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Forum » SpaceEngine » Mods and Addons » EVE online DRAKE model (eve online mods)
EVE online DRAKE model
VuksDate: Sunday, 13.10.2013, 07:53 | Message # 1
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I was finally able to get the Drake space ship from EVE Online imported with texture maps.

I have a normal / bump map as well but not sure exactly how to apply it. Any suggestions?

This was setup in 0.97 of Space Engine.


Attachments: 6827960.jpg(160Kb)


Edited by Vuks - Sunday, 13.10.2013, 08:06
 
RockoRocksDate: Sunday, 13.10.2013, 08:47 | Message # 2
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Vuks, would you please give us a download link including the mesh and textures and CFG of your spacecraft? That would make it much easier for us to help....




I will be inactive on this forum for the time being. Might come back eventually

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HarbingerDawnDate: Sunday, 13.10.2013, 13:22 | Message # 3
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Vuks, you should not make a new thread for something like this unless you're releasing the ship.

Quote Vuks ()
I have a normal / bump map as well but not sure exactly how to apply it

For the bump map, use the parameter BumpMap, for normal map, use NormMap. You put them in the cfg the same way you did the DiffMap.





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VuksDate: Monday, 14.10.2013, 02:08 | Message # 4
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Ok here is the ship model I used, plus all the files I exported for the Drake model.

https://dl.dropboxusercontent.com/u/42563960/SE_ships/EVEShips.rar


Attachments: 3736549.jpg(231Kb)


Edited by Vuks - Monday, 14.10.2013, 02:09
 
VuksDate: Monday, 14.10.2013, 02:11 | Message # 5
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I had to split the normal map into 2 RAR files.

I converted the .dds normal map to a more user friendly PNG file.

Attachments: drake_n.part1.rar(500Kb) · drake_n.part2.rar(105Kb)
 
HarbingerDawnDate: Monday, 14.10.2013, 02:24 | Message # 6
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Quote Vuks ()
I converted the .dds normal map to a more user friendly PNG file.

It would have been ideal to include the original .dds map as well; .dds uses much less memory, so in cases where it already exists in that format and doesn't require editing then it should be kept in that format.





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VuksDate: Monday, 14.10.2013, 06:47 | Message # 7
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Quote HarbingerDawn ()
It would have been ideal to include the original .dds map as well; .dds uses much less memory, so in cases where it already exists in that format and doesn't require editing then it should be kept in that format.


Yes, I actually provided all the DDS in the .rar dropbox link but they need to be converted in order for Space Engine to use the data. Or does SE support .dds directly?


Edited by Vuks - Monday, 14.10.2013, 06:48
 
VuksDate: Monday, 14.10.2013, 10:53 | Message # 8
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Quick update, I applied the normal map. The default map orientation is flipped vertically. Once I flipped it in GIMP it finally looked correct. I must have flipped the diffuse map a long time ago when I generated it and forgot.

Here is the drake model now with normal mapping applied.


Attachments: 8713478.jpg(280Kb)
 
HarbingerDawnDate: Monday, 14.10.2013, 11:54 | Message # 9
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Quote Vuks ()
Or does SE support .dds directly?

It does smile





All forum users, please read this!
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VuksDate: Tuesday, 15.10.2013, 01:40 | Message # 10
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Thanks Harbinger dawn for letting me know!!! Is there a list somewhere of supported file formats and features for SE that I can start to browse through? I will go look at the manual more closely maybe I can find more information there.

One problem I ran into even when I converted to PNG was the vertical axis had to be flipped in order for the textures to show up correctly on my 3D model... not sure why it is inverted by default but I'm assuming it has something to do with direct x9?

Also the normal map X value is mapped to the green channel and Y to alpha inside the .dds file, How would I use a DDS file and specify which channels to use for the normal map? Is that even possible?
 
HarbingerDawnDate: Tuesday, 15.10.2013, 02:23 | Message # 11
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Quote Vuks ()
Is that even possible?

No, you'd have to edit the file to produce a standard normal map.

Quote Vuks ()
One problem I ran into even when I converted to PNG was the vertical axis had to be flipped in order for the textures to show up correctly on my 3D model...

Was it when you converted the texture or was it when you exported the model from the game (assuming you did)? Sometimes when you export models from games with certain tools the UVs get reversed by default, which would make the textures seem flipped.

Quote Vuks ()
I'm assuming it has something to do with direct x9?

What would DX9 have to do with it?





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
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