Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kopakapat on October 11, 2014, 08:49:24 pm

Title: EVE Online mod
Post by: Kopakapat on October 11, 2014, 08:49:24 pm
Hello everyone!

So I'm compeletely new here. I've never done any mods in the past. I've played the FS2 demo a lot when I was a kid and recently bought the game on GOG and finally finished the campain. These days I mostly play EVE Online, but coming games like Elite: Dangerous and EVE Valkyrie did make me think back at FS2.

A while ago, I saw this video of a guy who where making an EVE mod for FS2 http://youtu.be/sbbfHZFYt5s (http://youtu.be/sbbfHZFYt5s) but it seem he didn't continue developement.

So here is my plan: make an EVE Online mod for FS2, in part to get in the hype train for EVE Valkyrie.  ;)

My objectives:

- Create an EVE Online ship pack for FSO;
- Make some missions.

What I've managed so far:

-Exported models and textures from the EVE client with Triexporter [.gr2->.3ds];
-Extracted diffuse maps from EVE files with GIMP [.dds->.dds];
-Textured, re-oriented and re-scales models with Blender [.3ds->.dae];
-Organise models with PCS2 [.dae->.pof];
-Copy/paste and generally messing around in a ship table [.tbm];
-Flying in space with EVE Fighters.

Here are some images of the ships I imported in the game: http://imgur.com/a/ZBgfn#11 (http://imgur.com/a/ZBgfn#11)
I must say I'm impressed on how good these look with the small amount of work I've done.

[Edit] Here are all the fighters and drones, in-game http://imgur.com/a/uyUsP#0 (http://imgur.com/a/uyUsP#0)

Here are some tutorials I used: http://www.youtube.com/playlist?list=PLzpPwMASh4pPsFoVtPa3BUE6CBzOTuKv5 (http://www.youtube.com/playlist?list=PLzpPwMASh4pPsFoVtPa3BUE6CBzOTuKv5)


What's next?

So now I want to get most of the ships imported and give them some unique stats. Next thing I'm gonna work on is getting capital ships and structures in there.

I don't think I want to mess around with moving turrets, but those would be a really nice adition, since all ships in eve online use them. If anyone has a good tutorial on that, or if someone is interested in doing it, please leave a comment below.

The textures right now are ony the diffuse texture map. In a EVE University tutorial they show how to get all the texture maps using the materials in blender. I tried it (and got a beautiful result in blender) but PCS2 didin't like that. So if any of you have a fix for that or want to take care of it, please leave a comment below as well.
Title: Re: EVE Online mod
Post by: Droid803 on October 12, 2014, 02:44:27 am
Not sure if its a good idea to import ships wholesale.
Title: Re: EVE Online mod
Post by: procdrone on October 12, 2014, 03:08:05 am
won't EVE copyrights will be against that?
Title: Re: EVE Online mod
Post by: headdie on October 12, 2014, 06:27:45 am

As the member who suggested Kopakapat become involved here I am going to step in with this.

http://www.moddb.com/mods/eve-rts
Quote
Quote from CCP's message:
2011.10.05 18:54:00 CCP Wrangler
(wich should allow me to use their stuff for the mod.)

"As long as you don't charge for the mod or otherwise make any profit,
and as long as you give us (CCP) credit for the artwork and such,
there shouldn't be any problems with this mod."

It might be worth trying to contact CCP to be sure but based on the above you should be ok
Title: Re: EVE Online mod
Post by: Kopakapat on October 12, 2014, 09:19:56 am
Quote
Quote from CCP's message:
2011.10.05 18:54:00 CCP Wrangler
(wich should allow me to use their stuff for the mod.)

"As long as you don't charge for the mod or otherwise make any profit,
and as long as you give us (CCP) credit for the artwork and such,
there shouldn't be any problems with this mod."


I can't find a better written proof of that. It's generally understood that CCP's models are free to use, as long as it's non-commercial. They already are widely used by the EVE community, for example  http://youtu.be/d8Ke1P3m4nU (http://youtu.be/d8Ke1P3m4nU)

They also got a lot of their music on soundcloud https://soundcloud.com/ccpgames (https://soundcloud.com/ccpgames) that I remember reading that we can use.

Still it would be a good idea to write something like «all the models, textures and music are property of CCP» somewhere in my mod. Where should I put this? In the readme?
Title: Re: EVE Online mod
Post by: Dragon on October 12, 2014, 09:23:07 am
Readme will do for the first demo/alpha release. Once the mod starts shaping up, you might want to check out credits.tbl, and add the attribution to in-game credits screen.
Title: Re: EVE Online mod
Post by: Nyctaeus on October 12, 2014, 12:12:00 pm
Does it mean we can use their models in our mods? And not only EVE related? What's with remodelling their models?
Title: Re: EVE Online mod
Post by: Kopakapat on October 12, 2014, 02:06:54 pm
@Betrayal, I don't know for sure, we'd have to ask them. But I've seen people use them and modify them in the past, for example:


 (http://www.eve-outtakes.de/benevernobody.jpg)
Title: Re: EVE Online mod
Post by: Nyctaeus on October 12, 2014, 02:50:06 pm
Could U guys export me one Caldari ship? I need Rokh model. I don't have EVE and don't know how to convert it to more friendly format.
Title: Re: EVE Online mod
Post by: NeonShivan on October 12, 2014, 02:58:55 pm
I strongly suggest asking CCP for permission regardless if you haven't already to prevent any legal issues from popping up later into the mod development. It never hurts to be safe.
Title: Re: EVE Online mod
Post by: Kopakapat on October 12, 2014, 04:29:12 pm
@Betrayal, what format do you want? I could get it for you, but the easiest way is to grab this .stl file they made for 3D printing http://www.thingiverse.com/thing:151170/#files (http://www.thingiverse.com/thing:151170/#files).
You don't need to buy eve to get the models, you can download the client at http://community.eveonline.com/support/download/ (http://community.eveonline.com/support/download/), grab triexporter and start extracting. You can play with the trial account, or not even have an account I guess. You can have the files anyway.

@BTA, yeah thank I'll ask if I can have a written permission on the EVE forums.
Title: Re: EVE Online mod
Post by: Nyctaeus on October 12, 2014, 06:46:08 pm
I need something that I can import into Blender. OBJ is preferable.
Title: Re: EVE Online mod
Post by: Kopakapat on October 12, 2014, 07:41:42 pm
There you go. I included the texture files with it.

[attachment kidnapped by pirates]
Title: Re: EVE Online mod
Post by: Kopakapat on October 13, 2014, 01:15:37 pm
Here's a video of all the drones and fighters in-game.  http://youtu.be/8_G3tIfjQf0 (http://youtu.be/8_G3tIfjQf0)
Title: Re: EVE Online mod
Post by: Vengence on October 13, 2014, 02:14:43 pm
I didn't continue work on the mod as it was mainly a testing ground for me to mess with SCP features such as multi-axis turrets, shaders, flyable capital ships, weapon trails, importing obscenely large scene objects (it failed). I generally stopped as I learned what I needed from it, plus was waiting on other SCP features to pop in.

Here's the current files but chances are it's loaded with a bunch of pork and loaf from me messing around:
http://www.mediafire.com/download/dl9ucndo2j4nmxn/EVEModFiles.zip (http://www.mediafire.com/download/dl9ucndo2j4nmxn/EVEModFiles.zip)
Title: Re: EVE Online mod
Post by: Nyctaeus on October 13, 2014, 04:14:10 pm
Thanks a lot for the export. Good luck with Your mod. I'm waiting for more updates :yes:
Title: Re: EVE Online mod
Post by: chief1983 on October 13, 2014, 04:38:14 pm
There's a user here, Nu11u5, who has looked into this in the past.  He's a college friend of mine.  Be sure to send him a PM, he might be available to offer some assistance.  He always wanted to get EVE into Freespace but by himself it was always too daunting a task.  He'd probably be more than willing to help other motivated people and share his experiences with the model converting, thoughts on game balancing, etc.  He definitely spent a lot time considering the possibilities.
Title: Re: EVE Online mod
Post by: Kopakapat on October 13, 2014, 07:31:23 pm
@Vengence, thanks a lot for the files! I'll see what I can learn from those. Thanks a lot for making this mod and the youtube video, that gave me the idea of doing it.

