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 Dec 7, 2020 5:01:03 GMT
how do i get those files cause the viewer itself has an extracter an what it popped out was that IFF file....which ill try an see if it cant pop out other files, after which i can load into that other tool to then extract again an get into a useable format for blender and 3ds max?
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Post by Warhammer_81 on Dec 7, 2020 10:45:45 GMT
how do i get those files cause the viewer itself has an extracter an what it popped out was that IFF file....which ill try an see if it cant pop out other files, after which i can load into that other tool to then extract again an get into a useable format for blender and 3ds max? I'm not sure about how the tool you are using works but if it works like TRE Explorer you should be able to select the .IFF file and tell it to extract all files associated with that particular .IFF to a folder somewhere. TRE Explorer lets you right-click a file and choose to extract only that selected file or all other files associated with it. Unfortunately sometimes it won't extract 100% of all the associated files so I then have to manually extract them. Once you have extracted all the needed raw files I mentioned above you can then proceed with importing the models into Blender or any other tool that reads SWG model files. Then you can export them to other formats.
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Post by gtteancum on Dec 23, 2020 19:51:47 GMT
Is there a place to get the Mustafar and Kashyyyk stuff? I can't find the tre files anywhere to extract it myself. Not hunting for anything in particular, I'm more looking for the ability to sift through it.
**EDIT**
You have to select the correct LUA to load in SIE.
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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 Jan 11, 2021 23:02:35 GMT
are there any tutorials on extracting and converting SWG models? going to try for weapons and buildings
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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 Jan 12, 2021 2:33:42 GMT
I have absolutely no clue how to extract anything...... Warhammer_81 , any tutorials or help, please. so what i did is i extract the .IFF file using either the SIE or SWG explorer an then open the .IFF using the .TRE explorer you provided but then i have no clue what to do since its a bunch of numbers an nodes, and the tre exports the .IFF but how do i get the .msh an such from the .iff?
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Post by BabyYoda on Jan 12, 2021 16:32:15 GMT
Does anybody have files for these large cantina speakers? P.S. my apologies for the horrible photo quality! lol
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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 Jan 13, 2021 0:12:43 GMT
Warhammer_81 , i wanted appearance/mesh files and not the object files huh........ i feel dumb, found out after googling stuff, so im guessing the textures are seperate as you said? andi looked at textures which had 25k files but it seems weapon textures an armor arent there, so where would i find those? if your wondering what im doing, is im trying to port buildings, weapons, an some animals an armors for use in Starwars Empire at war, which uses .ALO an .DDS, so honestly the textures are fine, ill have to reapply EAW shaders but otherwise i already have a plugin for .ALO files in blender an obviously the plugin warhammer posted for .msh/.mgn. ok seriously how are you doing this warhammer? i got the .msh file into blender and tried to export as a .ALO but somethin is always wrong, like missing UV, no shadow mesh, no material
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Post by Warhammer_81 on Jan 13, 2021 20:38:20 GMT
Decided to do a quick tutorial for extracting SWG content: 1. Make sure you have all the game archives and patch files (.toc and .tre) in a single folder. 2. Run TRE Explorer and from the drop-down menu select "File | Open... | Open TRE/TOC...". 3. Select the .toc/.tre file you wish to explore the contents of. 4. Once TRE Explorer loads the contents of the file you can then use the search box to look for specific files, file names, file type extensions, or just manually browse to find what you are looking for. 5. In this example I look for the FWG5 Pistol. From the results I select the particular .iff file chain I want to extract. You can extract individual files, groups of files, or entire file chains by highlighting the file/files and Right-Clicking on them. From the pop-up menu select "Export..." OR to extract the entire file chain (meaning all files assosiated with the selected file) select "Export File Chain...". 6. Once you choose to extract a file or chain of files you need to tell TRE Explorer where to dump the extracted contents. 7. Once the file chain is extracted the new folder should look something like this: 8. Inside the various folders you will find the needed files to import into Blender, Ultimate Unwrap 3D, 3D Object Convertor, or whatever software you use to import the files. 9. Sometimes not all files in the file chain get extracted so you may have to look for them and extract them manually. It may take some effort to find what you're looking for because not all the files have names related to what they are or are misspelled. 10. Here is a breakdown of the main file types and what they are: TRE - Main archive type containing all the various game assets. TOC - (Table of Contents) This is a file that tells the game how to parse out and assemble the contents of the .tre archives. IFF - (Interchange File Format) These tell the game how to assemble all the various files into a single game asset. These are the primary files you want to use to extract an entire file chain. MSH - 3D mesh data for the game's models. Note that some models use two UV map channels for textures (mostly buildings and scenery). The second UV channel is the mask layer used for overlaying maps like dirt and grime. MGN - 3D mesh data for the game's skinned models like creatures and humanoid characters. SKT - Skeleton/Bone data used for rigging the game's models. PAL - Pallet color data used by the game to tell it what colors to apply to the mask layers of the game textures. This allows for custom color variations of textures. SHT - Shader file used by the game to tell it how to apply the various textures to the 3D models. DDS - The textures used by the game. Alpha channels are sometimes used for Transparency/Opacity but are also used for Specular, Ambient Occlusion, Emission, or Color Mask data. In the case of normal maps some use the standard Tangent Space Normal maps usually labeled with the prefix "_n" while others use Greyscale/Color RGB Normal maps usually labeled with the prefix "_cn". The "_cn" maps can be split and recombined into regular Tangent Space Normal maps. I think this covers the basics but if I've left any needed details out let me know and I'll update it.
