These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Technology Lab

 
  • Topic is locked indefinitely.
 

TriExporter

First post
Author
Trisia Sleix
LionGate Enterprises
#321 - 2013-05-09 13:17:20 UTC
Mardante Soliest
Realm of the Forgotten
#322 - 2013-05-10 06:55:51 UTC
lee boots wrote:
You sir are a hero... Thank you so much this worked first time of trying....


Not really... but you are welcome.

There is no easy way.

Mardante Soliest
Realm of the Forgotten
#323 - 2013-05-10 06:57:17 UTC
Kor'el Izia wrote:
Mardante Soliest, I can't open the links you provided and it appears everyone thinks so too.

All I can say is that I used EveUniversity's video guide with gimp and blender with much success.

Link video guide

Link text guide



Tnx for the tips, I`ll watch the vids. I`ll try to put the pics on another server (or get my isp to resolve the problems that some of you can`t see my site :( )

There is no easy way.

Mardante Soliest
Realm of the Forgotten
#324 - 2013-05-10 07:02:51 UTC
AzAkiR NaLDa wrote:

As you might have found out already. The color codes are in the black files which contain all the model layering information.

To get back to you separate surfaces for the models could turn out bad. Cause all the uvs are there meaning you have to do alot of extra work to get good results. But if you digged into the models you would have noticed that the default material that max assigns is already a multi/sub-object base. This material is made up off several layers. Each layer has a number. That number represent a part of the ship as with most if the v3'ed models you get 2 or more mainly named hull and exhaust in the blackfile.

So in order to layon the textures properly you have to make each of the materials for every group to make the ship visible. Having 1 solid model by with different UV groups makes it easier for rendering software and game engines. So in max assign you texture in a colorcorrention layer and transfer some of the color codes from the black file to the color correction and its done.

When you do this right you can get something like this : http://citadel-consortium.com/downloads/loki_adjusted_env.jpg


I must confess I didn't get into the black files, but I see I really do need to now.

I totally forgot about the multi/sub-object materials, tnx so much it's gonna make things a lot easyer.

Your pic isn't showing aswell.. link broken.

There is no easy way.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#325 - 2013-05-10 07:55:54 UTC
Hmm lets try this ferox then.

http://citadel-consortium.com/downloads/ferox_03.jpg

Lone Star Warrior

Mardante Soliest
Realm of the Forgotten
#326 - 2013-05-10 08:02:43 UTC
AzAkiR NaLDa wrote:



Yup, that one is showing. It seems like my links are also not working for everyone. I can see them at my work, but can`t see them at my home place... damn ISP`s and domain controllers...

There is no easy way.

Mardante Soliest
Realm of the Forgotten
#327 - 2013-05-14 13:46:27 UTC
Mardante Soliest wrote:
Can someone help me a little with painting the models in the right color. I managed to get all the layers out (they changed quite a bit with the V3 overhaul) but I still don`t see how to get the right coulours in. I managed to convert the .Black file to Json... and now??

And where do these go?
http://www.rigolettostraat.nl/patrick/images/everenders/where.png

http://www.rigolettostraat.nl/patrick/images/everenders/obelisk001.jpg
http://www.rigolettostraat.nl/patrick/images/everenders/obelisk002.jpg

I mainly use 3ds Max 2013, but I also have C4D.

Tnx so much with the help.


p.s. What do you think of my eyefinity background? ;)
http://www.rigolettostraat.nl/patrick/images/everenders/magnate.jpg


Can you now see the images, they weren`t accesible to everyone?

There is no easy way.

Kor'el Izia
#328 - 2013-05-14 16:42:47 UTC
Mardante Soliest wrote:
Mardante Soliest wrote:
snip


Can you now see the images, they weren`t accesible to everyone?


Yes, they're all visible now Bear
AzAkiR NaLDa
Council of Exiles
Brave Collective
#329 - 2013-05-15 17:11:12 UTC  |  Edited by: AzAkiR NaLDa
Ugh I cannot convert the black tiles for the station interiours or the new capital ships.Sad

but i got some progress :

Ferox with transparent background and shield effect :
http://citadel-consortium.com/downloads/ferox.png

Venture with engines and lights on it :
http://citadel-consortium.com/downloads/venture_02.jpg

Venture with environmental lighting :
http://citadel-consortium.com/downloads/venture.jpg

Lone Star Warrior

Bifordus Maximus
MissoCorp
#330 - 2013-05-17 17:51:42 UTC  |  Edited by: Bifordus Maximus
I don't know if anyone has still been having problems with cubemaps and making them look proper but with some decent camera manipulation I have managed to make it look pretty decent. There are no stars since I have no idea how but I think the background looks at lest 90% of how it should.
AzAkiR NaLDa
Council of Exiles
Brave Collective
#331 - 2013-05-17 18:32:03 UTC
Bifordus Maximus wrote:
I don't know if anyone has still been having problems with cubemaps and making them look proper but with some decent camera manipulation I have managed to make it look pretty decent. There are no stars since I have no idea how but I think the background looks at lest 90% of how it should.


what software are you using? and how did you apply the cubemap?

cause if you extracted every side of it and applied it to a cube that is the simple solution.

i use max 2013 and added the cubemap to the environment slot while blending the star field into it.

still need to sort out how i can get rid of the seams but its a start

Lone Star Warrior

Bifordus Maximus
MissoCorp
#332 - 2013-05-17 23:10:29 UTC  |  Edited by: Bifordus Maximus
AzAkiR NaLDa wrote:


what software are you using? and how did you apply the cubemap?

cause if you extracted every side of it and applied it to a cube that is the simple solution.

i use max 2013 and added the cubemap to the environment slot while blending the star field into it.

still need to sort out how i can get rid of the seams but its a start


Sorry about the lack of detail. I'm still new at this. I used 3dsmax 2010 (I dont have the money to get a newer version)
to import the cubemaps. I used The ATI CubeMapGen and converted the cubemap into the separate PNG files (not sure which the best format is).