@Betrayal, Stay subscribed to this tread and you'll have updates as I progress.  :P

@chief1983, thanks I'll send him a message. I myself don't want to be too overwelmed by this project (as engineering school demands a lot of time) so if I can recruit some people to do some stuff that would be nice!
Title: Re: EVE Online mod
Post by: Nu11u5 on October 31, 2014, 12:46:38 am
Seems I picked the right year and month to check out the good old HLP forums again.  Seriously, I wouldn't be here if I didn't read about FS2 being on sale on Steam somewhere else.

It was quite a while ago when I dabbled with the idea of making an FSO campaign for the Eve universe (over 5 years, actually).  I had some ideas, a few ship models imported into the engine, and started looking into properly turreting and tabling them when I lost motivation.  The project would have been the first mod attempt I'd undertaken, and unfortunately it didn't get off the ground much at all.

A few things have changed since then:

The big one is the upcoming game 'Eve Valkyrie' that CCP is making, that will put players in immersive dogfighting battles with optional VR headsets and some nifty motion-sense mechanics.  Word is that Valkyrie won't have a story based campaign and will be 100% multiplayer.

CCP prefers to be consulted on large fan projects so they can give official approval to use their IP and avoid potential legal issues in the future.  There hasn't been any issue in the past, but with Valkyrie on the horizon that may cause them to reconsider their normally generous stance on IP use for a game in the same genre.

A campaign based game would certainly get a bit of attention, though, since Valkyrie has been criticized for lacking a story mode.

The other thing that has changed are the source files for the Eve assets.  Let's assuming permission to use them was given (rather than rebuilding them from scratch).  CCP has redesigned the models for the game assets several times since I've last looked at them.  The texture format is all new, and the object files that define the materials, lighting, and animations are in a new (and proprietary, as always) format as well.  Still, I've seen other groups use the assets in some capacity in video productions (such as TheEVEouttakes on YouTube) so there is a way to work with them.

The good news is that CCP also redesigned the way turret models work!  Before they were assembled piece-meal by the engine.  Now they are complete objects with animations and can be located in the game resources.

Plus, the models have been gorgeously updated since 2009!



My work flow before was to export the models and textures from the resource files using a programs called "TriExporter" (models export as .3ds).  Use GIMP to swap some channels around in the texture files to convert from CCPs texture system to a standard format.  Import everything into Blender.  Realign the textures and fix some poly normals.  Export as .obj.

I can't say what still works and what has changed since then.  It looks like there are some tutorials still maintained online for working with Eve's asset files, but they may be outdated.


I won't commit to assisting with your project yet, but I'll give my input if you'll have it.  Unfortunately, I don't have anything left over to share with you from when I attempted to start my Eve mod.
Title: Re: EVE Online mod
Post by: Kopakapat on October 31, 2014, 02:23:27 pm
I've been away from that mod because of school and the little time I have I send it actually gaming. =P

I've had an answer from EVE Online's customer Support telling me that «This would strictly be against CCP copyright rules» they told me to e-mail [email protected] for permission buth they didn't answer. That is of course a huge setback, and probably mean I'll just import the models I want to explore myself in the FSO engine.

The texture files did change and I only managed to get black and white textures with youtube tutorials. I could indeed mess with them in gimp to make them better, but I am no artist and don't really want to put time in mingeling with textures.

I'm also not sure if I want to get into turrets, that seem complicated.

Also, about Valkyrie, I tough I've read the Oculus will be mandatory to play the game. =(

Title: Re: EVE Online mod
Post by: Kopakapat on November 11, 2014, 05:17:06 am
Update:

I've recieved an answer from CCP, authorizing me to use their models for nonprofit purposes.

«So long as the models are being used for nonprofit purposes, and so long as you are not using this mod, or the EVE Online IP to generate revenue in any way shape for form, then you are quite free to use the EVE Online models as a hobby project, under the express understanding that you’re not looking to make money from their use.»

This means that I'll eventually work on this mod again and that I will share it.
Title: Re: EVE Online mod
Post by: headdie on November 11, 2014, 09:15:08 am
Excelent news
Title: Re: EVE Online mod
Post by: TwentyPercentCooler on November 11, 2014, 07:14:31 pm
Update:

I've recieved an answer from CCP, authorizing me to use their models for nonprofit purposes.

«So long as the models are being used for nonprofit purposes, and so long as you are not using this mod, or the EVE Online IP to generate revenue in any way shape for form, then you are quite free to use the EVE Online models as a hobby project, under the express understanding that you’re not looking to make money from their use.»

This means that I'll eventually work on this mod again and that I will share it.

I thought that first "nay" answer sounded a bit weird. They have generally not given a damn as long as it's non-profit.

Glad to see the official greenlight, at any rate.
Title: Re: EVE Online mod
Post by: Mongoose on November 12, 2014, 06:41:55 pm
Nice to see a developer be so fan-project friendly in this day and age.
Title: Re: EVE Online mod
Post by: Vengence on November 13, 2014, 04:02:27 pm
It's not like this project is competing with them, but I imagine it helps to be a small independent company over a massive monolithic MMO organization such as Blizzard. I imagine they'd not be too fond if you say make a mod for Mount & Blade that sets it in Azeroth even though they have no real game it competes with.

Honestly buds, good luck in reverse engineering their new materials system, I had spent ages for each ship converting the textures to look good in FSO.
Title: Re: EVE Online mod
Post by: Nu11u5 on November 20, 2014, 03:44:27 pm
Good to hear that you are making some progress with this!

This was actually the video that got me thinking about an Eve TC way back then.  Watching it now is making me a little itchy.


Honestly buds, good luck in reverse engineering their new materials system, I had spent ages for each ship converting the textures to look good in FSO.

In December CCP is updating the material system to use Physical Based Rendering, so it will have to be learned all over again.

(http://cdn1.eveonline.com/www/newssystem/media/66669/1/PBR_AMARR_NL.gif)
Title: Re: EVE Online mod
Post by: Kopakapat on December 04, 2014, 05:09:31 pm
Quote
In December CCP is updating the material system to use Physical Based Rendering, so it will have to be learned all over again.

I'm not planning on making the mod as beautiful as EVE. ;)

A little update! I got a few caldari ships in there. I started with caldari, since I think I will let their textures untouched, at least for a first release, as they ar all gray anyway.

Here is the full imgur album: http://imgur.com/a/DmXNx (http://imgur.com/a/DmXNx)

Here are the good ones. Enjoy!

Condor class frigate
(http://imgur.com/bygNSew.png)

Corax class destroyer
(http://imgur.com/aO4LfjM.png)

Drake class battlecruiser
(http://imgur.com/KTNSYhX.png)

Drake and Naga battlecruisers VS Deimos
(http://imgur.com/grtdTw5.png)

Chimera class carrier VS Orion
(http://imgur.com/63JXiAp.png)

I hope you like it!
Title: Re: EVE Online mod
Post by: Shivan Hunter on December 04, 2014, 06:03:17 pm
C'mon man, there are already goons crawling around HLP, do you want to bring in more of them?!

Anyway, good work! I notice the models have no normal maps - are you planning on importing those? It would make a huge difference in quality. Normal maps in FS are different than the usual blue maps though - to import them, the red channel has to go in alpha, and then the red and blue channels should be zeroed out (or copied from the green channel, but it doesn't matter as only the green is used and it's fine as long as it doesn't interfere with DDS compression).
Title: Re: EVE Online mod
Post by: BritishShivans on December 04, 2014, 06:51:03 pm
Agreed with ShivanHunter's post. Also, I noted your scales for the ships are a little off - the Deimos is 717m long, and the Drake is 514m, so you might wanna mess around with the sizes again.
Title: Re: EVE Online mod
Post by: Kopakapat on December 04, 2014, 07:16:59 pm
@Shivan Hunter, yeah if I can easily modify EVE's normal maps I'll do it. Right now my goal is to get the models in PCS2 and get the thrusters right with minimal diffuse textures. Then I'll probably mess with all the numbers (right now all my ship scripts are copy/ pasted from the Orion code). Once the mod already has a good playable base, I'll look into adding better textures (and maybe levels of detail).