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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 Jan 13, 2021 23:28:07 GMT
so the textures make sense but why are there like, 6 or so .msh files of the same thing, for variation of the textures through the .PAL files? and also why do i get an error like missing material, shadow mesh makes sense since maybe there werent any, but material on only one of the parts of the building is missing, wonder if it was intentional. Attachments:
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Post by Warhammer_81 on Jan 14, 2021 0:06:55 GMT
View Attachment so the textures make sense but why are there like, 6 or so .msh files of the same thing, for variation of the textures through the .PAL files? and also why do i get an error like missing material, shadow mesh makes sense since maybe there weren't any, but material on only one of the parts of the building is missing, wonder if it was intentional. There are several LOD (Level of Detail) meshes. All the meshes with the prefix "0" are the highest level of detail and each number progressively higher than zero denotes a lower level of detail. You can tell by looking at each file's size. The largest file size is the mesh with the most detail. I'm not sure what material exactly is missing looking at just your screenshot. If you want to know what shaders a model needs you can open any .MSH or .MGN model file in a hex editor and read which .sht files it needs. Then you can open the .sht shader file in a hex editor and read which textures the shader file needs. For the Naboo Bank building in your example it uses the following shader files: "thed_gold_as6.sht", "thed_patina_pillar_as8.sht", "thed_stone_deco_asb13.sht", "thed_trimd_asb13.sht", "thed_concrete_asb13.sht", "generic_theed_floor_asb13.sht", "thed_brick_medb_asb13.sht", "thed_relief_asb13.sht", "thed_trime_asb13.sht", "thed_underhanga_trim_asb13.sht", "thed_cutout_a_asb13.sht", "thed_carvingb_asb13.sht", "thed_ivy_a1_aa7.sht", "thed_ivy_a4_aa7.sht", "thed_tile_floorb_adb13.sht". I don't have the time at the moment but inside those .sht files are the individual texture file names that each shader requires. I'll update this later when I have more time to sort it all out.
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Post by Warhammer_81 on Jan 15, 2021 19:20:02 GMT
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Post by AhsokaTano on Jan 15, 2021 21:15:17 GMT
Decided to do a quick tutorial for extracting SWG content: 1. Make sure you have all the game archives and patch files (.toc and .tre) in a single folder. I have SWG but I have 242 files, but here I see 450 I don't have the full version. Where to get the others
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Post by Warhammer_81 on Jan 15, 2021 22:23:20 GMT
Decided to do a quick tutorial for extracting SWG content: 1. Make sure you have all the game archives and patch files (.toc and .tre) in a single folder. I have SWG but I have 242 files, but here I see 450 I don't have the full version. Where to get the others The 450 files includes ALL of the files in the folder not just the .tre and .toc files that's why it has so many. In reality I only have 410 archive files (233 .tre files and 177 .toc files). Unfortunately I don't think I have 100% of all the patch files from the game. I remember getting some files I was missing from modthegalaxy.com/ but their archive of patch files has been gone for quite some time now. Your best option might be to install the SWG Legends client and let it download and update all your files as needed.