The files look something like this

The next part took some trial and error with 3dsmax but I renamed everything to this (it is always the same)
You don't have to rename them but you have to remember to rotate the Up image (02) and Down image (03) 180 degrees. That step is a must.

In the 3dsmax I open the environment and effects menu (#8) and select reflect/refract for the environment map.

Then I open the materials editor and drag the reflect/refract to it. In the parameters I choose the source 'from file' then I drag and drop the files in the appropriate slots like this.

Leaving it just like that makes it look crappy. I then create a camera and use that as a view. I change the FOV to 100. For some reason the view port just renders the background horrible. Camera does it better. I may have explained this horribly but it seems to be a lot easier (for me). I'm not sure if you can blend the star field in using this method as I have no Idea how to blend the star field in the first place.
AzAkiR NaLDa
Council of Exiles
Brave Collective
#333 - 2013-05-18 09:34:13 UTC
Ahh okay. Yeah the reflect/refract doesn't work with gray so that makes it a bit nasty. But the fov on the camera might help. I'll try it out later.

Lone Star Warrior

Gaylen Pellaz
Lucid Vortex
#334 - 2013-05-18 23:10:19 UTC
I am new to the forums and have been tinkering with eve models for a while now but never made use of the red/black files.

Now that I want to start getting serious about skinning the models as close to in-game as possible I am unable to open the black files.

I am running windows 7 in a bootcamp environment on a MacBook Pro. The issue I am running in to is the Black2Json app keeps telling me I need .Net 4.0 to install. I have the .Net 4.0 installed and it is just not recognizing it.

I have also tried to import the black files in blender 2.66 and 2.67 and get a whole slew of errors.

Any advice (other than dump the Mac) would be appreciated.
Harvister
Deep Core Mining Inc.
Caldari State
#335 - 2013-05-19 03:08:34 UTC
having a hard time getting the normal to work on a tile UV in Softimage.Screenshot

what ever i do i always end up with 1 side working with the normal map but the other side simply blacks out.


if some one already been dealing with this issue in Softimage please share your htoughts in dealing with UVs issues.


cheers o/


AzAkiR NaLDa
Council of Exiles
Brave Collective
#336 - 2013-05-19 09:38:41 UTC
Harvister wrote:
having a hard time getting the normal to work on a tile UV in Softimage.Screenshot

what ever i do i always end up with 1 side working with the normal map but the other side simply blacks out.


if some one already been dealing with this issue in Softimage please share your htoughts in dealing with UVs issues.


cheers o/





Check your gamma and LUT settings if you can disable them do it. If not lower the gamma to 1.0 instead of 2.2. That should fix it.

Lone Star Warrior

AzAkiR NaLDa
Council of Exiles
Brave Collective
#337 - 2013-05-19 09:57:46 UTC  |  Edited by: AzAkiR NaLDa
Gaylen Pellaz wrote:
I am new to the forums and have been tinkering with eve models for a while now but never made use of the red/black files.

Now that I want to start getting serious about skinning the models as close to in-game as possible I am unable to open the black files.

I am running windows 7 in a bootcamp environment on a MacBook Pro. The issue I am running in to is the Black2Json app keeps telling me I need .Net 4.0 to install. I have the .Net 4.0 installed and it is just not recognizing it.

I have also tried to import the black files in blender 2.66 and 2.67 and get a whole slew of errors.

Any advice (other than dump the Mac) would be appreciated.


I really wanted to say dump the mac, but not gonna do it. But as far as I know black2json requires a full blown windows environment cause of some essential parts that it requires. Instead of trying to convert them you could try to use a binary reader.

You cannot load the black riles in blender because of the fact that it is a binary model information file. Black2json makes it readable for us in a easy way. The way around it which is a bit harder but it can be done.


Redid my lighting and tried to fix the seam in my cube. But with the sun added into the scene it immediately looks alot better.

http://citadel-consortium.com/downloads/venture_05.jpg

Lone Star Warrior

Harvister
Deep Core Mining Inc.
Caldari State
#338 - 2013-05-19 12:08:26 UTC
Quote:

Check your gamma and LUT settings if you can disable them do it. If not lower the gamma to 1.0 instead of 2.2. That should fix it.


the problem is the Normal map node is unable to read the other side because of the UV coordinate. i don't think the gamma has anything to do with it. if i disconnect the xsi normal map node the other side will show up in the camera view, but that is not the issue the problem is the normal map cant see beyond the 0 to 1 UV, the other side of the ship's UV is in 1 to 2 uv.

Wtih normal map // Without normal map
Harvister
Deep Core Mining Inc.
Caldari State
#339 - 2013-05-19 17:00:47 UTC
i figured it out and Its working finally, the problem was with the XSI Normal Map node it was using an unsupported texture projection, so i created a polymesh unique UVs projection that allows the normal map node to read the UV set of the ship.
AzAkiR NaLDa
Council of Exiles
Brave Collective
#340 - 2013-05-19 17:24:30 UTC
The problem you have or had here is the same issue max users have. As soon as you export the model with triexporter the small flaws of mirrored geometry become visible. The issue you will find if you dig into the UV layout is that the other half is facing inwards. This is an issue that shows up as a dark and bright half of the ship. Theo Samaritan and myself fooled around for hours trying to find the issue. And the gamma lut setting fixed this. The flipped geometry and normal aren't much of a problem cause the normal tangents are always facing out on the models but bad gamma and lighting causes the issues.

Lone Star Warrior