Really textures aren't my priority, since CCP use lots of in-house coding and I'm not an artist and I know nothing about the programs used for this. But Yeah normal maps are really a thing I wish to add.


@BritishShivan, that might be a perspective thing. Here they are in FRED2, better represented:

(http://i.imgur.com/BkHunqM.png)
Title: Re: EVE Online mod
Post by: TwentyPercentCooler on December 04, 2014, 07:21:45 pm
Ah, the Drake, a ship I'd prefer never to see the inside of again.

Looks great, though! Glad to see the Caldari MASTER RACE being represented!  ;7
Title: Re: EVE Online mod
Post by: BritishShivans on December 05, 2014, 05:10:45 am
Ah, I see now. I just noticed the Drake is actually closer to the camera, but it looks a bit funny. And yeah, EVE Online's map files are... somewhere. I don't know personally.
Title: Re: EVE Online mod
Post by: Nu11u5 on December 09, 2014, 12:31:58 am
Quote
In December CCP is updating the material system to use Physical Based Rendering, so it will have to be learned all over again.

I'm not planning on making the mod as beautiful as EVE. ;)

It won't be that simple, unfortunately.

In a few hours Eve's model files will no longer have diffuse maps.  Colors will be defined by the materials system and instead all that the texture maps will have are a greyscale albedo channel.  (I've only just started dissecting the new system :S )

I'll extract all of the model files in the old and new texture system.  Toss me a message if you end up needing them.
Title: Re: EVE Online mod
Post by: Nu11u5 on December 09, 2014, 12:39:13 am
@Shivan Hunter, yeah if I can easily modify EVE's normal maps I'll do it.

[...]

Really textures aren't my priority, since CCP use lots of in-house coding and I'm not an artist and I know nothing about the programs used for this. But Yeah normal maps are really a thing I wish to add.

As for normal maps, I use GIMP + DDS plugin.  Import the normal map file, Colors > Components > Decompose (RGBA), then Compose again (not Recompose) and reassign the channels.  Eve uses the Green and Alpha channels for normal map vector components.


BTW, I'm not much of a modder, modeler, or graphic artist.  I just like to poke at the game's resource files and see how they work.


Mmmm, Naga.  Looks good!
Title: Re: EVE Online mod
Post by: Nu11u5 on December 09, 2014, 01:08:38 am
For your reference, here is a visual guide to the texture system used in Eve before tomorrow's Rhea release (the "current" texture system is on the right, the left one is very old):

(http://cdn1.eveonline.com/community/devblog/2010/TexturePack_large.jpg)

Source: http://community.eveonline.com/news/dev-blogs/art-blog-improvement-of-textures-and-a-new-scorpion-model/
Title: Re: EVE Online mod
Post by: Kopakapat on December 09, 2014, 09:41:36 am

In a few hours Eve's model files will no longer have diffuse maps.

[...]

I'll extract all of the model files in the old and new texture system.  Toss me a message if you end up needing them.

[...]

As for normal maps, I use GIMP + DDS plugin.

[...]

 here is a visual guide to the texture system used in Eve



Noooooo what am I conna do without diffuse maps? Those were the only things that worked lol.

Thanks for downlaoding them, but I hope I can manage to extract the new materials and get them in FSO.

I use Gimp too! But it still makes me confused a lot, since not either EVE or FS2 seem to be using standard patterns. Hopefully I can try the green and alpha from EVE and get them into FSO, as Shivan Hunter said that those were the ones for FSO too.

Yeah I know that image. The tutorials I am using showed this picture but were based on the NGS system. I've been trying to adapt to the PTS without huge sucess. When my exams are over I'll dive into understanding PBR.
Title: Re: EVE Online mod
Post by: chief1983 on December 09, 2014, 10:20:10 am
The Gimp DDS tool is convenient, but you might find more control when working with DDS file using the nvidia command line tools (https://developer.nvidia.com/legacy-texture-tools).  I think that's the one used by some of the modders around here.
Title: Re: EVE Online mod
Post by: Nu11u5 on December 09, 2014, 09:08:08 pm
Noooooo what am I conna do without diffuse maps? Those were the only things that worked lol.

Thanks for downlaoding them, but I hope I can manage to extract the new materials and get them in FSO.

I use Gimp too! But it still makes me confused a lot, since not either EVE or FS2 seem to be using standard patterns. Hopefully I can try the green and alpha from EVE and get them into FSO, as Shivan Hunter said that those were the ones for FSO too.

Yeah I know that image. The tutorials I am using showed this picture but were based on the NGS system. I've been trying to adapt to the PTS without huge sucess. When my exams are over I'll dive into understanding PBR.

I've chatted with some of the devs and I'm starting to get a grasp on how CCP's implementation of PBR works.  If you end up using the new assets, it's going to be a bit more involved since you will have to bake your own diffuse and specular maps in 3D software (since in PBR these visuals are calculated in realtime).

I've found the material definitions, but they are all stored in one big binary file now and the existing tool to make it readable chokes on it.  Time too play with the source code I guess.

Also, I was told that they are investigating new texture packing systems that will change the assets all over again :S

I would learn what you can using the pre-Rhea assets and get some missions built and gameplay set up.  Then when the time comes, convert the latest assets from Eve into the mod if desired.


Go ahead and let me know if you want help with anything specific.  I've got some free time at the moment, and I can spend a little of it to assist if you want.
Title: Re: EVE Online mod
Post by: Kopakapat on December 10, 2014, 07:22:39 am
Yeah problem is I don't have free time right now. ^^'

I've had a look in Triexporter and they replaced ''d'' maps by ''ap'' maps. For example, for the Augoror, ac3_t1_d.dds was replaced by ac3_t1_ap.dds. And those look pretty similar to the diffuse mad we had. They only problem now is that they are all beige instead of grey.

(http://i.imgur.com/aRS3ngu.png)
Title: Re: EVE Online mod
Post by: Nu11u5 on December 10, 2014, 02:54:43 pm
Yep.

Those *_ap.dds files contain the albedo maps (RGB channels) and paint mask (alpha channel).

The albedo map contains only the relative brightness data of the surface (no baked in shading) and gets tinted to a color by the material parameters (and then shaded in real-time by the render pipeline).  The paint mask is so any finely painted details don't get tinted as well.  Take a look at the new Incursus textures to see what is going on better.

Also what is changed is the *_pgs.dds files are now *_pgr.dds files.  Those contain the factional paint masks, glow map, and the new "roughness map" (instead of the old specular map).  The roughness map describes the microtexture of the surface to the PBR render pipeline so it can calculate real-time specular highlights and additional shading.

This guide helped me get my bearings on PBR - http://www.marmoset.co/toolbag/learn/pbr-practice
Be aware that Physically Based Rendering is more of a concept than any kind of specification.  CCP's implementation in Eve is a bit simpler than what that guide describes, but the core concepts are there.

In general, PBR is about defining how a surface behaves with light, rather than describing what it looks like - you let the render figure that out based on the environment.
Title: Re: EVE Online mod
Post by: Kopakapat on January 14, 2015, 11:42:45 am
Huh, I guess I get what you meant by "it won't work with PBR"

 (http://i.imgur.com/Tzyq7OU.png)
Title: Re: EVE Online mod
Post by: Kopakapat on January 14, 2015, 12:49:38 pm
Can you guys tell me if you see that one has a normal map? I can't see ****.

http://imgur.com/a/wGqVj
Title: Re: EVE Online mod
Post by: Shivan Hunter on January 14, 2015, 02:34:14 pm
I'd need a closer pic with an angle that catches the specular light, but it doesn't look like either of those have normals. (it also looks like they're flat shaded, which might be a problem if the normal maps were baked from a hipoly model which I think EVE's are.)
Title: Re: EVE Online mod
Post by: Kopakapat on January 14, 2015, 07:58:55 pm
Ok I'll try to make better screenshots. On what ship would that be the most visible? Something flat like the Naga/ Nidhoggur or something bumpy like the Drake?
Title: Re: EVE Online mod
Post by: Shivan Hunter on January 14, 2015, 08:11:38 pm
Anything with flat polygons with lots of normalmap detail on them. Looking again, I'm almost certain those ships don't have normal maps.
Title: Re: EVE Online mod
Post by: Nu11u5 on January 19, 2015, 04:47:18 pm
Huh, I guess I get what you meant by "it won't work with PBR"

 (http://i.imgur.com/Tzyq7OU.png)

Remove the alpha channel from the texture.

