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Tutorial: Getting Star Citizen ships into 3D rendering programs (with pictures!)

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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:

uB4mCqX.jpg

 

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)

cnwxNMi.jpg

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"

PLOHBpK.jpg

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.

dTX0rk3.jpg

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"

HMwWSiB.jpg

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.

o6tsIrA.png

  • 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.

kaI5K0c.jpg

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"

vOF4nIV.jpg

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.

hCPybyD.jpg

 

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.

KX8STm4.jpg

 

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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I've done all these steps MANY times -- if someone provides me with the .obj and corresponding textures for a 315 or 300 i will love you forever

 

Edit: Reason -- When i get the .obj's they are always 3/4 of the ship. Something always goes wrong

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@Zander are you saying it's not working?  Maybe I can help you troubleshoot?  It works for me (obviously).

i've followed the steps from the original rsi thread several times and every time i import into After Effects I'm getting 3/4 of the model

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i've followed the steps from the original rsi thread several times and every time i import into After Effects I'm getting 3/4 of the model

After Effects isn't exactly a 3D program.  Use a 3D program like Blender and render it out, then use that render in After Effects

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I found this tutorial really helpful for getting and obj file of the 300i, but I was also trying to get the 315p and 350r into blender So I could 3d print them.  I found that the 315p/350r models seem to depend on cga files as well, so I tried to use the cryengine sdk to import them but I found that when I added them with Geom entity they lacked thrusters.  Does any one have any suggestions about what I might be doing wrong/how to get 315p/350r models into blender so I can print them.

 

lvYHlLs.png

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For the time being, you can just pull the 300i engine off and merge them together.  I'll see if I can figure out how to get the actual engines out though.  (It might be that the actual engines are from the 300i model anyway)

 

Also if you're trying to 3D print the ships, you might to contact @Rattler.  He has already had success in printing the 300i.  He has a thread about it here.

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I did see rattlers post, though he had only managed to get the 300i exported.  It seems that the thruster for the 315p is in the 315P_Dragon_Stellar_STC_TR4.cga file and I'm not surt where the dual thruster for the 350r is.

 

EDIT: I did some research and have found that changeling cga files to cgf file lets you use Noesis to convert them to obj files, the one problem with that is all the parts looks like they have exploded away from the ship. Do you know if there is some way to easily unexploded the ship?

 

ZLbYBV2.png

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Great find! I do not know of anyway to solve that exploding problem other than working by hand.  It takes, but it is doable. (I've done it for a couple of ships as seen in this thread: )

 

EDIT: IT would SEEM that the objects explode from the center, so theoretically if somebody could find a formula for measuring the explosion distance and growth....you could write a function to move it all back to normal.

 

BUT speaking from experience of moving the objects back by hand....some of the objects are ALSO ROTATED in the wrong direction.

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I think I'll have to go about this by hand then, at least the base 300i_land.cgf file is all in one piece so I can use that for the parts that the variants don't change.  Another annoyance I found it the body, engine, thrusters and nozzles for the variants are not all in the same files to I have to combine them together, and I have yet to find the file for the 315p engine cover, but that just means for now I will start with the 350r.

 

EDIT: do you know any way to make the parts come closer to the origin? it's really hard pulling every little part in when you can't even see all the far away parts.

 

uepsYdg.png

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I use 3ds max, there's an easy 3 step system to do that in that program...you just select all the objects set pivot to center and then zero them to origin.  I'm sure blender has something comparable.

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so I've been working on getting this model working for a little while trying to take the laziest root as possible, and today I succeeded!

 

Fn2sJrH.jpg(sorry for the low quiality pic)

 

To do this I exported the model from the CryEngine sdk using this tutorial then I alined the objects in 3ds max, exported them to an object file and used Project Miller to re-surface them.  I was then able to easily print the stl file from that, while not the best way to do it, definitely the fastest way.

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Greetings Jetbo;

 

I have Solidworks and am having issues;

1) The entire ship is too many surfaces to bring in as one part, plus that would make it one solid piece, not movable parts.

2) Importing the Hull which I separated in Blender gives an error " facet is not normal" any clue what causes this or how to fix it?

Also, How much does 3dsMax cost?

I've had the "exploded ship" issue and got around it using another cgi file.

I too want to model the 315P, I will work on the other parts later once I can import the hull.

 

Thanks

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1- I'm not familiar with solidworks and so I can't help you with that.

2- Importing the hull into blender give you the error or importing the hull into solidworks gives you the error?

 

3ds max (and almost all autodesk products) is free with a .edu email, just go signup for a free one somewhere.  Then go to http://www.autodesk.com/education/student-software and signup.

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Jetbo;

Solidworks is a professional 3D Modeling program I use for work.

I model built up Circuit boards and wiring them in enclosures in it but some companies model up entire factories in it.

