles
Brave Collective
#202 - 2012-11-30 11:07:09 UTC
Dayfox if you are trying to open the blackfiles from either Birmingham or duality it won't work. For some reason ccp secured it or something. I tried it before and it made my tools crash and do all sorts of funky stuff. I guess we will have to wait for them tone released to TQ before we can play with them

Lone Star Warrior

Andares Sol
Center for Advanced Studies
Gallente Federation
#203 - 2012-12-01 09:10:26 UTC
Hm I hope you are right. I have the gut feeling CCP just completely changed the Black file format again and comes 4th of December it'll stop working on TQ as well.

Bests,
Andares Sol
AlleyKat
The Unwanted.
#204 - 2012-12-04 13:43:26 UTC
Confirming the black files will not open using the black2json.

Still, tri exporter works fine, including the new models like the megathron, so no worries there.

AK

This space for rent.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#205 - 2012-12-04 13:51:58 UTC
Hmm okay so i guess we need to find a way to reopen the files then

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#206 - 2012-12-11 17:18:26 UTC
I guess we will have to try and contact the app creators and see if they can update it.

Lone Star Warrior

AlleyKat
The Unwanted.
#207 - 2012-12-11 17:26:24 UTC
AzAkiR NaLDa wrote:
I guess we will have to try and contact the app creators and see if they can update it.


Well...I'm not confident it is necessary...we got all we need sans a few ships, but with fairly standard color schemes to them from existing racial styles.

Unless you didn't archive....in which case if anyone wants any pre-patch BLACK files, let me know.

AK

This space for rent.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#208 - 2012-12-11 18:20:38 UTC
Luckily I do archived the pre patch files. But there are a couple ships who received the v3 shaders. The new destroyers can be made using the existing t1 destroyer scheme. But the venture for instance is completely new and no info on its colors heme can be read.

Lone Star Warrior

Selvin
Galactic Fighters Organization
#209 - 2012-12-13 20:42:02 UTC
hmmm as you can see here:
http://black2json.codeplex.com/SourceControl/changeset/24909

it should working ... but ... Andares didn't release exe .. so you need to get the code, get VS express(should be for free) and compile program :)
AlleyKat
The Unwanted.
#210 - 2012-12-14 00:48:42 UTC
Selvin wrote:
hmmm as you can see here:
http://black2json.codeplex.com/SourceControl/changeset/24909

it should working ... but ... Andares didn't release exe .. so you need to get the code, get VS express(should be for free) and compile program :)


Sorry you have never had a 'like' from me. I have corrected this oversight for you now.

:)

This space for rent.

Cave Lord
Workers' Compensation
Sukyoko-Moussa Ltd.
#211 - 2012-12-14 09:40:56 UTC  |  Edited by: Cave Lord
Hey guys,

As suggested by Selvin,
I downloaded VS Express for Desktop (Free, but requires registration to get a key). Downloaded the source code from here: http://black2json.codeplex.com

Then tried to compile. Got an error "Unable to read manifest 'Properties\app.manifest'.
(It can't read it because it doesn't exist. Not sure why it's referencing a file that doesn't exist..)
But it spit out what appears to be a functional executable anyway, which was located in:
(project folder)\obj\x86\Debug\Black2Json.exe

I successfully converted res/dx9/model/ship/talocan/frigate/ta_f1.black
\:D/

...just wanted to share a (partial) success!
AzAkiR NaLDa
Council of Exiles
Brave Collective
#212 - 2012-12-14 10:11:11 UTC  |  Edited by: AzAkiR NaLDa
Sure as hell you deserve a like for this selvin. Great work again. At least I can now continue in doing my stuff. I will do a compile later and if no one made a working executable yet i will share it here

trying to build the instant download indeed throws :

Quote:
Error 1 Unable to read manifest 'Properties\app.manifest'. Could not find file 'D:\build\Black2Json\Properties\app.manifest'. Black2Json

Error 2 Unable to read manifest 'Properties\app.manifest'. Could not find file 'D:\build\Black2Json\Properties\app.manifest'. Black2Json

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#213 - 2012-12-15 00:29:22 UTC
hmm i did manage to pull some data and convert a black file for the venture.

this is what came out.

http://imageshack.us/a/img18/9876/venturetest.jpg

i will upload the propper render tomorrow as for some reason the submask isnt correct. or not propperly used for the main body

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#214 - 2012-12-15 13:11:09 UTC
okay here you have it as promissed the propper version of the venture

http://imageshack.us/a/img685/7775/venturetest02.jpg

Lone Star Warrior

Andares Sol
Center for Advanced Studies
Gallente Federation
#215 - 2012-12-15 17:20:15 UTC  |  Edited by: Andares Sol
Sorry i didn't think it's a good idea to do a release on the day CCP puts the changed format on TQ and things stop working. Something along the lines of "Here great new release, and by the way it doesn't work anymore!" didn't seem to be such a grand idea *grin*.

