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Eve 3d Resources:Multiple Formats including .STL for 3d Printing, seperated Textures and more...

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#1 Posted: 2013.07.09 13:22  |  Edited by: cerbus
I have converted and uploaded all the resources for the four main races' ships, along with different versions of the textures which will help you start modelling ships in a 3d program. This project is still in progress. An interface, zips of all the files per 3d model, human readble ship codes, other 3d objects, converted environment maps, photoshop actions, resources, directory access, and other cool stuff soon™

Folder Structure
The ship's folder structure is exactly the same as you would find in the client files or on the eve cdn, including manufacturer variants.
ie. www.elios.co.nz/res/dx9/model/ship/%race%/%shipclass%/%shipid%/%files%
ie. Abaddon PNG Diffuse Map: http://www.elios.co.nz/res/dx9/model/ship/amarr/battleship/ab3/ab3_t1_d.png

Material Copyright
All files, converted or otherwise are the property of CCP Games.

3d Printing Disclaimer
You will not be able to just 3d print from the formats provided.
Selection of suitable hulls and cleaning up work will be involved.

Unadulterated Original Texture Files
  • ?_d.dds - diffuse map in direct draw surface format
  • ?_n.dds - normal map in direct draw surface format
  • ?_pgs.dds - PGS map in direct draw surface format (Red=Mask, Green=Specular, Blue=SubMask, Alpha=Glow)
  • decal_?_os.dds - Ambient Occlusion/ Displacement map in direct draw surface format (for decals)
  • decal_?_d.dds - diffuse map in direct draw surface format (for decals)

3d File Formats
? = shipcode (see post 2)
# = Optional lower quality model version
- Full Detail = null (eg. ab3_t1.obj)
- Medium Detail = _mediumdetail (eg. ab3_t1_mediumdetail.obj)
- Low Detail = _lowdetail (eg. ab3_t1_lowdetail.obj)

  • ?#.gr2 - 3d model in the original eve Granny2 format
  • ?#.obj - 3d model in Wavefront format, tested ok! (Easiest 3d file format to import into a 3d program)
  • ?#.stl - 3d model in stereolithography format (use for 3d printing) - not tested
  • ?#.dxf - 3d model in AutoCad format tested ok!
  • ?#.ply - 3d model in Standard Polygon File format not tested
  • ?#.off - 3d model in Object File format not tested
  • ?#.wrl - 3d model in VRML file format not tested
  • ?#.dae - 3d model in Collada file format not tested
  • ?#.ctm - 3d model in OPENCTM compressed file format not tested
  • ?#.xyz - 3d model in XYZ point cloud format tested ok!
  • ?.wgl - 3d model in Eve Online's Webgl format, full detail only, coming soon
  • ?.3ds - 3d model in 3dsmax format, full detail only, coming soon


Some of the "not tested" file formats load properly in certain 3d programs, but have incorrect normals when imported into 3dsmax. Not sure if I want to test them all, so let me know if a format doesn't work properly and I can look at re-converting them with different settings (They're all straight conversions without any scripts or cleanup algorithms applied).


Model shader setup files
  • ?_?.black - original unadulterated .black files
  • ?.json - converted .black files, human readable (this is where you get the colour details and if you can't load it, I couldn't convert it)
  • ?.cppc - easily readable colour and shader settings coming soon

Image files
  • ?_d.png - diffuse map in png format, unaltered composition
  • ?_n.png - normal map in png format, unaltered composition
  • ?_pgs.png - PGS map in png format, unaltered composition (Red=Mask, Green=Specular, Blue=SubMask, Alpha=Glow)
  • ?_diffuse.tga - diffuse map, flipped 180 degrees
  • ?_specular.tga - specular map, flipped 180 degrees
  • ?_normal.tga - normal map, flipped 180 degrees, correct colour channels for displacement maps
  • ?_normalgreen.tga - displacement map, flipped 180 degrees
  • ?_normalred.tga - displacement map, flipped 180 degrees
  • ?_mask.tga - mask map, flipped 180 degrees
  • ?_submask.tga - submask map, flipped 180 degrees (you may need to invert this channel)
  • ?_glow.tga - glow map, flipped 180 degrees
  • decal_?_os.png - unaltered Ambient Occlusion/ Displacement map in direct draw surface format (for decals)
  • decal_?_d.png - unaltered diffuse map in direct draw surface format (for decals)
  • decal_?_diffuse.tga - decal diffuse map in tga format, flipped 180 degrees (for decals)


Reference Models
552x Ships can be viewed here if you need a reference (Thanks CCP Bracari): http://eohgames.com/labs#halp

Details on how to use these files can be found all over the internets :3
This character is no longer affiliated with the Caldari Prime Pony Club.
#2 Posted: 2013.07.09 13:24  |  Edited by: cerbus
Material Copyright
All files, converted or otherwise are the property of CCP Games.


