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Post by gn1297 on Oct 31, 2020 18:23:05 GMT
Acewell you got a still working link to the cwa files? i have the space, but i'd not wanna waste 3 gigs of free mediafire hardware if it's not necessary to re-upload it. gn1297 you gotta wait for his response. then i'll decide if i re-upload it. Thank you so much bro! that will be amazing! dont worry, i'll waite, i'm excited!
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Post by gn1297 on Oct 31, 2020 18:58:37 GMT
how should i extract them? you said the use noesis, how is that?
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Post by dlight on Oct 31, 2020 22:26:52 GMT
how should i extract them? you said the use noesis, how is that? ehh yeh. this is a load of stuff you gotta compute. cwa_unpack1 or 2 unpacks the container into files (one folder or multiple folders). bms files are for quickbms, obvi. the old dme script works with whatever structure. if you wish to just export obj and miss a couple of data you should use the old script. for the new ones you gotta sort the files by extension and throw them into seperate folders. i did that cause noesis takes too much time loading this 7.5 gig folder at once. you also gotta change the folder locations in the script file. it's a hassle... i know. once you have all sorted and use the latest version you load the adr files and it will load the correct skeleton file and dme file and try to construct a model. or it will not load cause i haven't figured out the bonemapping correctly yet. the gcnk and gck2 files are for the terrain files only. another something i did not complete yet. man. data reversing is not always that easy. it's pretty shitty to work with. shrugs
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Post by gn1297 on Nov 1, 2020 2:36:40 GMT
how should i extract them? you said the use noesis, how is that? ehh yeh. this is a load of stuff you gotta compute. cwa_unpack1 or 2 unpacks the container into files (one folder or multiple folders). bms files are for quickbms, obvi. the old dme script works with whatever structure. if you wish to just export obj and miss a couple of data you should use the old script. for the new ones you gotta sort the files by extension and throw them into seperate folders. i did that cause noesis takes too much time loading this 7.5 gig folder at once. you also gotta change the folder locations in the script file. it's a hassle... i know. once you have all sorted and use the latest version you load the adr files and it will load the correct skeleton file and dme file and try to construct a model. or it will not load cause i haven't figured out the bonemapping correctly yet. the gcnk and gck2 files are for the terrain files only. another something i did not complete yet. man. data reversing is not always that easy. it's pretty shitty to work with. shrugsi unpack the files and i have de files dme and gr2, how convert it to obj?
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Post by aspiring3dmod on Nov 1, 2020 21:54:03 GMT
dlight, Any chance you can do a video tutorial for the V3 of the CWA extractor?
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Post by dlight on Nov 2, 2020 0:38:07 GMT
a tutorial for noesis? ehh i dunno. like i already mentioned, you gotta sort the data by filetype/extension. throw the plugin in the scripts folder. change the "relpathxyz" lines in the script to the location of your raw data folders. it's kinda obvious how i organized it. then you reload plugins and then should be able to load the .adr files. the dsk and dme files are automaticly loaded by the script. it'll break on most models anyway, since some functions are incomplete hack shit.
maybe i'll have some time and muse to code a lil more tmr. i could for sure rewrite the pack dumper to unpack into those extension folders and atleast get textures loaded (i gotta resort or re-extract those tho, cause is sorted the textures by use already and my explorer search is broken). _-_
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Post by gn1297 on Nov 2, 2020 1:33:48 GMT
a tutorial for noesis? ehh i dunno. like i already mentioned, you gotta sort the data by filetype/extension. throw the plugin in the scripts folder. change the "relpathxyz" lines in the script to the location of your raw data folders. it's kinda obvious how i organized it. then you reload plugins and then should be able to load the .adr files. the dsk and dme files are automaticly loaded by the script. it'll break on most models anyway, since some functions are incomplete hack shit. maybe i'll have some time and muse to code a lil more tmr. i could for sure rewrite the pack dumper to unpack into those extension folders and atleast get textures loaded (i gotta resort or re-extract those tho, cause is sorted the textures by use already and my explorer search is broken). _-_ i could open the dme files, with noesis and export in obj, but i still trying to open adr files
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Post by dlight on Nov 2, 2020 1:52:25 GMT
what's the problem with it? is it crashing or what? again, you gotta organize it correctly. the adr files only contain information about which skeleton file to load and which dme file the model uses. i had to code it like that to load the correct skeleton automaticly. in the first version it was a manual file string change in the script. i already made it easier. so... what else am i supposed to explain. you gotta be atleast a lil tech and noesis savvy to work with those script files, atm.
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Post by aspiring3dmod on Nov 2, 2020 4:19:33 GMT
a tutorial for noesis? ehh i dunno. like i already mentioned, you gotta sort the data by filetype/extension. throw the plugin in the scripts folder. change the "relpathxyz" lines in the script to the location of your raw data folders. it's kinda obvious how i organized it. then you reload plugins and then should be able to load the .adr files. the dsk and dme files are automaticly loaded by the script. it'll break on most models anyway, since some functions are incomplete hack shit. maybe i'll have some time and muse to code a lil more tmr. i could for sure rewrite the pack dumper to unpack into those extension folders and atleast get textures loaded (i gotta resort or re-extract those tho, cause is sorted the textures by use already and my explorer search is broken). _-_ Oh its the noesis script that needs it's filetypes separated? I thought it was the quick bms... The only part that confuses me is the "Sort data by filetype". So i manually have to edit the script and write the locations of the Textures folder, model folder (.GR2), skeleton folder, map folder? (and what other folders/filetypes?).