The current PBR texture system uses the alpha channel on the albedo map as a mask to separate areas that get tinted by the paint shaders from areas that are statically colored.  If you do this though, all ships will just be off-white with colored details.  You can make use of the mask and tint the rest of the texture in a graphics program.  The actual color parameters the game uses are stored in a global data file.  These used to be stored per-ship, and there is a program that could decode them (Black2JSON) however the program chokes and crashes on the new (quite large) global file.  I've tried to see if it could be fixed, but the original author didn't document his code, and it looks like the data has a new block that can't be interpreted and is causing the issue.

As far as normal maps go, make sure that the texture file you are using form Eve is in the correct format that FS2Open uses.  You may need to swap some channel around and clear out others.
Title: Re: EVE Online mod
Post by: Kopakapat on January 19, 2015, 08:00:12 pm
@Nu11u5 Thanks for the alpha channel. I would love to be able to apply the real colors but this is way out of my league. I'm still having problems understanding how to convert the EVE normal maps in FS2. I tried a few combinasons and failed aparently.
Title: Re: EVE Online mod
Post by: Nu11u5 on January 20, 2015, 02:44:38 am
@Nu11u5 Thanks for the alpha channel. I would love to be able to apply the real colors but this is way out of my league. I'm still having problems understanding how to convert the EVE normal maps in FS2. I tried a few combinasons and failed aparently.

Freespace2Open expects the normal map data to be in the Red and Blue channels, while Eve (and a lot of other Direct3D programs) are set up to have the data in the Green and Alpha channels.  Swap those channels out, set Green to solid black, and remove the Alpha channel.  See if that works.
Title: Re: EVE Online mod
Post by: Kopakapat on January 20, 2015, 11:44:55 am
Condor "Battle of Hoth" edition anyone?

 (http://i.imgur.com/RGIsmlS.png)

Here's the Naga with normal maps. I don't know if it's really correct but something definately happened!

http://imgur.com/a/aYjoI

Thanks Nu11u5!
Title: Re: EVE Online mod
Post by: Nyctaeus on January 20, 2015, 07:59:56 pm
PCS2 does not display normalmaps, so if these compared ships are without and with normalmap, well... Something happened, but I'm not sure if this is proper result :P
Title: Re: EVE Online mod
Post by: Kopakapat on January 20, 2015, 10:57:01 pm
@Betrayal, no no the image is showing the diffuse texture before EVE's PBR patch and the equivalent texture after.

For pictures of the normal maps, go here:  http://imgur.com/a/aYjoI
Title: Re: EVE Online mod
Post by: Nu11u5 on January 20, 2015, 10:58:08 pm
The ships in the previous image are from two different assets designed for different render systems.

The left side are the old assets, using regular diffuse and specular maps.  The right side are the new assets that utilize Physically Based Rendering, using albedo and roughness maps.  That side is missing color because the texture is supposed to be tinted in real-time by a shader based on the model's material properties.
Title: Re: EVE Online mod
Post by: Nu11u5 on January 21, 2015, 06:37:05 pm
(http://i.imgur.com/DJCCxmg.png)

edit: now with a better, newer image.

So I'm re-relearning Blender so I can get the new PBR assets into there and bake out proper texture maps.  So far it's a bit of a mess, but once I get the materials set up right it should be pretty straight forward.
Title: Re: EVE Online mod
Post by: Nu11u5 on January 21, 2015, 09:55:50 pm
(http://i.imgur.com/9YKdCkK.png)

Also, taking a look at prepping the turrets.  The exported models have no subobjects or groups, but creating them isn't a big deal.
Title: Re: EVE Online mod
Post by: Shivan Hunter on January 22, 2015, 09:20:30 pm
@Nu11u5 Thanks for the alpha channel. I would love to be able to apply the real colors but this is way out of my league. I'm still having problems understanding how to convert the EVE normal maps in FS2. I tried a few combinasons and failed aparently.

Freespace2Open expects the normal map data to be in the Red and Blue channels, while Eve (and a lot of other Direct3D programs) are set up to have the data in the Green and Alpha channels.  Swap those channels out, set Green to solid black, and remove the Alpha channel.  See if that works.

I don't know what result you got from this, Kopakapat, but it's definitely wrong. FS uses the green/alpha normal maps just like EVE does.

http://www.hard-light.net/wiki/index.php/Herra_Tohtori%27s_texturing_tutorial#How_to_make_good_and_proper_normal_maps.3F

If you can zip up one POF model + maps and send it to me, I might be able to get it working.
Title: Re: EVE Online mod
Post by: majorvader111 on February 02, 2015, 03:20:33 am
(http://i.imgur.com/DJCCxmg.png)

edit: now with a better, newer image.

So I'm re-relearning Blender so I can get the new PBR assets into there and bake out proper texture maps.  So far it's a bit of a mess, but once I get the materials set up right it should be pretty straight forward.

Hey man hows it going with this?
Title: Re: EVE Online mod
Post by: Nu11u5 on February 02, 2015, 04:10:46 pm
Hey man hows it going with this?

How about a cherry red Incursus?

(http://i.imgur.com/DKJpeuK.png)

I've started from scratch using the Cycles renderer since it behaved better at processing the textures.  It can now load the original texture files directly so importing a model will be as simple as 1) open mesh, 2) load texture slots, 3) apply material, 4) pick colors.  I need to tidy up the node graphs next and then set up the baking routines to get the diffuse, specular, glow, environment, transparency, normal, etc maps that FSO can use.

Unfortunately, the models in FSO won't look quite that nice as it is using a simpler shading algorithm, but I'll do my best to represent it.  On the other hand, it's very close to what it looks like in Eve.  C'est la vie.
Title: Re: EVE Online mod
Post by: chief1983 on February 02, 2015, 04:15:30 pm
I hope you're documenting this publicly so someone can do an EVE mod for Homeworld 2: Remastered later this month :)
Title: Re: EVE Online mod
Post by: Nu11u5 on February 02, 2015, 04:23:07 pm
I hope you're documenting this publicly so someone can do an EVE mod for Homeworld 2: Remastered later this month :)

I'll release the blender file containing the materials once I get it to a nice point.  I'll probably also get around to making some racial color presets.

In other news, CCP just released a machinima tool that takes a script and converted Collada animation paths as input and renders scenes using the game engine (no physics, though).
Title: Re: EVE Online mod
Post by: majorvader111 on February 02, 2015, 10:36:10 pm
I hope you're documenting this publicly so someone can do an EVE mod for Homeworld 2: Remastered later this month :)

way ahead of you i plan on doing it, at the moment im helping mr thi with his homeworld 2 eve mod, we plan to port it over to remastered
Title: Re: EVE Online mod
Post by: Nu11u5 on February 02, 2015, 11:59:01 pm
Once I have the blend file able to bake out textures I'll make sure you get a copy.
Title: Re: EVE Online mod
Post by: majorvader111 on February 03, 2015, 01:03:58 am
Once I have the blend file able to bake out textures I'll make sure you get a copy.

cheers
Title: Re: EVE Online mod
Post by: TwentyPercentCooler on February 03, 2015, 01:53:27 pm
Hey man hows it going with this?

How about a cherry red Incursus?

(http://i.imgur.com/DKJpeuK.png)

I've started from scratch using the Cycles renderer since it behaved better at processing the textures.  It can now load the original texture files directly so importing a model will be as simple as 1) open mesh, 2) load texture slots, 3) apply material, 4) pick colors.  I need to tidy up the node graphs next and then set up the baking routines to get the diffuse, specular, glow, environment, transparency, normal, etc maps that FSO can use.

Unfortunately, the models in FSO won't look quite that nice as it is using a simpler shading algorithm, but I'll do my best to represent it.  On the other hand, it's very close to what it looks like in Eve.  C'est la vie.

