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Post by dlight on Apr 16, 2022 22:30:06 GMT
it's just there. play.google.com/store/apps/details?id=com.joymax.starwarsstarfighter&hl=en&gl=US you can try to install it, if your hardware supports it. the game is pretty optimized on android in this regard. it's a hackshit to run on emulators tho. if your emulator doesn't look like a device that could run it, it'll not install or work at all. i got a 3060m that could run it, but the emulating software doesn't know about that. it's just egl default hatever. so... i dunno.
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Post by daddylongs on Apr 16, 2022 22:39:51 GMT
it's just there. play.google.com/store/apps/details?id=com.joymax.starwarsstarfighter&hl=en&gl=US you can try to install it, if your hardware supports it. the game is pretty optimized on android in this regard. it's a hackshit to run on emulators tho. if your emulator doesn't look like a device that could run it, it'll not install or work at all. i got a 3060m that could run it, but the emulating software doesn't know about that. it's just egl default hatever. so... i dunno. Yeah it says i cant download is there way you can fix that or post the steps to rip models from the emulators. Cause i tried doing it on my phone and pc but none them work. also i dont know what you mean by 3060m
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Post by Warhammer_81 on Apr 16, 2022 23:33:20 GMT
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Post by daddylongs on Apr 21, 2022 1:31:22 GMT
So when i tryed importing the Tie Fighter I couldnt find the diffuse textures. Idk if there are under something else or you got to fix them some how. Because in the tie brute zip file i found the diffuse textures but when i extract assets from the game. I got no diffuse textures
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Post by Warhammer_81 on Apr 21, 2022 3:52:10 GMT
Here are the two TIE Brute LOD Models from Star Wars Starfighter Missions: So when i tryed importing the Tie Fighter I couldnt find the diffuse textures. Idk if there are under something else or you got to fix them some how. Because in the tie brute zip file i found the diffuse textures but when i extract assets from the game. I got no diffuse textures That's because the game doesn't have true Diffuse textures, I created them myself by combining/layering the Color/Albedo, AO, and Emissive textures. With more modern rendering techniques you really don't need diffuse textures because the game engine renders all the texture layers together to create them. Most modern higher quality graphical engines use this method now.
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Post by daddylongs on Apr 21, 2022 4:33:05 GMT
So when i tryed importing the Tie Fighter I couldnt find the diffuse textures. Idk if there are under something else or you got to fix them some how. Because in the tie brute zip file i found the diffuse textures but when i extract assets from the game. I got no diffuse textures That's because the game doesn't have true Diffuse textures, I created them myself by combining/layering the Color/Albedo, AO, and Emissive textures. With more modern rendering techniques you really don't need diffuse textures because the game engine renders all the texture layers together to create them. Most modern higher quality graphical engines use this method now. can you post a tutorial on how to combine them because I'm trying to get the textures In higher quality. I'm also having a problem with getting the skins on the model as none of them fit and I don't know if I need to use the same process by combining them or use a different method
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Post by Warhammer_81 on Apr 21, 2022 6:17:08 GMT
That's because the game doesn't have true Diffuse textures, I created them myself by combining/layering the Color/Albedo, AO, and Emissive textures. With more modern rendering techniques you really don't need diffuse textures because the game engine renders all the texture layers together to create them. Most modern higher quality graphical engines use this method now. can you post a tutorial on how to combine them because I'm trying to get the textures In higher quality. I'm also having a problem with getting the skins on the model as none of them fit and I don't know if I need to use the same process by combining them or use a different method If you read my previous forum posts I explained that the models use two UV channels. The game engine layers all the UV channels and textures together for the final render. All of my model rips thus far have only included one UV channel to keep it simple. For most of the starfighter models the color decal textures are applied to the second UV layer while the AO, Spec/Metal, Emiss, and Normal textures are applied to the first UV channel. It gets far more complicated from here on. There is only one option if you want to make all the paint layers work together on a single UV channel and that is to render out entirely new textures that match up with the chosen UV channel. This method generally only works well when rendering high resolution textures at 2K, 4K, or above but this game uses textures at much lower resolutions which causes some problems. I don't like this particular method because you lose texture resolution and it creates visual artifacts anywhere there are overlapping UVs. Keeping the original models with two UV channels in tact works best but it makes exporting the models to .OBJ format problematic. The .OBJ model format doesn't support models with more than one UV channel but the .FBX model format has no issues with multiple UV channels.