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Post by dlight on Nov 2, 2020 11:02:37 GMT
nice edit. am i too harsh calling out certain things @rancor022? w/e you gotta sort it like that. where you put those extension folders doesn't matter. just change those pathes in the script for it to work. again... i only did this to have all the folders load quick in noesis (for testing and in general) instead of waiting for the whole (all of it at once - all dds and dme and adr being parsing is really slow) folder to load. i.imgur.com/LJR3Gdu.jpgthe textures still won't load nor export with the model tho. i tried to fix that today but it's gone nowhere, unfortunately.
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Post by dlight on Nov 2, 2020 13:25:15 GMT
i wanna vomit. i know it works with some meshes, but it breaks when there a too many bones and the mesh is split for the bone constant buffer reload. i.imgur.com/Ltj0s2P.jpg
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Post by dlight on Nov 3, 2020 18:10:27 GMT
there you go... www.mediafire.com/file/rw6kr4u4a0zo8km/xtrctr_swcwa_v4.rara kinda stable v4. i fixed most of the common crashing models and the stupid bonemap is kinda hacked together by assumptions and testing a bunch of models. the textures still don't load but they show up in the console and are set their names internally. it also exports both uv sets for prop models using ao textures. as usual... it's still kinda wip and debug spam heavy for your reading pleasure. i.imgur.com/LgAMGxP.jpgif you got issues, you can ask and tell me which models exactly, so i can check and test.
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Post by keybladegames1 on Nov 3, 2020 19:02:35 GMT
Where did those clone wars models come from? Is it possible bo katan is in there?
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Post by dlight on Nov 3, 2020 21:25:12 GMT
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Post by deltasquadsev on Nov 3, 2020 23:02:13 GMT
Does anyone have the foley sounds from Battlefront or Battlefront 2, specifically Boba Fett's foley and hopefully some spur sounds?
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Post by flipdark95 on Nov 4, 2020 3:01:00 GMT
Rea;;y a amazing job overall, especially if you had to reconstruct it. keybladegames1 ,speaking of Bo Katan. I think I remember saying I was making a model of her? Well, that's progressing nicely and nearly ready for release
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Post by keybladegames1 on Nov 4, 2020 6:55:54 GMT
Yeah I know this model. Sadly I wish there was one of the cgi clone wars without her helmet on
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Post by LordPoncho57 on Nov 4, 2020 8:52:58 GMT
Rea;;y a amazing job overall, especially if you had to reconstruct it. keybladegames1 ,speaking of Bo Katan. I think I remember saying I was making a model of her? Well, that's progressing nicely and nearly ready for release Hmm that armor and weapons look a lot like the ones I build for the Mandalorian mod for XCom . I don't remember giving out the assets for them anywhere, were they ripped?
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Post by aspiring3dmod on Nov 6, 2020 5:11:11 GMT
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Post by flipdark95 on Nov 7, 2020 2:31:49 GMT
Rea;;y a amazing job overall, especially if you had to reconstruct it. keybladegames1 ,speaking of Bo Katan. I think I remember saying I was making a model of her? Well, that's progressing nicely and nearly ready for release Hmm that armor and weapons look a lot like the ones I build for the Mandalorian mod for XCom . I don't remember giving out the assets for them anywhere, were they ripped? I actually did use yours as a base. I did reach out to you to via Discord a few months ago but I never heard back. But basically I ended up rebuilding parts of the mesh and retextured the armor as well. The pistols and jetpack are also my custom models as well.
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mark
New Member Lvl 2
Posts: 10
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Post by mark on Nov 7, 2020 4:06:09 GMT
Hey all. Is there an x wing and tie fighter cockpit floating out there at all? I was hoping with squadrons those could be ripped but haven't had any luck finding any.
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Post by BadHorse on Nov 7, 2020 4:35:03 GMT
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mark
New Member Lvl 2
Posts: 10
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Post by mark on Nov 7, 2020 7:57:40 GMT
Thanks for that. Adding the textures, is it just matching up the names of the textures with the names of the different objects on say the x wing?
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Post by keybladegames1 on Nov 7, 2020 9:58:03 GMT
Anyone know how to rip from fbmod files? I want to use a model from a mod
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Post by benbaer on Nov 7, 2020 12:20:37 GMT
Good day i hope you can help me with my search. Iam looking for this Model of the assault cannon from SWTOR, witch is used in the Intro /trailer. Is there a possible ingame Model of it? could it be the so called trainne assault cannon? you´re my only Hope Groinkick forum. the other question i have , is there a Model of Starkiller in his Tatooine /tusken armor/gear? i digged through the Links but didnt find any. best regards Ben
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Post by Rancor022 on Nov 7, 2020 17:26:58 GMT
benbaer I'd recommend asking around in the SWTOR thread.
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grimley
Junior Member Lvl 1
Modeling stuff for Empire at war modding. send help cause ive gone insane from it.
Posts: 55
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Post by grimley on Nov 8, 2020 9:19:08 GMT
has anyone gotten the models from starwars the clone wars 2003? am lookin to use the Vehicle armored Carrier.
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Post by aspiring3dmod on Nov 9, 2020 6:25:42 GMT
Warhammer_81, Do you think they it will ever be possible to rip from starfighter missions again? Also the Lego SWIII mission is called rookies
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Post by Der Blaue Klaus on Nov 9, 2020 9:20:10 GMT
Hello there,
is there a "baby Yoda" figure out there?
Thank you!
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Post by rscott on Nov 9, 2020 12:47:42 GMT
Hello there, is there a "baby Yoda" figure out there? Thank you! There is this one... HEREOr this one... HERE+ there are several on Thingiverse to print
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