Oh man, that Incursus...early in, when the new rendering engine was first put on the test server, all of the Roden Shipyards hulls (including the Enyo) actually were bright metallic red, and Duvolle ships were gold (although not Amarr gold). It looked absolutely fantastic, and words cannot describe how disappointed I was when I saw that CCP changed both colors back to that disgusting muted brown-red that looks like it should be floating in a toilet.

Fire-engine red Incursus is sexy, though!

Anyway, I'm actually posting to let you know about something you might find interesting, if you haven't seen it yet: https://forums.eveonline.com/default.aspx?g=posts&m=5456007#post5456007

I don't know if it would be helpful to you, but it seems that CCP would like to make it easier for players to export models into Blender/Maya. This is for the purpose of player-made videos, but there might be something of interest to you in there as well.
Title: Re: EVE Online mod
Post by: Nu11u5 on February 24, 2015, 02:46:44 am
So I'm back to working on this a little bit again after a not-so-short break.  Currently I'm working on a set of Blender scripts that will read in the ship data files and add all of the sub-objects such as lights, decals, engine glows, and turret hardpoints, as well as the specific material information.  This should take a lot of time out of converting ships in the long run, and be useful to other mod makers as well *cough* Homeworld guys *cough* :P

When I'm "done" it should have a structure compatible with PCS2 and a minimum number of steps to perform manually.  I'm still learning as I go along so it will take a little time.

(http://i.imgur.com/IkFOBgK.png)

Also, since my last post I learned a lot more things about working with materials and had to rebuild my material node graphs.. twice.. but it's looking good now.
Title: Re: EVE Online mod
Post by: Nu11u5 on March 05, 2015, 03:31:33 am
I'm getting close to having the textures created fully automatically by pulling parameters out of the game database and then baking standard diffuse/spec/glow maps.  As hinted at before, I'm also pulling out information about turret hardpoint locations, lights, and decals.  When I'm done porting the Eve assets into a PCS2-ready format should be nice and easy.

(http://i.imgur.com/1hWCOuA.png)

Yep - those turrets are properly articulated (I think).  I just didn't have them created in PCS2 when I took the screencap.  Aren't they supposed to import automatically?


I need to figure out how to get objects with different UV textures into PCS2.  The turrets aren't rendering otherwise.


Something else I noticed is that the environment reflections aren't being tinted by the specular color.  I may look into getting the shader modified to do that as it would look a lot more realistic.
Title: Re: EVE Online mod
Post by: majorvader111 on March 05, 2015, 08:40:30 pm
Well it looks like your going to be the life saver for eve mods  :yes:
Title: Re: EVE Online mod
Post by: Nu11u5 on March 05, 2015, 10:26:23 pm
Well it looks like your going to be the life saver for eve mods  :yes:

If you can send me information about how ship models work in Homeworld I can start building my scripts and materials around that as well.  Stuff like the sub-object hierarchy and texture file usage.
Title: Re: EVE Online mod
Post by: Nu11u5 on March 06, 2015, 01:19:42 am
I shifted gears and started converting a few turrets.  I still need to bake the textures (I want to get that part automated very soon) so they can't be pulled into PCS2 just yet.  Am I even doing these right? :P

Dual Beam Laser
(http://i.imgur.com/QMrNUQ2.png)

200mm Rail
(http://i.imgur.com/vnTIDso.png)

Dual 650mm Autocannon
(http://i.imgur.com/8fRfOV7.png)

Light Missile Launcher
(http://i.imgur.com/rMaTcsX.png)

I don't remember if missile launchers can be articulated.  Also, I would like to get actual missile points on these if that is possible (why I didn't make firepoints yet)
Title: Re: EVE Online mod
Post by: Nu11u5 on March 06, 2015, 02:19:57 am
In case anyone is wondering, the reason I can get to properly pull out the materials is because CCP published the (normally binary) global data file in JSON format for use with their open source WebGL renderer.  I've got a buddy of mine over at Failheap-Challenge who is making a really cool visualizer with it.

http://failheap-challenge.com/showthread.php?18955-All-hail-Fillipp-Lord-and-Saviour-of-CCPWEBGL

So now I can parse through that in Blender with Python and change between official color schemes in an instant (as well as import all kinds of extra model data).  Adding automated texture baking will mean getting FSO-ready texture maps would take just seconds.

I've got a todo list...

Would anyone be able to look at tabling ships while I work on the models?  I don't know at what point it makes sense to start working on that.

Also, does FSO support an AI that will evade like a fighter but attack like a larger turreted ship?  That is the type of behavior we would need for Frigates and Destroyers and some Cruisers to get it to feel right.
Title: Re: EVE Online mod
Post by: Nu11u5 on March 07, 2015, 03:03:41 am
Automated baking is 90% of the way there.  Each one of these were generated in about 10 seconds between each other (minus screen cap time) straight from the exported game files.

Decals for faction emblems and squadron logos will happen eventually.  The data is there, but needs a bit more work to call it "automatic".  Eve uses some kind of UV projection volumes, so converting those into triangulated surfaces requires a lot of under-the-hood handling.  Right now it's about half automatic, half hand-cleaning, and all mess.

The "env" map is just a placeholder for now.  It's the reflectance values that will go into the specular alpha channel.  Plus, it's a faked value (calculated from the PBR roughness (I just invert it and knock it up to a rather high power right now) and it will get some tweaking once I can fly around the models in engine and inspect them.

(http://i.imgur.com/ojp0FFc.png)

(http://i.imgur.com/M2HHXn9.png)

(http://i.imgur.com/YmhL2eX.png)

Technically, I can render a ship in any official faction colors, and of course custom ones as well.  Any requests? :P
Title: Re: EVE Online mod
Post by: majorvader111 on March 07, 2015, 08:18:06 am
heres a basic understanding of the texture system for homeworld 2 http://www.moddb.com/mods/draconian-empire-mod/tutorials/homeworld-2-advanced-texturing-tutorial
Title: Re: EVE Online mod
Post by: majorvader111 on March 11, 2015, 04:35:24 am
hows it going man?
Title: Re: EVE Online mod
Post by: Nu11u5 on March 11, 2015, 12:08:52 pm
hows it going man?

Patience :P

I figured out how to import all of the materials for parameterized subobjects like spotlight rays, forcefields, and light halos.

(http://i.imgur.com/iwARHCd.png)

However, the only not ridiculous way to handle them is for each subobject to have it's own material.  If you want to bake them into textures (and not have a hundred textures per model) you will have to manually combine the materials since 95% of them are identical aside from a few minor and dismissable differences.

Also, related scrolling animations that exist in Eve - like dust floating through lights or the moving scan lines in the forcefields - will have to be manually keyframed and baked out if those are desired.

The final result will look something like this (note that the pointlight sprites are missing since Blender does not support sprites, though they will be carried over into PCS2).

(http://i.imgur.com/k1j3d8n.jpg)

Now to clean up the code, add reporting, and give it a UI.
Title: Re: EVE Online mod
Post by: majorvader111 on March 11, 2015, 09:47:13 pm
oh shiny
Title: Re: EVE Online mod
Post by: Nu11u5 on March 11, 2015, 10:54:34 pm
oh shiny

Just realize that the image is from Blender using the photo-realistic raytracer 'Cycles'.  That image took an hour to render at 4k resolution before I filtered and gamma corrected it.  It's just so I could show off the (Duvolle) Thany's assets :P

The models will look different in any game engine.  Though, I am pleased to say that modifying the unified shader to more accurately tint environment reflections  was an easy one-line change.  They are much less harsh now and I may actually bump up the reflection map values in the end.

Now what everyone here could use is a PBR shader, but that is something I am planning on not even remotely touching.
Title: Re: EVE Online mod
Post by: BirdofPrey on March 12, 2015, 01:00:24 am
Carrier should be CreoDron.

Just sayin'


Sweet looking Thanny though
Title: Re: EVE Online mod
Post by: Nu11u5 on March 19, 2015, 11:05:22 am
Still working on turning my crappy script into a stable plugin.  I'll try to get an update post out as soon as I can, but I'm going to be away for the next several days.

