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TriExporter

First post
Author
AzAkiR NaLDa
Council of Exiles
Brave Collective
#381 - 2013-06-24 10:55:32 UTC
Just created a 3th UV channel for the location and positioning of the decal

Lone Star Warrior

Theo Samaritan
Perkone
Caldari State
#382 - 2013-06-24 11:21:47 UTC
AzAkiR NaLDa wrote:
Just created a 3th UV channel for the location and positioning of the decal


...That works.
Jacob Lambda
Korian Industrial Inc.
#383 - 2013-07-01 05:09:03 UTC
Okay guys I got a question. Do you guys know how to understand the .black files or at least convert it into something a little more understandable?
Mardante Soliest
Realm of the Forgotten
#384 - 2013-07-01 19:53:38 UTC  |  Edited by: Mardante Soliest
Jacob Lambda wrote:
Okay guys I got a question. Do you guys know how to understand the .black files or at least convert it into something a little more understandable?


It`s all in the previous posts. #353

get http://black2json.codeplex.com/
the json file will be more readable (in a txt editor)

There is no easy way.

Jacob Lambda
Korian Industrial Inc.
#385 - 2013-07-01 23:26:44 UTC
Mardante Soliest wrote:
Jacob Lambda wrote:
Okay guys I got a question. Do you guys know how to understand the .black files or at least convert it into something a little more understandable?


It`s all in the previous posts. #353

get http://black2json.codeplex.com/
the json file will be more readable (in a txt editor)

It doesn't work for me. I get a crash when I try converting files.
Mardante Soliest
Realm of the Forgotten
#386 - 2013-07-02 07:45:34 UTC
Jacob Lambda wrote:
"snip"

It doesn't work for me. I get a crash when I try converting files.


Some of the new black files won`t work... Sad CCP changed some of them. I don`t bother with them annymore. Most thing I would get from them are the used color correction settings for the masks, and I`ll just use the settings I like myself.

There is no easy way.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#387 - 2013-07-02 20:54:57 UTC
i will try to contact the makers of the application to see if they are able to create a update for it.

in the meantime submit a report on the site

http://black2json.codeplex.com/

hopefully we will be soon be able to convert all the blackfiles again.

for those not looking into the capitals or station interiours:

You are still able to convert the older files.

The only files that cannot be converted are the following:

All capital ships
All station interiours
All new navy battlecruisers

Lone Star Warrior

cerbus
Carpe Noctem.
#388 - 2013-07-07 01:06:53 UTC  |  Edited by: cerbus
nvm. killed my server.

Will repost in a couple of days when everything is uploaded again :3

This character is no longer affiliated with the Caldari Prime Pony Club.

AzAkiR NaLDa
Council of Exiles
Brave Collective
#389 - 2013-07-07 10:29:39 UTC
maybe get the files browsable so people can just dig through it. not everybody is smart enough to look at the internal client structure to find out what folder the stuff might be in.

all in great project and let me know if i can help you in any kind of way.

Lone Star Warrior

Craig Linford
Federal Navy Academy
Gallente Federation
#390 - 2013-07-09 07:30:50 UTC
Some of you guys are doing good work here. I have done some playing around in C4D and 3DS Max. Both good programs but still don't get the quality i find some of you doing.

I do like the custom paint jobs you have done too.

If any of you would like to share how you do things it would be a great way to learn.
Craig Linford
Federal Navy Academy
Gallente Federation
#391 - 2013-07-09 07:31:45 UTC
cerbus wrote:
AzAkiR NaLDa wrote:
cerbus wrote:
so much love for this thread.

amidoingitrite? http://i.imgur.com/CjRH6h.jpg




i love mr smiley :)

what software are you using? and how did you get the decals on it?

nice work in any way


3dsmax

Some more, using a dx shader (good for rapid previz):

http://dl.eve-files.com/media/corp/Tamber/aperture_oracle_previsualisation2.png
http://dl.eve-files.com/media/corp/Tamber/white_apocolypse.png


How do you that? lol good job.
Valeria Ghost
Viziam
Amarr Empire
#392 - 2013-08-03 13:04:05 UTC  |  Edited by: Valeria Ghost
Does anyone know how to apply the textures/masks for T2 ships that have a different model than the t1 version?

The t2_pgs files are a lot smaller and lower res than the T1 version and applying just them seems to be wrong, it seems i would need a combination of the t2 and the t1 but i don't know how to go at it. How do you guys do it?

Example i'm trying right now is the ishkur (gf4_t2b)


edit: solved

problem is/was that the triexporter gr2->obj conversion loses the groups and just combines the meshes into one. I'm now using the SkyLighT gr2ToObj converter (with the right granny dll) which keeps the groups and makes it easy to assign the T2 parts the correct textures.
Sylvia Tredoran
Deti Lejtenanta Schmidta
#393 - 2013-08-27 07:40:18 UTC
Lieutenant OBrien wrote:
Hey, I'm having an issue with TriExporter.
When I double-click the .gr2 file I get a "Model not Loaded" error.
Any thoughts?


