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Hello everyone I published here some time ago (https://forums.starcitizenbase.com/topic/21771-optimal-navigation-with-a-3d-mouse/) and thanks to you I gathered all the information I wanted in order to prepare my gaming mouse project Now, I only miss one thing to perfect my presentation : the configurations of the mouse. So I need you again please ! Here is the list of the buttons and X, Y, Z axis : - Left and right clics - 2 side buttons - Joystick button (you press the joy) - Analog joystick 360° : config on 4 directions - Analog tilt 360° : config on 4 directions - Translation up, down, left, right - Scroll wheel up, down - Scroll wheel button - Lexip button (under the scroll wheel) - Scroll wheel sensitivity - Mouse sensitivity - DPI (01 to 5040) You can set up all these buttons with the Control Panel. You can do what you want (keyboard keys, shortcuts, macros…). How would you configure the mouse ? I can't wait to exchange with you.
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With the fact now nearly everyone buys a new graphics card after one or three years, Who remembers the first or second ever Graphics card? I was 18 when i bought my 1st Card, Orchid Righteous 3D - 3dfx Voodoo 4MB for just £105 GBP, it was only used in 3D games, when in Windows, the 2D card was used. You could hear the mechanical relay click in when you went into a 3D game like, GTA, Carmageddon, or Jedi Knight. Of course come 2000 i was need of a serious Hardware upgrade, i built a new PC (AMD K6-2 450Mhz). I bought my second ever GPU it was the Creative Labs, Nvidia Riva TNT2 Ultra 32Mb for a mere £150 GBP . I can actually remember every GPU purchase for the past 18 years, but hey thats gaming for ya. What was the first video card you ever bought?
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Hi Guys I found this thread on RSI and thought that you Rift owners may enjoy it. https://forums.robertsspaceindustries.com/discussion/210560/oculus-rift-compatible-ship-scale-viewer#latest You can download an application to view all the 3D ship models in Unity with the Rift. Be sure to check it out and let him know if you enjoyed it.
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"Noesis no longer works for a large number of files. Until the Cryengine plugin can get updated, this thread is probably a dead end". Refer to https://forums.robertsspaceindustries.com/discussion/comment/833426/#Comment_833426 A quick tutorial on how to export the Star Citizen ships from the Hangar Module with proper material setup. You don't even need the CryEngine SDK to do it! (but it helps) This method can also be used for any Star Citizen asset currently in the Hangar Module. This usually isn't a seamless method, sometime you will have to combine methods and use a little bit of ingenuity to get things working correctly. I'll update this with the CryEngine method soon. Updated 2/28/2014. If you don't have success using this method, try just exporting the ship directly from the CryEngine Editor as .obj file. Refer to the Known Issues sections for more info. Example of the 300i in 3dsMax with sexy shaders and HDRI lighting: Software you will need: 7-Zip or WinRAR Noesis CryEngine model plugin for Noesis Blender or 3dsmax or Maya or whatever rendering program you use. The program must support importing .obj files! CryEngine SDK (optional, helps with the construction of materials) The Tutorial: Getting the geometry: 1. Install the software listed above 2. Navigate to where you installed the Hangar Module. (it's usually installed at %USERPROFILE%\Documents\StarCitizen) 3. Make a backup of the StarCitizen folder just in case you fuck something up. (optional) 4. Navigate inside the StarCitizen folder to \CitizenClient\Data. In the Data folder you will find .pak files. Look for the ship you want. Ships are named "Objects(ShipNameHere).pak" 5. Using 7-zip or Winrar, extract the .pak file you want to work with. 6. Open up Noesis and go to the folder you just extracted the .pak files into. 7. Navigate down till you see a .cgf file. 8. Click on the .cgf file and go to File -> Export. Set your destination folder to where you want to export Set "Main output type" to ".obj - WaveFront OBJ" Check "Flip UV's" Hit "Export" 9. Import the resulting .obj file into whatever program you want! 10. IF THE OBJECT YOU ARE LOOKING FOR IS A .CGA FILE, RENAME THE EXTENSION TO .CGF AND THEN EXPORT IT. Getting the geometry into a rendering program tips: The different parts of the ship may be imploded and/or exploded (as seen below) Basically you will have to move the various parts into the right place. The vertices may be exploded, make sure you fix that. You can do this by welding all vertices within a margin of 0.001. Smoothing groups may not export. Fix the exploded vertices and then apply an AutoSmooth. I recommend doing an AutoSmooth by an angle of 30-35 degrees. Getting the textures: 1. All the textures will be in the "textures" folder. 2. If your program supports .dds files then you're done! Otherwise proceed to step 3. 3. Open up Noesis and go to the folder you just extracted the .pak files into. 4. Navigate to the "textures" folder. 