 

I can import into Blender OK but to get to Solidworks I export in .stl format then Import that to Solidworks.

Solidworks is where I get the error.

It's looking like I will just have to do my modeling in Blender.

Corp Logo and all that ya know.

I'm the 3D guy.

I do still need to determine if I have the correct Main Thruster and then get the Tractor Beam under the nose to properly model the 315P.

That's what I fly.

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Did you fix all the exploded faces in blender first before you exported to .stl?   You could also try exporting it from blender first as a .obj file and then re-importing the new .obj file into blender and then exporting it as .stl.  Some programs use different methods when exporting .obj files and so exporting it from blender first as a .obj file might clean the file.

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I'm not sure if this is usefull, but I've made a 3d printing star citizen ships for dummies guide on the RSI forums 

 

https://forums.robertsspaceindustries.com/discussion/124108/3d-printing-star-citizen-ships-for-dummies#latest

 

@Jetboy, to get the proper 315p model it would be best to work with the cga, files as they will have the body, power plant, and thruster you need. I found this guide better at exporting files then the Noesis, though it exports the ships as one object, not a ton of small parts.  

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so I've been working on getting this model working for a little while trying to take the laziest root as possible, and today I succeeded!

 

Fn2sJrH.jpg(sorry for the low quiality pic)

 

To do this I exported the model from the CryEngine sdk using this tutorial then I alined the objects in 3ds max, exported them to an object file and used Project Miller to re-surface them.  I was then able to easily print the stl file from that, while not the best way to do it, definitely the fastest way.

 

Well done. I wonder what level of detail is possible. Did you retopologize the surface to only be an outer shell? Or is it a single, solid piece?

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Well done. I wonder what level of detail is possible. Did you retopologize the surface to only be an outer shell? Or is it a single, solid piece?

 

Part of my method of 3d printing is to resurface the model with software, it doesn't get the best model, unfortunately it doesn't make it a single solid model, theres seill detail it doesn't fully delete on the inside, but it gets some reasonable results.  here are some of my better ship prints.

 

 

fssbNP6.jpg

unl8UWi.jpg

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Thanks for the post!  :)

 

I decided to start working on the Constellation on my spare times. (ambition got me)

 

That is what I fell upon (warning, big picture):

 

scwjbdE.jpg

 

Well... I,ll tell you wre I'm at in 3-4 months...  :blink: XD (but seriously, if any have kept files of some of their work on any spaceship of even completed work, it might be an idea to upload them onto something like mediafire to share with the rest of us)

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Well... I,ll tell you wre I'm at in 3-4 months...  :blink: XD (but seriously, if any have kept files of some of their work on any spaceship of even completed work, it might be an idea to upload them onto something like mediafire to share with the rest of us)

 

 
 
I would suggest looking at this post as an easier way to export a model, it will get the sip out in one piece, but the issue is it will be in one piece the tons of desperate pasts that the noesis exporter gives you.
 

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      I apologize for the three-day delay - I finally found a job in real life, and now I have less time to do video. However, I will not give up no matter and I will continue to please (or not) you with my new videos!
      Patch 3.6 brought us updates of some ships, as well as several gameplay changes, because of which this video is quite long, but I tried to make it interesting and not boring.
      But I need to warn you - this is not an perfect video: the process of decreasing the criminal status is shown badly (because at the same time as I filmed this, I had to defend myself against other players and the NPC). Also, a fragment on Grim-Hex is shown with a low frame rate due to pirates, who “drop” FPS because of their number near Grim-Hex - reruns to other servers didn’t help much, so I inserted the smoothest moment - which, unfortunately, is still bad in terms of performance. I apologize and I hope these factors do not hurt you to watch this video.
      As usual, for your convenience, I have done all the timecode codes - they are in the first fixed comment.
      I hope you will like it. Enjoy watching!
      P.S. As usual, you can support me here:
      Citizen Spotlight Spectrum Reddit  
       
    • By Zelix-Xzavior
      (FFK)Fleet of The Faithful Knights
      The holy Knight has long since been forgotten for 1,500 years, For centuries the Holy Order of Knights had dedicated themselves to the safe passage of pilgrims to the Holy Land. They protected the travelers from thieves, robbers, and entire enemy armies. They were elite holy warriors. They dedicated their lives, fortunes, and sacred honor to this cause. Through force, they brought peace and security to the land.
      Now, in the year 2949, the Holy Order of Knights has once again risen to combat the ever rising threat of the Vanduul, and of Pirates, that plague this universe. The Fleet of the Faithful Knights is a beacon of light in a dark verse - and we are growing in numbers daily. Do you have the strength and bravery to be a Faithfull Knight? A Faithful Knight is truly a fearless warrior that will NEVER shy away from battle. If you are Honorable, you will welcome us. If you are also Brave, then you will wish to join us. And, if you are an enemy of the pure, the righteous, and the kind, then YOU WILL FEAR US.
      We are looking for Fleet gunners, fighter squadron pilots, bombers, fleet operations leaders, traders/merchants to help generate capital to operate our fleet, explorers, military scouts, industrial (miners, salvage, science, agriculture), and support roles to help with medical/triage, refueling, and repair. Whatever your gameplay style is, we have it and need your help. You will have the protection of the Fleet of the Faithful Knights and will be a member of a truly powerful organization that has one mission: To be a beacon of light in a dark verse, and crush the darkness wherever it hides.
      For all new members. Please join us in our Discord and some game play as we consider your application.
      Join our Discord here: https://discordapp.com/invite/KZXtaDV Our website: Faithfulknights.com Rsi Org. page: https://robertsspaceindustries.com/orgs/FFK