In the mean time, enjoy this new trailer for Eve Valkyrie.  Seems like they will be incorporating some single player missions after all.

Title: Re: EVE Online mod
Post by: Nu11u5 on March 19, 2015, 12:42:42 pm
Oh ****!  CCP announced just now at fanfest that hi-res textures are coming!

 :)

Pictures will be forthcoming.
Title: Re: EVE Online mod
Post by: Nu11u5 on March 19, 2015, 01:52:36 pm
Being able to use these in the near future...  ;)

(http://i.imgur.com/42omZVU.png)

(http://i.imgur.com/mbT3BwV.png)
Title: Re: EVE Online mod
Post by: BirdofPrey on March 19, 2015, 04:35:27 pm
Still working on turning my crappy script into a stable plugin.  I'll try to get an update post out as soon as I can, but I'm going to be away for the next several days.

In the mean time, enjoy this new trailer for Eve Valkyrie.  Seems like they will be incorporating some single player missions after all.

GAH.  I had tickets to fanfest this year too, then my work went out of business and vacation funds became find new job funds.  :(

Rather like that nice nod to EvE culture with the Fly Safe at the end of the startup sequence.

Oh ****!  CCP announced just now at fanfest that hi-res textures are coming!

 :)

Pictures will be forthcoming.
'bout goddamn time
Title: Re: EVE Online mod
Post by: majorvader111 on March 19, 2015, 10:34:02 pm
Being able to use these in the near future...  ;)

(http://i.imgur.com/42omZVU.png)

(http://i.imgur.com/mbT3BwV.png)

Oh my god only took 3 years
Title: Re: EVE Online mod
Post by: majorvader111 on March 29, 2015, 03:52:43 am
found some interesting stuff here from fanfest about the future texture upgrades
. Also hows it going man haven't heard anything from u in a while. Also i managed to get my hands on the spacedatafactory file but i have not idea how the materials work in the code. Anyway hope to hear from u soon  :D
Title: Re: EVE Online mod
Post by: majorvader111 on March 29, 2015, 08:48:08 am
well i must say this new file system for eve has officially screwed me over
Title: Re: EVE Online mod
Post by: Nu11u5 on March 29, 2015, 12:20:13 pm
I've been busy with some traveling, job hunting, and having to recover my PC (data is fine, just some hardware-related instability that I can't afford to fix right now).  Can't say I've been able to work on this a lot lately, but I still very much want to finish what I'm working on.

Yah, I saw that graphics presentation from Fanfest.  New 4k textures, detail maps, new material parameters... means everything will look great but I will have to update a ton of stuff  :doubt:

The new file system isn't impossible to navigate manually - you just need to search the index file first to find the file hash.  Though someone really needs to make a browser app for it.  Still, I backed up all of the Tiamat resource files before the update rolled out.

We should chat and compare notes sometime.
Title: Re: EVE Online mod
Post by: majorvader111 on March 29, 2015, 04:18:11 pm
We should chat and compare notes sometime.

When Ever is fine. just the times differences are, yeah
Title: Re: EVE Online mod
Post by: Kopakapat on March 30, 2015, 12:09:04 pm
Damn you guys have been at work! o_O

I'm very sorry but I've been really busy with school this semester and didn't do anything, haven't even checked this tread since January 20th (I'm not being notified anymore for some reason). I really feel ashamed seeing what Nu11u5 has done. I was merely coming to share this: http://i.imgur.com/6vEhqE9.png (http://i.imgur.com/6vEhqE9.png)

It looks like you found a way to script the process of getting the files prepared for PCS2? Awesome! I tough about doing that but don't have any programming knowlege outside of MatLab. Have you tried it on big ships with 2 "texture sections"? I tried to do ships like the Providence and the Thanathos and had problems with those.

Turrets and light effects? Damn you're a boss man!

I won't be able to work on that project until summer for sure unfortunately. I'm really sad that I can't after what I just saw. At the same time, I don't really know what to, I don't think I can mingle with Blender like you do (and I understand we can script that anyway?) but if you think there's work in PCS2 or coding in the tables that's on my level, I could get going on that.

We should make a formal list of our objectives with this mod and set up tasks. From there we can see what have been done and what's next (and what I can do since I'm a total scrub).
Title: Re: EVE Online mod
Post by: Nu11u5 on March 30, 2015, 02:41:36 pm
Damn you guys have been at work! o_O

I'm very sorry but I've been really busy with school this semester and didn't do anything, haven't even checked this tread since January 20th (I'm not being notified anymore for some reason). I really feel ashamed seeing what Nu11u5 has done. I was merely coming to share this: http://i.imgur.com/6vEhqE9.png (http://i.imgur.com/6vEhqE9.png)

Don't be.  It sounds like you've been busy.  Meanwhile, I've been unemployed.  :ick:


It looks like you found a way to script the process of getting the files prepared for PCS2? Awesome! I tough about doing that but don't have any programming knowlege outside of MatLab. Have you tried it on big ships with 2 "texture sections"? I tried to do ships like the Providence and the Thanathos and had problems with those.

Yep.  The image of the Thany a few posts back was set up with my script.  Everything is parameterized, so if the game can read it from the data file, so can I.  In theory, it will process any number of texture files applied to any number of material slots.


Turrets and light effects? Damn you're a boss man!

Turrets still need to be edited by hand.  This is because Eve turrets use skeleton animations that are a) not exported by the converters I have, and b) not compatible with FSO anyway.  The process is really easy though and just requires one to split the mesh into subobjects and move around a few origins.  I can also use my script to skin it same as ships.


I won't be able to work on that project until summer for sure unfortunately. I'm really sad that I can't after what I just saw. At the same time, I don't really know what to, I don't think I can mingle with Blender like you do (and I understand we can script that anyway?) but if you think there's work in PCS2 or coding in the tables that's on my level, I could get going on that.

We should make a formal list of our objectives with this mod and set up tasks. From there we can see what have been done and what's next (and what I can do since I'm a total scrub).

I'm not a 3D artist by any stretch - I just decided to learn Blender so I could figure out this stuff.  But, yah, my goal is to make a proper addon for Blender so working with Eve ships and related effects is easy, whether that be for 3D artists or game modders.  I really need to stop being distracted by some extra features, though, and work on getting a first release out.   :banghead:

PCS2 is missing a few features that would make all of this easier.  Things like importing normal vectors for glowpoints and turrets and blink data for glowbanks.  Eve ships have a ton of blinking glowlights, and having to do those manually would be a huge PITA when I can otherwise access the data directly with the Blender script.

Something we could work on is the actual game design.  Visuals are neat, but they don't make a game.  We should start designing player and AI ships that handle like Eve ships should.  Eve Valkyrie is moving over to a semi-newtonian flight model (think "space drifting") which was something that was previously done for the BSG mod Diaspora and should be investigated.  Then we have to also look at things like ship speeds, projectile speeds, weapon ranges, damage, shield/armor, etc.  Eve also has a lot of mechanics such as EW, scramming, webbing, neuting, damping, painting, etc, that we can investigate if they can be made into interesting mechanics in the mod.

If we can make some good progress I also want to look at finding a writer for a campaign.  Eve has it's fair share of lore-buffs and fiction writers.
Title: Re: EVE Online mod
Post by: Kopakapat on March 30, 2015, 05:16:28 pm

Turrets still need to be edited by hand.  This is because Eve turrets use skeleton animations that are a) not exported by the converters I have, and b) not compatible with FSO anyway.  The process is really easy though and just requires one to split the mesh into subobjects and move around a few origins.  I can also use my script to skin it same as ships.

I don't think we need to import every turret type anyway. We can just export 1 T1 variant for each type and size of guns. Beams+Pulse+Rails+Blasters+Auto+Arty+Rockets+Missiles, times Small+Med+Large+XLarge, that makes 7*4=28 turrets only. At least as a first release.

PCS2 is missing a few features that would make all of this easier.  Things like importing normal vectors for glowpoints and turrets and blink data for glowbanks.  Eve ships have a ton of blinking glowlights, and having to do those manually would be a huge PITA when I can otherwise access the data directly with the Blender script.

Honestly I can't be bothered with adding all the glowlights. I think if we have the lightmaps that's already good. If we can't do it with the script we shouldn't do it by hand.