5. Click on the .dds files you want go to File -> Export. Set your desitnation folder to where you want to export Set "Main output type" to ".tga - TGA Image" OR ".png - PNG Image" Hit "Export" 6. Repeat for any other textures you want! 7. IF YOU EXPORT YOUR MODEL FROM THE CRYENGINE SANDBOX, YOUR UVs WILL NEED TO BE FLIPPED VERTICALLY. Figuring out which textures go where: YOU NEED CRYENGINE SDK FOR THIS! 1. Install the CryEngine SDK and register at CryDev.net if you have not already done so 2. Follow the steps listed here: https://forums.robertsspaceindustries.com/discussion/44486/so-i-loaded-the-assets-of-the-hangar-into-the-sandbox-editor 3. Once you have successfully added a ship to the Editor and applied the right material to it, click on the ship and the click on it's "Mtl:" slot. That will bring up the Material Editor. 4. In the Material Editor you can click on the different material and check what texture are in the Diffuse/Specular/Bumpmap/etc. slots. Match those textures in the Material Editor to your shaders in your rendering program. KNOW ISSUES: The .obj files WILL NOT import correctly into After Effects. Large ships (like the Constellation) are really heavy models and will probably crash your rendering program if you import it all at once. So instead, make sure you import it in parts and fix the exploded vertices as you go to reduce the total poly count. Some ships (like the Avenger) will look exploded and/or imploded when imported, for these ships, you will have to move all the parts into the correct spots. Tip: Use the CryEngine Sandbox to figure out where the parts go. YOU CANNOT EXPORT VERTEX COLORING. You will have to recreate this effect by yourself. FAQ: Why are the models so messed up? Many of the models will not import perfectly, you will need to bridge the gap with some good ol' hardwork and elbow grease. Are there anymore tutorials on this subject? Yes! Located here. Why don't you just export the model from CryEngine SDK? CryEngine SDK exports models as one single mesh instead of separating them by material, it also exports many polygons with wrong normals. Why is this tutorial so shitty? Post a reply of what you think I should change and I'll change it!
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Hiya guys, I just finished the 3D version of a logo design for my (soon to be) squadron. Forgive the enthousiasm, but I finally managed to get a decent result out of a new program I've been experimenting with to extend my 3D pipeline, and I was rather pleased with the result so I wanted to share it It could probably use some tweaking and I'll need to come up with some graphics etc for my squad page before I go ahead and register it on the fleet portal, but at least this way I'll officially reserve the name Created using Zbrush for sculpting/texturing (and some 3dsmax for base meshes), Keyshot for materials/lighting/rendering and Photoshop for compositing and color corrections. Hope you guys like it! (click on image for higher res view) * Updated version #2 - Final(?) *Updated version #1 - work in progress* Original high-res render: And here's the original Zbrush sculpt for comparison: And some of the concept sketches:
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I decided to waste a few days, (and get that much closer to the DFM), by making 3D Plaques of the Division Images presented to us by @rotorax and @Lozenger . For those with a 3D printer, the files can be found at: http://www.thingiverse.com/thing:315646 Pictures in the site above can be expanded using the icon in the upper right of the picture image and the ones with a Thingiview icon can be rotated. The original logos required a small modification. The division names on the lower shelf required the prints to be 130mm or larger, and even then they were smudged looking. Instead of expanding the shelf and etching them in larger I moved them up into the graphic. As can be seen in the photo below they can now be as small as 80mm and still show the name correctly. Several have been test printed (best results = 130mm+), but not all. Any errors found are mine. If you have a 3D printing issue with any of these then mention the problem here, (or PM me on these forums). I will fix//repair the problem as soon as time permits. - DRUM out EDIT: Added additional files 5/6/2014 - TIB and REDACTED stamps at http://www.thingiverse.com/thing:321219 -DRUM
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Hello all, I've seen a few posts out there regarding "ship viewers", "hanger modifiers", the "Illium Mod", etc. as well as some basic demos using the CryENGINE SDK which allow you to view your own, or other, ships outside of the Hanger Module. What I'm looking for is a simple tool that will allow me to position my ship, in high quality, on a plain background (for removal later, or made transparent) and set-up some lighting around it. The idea being, that I can get really nice, posed shots of ships for creating signatures, wallpapers, etc. Does anyone have any recommendations on how best to do this? I went through the process of trying to load my ships into Blender for 3D printing and I could tell that it would take me WEEKS to get the model into a decent state (I am particularly inexperienced with this anyway) and I abandoned the idea. I don't want to go head long into learning all about the CryENGINE SDK unless I really must. If this is the only tool that will allow me to do what I want to, then I guess I'll have to use it. That having been said, does the SDK require that I reconstruct the models with textures, etc.? Or will they all simply load into a level as another asset, fully rendered and ready to rock 'n' roll...?