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Post by gtteancum on Jan 21, 2021 0:13:13 GMT
Requesting swg.fandom.com/wiki/Mellichae -- Normally I rip my own stuff but I think he's a build-a-bear character, and I haven't figured out how to piece bodies with the right armor, etc. Any tips? If there's a way I can do it myself quickly I'm game to help. Alternatively if I can rip something else out for folks in exchange for this I'd be happy to help with those requests. so i got the files but it seems like theres way less than whats stated on the wiki yet what i have showing even includes visually duplicate weapons so i am indeed confused, are the files incomplete or is there another place to look? Warhammer_81 , In SIE look in the window that's behind the model preview. In the dropdown in the top right, select nge.lua to load the latest version of the game's assets.
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Post by BabyYoda on Jan 23, 2021 12:38:45 GMT
Thank you so much! I appreciate it Warhammer_81!!
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Post by cpoeschl on Jan 30, 2021 2:02:05 GMT
Warhammer_81, I'm probably asking for way too much here, but can you rip the rest of the ship models?
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Post by Warhammer_81 on Jan 30, 2021 2:15:51 GMT
Warhammer_81, I'm probably asking for way too much here, but can you rip the rest of the ship models? Lol, I was working on it but it ended up taking far too much time to do them all 100%. What ships are you looking for? I have a few in the works that I need to get back to finishing up.
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Post by cpoeschl on Jan 31, 2021 15:42:55 GMT
I'm mainly looking to acquire some more of the freelance ships. The Krayt Gunship would probably be my #1 pick.
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Post by dreamer14 on Mar 15, 2021 0:57:48 GMT
Hi! I was wondering if anyone is able to rip the mesh/model for the Nightsister Energy Lance! If not no worries just figure I'd ask
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Post by Warhammer_81 on Mar 15, 2021 7:57:41 GMT
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Post by abeja on Mar 21, 2021 23:07:18 GMT
Anyone got the TIE Aggressor, TIE Oppressor and YE-4 Gunship?
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Post by Warhammer_81 on Mar 21, 2021 23:56:09 GMT
Anyone got the TIE Aggressor, TIE Oppressor and YE-4 Gunship? The YE-4 gunship is available in my repository (link on the top of page 1) but I haven’t worked on the TIE Aggressor or TIE Oppressor.
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Post by abeja on Mar 22, 2021 7:28:56 GMT
Thanks.
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gbc
New Member Lvl 2
Posts: 18
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Post by gbc on Mar 29, 2021 10:01:38 GMT
Hi,
I am searching for the inquistorium dark trooper model from Star Wars galaxies and was wondering if anyone here had it and would be happy to share it? theres a version on 3d warehouse however I'm having some problems getting the collada file to work or get the model to show up in sketchup. I would appreciate any help with getting this!
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Post by umbra0912 on Mar 31, 2021 3:02:39 GMT
Hi, I am searching for the inquistorium dark trooper model from Star Wars galaxies and was wondering if anyone here had it and would be happy to share it? theres a version on 3d warehouse however I'm having some problems getting the collada file to work or get the model to show up in sketchup. I would appreciate any help with getting this! The Inquisitorium Dark Trooper from Star Wars Galaxies www.dropbox.com/s/qczyzdz6g58jno8/Star%20Wars%20Galaxies%20Inquisitorium%20Dark%20Trooper.zip?dl=1
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Post by Warhammer_81 on Apr 14, 2021 21:41:15 GMT
Anyone got the TIE Aggressor, TIE Oppressor and YE-4 Gunship? Here are the TIE Oppressor and TIE Aggressor from Star Wars Galaxies extracted by Champs back on the old Facepunch forums.
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Post by abeja on Apr 15, 2021 6:03:51 GMT
Thanks.
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Post by abeja on Apr 21, 2021 16:29:27 GMT
I'm having some trouble with the VT-49 Decimator, for some strange reason the lights don't work as they should on the Model with all the upgrades, but with the clean model, everything is fine. Anyone know why is that? Any way to fix it? Attachments:
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Post by Warhammer_81 on Apr 21, 2021 18:38:15 GMT
I'm having some trouble with the VT-49 Decimator, for some strange reason the lights don't work as they should on the Model with all the upgrades, but with the clean model, everything is fine. Anyone know why is that? Any way to fix it? I’ve never had that problem myself in Max. What editing software are you using, looks like Blender? It could be an issue with the way the vertices/normals are welded together.
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Post by abeja on Apr 21, 2021 19:25:09 GMT
I'm having some trouble with the VT-49 Decimator, for some strange reason the lights don't work as they should on the Model with all the upgrades, but with the clean model, everything is fine. Anyone know why is that? Any way to fix it? I’ve never had that problem myself in Max. What editing software are you using, looks like Blender? It could be an issue with the way the vertices/normals are welded together. Yep, it is Blender.
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