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EVE Technology Lab

 
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TriExporter

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AzAkiR NaLDa
Council of Exiles
Brave Collective
#221 - 2012-12-25 22:17:45 UTC
Exactly what is said above. the color values and specular values are really hard to find out where to place them if you have never done it before.

The reason why it is hard to get a 1 to 1 copy of the game models is exactly the engine lightprojection reflection calculations. And that can all be found in the shader files. Fact remains it is extremely hard. After Christmas I'll post picture of a jaguar and a Armageddon done with my latest engine and custom written material for 3ds max. I'll also post screenshots of the ingame make del for reference to actually see how close I came to the 1 to 1 copy.

So just play around with settings and sliders. And looking at screenshots from different angles. And work on it until you are happy. You are the artist. When you are happy with it that is all that counts.

For the specular keep it in mind that specularity only specifiers what area reflects more then the other so it has no color its only greyscale just like the specular map in the pgs files. The color it reflects is done by adjusting the reflection layer color.

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#222 - 2012-12-29 15:55:32 UTC
okay a bit on the late side but better late then never.

as promised here is a screenshot of my latest version of the armageddon.
Ingame:
http://img13.imageshack.us/img13/2676/20121227193713.jpg

3ds max with vray
http://imageshack.us/a/img11/8059/geddontest01.jpg

unfortunatly im not able to find out exactly what is going with the T2 layering for the models so no jaguar yet but that will be posted once i am done with it.

in the above screenshot of the armageddon it is really hard to see a reflection at all and this is due to the fact that vray uses a more realistic way of shading/reflecting.

i loaded up the specular map in the highlight slots and this was the end result which i personally really like. it gives a more metal like look and feel to the material and not so much chrome like as you would get with our previous attempts using mental ray.

Lone Star Warrior

Nathan WAKE
Deep Core Mining Inc.
Caldari State
#223 - 2012-12-30 12:26:49 UTC
Wow !! After nearly a year off, I'm back to EvE and I am amazed by the progress you guys have made.

I thought I'd show some of my work, even if not the same level as yours.

Kestrel - Clay Render

Kestrel - Diffuse Only

Kestrel - Diffuse + Lights

Kestrel - HDRI lightning

This last one is not well balanced on spec/reflection, I'll have to rework on it.

Keep up the good work, I have a lot to read to catch up with you Big smile

Cheers

Nathan

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

Zaza Gabor

Valeria Ghost
Viziam
Amarr Empire
#224 - 2012-12-31 12:34:45 UTC
thanks a lot for all the helpful posts. I have tried a few more things but i just can't get the astarte right. My Brutix on the other hand is pretty close now, the specular and reflections on the 3 silver parts on the side still need some work but the rest is close now. Thanks again for all your help. Maybe some day i'll figure out how to get the shader network for the specular and reflections right and get a 'correct' astarte ;D

Here is my current version of the brutix: http://img266.imageshack.us/img266/1862/brutix.jpg
AzAkiR NaLDa
Council of Exiles
Brave Collective
#225 - 2012-12-31 14:34:25 UTC
There is something strange with the t2 that I can't lay my finger on yet. Once I figured out how the layers are stacked I'll let it know.

Lone Star Warrior

Valeria Ghost
Viziam
Amarr Empire
#226 - 2013-01-01 18:19:00 UTC  |  Edited by: Valeria Ghost
The problem is that they apply some "oilfilm" effect to their ships which i believe then uses the specular curve values to color it. I think those values are HSV and not RGB like the rest, at least when i interpreted them as HSV values for the specular color on a blinn it resulted in colors that look a lot like that specular/oilfilm on top of the "standard" reflections (at least for the brutix and astarte). Unfortunately I havent found a way to get such a layer on top of my shader yet...

Anyways i made some progress with the reflections today and although the oilfilm/specular curve is still missing the result is pretty nice now. With my current setup i only use the color values as well as the reflection and fresnel factors of the .black files. Last thing to figure out is how to create an oilfilm/specular layer which uses the specular curve and specular factors.