Thruster points and turret harpoints are a must tough, but I don't mind doing them by hand. Maybe it's possible to get the data in text form so that we can enter it manually into PCS2 but not actually moving them by hand? That would help a lot.

Something we could work on is the actual game design.  Visuals are neat, but they don't make a game.  We should start designing player and AI ships that handle like Eve ships should.  Eve Valkyrie is moving over to a semi-newtonian flight model (think "space drifting") which was something that was previously done for the BSG mod Diaspora and should be investigated.  Then we have to also look at things like ship speeds, projectile speeds, weapon ranges, damage, shield/armor, etc.  Eve also has a lot of mechanics such as EW, scramming, webbing, neuting, damping, painting, etc, that we can investigate if they can be made into interesting mechanics in the mod.

I did start some tests with different ship sizes and stats. One thing is sure tough: we can't give drones and fighters their EVE in-game stats. It's totally unplayable, even by the AI. Even with reduced speeds, closer to FS2 bases, you can easily outrun your own lasers with the afterburner on.

"Capital ships" are interesting. In the Valkyrie Q&A, they said that the ships in the trailer were on hard rails and they are looking at making them more dynamic. We definitely have to look into this. Frigates should not move like quick carriers. Maybe they can be slow fighters, we know that you can put turrets on fighters, as some bombers in FS2 have turrets (like the Medusa i think). But is it really good to have interceptors go at 50m/s, when they can easily get to 3km/s in EVE? And if a fighter only has mounted turrets, how does the AI react? That's stuff we need to test.

If some ships are to tough to make work and don't have a good gameplay for a fighter game, I'm ok letting them out. An intercpetor will rarely be dealt with fighters, or light drones for example.

If we can make some good progress I also want to look at finding a writer for a campaign.  Eve has it's fair share of lore-buffs and fiction writers.

For a first release, I think we should stick to the ships and maybe a few missions, but no campaign. With a solid mod, we can post to /r/eve and find some support there, maybe even voice actors. One thing at a time tough. Have you downloaded Vengence's files? (page 1 post 14) That's the kind of thing I was hoping to do, even without the custom lasers/ projectiles, but that doesn,t seem so far fetched with your help.
Title: Re: EVE Online mod
Post by: Nu11u5 on March 30, 2015, 06:50:39 pm
I don't think we need to import every turret type anyway. We can just export 1 T1 variant for each type and size of guns. Beams+Pulse+Rails+Blasters+Auto+Arty+Rockets+Missiles, times Small+Med+Large+XLarge, that makes 7*4=28 turrets only. At least as a first release.

Yah, I've only been working on the turrets that look interesting.  It takes me about 20-40 minutes to prep a turret model by hand, so it's not too bad.


Honestly I can't be bothered with adding all the glowlights. I think if we have the lightmaps that's already good. If we can't do it with the script we shouldn't do it by hand.

I can get the glowpoints, just not any blinking data into PCS2 as it doesn't support importing that data right now.


Thruster points and turret harpoints are a must tough, but I don't mind doing them by hand. Maybe it's possible to get the data in text form so that we can enter it manually into PCS2 but not actually moving them by hand? That would help a lot.

Thrusters are already in.  "Turrets" are imported as empty hardpoints that you have to attach the turret model in Blender to.  Moving an object to the location and orientation of another object in Blender is a simple command.  Eventually I may add the functionality to automatically assign turrets to ships in my addon, but not in the first release.


I did start some tests with different ship sizes and stats. One thing is sure tough: we can't give drones and fighters their EVE in-game stats. It's totally unplayable, even by the AI. Even with reduced speeds, closer to FS2 bases, you can easily outrun your own lasers with the afterburner on.

We may want to look at increasing the projectile speed for some weapons anyway, and seeing if weapons can be disabled while boosting for balance reason.  Also, there is a flag that makes projectiles inherit the speed of your ship when you fire (no idea where that is enabled off the top of my head).


"Capital ships" are interesting. In the Valkyrie Q&A, they said that the ships in the trailer were on hard rails and they are looking at making them more dynamic. We definitely have to look into this. Frigates should not move like quick carriers. Maybe they can be slow fighters, we know that you can put turrets on fighters, as some bombers in FS2 have turrets (like the Medusa i think). But is it really good to have interceptors go at 50m/s, when they can easily get to 3km/s in EVE? And if a fighter only has mounted turrets, how does the AI react? That's stuff we need to test.

Yep.  I see that as being a potential issue.  I don't know if FSO has an AI can be set up to basically evade like a fighter but attack like a capital (turret broadsides), which is what we would want Frigates, Destroyers, and some Cruisers to do.

Ship speeds, weapon accuracies, speed, and ranges, mission area size,... all things we will need to experiement with.


For a first release, I think we should stick to the ships and maybe a few missions, but no campaign. With a solid mod, we can post to /r/eve and find some support there, maybe even voice actors. One thing at a time tough. Have you downloaded Vengence's files? (page 1 post 14) That's the kind of thing I was hoping to do, even without the custom lasers/ projectiles, but that doesn,t seem so far fetched with your help.

Yah, I have a tendancy to get ahead of myself sometimes.
Title: Re: EVE Online mod
Post by: AdmiralRalwood on March 30, 2015, 06:57:52 pm
I don't know if FSO has an AI can be set up to basically evade like a fighter but attack like a capital (turret broadsides), which is what we would want Frigates, Destroyers, and some Cruisers to do.
Since FSO doesn't even have capital ships do that, no, there is no current AI setting that will allow this.
Title: Re: EVE Online mod
Post by: Kopakapat on March 30, 2015, 07:58:43 pm
Since FSO doesn't even have capital ships do that, no, there is no current AI setting that will allow this.

I've put a Fighter AI on a frigate model and it looked ok at first. I just wonder how it would move while in combat if it didn't have foward facing cannons and just turrets.
Title: Re: EVE Online mod
Post by: Nu11u5 on March 30, 2015, 08:02:54 pm
Since FSO doesn't even have capital ships do that, no, there is no current AI setting that will allow this.

I've put a Fighter AI on a frigate model and it looked ok at first. I just wonder how it would move while in combat if it didn't have foward facing cannons and just turrets.

Wouldn't a fighter AI attempt to approach a target head on then break off and repeat?

How do the other classes of AI factor into movement?
Title: Re: EVE Online mod
Post by: BirdofPrey on April 02, 2015, 12:59:49 am
Hey, random question: is it possible to pull a ship model from EvE Online and then render it with Cel Shading?

I had an idea for a corp recruitment poster that something like this would be useful for.
Title: Re: EVE Online mod
Post by: Nu11u5 on April 02, 2015, 02:35:21 pm
Hey, random question: is it possible to pull a ship model from EvE Online and then render it with Cel Shading?

I had an idea for a corp recruitment poster that something like this would be useful for.

It's definitely possible.  You can render it however you like if you know how to use the tools.
Title: Re: EVE Online mod
Post by: Kopakapat on April 13, 2015, 08:12:19 am
Heads up, there is a new version of Triexporter:

https://forums.eveonline.com/default.aspx?g=posts&m=5657697#post5657697
Title: Re: EVE Online mod
Post by: Colonol Dekker on April 13, 2015, 01:23:58 pm
Keep it up people.  Doing good work here :yes:

When you convert the Hel and the Avatar let me know :nod:
Title: Re: EVE Online mod
Post by: majorvader111 on April 22, 2015, 07:48:30 am
hey Nu11u5 if i was to ask u to make some maps up for the confessor, the blackbird, the Svipul, and the Exequror, would it be too hard to do them up for me, if u are heres what the texture system looks like in homeworld rm http://forums.gearboxsoftware.com/t/texture-map-breakdown/266052.

Anyway i hope u are able to do it and if not let me know, plus what timezone do u live in and what times are u usually on here?

Just thought it would be easier for u to do them there rather then rushing a plugin out.

