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Post by Servius on Sept 27, 2019 7:52:43 GMT
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CZW
Regular Poster Lvl 1
Posts: 110
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Post by CZW on Sept 27, 2019 12:57:01 GMT
i'm looking for the Star Fotress , the Mek-Sha station and the Gravestone ship, if it's possible ...
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Post by stargate38 on Sept 27, 2019 20:34:07 GMT
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Post by Servius on Sept 28, 2019 8:40:11 GMT
Issue with the [young_sith] its just the default no-model available stand in.
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Post by Servius on Sept 28, 2019 8:48:34 GMT
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Post by Servius on Sept 28, 2019 8:57:40 GMT
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swrp
New Member Lvl 1
Posts: 3
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Post by swrp on Oct 25, 2019 13:23:52 GMT
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Post by benbaer on Nov 17, 2019 4:00:10 GMT
hello hope you can help me. iam looking for the SWTOR VT-Twin d 209 star chaser its the ship in the intro sequenz of the bountyy hunter. Hope you can help me eventually find the model. thank you in advance
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Post by Warhammer_81 on Nov 18, 2019 18:13:58 GMT
hello hope you can help me. iam looking for the SWTOR VT-Twin d 209 star chaser its the ship in the intro sequenz of the bountyy hunter. Hope you can help me eventually find the model. thank you in advance Here is the original SWTOR model, the K-52 Strongarm Gunship:I did not rip this model myself so unfortunately it only includes the Diffuse textures, no Normal, Emissive, or Specular maps. If anyone has the complete textures I will gladly update it! I also added custom landing gear animations.
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Post by admiraltributon on Dec 18, 2019 2:38:42 GMT
Whenever you get the chance, could I get both Darth Baras and Darth Vowrawn? Jedipedia.net Entries: Darth BarasDarth Vowrawn
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Post by garrusvalkyrin on Jan 12, 2020 17:18:02 GMT
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 15, 2020 21:20:39 GMT
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Post by nicomouse on Apr 14, 2020 7:56:50 GMT
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Post by aspiring3dmod on Apr 15, 2020 19:58:34 GMT
Anybody still ripping SWTOR files? (not via jedipedia, the original files)
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ARCTim
New Member Lvl 2
Posts: 12
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Post by ARCTim on Apr 21, 2020 21:44:32 GMT
Anybody still ripping SWTOR files? (not via jedipedia, the original files) Kind of... I'm swearing a lot at the textures at the moment (learning as I go), and I've only extracted a few things. What are you after?
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ARCTim
New Member Lvl 2
Posts: 12
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Post by ARCTim on Apr 22, 2020 0:11:32 GMT
For Rusk, the 'pink' version or the 'blue' version? Edit: I ask, because the default textures are Caucasian Human for the body, whilst the head is his traditional blue. Edit 2: In the interim, here is a raw Broonmark model (No skeleton, .obj file with textures and the .blend file in case you use Blender): www.mediafire.com/file/l51wixdimbhf57q/Broonmark.rar/file
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Post by nicomouse on Apr 22, 2020 3:54:12 GMT
Great, thanks for doing it! The default textures are fine for the Rusk.
Thankful for your skills!
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ARCTim
New Member Lvl 2
Posts: 12
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Post by ARCTim on Apr 22, 2020 21:51:26 GMT
Great, thanks for doing it! The default textures are fine for the Rusk. Thankful for your skills! No worries. It's cool, just faffy. Here's Rusk (same as before, .obj & blend file): www.mediafire.com/file/of3d0ajnvh5mka5/Rusk.rar/fileEdit: 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!
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Post by vision0815 on Apr 27, 2020 20:50:48 GMT
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ARCTim
New Member Lvl 2
Posts: 12
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Post by ARCTim on Apr 27, 2020 23:54:59 GMT
Kind of, is the short answer. I've been learning this as I go (I'm trying to mod XCom 2 WOTC), and the SWTOR textures are set up such that you have (if I'm reading them right when I look at each channel): _d.dds - Base Diffuse (colour) texture (not sure what the Alpha channel does) _n.dds - Base Normal texture (Alpha is Roughness) _s.dds - Specular Texture (Alpha is Metallic) _m.dds - Dye/Colour mask texture (Some have an Alpha - not sure what it does) _h.dds - (I don't know what this one does at all) Our key texture here is the _m.dds texture. It uses the R & G channels to change colours, as if you'd used one of the dyes in-game. The Rakata Savage Mystic above, uses this mask texture to change from the default brown of the Jedi robes the model uses to the colours used by the Rakata model. For something like XCom this isn't a problem, as I can just import _m.dds and Unreal knows what to do with it. I can provide the models and textures, but the colours won't match. Also, for some reason, I can't get Blender to grab just the eye faces to apply the eye textures. Edit: I think the Blue channel of the _n.dds texture is the emission map too.