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Post by daddylongs on Apr 21, 2022 10:50:27 GMT
The only thing that confuses me is that the X-wing is the only fighter in Kitty's pack that has a lod under 10K tris. I've looked though all of the fighters and it seems to be the only one? (or have i missed something?) Would you have time in the future to upload some of the ships with no edits? (only direct export) It's essentially the VT-49/phantom/ghost and the quasar (both high and low poly) (Raider unedited high)(imperial cruiser unedited high) (brahatok high) (mc75 high poly) Sorry if i sound demanding or stupid (like i said i like to do things myself) :3 I know it sounds stupid and like a waste of time (since you've already done a splendid job) but i want to fix the meshes myself and have it unedited before i edit it I don't know how exactly you're getting your numbers. I don't know about the total poly counts of all the various LOD models, I haven't been paying much attention to them. If I recall most of the player craft that have LOD1 are under 6-8K and LOD2 is usually under 2-3K. The BTL-A4 Y-Wing for instance is under 2K for LOD1 and under 400 total polys for LOD2 while the RZ-1 A-Wing has 2K polys for LOD2 and 7K for LOD1. So they vary quite a bit between models but still easily under 10K. I don't think you realize what you're asking for. The low poly Quasar Fire and Raider II FBX models I posted above were exported 100% using AssetStudio with no alterations on my part. The problem is AssetStudio can't properly export all the models correctly by itself. When it fails on a particular model the only thing I can do is export the individual models myself using DevXUnity. This means the models do not come out in a fully assembled FBX file but in a bunch of OBJ models which I then have to manually reassemble. So far there have only been a few that AssetStudio couldn't handle namely the Finalizer, Quasar Fire, and ISD. All of the models in Kitty's dump are unaltered, just dumped directly using AssetStudio, that's why some of them are messed up. I don't know why you need a redump of all the same models since they are already in Kitty's pack. Kitty's pack already has the VT-49, VCX-100, Phantom 1 and 2, Quasar Fire, Raider II, Arquitens cruiser, Braha'tok gunship, and MC75! Are you missing files from the dump? In the dump there are two folders, "Models 1" and "Models 2" and all the models I've mentioned can be found in either one or the other. Can you share the link the link of devxunity cause I don't know which one to find
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Post by Warhammer_81 on Apr 21, 2022 17:09:29 GMT
Can you share the link the link of devxunity cause I don't know which one to find You don't really need DevXUnity if you have the latest version of AssetStudio: github.com/Perfare/AssetStudioIf you still really want DevXUnity for some reason this is where to get the program: www.devxdevelopment.com/DownloadThe DevXUnity program isn't free and requires a subscription to access all its features but the DEMO version will still unpack all the Unity assets along with some very limited export functions. I wouldn't really bother with it unless you seriously need to reverse engineer an app's code, functions, OR if AssetStudio can't unpack certain Unity asset files.
