|
Post by corraashu on Sept 21, 2022 18:20:56 GMT
Has anyone extracted the AT-XT? If not can someone get it for me?
|
|
|
Post by umbra0912 on Sept 21, 2022 20:04:04 GMT
"This is Gold Leader, standing by" Star Wars Galaxies Y-Wing(includes Longprobe version and turret weapon that the original model has) (Also fixed a model issue with the Firespray in my previous post)
|
|
|
Post by umbra0912 on Sept 21, 2022 20:20:56 GMT
|
|
|
Post by umbra0912 on Sept 22, 2022 7:43:54 GMT
Anyone got the T-wing Interceptor? Star Wars Galaxies T-Wing(I edited an X-Wing cockpit to fit this ship since it has none of its own) Edit: Fixed an error on the cockpit mesh.
|
|
|
Post by thegreebleaddict on Sept 26, 2022 17:17:50 GMT
Can someone export the "weapon droid and general" crafting station?
|
|
|
Post by Warhammer_81 on Nov 19, 2022 7:12:21 GMT
|
|
|
Post by Warhammer_81 on Nov 20, 2022 1:42:37 GMT
|
|
|
Post by thegreebleaddict on Nov 21, 2022 19:15:37 GMT
Thank you!!
|
|
|
Post by thegreebleaddict on Nov 23, 2022 1:48:41 GMT
Can someone port the DL-44? there may be better DL-44s, far better, but the SWG one would be perfect for a project I'm working on.
|
|
|
Post by Gwyndala on Nov 23, 2022 15:16:21 GMT
|
|
|
Post by thegreebleaddict on Dec 7, 2022 4:37:44 GMT
This is a modeling thread, not a modding thread, but figured i'd share. Recently NoStyleGuy made an addon to allow porting and exporting models via blender. So been able to directly import a few models into the game, as well as export some without external help. I'm a contributor for SWGLegends, so that's a huge help for custom assets. Previous things i'v asked for, were for the sake of using as reference when making new items. For now, here are some mods. Squadrons Tie Fighter textures, on the original SWG tie model. Star Fighter Missions Decimator. And Star Fighter Missions Nebulon B
|
|
|
Post by xemnoth on Feb 3, 2023 0:32:51 GMT
Does anyone have the YT-2400 interior and exterior available to download? This is the only game that has an actual usable interior lol
|
|
|
Post by Warhammer_81 on Feb 3, 2023 5:23:51 GMT
|
|
|
Post by xemnoth on Feb 3, 2023 17:32:46 GMT
There's a bunch of image files in here that are either corrupted or missing. yt_1300 cockpit for example only has an emissive image but not a base image to go with it. I tried to open it with vtfedit, but the program keeps telling me all the images are corrupted.
|
|
|
Post by Warhammer_81 on Feb 4, 2023 1:45:18 GMT
There's a bunch of image files in here that are either corrupted or missing. yt_1300 cockpit for example only has an emissive image but not a base image to go with it. I tried to open it with vtfedit, but the program keeps telling me all the images are corrupted. All the "_emiss" textures are my own creations because the game itself doesn't always have full emissive textures to pair with all the textures with lights. Usually the textures that do have emissive maps only contain an alpha channel mask, as with the case of the "yt1300_cockpit.dds". This isn't a problem when viewing/rendering the models in 3DSMax as it easily uses the base texture for diffuse/lighting color and the alpha channel as a mask for luminosity. As for the images being "corrupted", I didn't encounter any issues with them when trying the standard tools I typically use. I tried importing them using "VTFEdit" and sure enough some (yt1300_cockpit.dds) display corrupted! I don't have an explanation for what's going on there but SWG has a lot of textures that are encoded differently. I would just use a different program to edit/convert the textures first and then import them into VTFEdit, something like GIMP, IfranView, Noesis, even DXTBmp.
|
|
|
Post by xemnoth on Feb 4, 2023 16:31:36 GMT
All the "_emiss" textures are my own creations because the game itself doesn't always have full emissive textures to go with all the textures with lights in them. Usually the textures that do come with emissive maps only contain an alpha channel mask like in the case with the "yt1300_cockpit.dds". This isn't a problem when viewing/rendering the models in 3DSMax as it easily uses the base texture for diffuse/lighting color and the alpha channel as a mask for intensity. As for the images being "corrupted" I didn't encounter any problems with them when using the standard tools I typically use. I tried importing them using "VTFEdit" and sure enough some (yt1300_cockpit.dds) display corrupted! I don't have an explanation for what's going on there but SWG has a lot of textures that are encoded differently. I would just use a different program to edit/convert the textures first and then import them into VTFEdit, something like GIMP, IfranView, Noesis, even DXTBmp. Alright, I figured out what happened with some of the textures. I think what happened was you saved them all as PNGs. That must have messed up the layers and made them transparent when they weren't supposed to be. Thank god there was a YT-2400 on the steam workshop. I quickly extracted the textures from there, and then saved them as JPEGs and that solved my issue! Not entirely sure about the other ships sadly. Might be worth going back and fixing if there's nothing else to do.