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Post by vision0815 on Apr 28, 2020 14:05:45 GMT
Kind of, is the short answer. I've been learning this as I go (I'm trying to mod XCom 2 WOTC), and the SWTOR textures are set up such that you have (if I'm reading them right when I look at each channel): _d.dds - Base Diffuse (colour) texture (not sure what the Alpha channel does) _n.dds - Base Normal texture (Alpha is Roughness) _s.dds - Specular Texture (Alpha is Metallic) _m.dds - Dye/Colour mask texture (Some have an Alpha - not sure what it does) _h.dds - (I don't know what this one does at all) Our key texture here is the _m.dds texture. It uses the R & G channels to change colours, as if you'd used one of the dyes in-game. The Rakata Savage Mystic above, uses this mask texture to change from the default brown of the Jedi robes the model uses to the colours used by the Rakata model. For something like XCom this isn't a problem, as I can just import _m.dds and Unreal knows what to do with it. I can provide the models and textures, but the colours won't match. Also, for some reason, I can't get Blender to grab just the eye faces to apply the eye textures. Edit: I think the Blue channel of the _n.dds texture is the emission map too. ARCTim , I would try to use them as Daz3D assets. But I really suck in ripping modells ... as long as the textures are there, I guess I can try to modify them to fit. But its only a guess Maybe we can make this work together.
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Post by lastjawa on May 5, 2020 19:54:20 GMT
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ARCTim
New Member Lvl 2
Posts: 12
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Post by ARCTim on May 5, 2020 22:49:21 GMT
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: Texture suffix | SWTOR Name | R | G | B | Alpha | _d.dds | DiffuseMap | Base Colour | Base Colour | Base Colour | See Note A | _n.dds | RotationMap1 | Empty | Normal (Y) | Emissive/Glow | Normal (X) | _m.dds | PaletteMaskMap | Primary Colour | Secondary Colour | See Note B | See Note C | _h.dds | PaletteMap | Mat Colour R | Mat Colour G | Mat Colour B | Greyscale Diffuse Map | _s.dds | GlossMap | Colour | Colour | Colour | Greyscale |
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!
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Post by minelayer on May 17, 2020 4:42:16 GMT
Does anyone have a script for opening SWTOR's gr2 skeletons in Blender? I have the files but I just can't open them up.
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Post by liberator210 on May 19, 2020 6:34:41 GMT
Hey does any one have any SWTOR lightsaber models?
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ARCTim
New Member Lvl 2
Posts: 12
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Post by ARCTim on May 19, 2020 12:33:28 GMT
Hey does any one have any SWTOR lightsaber models? Not yet. I'm currently trying to attach skeletons and such to my armour models for XCom 2. If you've got the game, it's fairly easy to do it yourself, just requires a few programs. Edit: This is what I used to get me started: steamcommunity.com/sharedfiles/filedetails/?id=920585607
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ARCTim
New Member Lvl 2
Posts: 12
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Post by ARCTim on May 19, 2020 14:33:55 GMT
Does anyone have a script for opening SWTOR's gr2 skeletons in Blender? I have the files but I just can't open them up. I posted something before realising I was wrong. Long story short: you need 3D Studio Max, and there's a plugin you can use to import the .gr2 directly. I don't have 3DSM so unfortunately I can't do it. Here is a post to the 3DSM plugin.
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Post by Warhammer_81 on May 19, 2020 18:23:26 GMT
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ARCTim
New Member Lvl 2
Posts: 12
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Post by ARCTim on May 23, 2020 11:28:34 GMT
Yeah, I've been using Noesis to convert the models I have from gr2 to fbx. They came without a skeleton, so I foolishly assumed it was something that the game engine did at runtime. Thanks for the link to that Civ forum! I will have to give it a go, but undoing my previous work is a bit annoying, especially as each armour set is averaging 8 meshes. I'll have to get that motivation back! It will make it easier to adjust the limbs to get them to line up with the XCom skeleton when I rig and export though. Edit: I'm also using Blender to mess about with the models and redo the UVs, etc. Once I've gotten a better handle on the process, I should be able to do some better exports.
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Post by yoyoreach on Jun 29, 2020 6:24:28 GMT
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