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Post by Warhammer_81 on Oct 2, 2020 3:43:07 GMT
I'm working on this one right now. Hopefully should have it out tomorrow. That's Awesome!
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Post by Warhammer_81 on Oct 2, 2020 3:43:38 GMT
I updated the link with Hera's model i'll try and get other models that are new in the release version soon. Thank's for that!
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Post by BadHorse on Oct 2, 2020 4:04:41 GMT
Here is the IGV55: Link
Link includes all of the straight-out-of-game (SooG) assets, along with an assembled mesh with turrets and swapped UV channels where appropriate. Also included are the parsed textures, including those required from the Gozanti, and at least one re-baked normal. TIE fighters are not included.
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Post by jonnielp on Oct 2, 2020 21:43:42 GMT
Will we be able to extract the Hangars (Personally I'm especially interested in the Imperial Hangar)?
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Post by BadHorse on Oct 3, 2020 1:49:58 GMT
Will we be able to extract the Hangars (Personally I'm especially interested in the Imperial Hangar)? I'm looking into it. There are blueprints available for the hangars that include hundreds of meshes and a handful of cross referenced sub-blueprints, so nothing is going to happen quickly. Additionally the blueprints are now configured slightly differently, so a little bit of extra deciphering is involved.
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Post by BadHorse on Oct 3, 2020 3:03:29 GMT
Not a half bad little model considering he's only cockpit flair. Link
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Post by BadHorse on Oct 3, 2020 3:58:38 GMT
Again, it's just cockpit flair, but one could do a lot worse for a background DS2. Link
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Post by cptrex on Oct 3, 2020 10:54:58 GMT
I updated the link with Hera's model i'll try and get other models that are new in the release version soon. thank you for hera.. i love the model...
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Post by garrusvalkyrin on Oct 3, 2020 13:54:22 GMT
Any chance on ripping the collection of space stations in the game?
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Post by BadHorse on Oct 3, 2020 22:28:29 GMT
Here are some of the space background textures: Link
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Post by Warhammer_81 on Oct 3, 2020 23:15:08 GMT
BadHorse, would you mind ripping the Pod Racer cockpit decoration model? I don't really care about all the other cockpit decor stuff but the Pod Racer is a unique model I've never seen before. You and corraashu are doing some awesome work with this game, thank you both!
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Post by corraashu on Oct 3, 2020 23:42:46 GMT
Alright so a updated Faceposer fix has been posted to the download page, thanks to cosmicdreams for extracting them.
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shain
New Member Lvl 1
Posts: 1
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Post by shain on Oct 4, 2020 0:23:34 GMT
hey, I think the Imperial Raider is missing it's turrets. There is a 'Raider_Turrets' archive and it seems to have the textures but the meshes are only the 'target' ones, not the ones on the actual ship. Cheers, thank you for what you guys do <3
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Post by Rancor022 on Oct 4, 2020 0:29:26 GMT
Alright so a updated Faceposer fix has been posted to the download page, thanks to cosmicdreams for extracting them. Fantastic! I was just about to ask if anyone had them.
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Post by Ducktrooper on Oct 4, 2020 1:08:01 GMT
hey, I think the Imperial Raider is missing it's turrets. There is a 'Raider_Turrets' archive and it seems to have the textures but the meshes are only the 'target' ones, not the ones on the actual ship. Cheers, thank you for what you guys do <3 All Turrets are located in Game / Gameplay / Starships / Capitalships and need to be extracted separately. At the moment there are only the Target_meshes in Corra´s Archives.
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Post by BadHorse on Oct 4, 2020 2:18:48 GMT
BadHorse , would you mind ripping the Pod Racer cockpit decoration model? I don't really care about all the other cockpit decor stuff but the Pod Racer is a unique model I've never seen before. You and corraashu are doing some awesome work with this game, thank you both! Here it is: Link
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Post by BadHorse on Oct 4, 2020 15:33:23 GMT
Working on this one next. I've got the base model assembled and the scene tree cleaned up. That was the easy part. The turrets may be a little more challenging.
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theark
New Member Lvl 2
Posts: 12
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Post by theark on Oct 4, 2020 19:26:05 GMT
Anyone have Vonreg uploaded yet?
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Post by garrusvalkyrin on Oct 5, 2020 13:19:32 GMT
Here are some of the space background textures: LinkThanks for the skyboxes! Would you as well be able to rip the flatter planet + planet rim atmosphere models as pictured below (with textures)? T_BriefingSkyBox_Reb_C5_M12.png image Thanks
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Post by Rancor022 on Oct 6, 2020 2:25:03 GMT
Wedge and Hera quick renders.