|
|
|
Post by Warhammer_81 on Feb 4, 2023 21:32:50 GMT
Alright, I figured out what happened with some of the textures. I think what happened was you saved them all as PNGs. That must have messed up the layers and made them transparent when they weren't supposed to be. Thank god there was a YT-2400 on the steam workshop. I quickly extracted the textures from there, and then saved them as JPEGs and that solved my issue! Not entirely sure about the other ships sadly. Might be worth going back and fixing if there's nothing else to do. No, the .DDS textures are DXT5 encoded by default from the game's files but the data is encoded slightly differently on the original textures used by SWG versus the new .DDS textures I created myself. I just tested VTFEdit on some original .DDS files from the game and it displays them all as corrupted. However when I import the .DDS textures I created and encoded myself they import just fine, demonstrating the original files are encoded differently. As I said before the only way to fix this is to open the problem files in another software editor and export them as new .DDS files or any other format VTFEdit can handle, this isn't related to anything I did to the files. Also as I previously stated all the original textures work fine for me in my software tools with no corruption problems, only VTFEdit has a problem with them. For example: Original DXT5 encoded .DDS file straight from SWG imported using VTFEdit result:www.imgur.com/ZfleTlM.pngNEW DXT5 encoded .DDS file created using DXTBmp imported using VTFEdit result:www.imgur.com/l39qeBf.png
|
|
|
Post by Omega91 on Feb 5, 2023 17:39:56 GMT
Anyone able to get Boba Fett?
|
|
pake
New Member Lvl 1
Posts: 4
|
Post by pake on Mar 21, 2023 22:01:19 GMT
hey all. I've been try to get some of the buildings to work and am having a few issues with a few. For example, I am having this issue with the Tatooine Theatre. I can convert the .msh files to .fbx files and import them all into UE. the building is in several parts, each a separate file. Normally I place all the files in the same location and am able to convert them all into one mesh, however for a few I'm getting an issue where the meshes don't seem to fully align. When I move the mesh to align it, it becomes unaligned in another location. Any suggestions on what I need to do to fix this? i.imgur.com/fazX6iP.png Thanks.
|
|
|
Post by Warhammer_81 on Mar 22, 2023 0:38:58 GMT
hey all. I've been try to get some of the buildings to work and am having a few issues with a few. For example, I am having this issue with the Tatooine Theatre. I can convert the .msh files to .fbx files and import them all into UE. the building is in several parts, each a separate file. Normally I place all the files in the same location and am able to convert them all into one mesh, however for a few I'm getting an issue where the meshes don't seem to fully align. When I move the mesh to align it, it becomes unaligned in another location. Any suggestions on what I need to do to fix this? Thanks. This is a problem with many SWG models. The only way to truly fix it is to manually stitch/weld the vertices together or create faces/polygons to fill in the gaps.
|
|
pake
New Member Lvl 1
Posts: 4
|
Post by pake on Mar 22, 2023 18:28:21 GMT
Thanks Warhammer. I'll dig around and try fixing this.
|
|
pake
New Member Lvl 1
Posts: 4
|
Post by pake on Mar 22, 2023 22:50:00 GMT
This theatre's giving me a lot of problems. Is it the same fix as the gaps to fix this mesh or texture from clipping? I have the inside partially visible on the outside and the outside partially visible on the inside. i.imgur.com/MsKoBrB.pngi.imgur.com/OihCtpc.png
|
|
|
Post by Warhammer_81 on Mar 23, 2023 1:23:38 GMT
This theatre's giving me a lot of problems. Is it the same fix as the gaps to fix this mesh or texture from clipping? I have the inside partially visible on the outside and the outside partially visible on the inside. Many of the "Interior" models do not fit exactly inside the "Exterior" models. I explained what I did to resolve this issue with the Player Corellian Cantina: groinkick.freeforums.net/post/8744This is also noticeable on the starship models with cockpits/interiors. The inside and outside don't fit together or line up exactly. This can be corrected sometimes by scaling the interior to fit inside the exterior or by remodeling the occluded mesh to fit inside the exterior mesh. Either way there's no easy/simple fix since the SWG models are built this way in the game. The screenshot in this post illustrates what I mean, the cockpits do not fit inside the exteriors causing them to occlude through to the exterior.
|
|
pake
New Member Lvl 1
Posts: 4
|
Post by pake on Mar 23, 2023 20:04:54 GMT
Thanks again. I was playing with it a bit and made some good progress. Your sure not kidding about the interiors not being exactly inside the exteriors. Looks like 1/2 of a whole small room isn't even inside the building.
|
|
|
Post by simpleman02 on Aug 19, 2023 1:57:26 GMT
|
|
|
Post by Warhammer_81 on Aug 19, 2023 3:33:24 GMT
|
|
|
Post by simpleman02 on Aug 19, 2023 6:58:28 GMT
Warhammer_81, thank you. Is there any chance for the other models in the future? Perhaps you know where other models can be found by any chance.
|
|
|
Post by Omega91 on Aug 19, 2023 14:59:23 GMT
Anyone have this armor ripped?
|
|
|
Post by daddylongs on Aug 20, 2023 23:45:12 GMT
Anybody have the Phase II dark Trooper and Its variants like the dark nova trooper
|
|
|
Post by corraashu on Oct 22, 2023 21:12:39 GMT
|
|