Edit: I'm extracting SWTOR files to attempt a small XCom 2 WOTC mod similar (and compatible with) Pancho's 'Galactic Republic Armoury' mod. Not as big as his mod, but several SWTOR armours and weapons. Learning Blender, SWTOR file layouts and XCom modding as I go!
Great, thanks for doing it! The default textures are fine for the Rusk.
Thankful for your skills!
Hey there, thought I'd post a texture mapping update for you and everyone else who's thinking of ripping the raws. I've been looking at the HeroEngine wiki and a few other maps that I know their effects (XCom2 textures). Here's what I now think is going on with the textures:
See Note A
See Note B
See Note C
Mat Colour R
Mat Colour G
Mat Colour B
Greyscale Diffuse Map
Note A: Depending upon the armour, this can be nothing or it looks like a metallic reflective mask. I say this because the Alpha layer seems to change function depending upon the variant of texture. For example, one of the Imperial Agent robes the alpha is white for all areas of the texture rendered in-game, no matter which variant is selected. However, take the Havoc Squad texture (2 variants), and you get a different picture. Variant 1 has an Alpha with a blobby greyscale that you'd commonly associate with general specular info (Material ID in Unreal terms). Variant 2 has a simple Black & white map, which is white over the sleeves area, and everything else (armour and backpack) is black. However, all of the other texture sets I've looked at so far follow the metallic reflectiveness expected of their in-game models. Except those that don't come with an Alpha channel...
Note B: Some textures will not have anything in the Blue, some will use it in conjunction with green to created a blended colour, others will have it as a separate item. In all cases, it seems to correspond to shiny metal parts of the armour, such as clips. For fur, it seems to cover the entire fur, as seen on Broonmark.
Note C: Most do not come with an Alpha map, although those that do seem to use it as a mask. For example, on this Jedi Knight set, the alpha channel seems to be used as a mask to stop parts of Tint mask from showing on the female character's skin. This is usually as the mask texture is in the format SWTOR_u_m.dds, indicating that it is 'universal', not sex specific. However, again, on the Havoc squad _m.dds map, it seems to be entirely arbitrary.
Note D: The _h.dds file is an interesting one. The alpha layer is always a greyscale version of the full diffuse map. The RGB layers seem to vary, though I have found that R usually covers 90% of the skin. It looks like a Cavity/AO map, but it's very washed out.
Note E: The _s.dds file is a straight up Roughness file from what I can tell. The Alpha seems to be a metallic/shiny additional reflection layer or something. I'm wrong. Doing further research, it looks like it's a full colour specular map.
That's all I can think of now, but if anyone who is a mapping/texture guru has any better thoughts on this, I'm all ears!