Here are comparison shots with my current shader and the ingame version for the astarte and brutix (ingame model at the top, my render in the lower half):

http://img854.imageshack.us/img854/2743/brutixcomparison.jpg

http://img560.imageshack.us/img560/5159/astartecomparison.jpg
AzAkiR NaLDa
Council of Exiles
Brave Collective
#227 - 2013-01-01 22:39:26 UTC
try to play a bit with the output of the mask and submask layers.

Also the reason why I don't use specular values is that the gray render engine doesn't support them. This is due to the realism factor in there. All I do for my reflections is loadup the reflection color layers. Then adjust the color levels. And then I load the specular map in the highlights. Set my reflection levels so it reflects like a metal would reflect. This gives it a slightly more real feel to it. I'll show some progress tomorrow.

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#228 - 2013-01-02 19:34:22 UTC
my version of the astarte. a hell of a lot more detail. but still playing with the right settings for the layers

but as you can see no oilfilm effect though

http://imageshack.us/a/img18/4314/astartelayers01.jpg

so not entirly happy with it yet but getting there

Lone Star Warrior

Selvin
Galactic Fighters Organization
#229 - 2013-01-03 09:23:13 UTC  |  Edited by: Selvin
AzAkiR NaLDa wrote:
my version of the astarte. a hell of a lot more detail. but still playing with the right settings for the layers

but as you can see no oilfilm effect though

http://imageshack.us/a/img18/4314/astartelayers01.jpg

so not entirly happy with it yet but getting there

in game we don't have "oilfilm effect" on astrate(tripleglowv3.fx) ... it is environment mapping ... but in tripleglowv3.fx you have 2 evnmaps .... first should be xx_cube.dds and second one should be xx_cube_blur.dds ...

GBc1_T2a_Duvolle.black from my simple render engine(which using orginal eve shaders)
and brutix
AzAkiR NaLDa
Council of Exiles
Brave Collective
#230 - 2013-01-03 10:37:30 UTC
How did you get that effect selvin? Could you explain how you did it?

Lone Star Warrior

Selvin
Galactic Fighters Organization
#231 - 2013-01-03 13:11:15 UTC  |  Edited by: Selvin
well, it's my program to render eve models written in C# .... it using hlsl shaders from eve resources(stuff files) , all settings are taken from black files(using black2json code) ... anyway it will not help you with rendering in programs like Blender ...


for blender take this cube and use it as EnvMap in material editor ... if you play with the settings you'll and with smthng like this and here you have sample blender file ...


EDIT: for getting other cubes: unstuff whole res://dx9/scene/universe and then use this(you need framework 4.0) to change dds cube to png cube by dropping xx_cube.dds on form (it will produce png in the same folder with the same filename) ... (there are 2 options: if Blender checkbox is not selected then one row {+x,-x,+y,-y,+z,-z} if selectect then 2 rows {-x, -z, +x} { +y, -y, +z})


EDIT2: and here is the program which i use to render models ....
USAGE (from commend line):
SlimDXTest.exe black_filename_lowercase_with_ext nebula "eve_full_path_without_last_backslash"
defaults are:
SlimDXTest.exe gbc1_t2a_duvolle.black c16 D:\Games\ccp\eve
!!!! so if you don't have eve here=>"D:\Games\ccp\eve" it will not work

sample usage:
SlimDXTest.exe oref1_t1.black g04 "C:\program files\ccp\eve"
SlimDXTest.exe gde1_t1.black g04 "C:\program files\.ccp\eve"
AzAkiR NaLDa
Council of Exiles
Brave Collective
#232 - 2013-01-03 13:58:49 UTC
Okay so your using a DirectX shader program to display it.

That is the complete opposite of max, blender or Maya. But I think it will help recreate most of the effect. I'll play around with it once done with work. I'll recreate the cubes and see how that works out.