      Recruiter: Zelix-Xzavior
    • By Xenosystems
      Who we are

      We are a privately owned geological survey organisation, that proudly delivers commercially viable mineral deposits for the galaxy’s mining industry.

      Xenosystems Exploration & Survey performs the prerequisite checks which enable the discovery and extraction of popular commodity constituents, from intra-planetary and extra-planetary sources, and facilitates the sale of its mineral property assets to its corporate partners.

      The co-founders of the business made their fortunes by investing in a little-known mining venture formed prior to the advent of RSI’s Orion mining platform, and based on the knowledge of its anticipated arrival, by developing a lead into what was, then, a very stagnant and exclusive industry.

      No one was prepared for the explosion of entrepreneurial activity hat originated with the commercial release of the Orion, nor did they foresee the profound effect it would have on the economy. Suffice to say, our founders’ initial investment performed rather well.

      With the dividends of their success and their burgeoning knowledge of the mining sector, our founders incorporated Xenosystems Exploration & Survey as a cutting-edge prospecting organisation, to discover and acquire new mineral deposits for resale.

      Xenosystems is now rolling out an aggressive growth strategy, with a view to becoming the premier prospecting establishment across all sovereign territories. For more information on career opportunities, please click here.




      What we offer

      Xenosystems is an industrial organisation first and foremost. Our intention is to create a robust and profitable company within the ‘Verse, within which our members can have a great time and thrive.

      While the mechanics of payments and contracts are still in development, we can provide a rough guide of the types of gameplay we’ll be offering for new and existing members.

      Solo or Coop

      The beauty of Xenosystems is that our core activities can carried out by lone wolves and team players, alike. If you want to prospect, mine or claim by yourself this is entirely possible and welcomed. We know that some nights you’ll just want to tune out, listen to a playlist and bash some rocks. We’ll be around later for when you want the camaraderie of others.

      What we aim to offer to the solo player, is a number of benefits such as those outlined below:

      Use of org ships. Typically these will include Terrapins and Prospectors.
      Profit share
      Support & Rescue
      No micro-management. Ever.

      For those interested in teamplay, we envisage our standard industrial teams to run from 2 players upwards in an almost infinitely scalable fashion. We will likely recommend that operations take place within a two system radius of our mobile base of operations, so as not to stretch our support abilities too far, but we’re more than open to allowing teams and individuals explore opportunities further afield. The idea is that we can have any combination or quantity of teams working together in concentrated or distributed areas to achieve our strategic objectives.



      We specialize

      You might be wondering why you don’t see any security allocations in our team examples. This is because we plan to outsource most of our security requirements to a growing list of trusted commercial partners. This way we can focus our development and training on our core competencies, helping us to become the best mineral extraction and property asset management firm in the ‘Verse.

      However, for those of you interested in taking a proactive stance on safety and security, we will be establishing regular joint training sessions with our partners. This will allow them to become familiar with our operational requirements and limitations, and permit our members to learn combat techniques and awareness from the experts.

      It shouldn’t go without saying that we won’t require every minute of your life to be dedicated to the organisation. It’s a game at the end of the day and we don’t want anyone to feel limited by our areas of specialism.



      Careers

      Recently incorporated and in the nascent stages of growing its ranks, Xenosystems Exploration & Survey aims to become the leading supplier of geological survey and mineral property asset management in the ‘verse. To achieve this, we intend to develop a robust and driven workforce, built upon expertise and initiative.

      We are currently recruiting a variety of positions, from support staff right the way through to senior management. If you feel you have the required skill set and passion to contribute to the organisation, get in touch.

      For management roles, please use this contact form. For standard applications please use the link to our RSI org site.

      You can also contact us directly via Discord.



      External Links

      Xenosystems Website
      Xenosystems RSI page
      Xenosystems Careers
      Xenosystems Twitter
      Xenosystems Facebook
      Xenosystems Instagram
      Star Citizen Playlist
      Xenosystems Discord


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