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Post by daddylongs on Apr 22, 2022 19:12:23 GMT
Can you share the link the link of devxunity cause I don't know which one to find You don't really need DevXUnity if you have the latest version of AssetStudio: github.com/Perfare/AssetStudioIf you still really want DevXUnity for some reason this is where to get the program: www.devxdevelopment.com/DownloadThe DevXUnity program isn't free and requires a subscription to access all its features but the DEMO version will still unpack all the Unity assets along with some very limited export functions. I wouldn't really bother with it unless you seriously need to reverse engineer an app's code, functions, OR if AssetStudio can't unpack certain Unity asset files. is there a way you can extract by FBX instead of obj. Because in asset studio there is no option to export it as an fbx unless im missing something
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Post by Warhammer_81 on Apr 23, 2022 1:34:03 GMT
is there a way you can extract by FBX instead of obj. Because in asset studio there is no option to export it as an fbx unless im missing something You're definitely missing something, in AssetStudio look under the "Options" menu and select "Export options". This menu will let you select how AssetStudio handles the asset files and export options. Once you have the options set you can use the "Model" or "Export" tabs to export/dump the models/assets. Under the "Scene Hierarchy" tab you can select entire scenes or just individual models/assets you wish to export. If you understand how Unity asset hierarchies work the selection process will make a lot more sense. Once you have made the selections you want you can use the "Model" menu to export them, this gives you multiple options to choose from: Export all objects (split) Export selected objects (split) Export selected objects (split) + selected AnimationClips Export all objects (merge) Export selected objects (merge) + selected AnimationClips If you don't want to go through the entire process of selecting individual assets for exporting you can try dumping ALL the assets currently loaded into AssetStudio at once by using the "Export" menu and selecting "All assets". This method takes a while depending on the number of assets you have loaded. Some downsides to this are it may fail to export everything, it can throw up error windows when there is an asset it can't export halting the dumping process, and it can sometimes skip over assets leaving you with an incomplete dump. This all has to do with the way AssetStudio handles the Unity asset hierarchies and there isn't much you can do about it. AssetStudio is great at handling most Unity assets but not all. The "Export" menu does have one nice feature and that is "Animator + selected AnimationClips" which allows you to select individual "Animator" assets and choose which "AnimationClip(s)" you wish to bind to them. This is nice because you can specifically choose what animations to bind with the model for cases where AssetStudio doesn't work automatically by default. Also if you select the "Asset List" tab you can browse all the loaded assets individually by type and select them for export by right-clicking on them and selecting the "Export selected assets" option. This works essentially the same as "Export" menu options.
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Post by daddylongs on Apr 23, 2022 2:37:14 GMT
is there a way you can extract by FBX instead of obj. Because in asset studio there is no option to export it as an fbx unless im missing something You're definitely missing something, in AssetStudio look under the "Options" menu and select "Export options". This menu will let you select how AssetStudio handles the asset files and export options. Once you have the options set you can use the "Model" or "Export" tabs to export/dump the models/assets. Under the "Scene Hierarchy" tab you can select entire scenes or just individual models/assets you wish to export. If you understand how Unity asset hierarchies work the selection process will make a lot more sense. Once you have made the selections you want you can use the "Model" menu to export them, this gives you multiple options to choose from: Export all objects (split) Export selected objects (split) Export selected objects (split) + selected AnimationClips Export all objects (merge) Export selected objects (merge) + selected AnimationClips If you don't want to go through the entire process of selecting individual assets for exporting you can try dumping ALL the assets currently loaded into AssetStudio at once by using the "Export" menu and selecting "All assets". This method takes a while depending on the number of assets you have loaded. Some downsides to this are it may fail to export everything, it can throw up error windows when there is an asset it can't export halting the dumping process, and it can sometimes skip over assets leaving you with an incomplete dump. This all has to do with the way AssetStudio handles the Unity asset hierarchies and there isn't much you can do about it. AssetStudio is great at handling most Unity assets but not all. The "Export" menu does have one nice feature and that is "Animator + selected AnimationClips" which allows you to select individual "Animator" assets and choose which "AnimationClip(s)" you wish to bind to them. This is nice because you can specifically choose what animations to bind with the model for cases where AssetStudio doesn't work automatically by default. Also if you select the "Asset List" tab you can browse all the loaded assets individually by type and select them for export by right-clicking on them and selecting the "Export selected assets" option. This works essentially the same as "Export" menu options. Do you know how to get the skins to fit on the mesh such as iden's color scheme. Im just looking for a simple way to do if its simple as the textures dont fit on the tie fighter mesh