Standard Ship File Naming format
%Race%+%ShipClass%+%ShipNumber%+_!Manufacturer_!%Hullversion%_!Texturenumber!

% = required
! = optional, based on the ship and its requirements

Race (a=Amarr, c=Caldari, g=Gallente, m=Minmatar)
ShipClass (s=Shuttle, f=Frigate, de=destroyer, c=cruiser, i=industrial, bc=battlecruiser, b=battleship, fr=freighter, ca=carrier, dn=dreadnought, t=titan)
Manufacturer = depends on the race! Each race has on average 14 variants including civilian
ShipNumber = based on the order a hull was introduced into the game
Hullversion = based on what version of the model you need (t1 = civilian, t2 = tech 2 and then t2a, t2b, t2c if there are multiple variants of that hull version)
Texturenumber = some of the bigger ships have multiple textures, but none have more than 2, so either nothing here or a 2

  • ie. ab3_t1.gr2 = Abaddon Granny2 3d File
  • ie. ab3_t1_ammatar_pgs.dds = Ammatar Abaddon diffuse map in direct draw surface format

if files don't exist in a subfolder for a ship variant, you will find them in root folder for that ship hull, or check the .json file for that ship to figure out where to find the files you need.


Ship Manufacturer Variants/ Folders
Caldari
-CBD
-Guristas
-Hyasyoda
-Ishukone
-Kaalakiota
-Laidai
-Mordus
-Navy
-Noh
-State
-Sukuuvestaa
-Wiyrkomi
-Civilian (Root folder for the hull)

Gallente
-Aliastra
-Creodron
-Duvolle
-Federal
-Innerzone
-Interbus
-Navy
-Police
-Quafe
-Roden
-Serpentis
-Syndicate
-Civilian (Root folder for the hull)

Amarr
-Ammatar
-Ardishapur
-Bloodraider
-Chamberlain
-Eom
-Imperial
-Kador
-Khanid
-Kor-Azor
-Navy
-Sarum
-Tash-Murkon
-Civilian (Root folder for the hull)

Minmatar
-Brutor
-Thukker
-Navy
-Justice
-Krusal
-Nefantar
-Sebiestor
-Starkmanir
-Vherokior
-Civilian (Root folder for the hull)
This character is no longer affiliated with the Caldari Prime Pony Club.
#3 Posted: 2013.07.09 13:24
reserved
This character is no longer affiliated with the Caldari Prime Pony Club.
WAFFLES.
#4 Posted: 2013.07.09 14:10
Awesome stuff dude!

Any advice for those people who want to import them into solidworks? Would've thought you can import .obj or .3ds files but just checked and don't think you can... you can import .step files :S just converting it to that I think.
Brave Collective
#5 Posted: 2013.07.09 14:40
wow - amazing!
I see now why why you were asking for the .wgl to .red converter. Any progress on that front?
eve-kino - create machinimas with EVE assets in the browser
eve-upro - an online browser application to support navigation in New Eden and beyond.
Executive Outcomes
#6 Posted: 2013.07.09 22:23
Nice work. This saves alot of time. And allows easy access for people to toy around with it.
Inglorious ****** :)
#7 Posted: 2013.07.10 06:32
Liu Ellens wrote:
wow - amazing!
I see now why why you were asking for the .wgl to .red converter. Any progress on that front?


Nope, can't even identify what format it is. There are no signatures in the files for some reason - maybe they're propriety?
Annoyed a dev or two, some mumbling about exporting them was made.

This character is no longer affiliated with the Caldari Prime Pony Club.
#8 Posted: 2013.07.12 07:00  |  Edited by: cerbus
Converting all the other eve models to the same formats, will be uploading this weekend.

edit... still uploading...
This character is no longer affiliated with the Caldari Prime Pony Club.
#9 Posted: 2013.07.18 09:12
Found that a lot of the older models couldn't be converted, or converted incorrectly.
Only the updated models or those with the PGS texturing method will have all the versions listed above.
This character is no longer affiliated with the Caldari Prime Pony Club.
Gentlemen's Agreement
#10 Posted: 2013.07.19 03:06
Definitely looking forward to this!

Cheers.
Marne
http://dogfacedesign.com: EVE-Related Art House
#11 Posted: 2013.07.20 16:01
Marne Deville wrote:
Definitely looking forward to this!