Lone Star Warrior

Selvin
Galactic Fighters Organization
#233 - 2013-01-03 14:41:32 UTC  |  Edited by: Selvin
easier to analyze shaders are glsl from Ship Viewer(open it with browser with webgl support fx.: chrome)
check fx this shader tripleglowv3.fx
(you can use http://jsbeautifier.org/ to make shader code readable and here you have uniforms and other vars ...

i even managed to run those shaders on android device

Link1
Link2
Link3
Link4
Sarmatiko
#234 - 2013-01-03 21:26:09 UTC  |  Edited by: Sarmatiko
Selvin wrote:

EDIT2: and here is the program which i use to render models ....
USAGE (from commend line):
SlimDXTest.exe black_filename_lowercase_with_ext nebula "eve_full_path_without_last_backslash"
defaults are:
SlimDXTest.exe gbc1_t2a_duvolle.black c16 D:\Games\ccp\eve
!!!! so if you don't have eve here=>"D:\Games\ccp\eve" it will not work

sample usage:
SlimDXTest.exe oref1_t1.black g04 "C:\program files\ccp\eve"
SlimDXTest.exe gde1_t1.black g04 "C:\program files\.ccp\eve"


Thanks for another beautiful program, Selvin! I find it extremely useful for the ability to preview new models from test clients, where we don't have any possibility to login and check actual ingame look.

But I have a question. Source code for this program that you posted in comments to test video is probably outdated? I tried to play with the code (change scene rotation to strict horizontal 360 degree rotation instead of current "bouncing" and custom scene resolution) but cant get through System.NullReferenceException on compiled runtime (even on clean builds with/without command line parameters).
Do you have any intentions to post latest sources later somewhere? Roll
Selvin
Galactic Fighters Organization
#235 - 2013-01-04 06:45:36 UTC
ok now zip contains source too ... exe+src
Mardante Soliest
Realm of the Forgotten
#236 - 2013-01-04 13:43:14 UTC
Does anny of you have an up to date tutorial for us "not so smart but willing to play with 3DS Max to get some nice custom EvE renders" peeps? I read that some of you were bzzy making one.

There is no easy way.

AlleyKat
The Unwanted.
#237 - 2013-01-05 11:15:22 UTC
Mardante Soliest wrote:
Does any of you have an up to date tutorial for us "not so smart but willing to play with 3DS Max to get some nice custom EvE renders" peeps? I read that some of you were busy making one.


About a year ago someone put up their texture material tree for all of the shaders. It was impressive.

AK

This space for rent.

Nathan WAKE
Deep Core Mining Inc.
Caldari State
#238 - 2013-01-06 11:55:25 UTC
Hi all,

Correct me if I'm wrong, it's more a question I'm asking than something I'm asserting.

Normal maps are produced based on the high definition model of a 3D object. This is used in order to lower the resolution (number of polygons the 3D engine will have to generate) of the mesh used in a game (for example), but keeping the detail high by using the normal map to compensate the "low res" 3D model. Am I right at this point ?

From there, if we want to use the normal map, we should either :

  • find the normal map in the DDS files (which is mostly looking blue with red and green shades
  • find 3 normal channels in the DDS files, x, y and z


But according to the DDS files organisation chart, we only find 2 ,normal channels, x and y.
And the normal texture map DDS file is green, combining red channel which is empty, green channel which contains the normal x and blue which is also empty.

If we add the alpha channel, which contains the normal y infos, we obtain a mostly red/orange image.

Are we not lacking a normal z information here ?

I've tried using the RGB of this DDS file as normal info, but I'm not happy with the result. I've tried combining the normal x with the normal y channels, but I'm not happier with the result.

Using green channel or alpha channel separately gives some kind of bump result, but not that good in my opinion.

What do you guys use ?

Cheers

Nathan

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

Zaza Gabor

AzAkiR NaLDa
Council of Exiles
Brave Collective
#239 - 2013-01-06 18:28:49 UTC
You need to move the channels around :

Green channel goes into red
Alpha channel goes into green

Blue channel needs to be white. This gives you the normal map

Lone Star Warrior

AlleyKat
The Unwanted.
#240 - 2013-01-06 21:10:08 UTC
Nathan WAKE wrote:
What do you guys use ?


https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

Or you could try Crazybump which has a 30 day eval.

http://www.crazybump.com/

Or there is xnormal

http://www.xnormal.net/Downloads.aspx

AK

This space for rent.