I have the exact same problem!
i've been poking around the new and the old forum and can't seem to find the answer, just more people asking that question never getting an answer. What?

the poster himself said he found the answer but i can't find where! 'in the archived forum' is a bit vague....

please, can anyone help?
Mardante Soliest
Realm of the Forgotten
#394 - 2013-08-28 07:04:19 UTC
Did you use the latest granny2 file?

Mardante Soliest wrote:
Download TriExporter from here : http://triexporter.codeplex.com/releases/view/92412
And granny from here: http://www.dll-files.com/dllindex/dll-files.shtml?granny2

Put them in the same folder together, and.. it should work ;)

Good luck!

There is no easy way.

Mardante Soliest
Realm of the Forgotten
#395 - 2013-08-29 09:39:57 UTC
Just another question about color correction.
I`m using 3DS Max and use the color correction map. Is there another way to get the right colors in, with Photoshop perhaps? When I use multiple color correction maps it seems it uses up a lot of recources of my pc and working with the model becomes slow.

There is no easy way.

Sylvia Tredoran
Deti Lejtenanta Schmidta
#396 - 2013-08-29 12:53:04 UTC
Mardante Soliest wrote:
Did you use the latest granny2 file?

Mardante Soliest wrote:
Download TriExporter from here : http://triexporter.codeplex.com/releases/view/92412
And granny from here: http://www.dll-files.com/dllindex/dll-files.shtml?granny2

Put them in the same folder together, and.. it should work ;)

Good luck!



That did it, thanks! :)
Now I can face the other problems described in this thread ;)
AzAkiR NaLDa
Council of Exiles
Brave Collective
#397 - 2013-10-07 12:23:36 UTC
wow is this thing completly dead or something?

i am currently working on getting the code up dated for the black 2 json thingy to see if i can start converting the newly introduced ships.

Will post some of my most recent work soon

Lone Star Warrior

Razzaar Tarlson
Fonking Bros Holding
#398 - 2013-10-07 14:19:57 UTC
Hope its not, because I have a question to ask! I'm trying to import a Rokh into Maya, as its basically my favourite hull. However, I can not for the life of me get the 'lights' texture to work correctly on the model. When I go onto Photoshop, most of the models and tutorials that I have seen have textures for the lights which comprise of small little white dots, presumably the windows. However, the Rokh appears to be the only model that has huge white blocks on the Alpha layer as apposed to little dots. When I put this over my Rokh texture in maya, the light texture does not work at all on the model - there are just random bits of white all over it

Now, I have seen renders of the Rokh elsewhere where people have stated that they used Triexporter which include the lights, so it must be possible somehow. I was wondering if anyone could help me out who has seen this problem before?

Thanks in advance!
AzAkiR NaLDa
Council of Exiles
Brave Collective
#399 - 2013-10-07 15:36:52 UTC  |  Edited by: AzAkiR NaLDa
Razzaar Tarlson wrote:
Hope its not, because I have a question to ask! I'm trying to import a Rokh into Maya, as its basically my favourite hull. However, I can not for the life of me get the 'lights' texture to work correctly on the model. When I go onto Photoshop, most of the models and tutorials that I have seen have textures for the lights which comprise of small little white dots, presumably the windows. However, the Rokh appears to be the only model that has huge white blocks on the Alpha layer as apposed to little dots. When I put this over my Rokh texture in maya, the light texture does not work at all on the model - there are just random bits of white all over it

Now, I have seen renders of the Rokh elsewhere where people have stated that they used Triexporter which include the lights, so it must be possible somehow. I was wondering if anyone could help me out who has seen this problem before?

Thanks in advance!


This layer is in the pgs texture and it is the alpha channel.

i will check it in a bit and update this post if i find something

Checked the pgs texture and it is definatly in there.

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

i think you have the texture flipped wrong or something. cause the big white parts are parts of the engines that are also on the same texture layer but are placed on the right places by the uv maps on the models. that is why you need to flip the textures when you bring them into photoshop before you seperate them

but noting your quote about triexporter, arent you using that? if not what are you using then instead of triexporter?

Lone Star Warrior

Razzaar Tarlson
Fonking Bros Holding
#400 - 2013-10-08 23:17:11 UTC
AzAkiR NaLDa wrote:

This layer is in the pgs texture and it is the alpha channel.

i will check it in a bit and update this post if i find something

Checked the pgs texture and it is definatly in there.

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

i think you have the texture flipped wrong or something. cause the big white parts are parts of the engines that are also on the same texture layer but are placed on the right places by the uv maps on the models. that is why you need to flip the textures when you bring them into photoshop before you seperate them

but noting your quote about triexporter, arent you using that? if not what are you using then instead of triexporter?


Thanks for this! I think I can just try using the image you linked directly onto my image. This is the image on the alpha layer I was getting : http://imgur.com/7VbIXN3

I have no idea why I was getting that, but I see it was a problem with whatever I was doing, as opposed to the thing not working. This is exactly what I needed!

Thanks again!