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Post by Warhammer_81 on Apr 23, 2022 4:48:57 GMT
Do you know how to get the skins to fit on the mesh such as iden's color scheme. Im just looking for a simple way to do if its simple as the textures dont fit on the tie fighter mesh As I've said you have to apply the skin color decals to UV channel 2 while all other textures apply to UV channel 1. For example on the TIE Fighter you would apply the following maps to UV channel 1: SF_TIE_LN_Albedo SF_TIE_LN_Emission SF_TIE_LN_Normal SF_TIE_LN_RMA (Roughness, Metalness, and AO) Apply the following maps to UV channel 2: SF_TIE_LN_Decal01 SF_TIE_LN_DelMeeko_01 SF_TIE_LN_IDEN_IdenVersio_Albedo SF_TIE_LN_SullyOlvar_01 SF_TIE_LN_TanaChellaine_01 SF_TIE_LN_TanaChellaine_02 Now when rendering the model it will look correct because all the UV channels will layer on top of each other. If you want the color decals to fit onto UV channel 1 it will require you to render entirely new textures which is not a simple task. The other way to do it would be the opposite of what I just said and render new Albedo, Emission, Normal, and RMA textures to fit onto UV channel 2. These are your only options, this applies to all models that use multiple UV channels for their models regardless of the game engine, for example Jedi Fallen Order, Battlefront II (2017), Fortnite, Star Wars Kinect, etc...
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Post by dewkraith on Sept 6, 2022 10:37:07 GMT
Is there a way to extract the character icons? i look at the 2D UI elements folder but it didn’t have antything
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Post by Warhammer_81 on Sept 6, 2022 19:49:46 GMT
Is there a way to extract the character icons? i look at the 2D UI elements folder but it didn’t have anything At the top of the first page I have a link to all the extracted UI assets: groinkick.freeforums.net/post/3416. If you want to extract the assets from the game data yourself the character icons are located inside the "files\UnityCache\Shared\sprite_pilot_big" folder.
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Post by dewkraith on Sept 7, 2022 1:10:12 GMT
Is there a way to extract the character icons? i look at the 2D UI elements folder but it didn’t have anything At the top of the first page I have a link to all the extracted UI assets: groinkick.freeforums.net/post/3416. If you want to extract the assets from the game data yourself the character icons are located inside the "files\UnityCache\Shared\sprite_pilot_big" folder. Thanks a lot!
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Post by johnfleetadmiral01 on Sept 30, 2022 0:58:07 GMT
If anyone is interested I used a little mesh separation and arbitrary rigging to make the turrets on the ISD from this game rotatable.
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Post by johnfleetadmiral01 on Sept 30, 2022 1:05:20 GMT
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Post by aspiring3dmod on Dec 19, 2022 1:42:37 GMT
Warhammer_81, I know i've asked about it often but any chance you can extract the meshes from starfighter missions?, (no edits needed just raw export). This is the only game i cant extract myself that i have tried...
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Post by aspiring3dmod on Dec 21, 2022 15:21:39 GMT
I know this sounds stupid to some people (I really appreciate all the work that has been done) but is there a full archive of ripped meshed?, kitty's is gone. The reason i'm asking (eventhough massive respect to warhammer) is because i am looking for the ships extracted WITHOUT having been imported into any 3d software.
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racel
New Member Lvl 3
Posts: 23
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Post by racel on Dec 21, 2022 16:04:42 GMT
I know this sounds stupid to some people (I really appreciate all the work that has been done) but is there a full archive of ripped meshed?, kitty's is gone. The reason i'm asking (eventhough massive respect to warhammer) is because i am looking for the ships extracted WITHOUT having been imported into any 3d software. I uploaded a copy of Kitty's archive back in February. mega.nz/file/41kQmBDQ#fDXRdtIf8k2odsaTi-LJuLu__m5eHEr7ODjp_XJj3Qs
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Post by aspiring3dmod on Dec 21, 2022 19:01:46 GMT
Thanks Racel! Hmm iirc some of kitty's meshes were distorted :/ Warhammer_81, Any chance for a video tutorial on extracting from nox so I can extract the damaged/distorted meshes myself? (also so i can do it myself if the game would get an update), Also how did it work again... Did the "Boss" prefix mean the entire model with armor aswell and everything else?