OK, but as it looks like various people have different backups of different stages of Black files, i can do one of course.
The latest change i got from Selvin on 4th of December is checked in, so i'll make a release of that one.

Ah yes and the Roc Wieler change to output a formatted Json is also in. Thanks!

Edit: Here you go Black2Json v1.2.0.0

Bests,
Andares Sol
AzAkiR NaLDa
Council of Exiles
Brave Collective
#216 - 2012-12-17 18:51:54 UTC
Great work as always. Thanks for the update selvin, Anderes and roc.

Lone Star Warrior

Valeria Ghost
Viziam
Amarr Empire
#217 - 2012-12-24 15:01:56 UTC
great work with the TriExporter and the Black2Json Tool. They've been a great help to get some models into maya. I'm pretty new to this but thanks to everything posted around here and those tools i've been able to get the models including colors right. but when it comes to reflections i just cant figure out how to interpret the values given in the black/json files...

Has anyone figured out yet how the specular factors, specular curve, reflectivity factors or fresnel factors are supposed to be used?
I'm using maya for my renders and while its been pretty easy to get the models, colors and lights correct, i just cant figure out how the hell the specular and reflectivity values have to be used. i havent found any materials that would have 4 values at specularity, reflection or fresnel.
can anyone give me a hint as to how set those up? currently i'm trying to get the brutix right and tried multiple things already. while some have worked fairly well for the brutix (t1 version), every time i try them with the t2 version (astarte right now), it just doesnt look right at all. the specularity and reflections dont look like they should... i'd really appreciate some help. I know many use blender or cinema 4d and if you dont use maya i'd still be interested in how you guys implemented the specularity and reflection in the program you use, it still might give me some clues to how to get it right in maya.

thanks in advance, i hope some of you guys still check this thread every now and then :D
AzAkiR NaLDa
Council of Exiles
Brave Collective
#218 - 2012-12-24 16:53:26 UTC
i have no experience with maya so dont blame me if i tell something wrong.

but what i do on my models is i add the specular curve to specular settings. even though i am playing with a new engine right now which dont actually uses specular it can be done.

main key point is that you add the specularity map into the specular level slot.

then you adjust the glossiness to your likings to create some nice effects on to it.

not all values of the json/black file can be used unless you are working directx shaders which can be done in maya i believe.

but in max this is not a option because it doesnt have the build in shader support like maya does.

Lone Star Warrior

Valeria Ghost
Viziam
Amarr Empire
#219 - 2012-12-25 17:48:16 UTC  |  Edited by: Valeria Ghost
my main problem is that i dont know how to add a specular curve to any of the maya shaders i have. From the imported ".fx" file i at least know that the specular curve is an RGB color (which i still find quite odd since the values for the specularcurve are a lot higher than 1.0, which is the RGB range eve uses in the json files..) at least if the import worked correctly. unfortunately the shader doesnt seem to work when i apply it to the model, which is why i'm using normal maya materials instead. so i suppose i need an option in my shader where i can set a color or map for the specular settings. The problem is the only option that supports this is the "specular color" which i currently use for the specularmap of the pgs file.

But when i just multiply the specularmap with the overbright colors of the specular curve for each mask, i just end up with a green and yellow brutix... I'm very new when it comes to reflections and specular and i don't know how i could get the specular curve into the shader.

currently i'm using a phong material, so the only other option for the specular settings is "cosine power" which is just a number. Another option would be Phong E which supports specular color, whiteness (can be a map), roughness and highlight size. but when i tried using the specular curve as whiteness i just get really bright green and yellow highlights on the ship caused by the overbright colors when i for example use "80, 250, 0.6" of the mask specular curve as the corresponding RGB values (range 0 to 1) for the whiteness values of the mask...

i just have no idea how to handle the values of the specular curve of the json files (same goes for the reflection values but maybe that'll get clearer when i understand what this "specular curve" settings are). Unfortunately i couldnt find any shader with "specular curve"...

what exactly is a specular curve in max (or the program you use) and which values can be set? am i right that those values in the json file have to be used to get an RGB color for each mask (where the "normal" range of the rgb values is 0 to 1) or how do these values translate into something useful?
AlleyKat
The Unwanted.
#220 - 2012-12-25 18:38:18 UTC
They're linear values. No idea how maya works but I'm guessing you'll need to flick a switch to enable linear workflow so you can use exactly the settings of the black files.

Applying the strength / power of the specular to each of the channels is time consuming, I'd recommend using best judgement and play, because you'll never ever be able to completely replicate what you see online, because you are missing the settings of the light source generated by the rendering engine.

This is the same for the reflections.

This space for rent.