Anyway cheers and hope to hear from u soon.
Title: Re: EVE Online mod
Post by: Nu11u5 on April 22, 2015, 02:42:56 pm
I'll take a look at it but if that post is an accurate document on how the texture file system works with the default shaders it might be a little tricky.
Title: Re: EVE Online mod
Post by: majorvader111 on April 26, 2015, 08:01:41 am
hows it going man if the homeworld texture setup is to hard, then just do it as either eve before pbr setup or freespace setup, preferly eve before pbr setup, hope to hear from u soon man.
Title: Re: EVE Online mod
Post by: Kopakapat on April 30, 2015, 09:09:06 am
School is over! \o/

So Nu11u5 is it possible for you to send me one ship of each size, turreted at the very least, so I can start working on stats for their AI and stuff?

Thanks.
Title: Re: EVE Online mod
Post by: Colonol Dekker on April 30, 2015, 02:14:39 pm
Converted and turreted? That's not  an easy task. How about you read the wiki and learn how to do it?
Title: Re: EVE Online mod
Post by: Kopakapat on April 30, 2015, 03:08:47 pm
Converted and turreted? That's not  an easy task. How about you read the wiki and learn how to do it?

If you read the whole thread, you'll see that I started to try my hand at converting them myself, then Nu11u5 came in and made a script that does it almost completely automatically.
Title: Re: EVE Online mod
Post by: majorvader111 on May 05, 2015, 11:06:46 am
hey nu11u5 hows it going, hope it going well. Just a quick question, how exactly does the values in the spacedatafactory file work i just cannot get the textures to look right. Anyway looking forward for seeing progress on the texture converter soon, and hope its all going good for u and talk to u when your next online.
Title: Re: EVE Online mod
Post by: Lich SoulsReaper on September 04, 2017, 02:52:40 pm
Hi all! Help me please get the script for Blender 3d for EVE online or help to make something like this.  :banghead:
Title: Re: EVE Online mod
Post by: Colonol Dekker on September 05, 2017, 02:11:26 pm
Hi all! Help me please get the script for Blender 3d for EVE online or help to make something like this.  :banghead:

:welcome:

Script?
Title: Re: EVE Online mod
Post by: Lich SoulsReaper on September 05, 2017, 02:14:53 pm
Yes, script on Blender 3d. Do you have it?
Title: Re: EVE Online mod
Post by: Nyctaeus on September 05, 2017, 10:03:56 pm
You basicly need to find a way to convert native EVE model format to .obj or something suitable, set the hierarchy, materials and export everything to .dae. I doubt if there is any script that will do it for ya.
Title: Re: EVE Online mod
Post by: Colonol Dekker on September 06, 2017, 12:55:40 am
Yep it'll need to be hard graft- do the work and reap the reward.
Title: Re: EVE Online mod
Post by: chief1983 on September 06, 2017, 05:46:37 am
I'll see if I can get Nu11u5 to drop by if he still has any info handy on his EVE export/import system.
Title: Re: EVE Online mod
Post by: Lich SoulsReaper on September 06, 2017, 03:05:10 pm
I'll see if I can get Nu11u5 to drop by if he still has any info handy on his EVE export/import system.

Yes, thanks. It's will be good :nod:
Title: Re: EVE Online mod
Post by: Kopakapat on September 08, 2017, 06:04:57 pm
I'll see if I can get Nu11u5 to drop by if he still has any info handy on his EVE export/import system.

Yes, thanks. It's will be good :nod:

Yeah Nu115 said he had a script, then I stopped hearing from him. I did it by hand, personally. In the end, I got annoyed at the problems I had with exporting textures and I gave up.
Title: Re: EVE Online mod
Post by: Lich SoulsReaper on September 09, 2017, 07:01:19 am
I'll see if I can get Nu11u5 to drop by if he still has any info handy on his EVE export/import system.

Yes, thanks. It's will be good :nod:

Yeah Nu115 said he had a script, then I stopped hearing from him. I did it by hand, personally. In the end, I got annoyed at the problems I had with exporting textures and I gave up.

I will not give up. I need this script. Have you this script?
Title: Re: EVE Online mod
Post by: Kopakapat on September 09, 2017, 12:27:21 pm
I'll see if I can get Nu11u5 to drop by if he still has any info handy on his EVE export/import system.

Yes, thanks. It's will be good :nod:

Yeah Nu115 said he had a script, then I stopped hearing from him. I did it by hand, personally. In the end, I got annoyed at the problems I had with exporting textures and I gave up.

I will not give up. I need this script. Have you this script?

No, unfortunately not. I would have kept going if I had it lol.

He's still active on reddit but he never answered my private messages.
https://www.reddit.com/user/Nu11u5
Title: Re: EVE Online mod
Post by: chief1983 on September 09, 2017, 12:50:19 pm
Talked to him yesterday.  He said he may try to finish it up.
Title: Re: EVE Online mod
Post by: majorvader111 on November 26, 2017, 06:45:43 am
Talked to him yesterday.  He said he may try to finish it up.

sorry to ask chief, but have you heard anything from nu11u5
Title: Re: EVE Online mod
Post by: chief1983 on November 26, 2017, 08:07:09 am
I had asked him to chime back in, he was dealing with hurricane flooding at the time though, probably forgot.
Title: Re: EVE Online mod
Post by: majorvader111 on November 26, 2017, 09:07:23 am
ok cheers for that
Title: Re: EVE Online mod
Post by: majorvader111 on December 01, 2017, 10:30:53 pm
Well Kopakapat i wouldn't recommend that you work on a eve online mod. I'm a lead dev on a eve online mod for sins of a solar empire and we just got a C&D notice from ccp, it would seem that they are gonna start going after and enforcing copyright on user that use eve online copyrighted assets.
Title: Re: EVE Online mod
Post by: Nyctaeus on December 02, 2017, 01:51:34 am
AFAIK someone contacted CCP and they allowed using EVE models in fan projects as long, as they are non profits. It is, at least, kind of promotion for original game and they seem to understand this. Are you sure this isn't somekind of very stupid troll?
Title: Re: EVE Online mod
Post by: majorvader111 on December 02, 2017, 02:45:22 am
AFAIK someone contacted CCP and they allowed using EVE models in fan projects as long, as they are non profits. It is, at least, kind of promotion for original game and they seem to understand this. Are you sure this isn't somekind of very stupid troll?

Nope we got a discord message from a CCP Dev talking on behalf of the CCP Legal team that we stop immediately on anything EVE related.

We were also making a free eve rts game in the unreal engine and we got a message from the same user on discord asking us to stop working on that.

This is the quote from the CCP Dev

To quote CCP Falcon; "...the company needs to protect the EVE IP, and we can't let crossovers into other games occur without licensing."

"...the company is trying to cover its back in terms of copyright infringement, so we need to ask that stuff is taken down and work stops on the mods."

The originator of this mod had 'the nod' from CCP some years ago, however;

"Yeah, unfortunately times change sadly."
Title: Re: EVE Online mod
Post by: chief1983 on December 02, 2017, 07:46:11 am
Still sounds odd that it would go through a dev from the legal team, and not directly from legal, as most other companies issue C&Ds.  Also, crossovers done via mods don't make any sense to license since no profit is being made, although maybe they plan on releasing an EVE RTS soon?  They already worked on the first person space combat game if I recall, which might give reason to shut down a mod for FS2.  But it still sounds fishy to me.
Title: Re: EVE Online mod
Post by: Nyctaeus on December 03, 2017, 07:43:14 am
Yeah, especially with their previous statements in mind. While I understand why they would kill full game developed on UE engine, but mods are non-profit ant non-treat. I think you guys should contact official PR support of EVE devs  for more official statement, and also verify this Falcon. Ya know, this is internet. And people lie :P
Title: Re: EVE Online mod
Post by: majorvader111 on December 03, 2017, 09:03:10 am
Yeah, especially with their previous statements in mind. While I understand why they would kill full game developed on UE engine, but mods are non-profit ant non-treat. I think you guys should contact official PR support of EVE devs  for more official statement, and also verify this Falcon. Ya know, this is internet. And people lie :P

I'm already trying myself but have not heard anything back from them, they for some reason seem to be ignoring the question
Title: Re: EVE Online mod
Post by: Colonol Dekker on December 04, 2017, 02:38:55 am
I'd view it as a friendly heads up. 

By all means feel free to continue though bearing in mind I'd err on cautions side here.