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Post by Warhammer_81 on Dec 21, 2022 19:30:13 GMT
Thanks Racel! Hmm iirc some of kitty's meshes were distorted :/ Warhammer_81 , Any chance for a video tutorial on extracting from nox so I can extract the damaged/distorted meshes myself? (also so i can do it myself if the game would get an update), Also how did it work again... Did the "Boss" prefix mean the entire model with armor aswell and everything else? 1. Extracting assets from the game's data using the latest version of AssetStudio should work without distorting the models. 2. The "Boss" prefix is used to indicate the asset is used during "Boss Battles" only. It typically includes the base model along with all the destructible parts and damaged model. 3. Extracting data from the NOX emulator is not that difficult: 4. The location for all the game's data is under the "Android/data/com.joymax.starwarsstarfighter/files/UnityCache/Shared" folder.
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Post by aspiring3dmod on Dec 22, 2022 17:19:45 GMT
Warhammer_81 , Already tried that but it didn't want to copy the files... it flat out refused, When i went to the folder it wasn't there. I tried several times but id didn't copy... I also tried to copy it to the "photo" folder and it worked then but when i copied it i saw no meshes in it...
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Post by Warhammer_81 on Dec 22, 2022 19:38:15 GMT
Warhammer_81 , Already tried that but it didn't want to copy the files... it flat out refused, When i went to the folder it wasn't there. I tried several times but id didn't copy... I also tried to copy it to the "photo" folder and it worked then but when i copied it i saw no meshes in it... You have to copy the entire file folder. Inside these folders you will see the data files labeled "_data" with no file extension. Those are the files that you need to read/extract from using AssetStudio. Here's a quick example for the Millennium Falcon. Look in "Android/data/com.joymax.starwarsstarfighter/files/UnityCache/Shared" and copy the following folders: dontrelease_animations_millennium_falcon material_fightermodel_sf_falcon_han material_fightermodel_sf_falcon_han_hansolo material_fightermodel_sf_falcon_han_model dontrelease_sound_se_falcon Inside each of these folders are additional folders with names like "00000000000000000000000064000000". Inside these numbered folders you will find two files called "__data" and "__info" without any file extensions. The "__data" file is the actual asset you need for AssetStudio to read. Run AssetStudio and select "File/Load folder" from the drop-down menu and navigate to where you have copied the folders. This will allow AssetStudio to load and assemble all the assets and data files together at the same time making extracting easier. So the easiest thing to do is copy the entire "Shared" folder from NOX to your PC, that way you get everything. Otherwise you will need to manually select which folders you want to copy.
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Post by aspiring3dmod on Dec 23, 2022 13:12:30 GMT
I did manage once several years ago to view the files but not this time recently. Ill try to run the apk on windows 11.
What folder do i need to copy and open with asset studio?
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Post by johnfleetadmiral01 on Dec 23, 2022 18:53:17 GMT
This game wouldn't happen to have Poe Dameron's Orange and Black X-Wing would it?
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Post by Warhammer_81 on Dec 23, 2022 19:45:12 GMT
This game wouldn't happen to have Poe Dameron's Orange and Black X-Wing would it? As a matter of fact it does!
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Post by johnfleetadmiral01 on Dec 23, 2022 21:04:18 GMT
How did I miss that? I didn't see it in KittyinHiding's archive.
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Post by Warhammer_81 on Dec 24, 2022 2:26:22 GMT
How did I miss that? I didn't see it in KittyinHiding's archive. I'm not sure what archive you have but the one I've got has two main folders, "Models 1" and "Models 2". Look for "\Models 1\X_Wing_T_70_BLACK1_B\" and "\Models 1\SF_T70_XW_Black_PoeDameron\". There are many more skins for the T-70 X-Wing beyond just Poe's.
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