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Junos
New Member Lvl 2
Posts: 10
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Post by Junos on Oct 6, 2020 20:30:11 GMT
Anyone mind uploading the ISD turrets?
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Post by johnfleetadmiral01 on Oct 6, 2020 20:37:13 GMT
Finally a decent model of Wedge. Until now the only model of him that I could think of was the one from the Battlefront 3 pre-alpha.
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Post by din1138 on Oct 7, 2020 4:48:38 GMT
Thanks for sharing all these! They look great. Hoping someone will put Gunny up soon too
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Post by Rancor022 on Oct 7, 2020 6:11:34 GMT
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Post by nomadafirefox on Oct 7, 2020 11:41:50 GMT
Working on this one next. I've got the base model assembled and the scene tree cleaned up. That was the easy part. The turrets may be a little more challenging. Glad to see how I have not made a work very different in the model.
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Post by Rancor022 on Oct 7, 2020 12:13:54 GMT
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Post by BadHorse on Oct 8, 2020 2:45:18 GMT
It mostly works. If your renderer can't handle multiple UV channels (like mine), you're going to have a difficult time. For most other models with texture mapping data on multiple UV channels, I've just been able to re-bake the normals onto the same channel as the CS textures, and everything works great. In this case the surfaces covered by the paneltile textures are just too huge. Unless you're willing to re-bake them at 16k (I'm not), the loss of image fidelity isn't worth it. That's why you don't see any of the hull decals in the image. The current extraction method struggles a bit with articulating composite meshes (i.e. components are out of position and there are no bones/skins), which means that most turrets are a bit of a mess. Luckily the Starhawk's turrets and turbolasers are nearly identical to those on the MC80 and ISD respectively from SWBF2. I was able to run them through the assembly script without issue. • RAR includes all straight-out-of-game (SooG) mesh and texture assets, along with my cleaned up meshes and parsed textures. • Some of the detail meshes actually reference ISD textures, so I included those as well. • The two models in the "mesh" folder contain only lod0, and a cleaned up scene tree. • I re-baked most of the details so that there is also a normal texture that matches the CS texture mapping. • "Starhawk_01.fbx" uses the original as-extracted UV mappings (mostly normal or paneltile on UV1 and CS on UV2), while "Starhawk_02.fbx" utilizes UV channel 1 for the CS data. Good luck: LinkI checked, BTW, and the scale of this pic is correct. The EF76 is ~300m while the Starhawk is ~2400m. Big sucker.
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Post by corraashu on Oct 8, 2020 4:43:40 GMT
Hey amazing work here but it seems the UV map for the windows is messed up. Here is your windows vs the windows i was able to get from 1 of the mesh pieces, i tried it on both your 1 and 2 FBX file. Any chance you could fix this? Also i noticed some battle damage on the front left of the ship ( you can sorta see it in your render there on the front)wasn't hard to remove just removed 1 panel and then 1 extra separate piece that had damage on it in the same spot just thought i'd let you know about that. Your UV fixed UV
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Post by jonnielp on Oct 8, 2020 9:43:30 GMT
Could someone get me the gate part of the Imperial Hangar? Would be highly appreciated
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Post by BadHorse on Oct 8, 2020 12:15:46 GMT
Hey amazing work here but it seems the UV map for the windows is messed up. Here is your windows vs the windows i was able to get from 1 of the mesh pieces, i tried it on both your 1 and 2 FBX file. Any chance you could fix this? Also i noticed some battle damage on the front left of the ship ( you can sorta see it in your render there on the front)wasn't hard to remove just removed 1 panel and then 1 extra separate piece that had damage on it in the same spot just thought i'd let you know about that. Your UV fixed UV Huh -- I thought I checked those windows. I'll have another look. Regarding the battle damage, I'm aware of it, there's just not much I can do about it. When the export of battle damaged composite meshes works correctly (which it currently is not), you can grab it by its helper node and set its scale to 0, effectively making it disappear. The damaged bits can also be deleted selectively (usually a lot more work, although maybe not in this case), but I've found that when you delete portions of a mesh in that manner, the vertex normals get screwed up. You don't notice it until you go to render and find weird dark spots in unexpected places. With all this in mind, and the fact that there's only one spot, I decided to leave it up to you all too decide which direction you want to go with it.
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