Cheers.
Marne


Still uploading.... 20KB/s :3
This character is no longer affiliated with the Caldari Prime Pony Club.
Gentlemen's Agreement
#12 Posted: 2013.07.20 19:01
Once you get it to a stable release, let me know if you are interested in me running a mirror for you.

Cheers.
Marne
http://dogfacedesign.com: EVE-Related Art House
#13 Posted: 2013.07.21 03:20
Finally! I can have the space battles I have always wanted on my living room floor without having to deal with you people :P

Good job man, very nicely done. I can't wait to see what people come up with, using what you put out there.
Oh, indeed.
The Fourth District
#14 Posted: 2013.07.21 14:20
I have an issue with non-Amarr ship textures, such as the diffuse map. Amarr diffuse maps are generally slightly gold/brown, but all the other diffuse maps I have seen are simply a neutral grey. Why is this? Is there a way to find colored versions (even the civilian ones) to view in a 3D modeling software?
Gentlemen's Agreement
#15 Posted: 2013.07.22 22:34
I'm still trying to figure out how to get the red stripes on the Rook, Crow, etc.... sooner or later I'll figure it out heheh.

Cheers.
Marne
http://dogfacedesign.com: EVE-Related Art House
Initiative Mercenaries
#16 Posted: 2013.07.23 15:44
Altair Teyax wrote:
I have an issue with non-Amarr ship textures, such as the diffuse map. Amarr diffuse maps are generally slightly gold/brown, but all the other diffuse maps I have seen are simply a neutral grey. Why is this? Is there a way to find colored versions (even the civilian ones) to view in a 3D modeling software?


That is was the Sub_Mask and Mask layers are for. You can get the colour for them in BLACK file. Can't remember where off the top of my head.
Initiative Mercenaries
#17 Posted: 2013.07.23 15:46
Marne Deville wrote:
I'm still trying to figure out how to get the red stripes on the Rook, Crow, etc.... sooner or later I'll figure it out heheh.

Cheers.
Marne


Me 2...
Gentlemen's Agreement
#18 Posted: 2013.07.24 04:42
Craig Linford wrote:
Marne Deville wrote:
I'm still trying to figure out how to get the red stripes on the Rook, Crow, etc.... sooner or later I'll figure it out heheh.

Cheers.
Marne


Me 2...


Figured it out :) What you need to do (for the Rook, at least), is open this file:

dx9\model\ship\caldari\cruiser\cc4\kaalakiota\cc4_t1_kaalakiota_pgs.dds

Take the blue channel from that image .... those are your stripes :) Other ships, like the Crow, are probably done in the same way.

Cheers.
Marne
http://dogfacedesign.com: EVE-Related Art House
#19 Posted: 2013.07.24 11:32  |  Edited by: cerbus
Marne Deville wrote:
Craig Linford wrote:
Marne Deville wrote:
I'm still trying to figure out how to get the red stripes on the Rook, Crow, etc.... sooner or later I'll figure it out heheh.

Cheers.
Marne


Me 2...


Figured it out :) What you need to do (for the Rook, at least), is open this file:

dx9\model\ship\caldari\cruiser\cc4\kaalakiota\cc4_t1_kaalakiota_pgs.dds

Take the blue channel from that image .... those are your stripes :) Other ships, like the Crow, are probably done in the same way.

Cheers.
Marne


Or use the files I provided :)

Below is a quick run down of setting up the diffuse layer for a ship, which requires the creation of a composition (you need to layer multiple textures to get the desired effect)

Diffuse Composition in 3dsmax
  • Layer 3 / Top layer = ?_diffuse.tga + submask RBG colours + submask Layer: ?_submask.tga
  • Layer 2 / Middle Layer = ?_diffuse.tga + mask RGB colours + mask Layer : ?_mask.tga
  • Layer 1 / Bottom Layer = ?_diffuse.tga + diffuse RGB colours

The diffuse and normal textures always come from a hull's root folder and never changes per manufacturer version
Some manufacturer variants have their own mask, submask, specular and glow textures.
If a manufacturer variant of a hull has no unqiue mask, submask, specular or glow textures in their folder, then it means that it doesn't use unique masks (which would result in a different paint design aswell as colour scheme) or CCP hasn't made them yet - either way you'll need to use the hull's root folder textures instead.
This character is no longer affiliated with the Caldari Prime Pony Club.
Gentlemen's Agreement
#20 Posted: 2013.07.24 21:53
cerbus, thanks for all the effort you've put into this.

I've been playing around with models for awhile now, but as far as colors are concerned, I mostly just eyeball them for my ships. I've looked at the JSON files, but cannot for the life of me figure out how to translate the color values in it to colors that actually make sense. Any chance you can enlighten me?

Thanks!
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