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Star Wars - The Old Republic - Beta

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ZeroGravitas
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

I found it by looking at the models: It's the saber_high16_a02_v02 one. Finding the textures will be more difficult. They could be the saber_high04_a01_v01 ones: The normals map seems to have extra channel information that looks like corresponding to the glowy bits.

Edit: nope, they don't match. I'll have to go through a few folders by eye. It is strange that this model hasn't been catalogued yet (unless I'm missing something)
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

The Outbreak Response Lightsaber exists at TORCommunity's 3D model viewer as Lightsaber Style 40. You can check it here, too.

It's fully textured in the viewer, so I assume the saber has to be listed somewhere in the game's XML files including model and texture references.

Interesting: Searching their database and locating the item here, there's the DETAILED DATA tab listing a boatload of XML information about the item. Going down I've managed to find the Model ID, file name and directory:

[Model] => \art\dynamic\weapon\model\saber_high16_a02_v02.gr2

Sadly, I'm finding no hits for the filename in any of the game assets' text files, so I wonder how the TORCommunity people managed to do it :(
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

Noesis to the rescue (but how?)!

Using Noesis' SWTOR plugin's texture loading functionality (which I discovered a couple of weeks ago by watching RealymanLP's YouTube tutorial… in German, a language I don't understand. Luckily, the involved steps were quite clear in the video anyway) I tried previewing the saber and it loaded with its textures, so I exported them without any trouble.

But where did Noesis get the necessary information from? I've been doing all kind of indexed searches through the game's XML files from the desktop, to no avail, and that used to be the fastest route, once one has exported all the game's assets.

Oh, well…


HOW TO MAKE NOESIS SHOW SWTOR's 3D MODELS WITH THEIR TEXTURES ON:

Inside the folder at noesis\plugins\python there is a file named swtor-config.xml. Opening it with any text editor, it shows a <ResourcePath>with a sample directory path. One must rewrite it with the path to the folder where one has been extracting all the assets coming from the game's .TOR files whose name starts with "swtor_main_art" (or, if one has extracted just everything, the folder where one did so).

Once saved, Noesis will load the textures of the objects it previews whenever possible, and will be able to export them too.

(sorry if most of you knew that already or if it was mentioned in the thread. I'm just a bit slow for such things (: )

By the way, I've managed to run Noesis on my Mac through Wine, which means it ought to work on Linux too, just in case that is of interest to anybody (although I game on PC, I'm Mac-based for most everything, including toying with Blender)
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Re: Star Wars - The Old Republic - Beta

Post by probe88 »

After a week of "pain in the ****" with modelling and textueing - i finally did what i wanted! MAjor redesign of MAlgus Armor + remodelling to make it hood down ;)

Big thanks for your help!
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

Congrats on your results :)
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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP »

Hey all!
I have a new hashlist for you! https://drive.google.com/drive/folders/ ... sp=sharing

Edit (17.07.2019): Updated!
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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP »

Hashes file updated to PTS 6.0.0 #4 https://drive.google.com/drive/folders/ ... sp=sharing
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ZeroGravitas
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

RealymanLP wrote: Fri Jul 19, 2019 10:11 pmHashes file updated to PTS 6.0.0 #4 https://drive.google.com/drive/folders/ ... sp=sharing
Thank you! A question if it isn't a bother: Could you point me to some guide about how to have EasyMyp extract only the difference between a new hash file and a previous one? I usually keep a full game asset extraction set around, and when a new hash file arrives I do a new full one out of ignorance on such matters. I guess it's explained somewhere in these forums but for the life of me I can't find it.
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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP »

ZeroGravitas wrote: Sun Jul 21, 2019 12:58 am
RealymanLP wrote: Fri Jul 19, 2019 10:11 pmHashes file updated to PTS 6.0.0 #4 https://drive.google.com/drive/folders/ ... sp=sharing
Thank you! A question if it isn't a bother: Could you point me to some guide about how to have EasyMyp extract only the difference between a new hash file and a previous one? I usually keep a full game asset extraction set around, and when a new hash file arrives I do a new full one out of ignorance on such matters. I guess it's explained somewhere in these forums but for the life of me I can't find it.
Do you mean what the hash file does?
In the hash file are the filenames of the whole individual files inside. With a more recent file, you can unpack more files with the correct name.
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ZeroGravitas
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

Sorry, I meant some way to extract only the new items in your latest file instead of just everything all over again. I'm guessing I could try finding some utility that shows the differences between your latest hash file and the one before it, and feed the result to EasyMyp.

(It wouldn't be a problem to just let EasyMyp do the whole hash list again if not for sometimes the program getting stuck while at it, which means I have to keep an eye on it)
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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP »

Hey!

You can use the file names.zip in the download folder. There you can find all filenames from the hashlist and import it to your currently list.
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Re: Star Wars - The Old Republic - Beta

Post by Gezmondo »

Hello all, so I've been working on making a soundtrack with all the original music (AKA Non-John Williams) from the base game and expansions, using files that were already extracted from a post over on FFShrine, along with the stuff that BioWare has officially released and some fan soundtracks for KotFE/ET. Granted, I'm not sure how much of an audio quality difference there is from what is out there to what I am doing, but It's given me a reason to learn more about Adobe Audition. :mrgreen: However, since BioWare has yet to release the music that was made for Ossus, I decided to just try and put one together myself. But, I could use some help/pointers, as I really don't want to just sit on Ossus or Dantooine and record only the music (I did that on Quesh and Ilum, and it was not fun).

So, I am wondering if there is a file in the main_area files, or somewhere else that would tell me which music file plays on the planet, or even if I can find which patch the music file was added. Or would I just need to listen to them and hope for the best?

Thanks! :D
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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP »

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ZeroGravitas
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

Gezmondo wrote: Mon Jul 22, 2019 8:49 am …since BioWare has yet to release the music that was made for Ossus, I decided to just try and put one together myself. But, I could use some help/pointers, as I really don't want to just sit on Ossus or Dantooine and record only the music (I did that on Quesh and Ilum, and it was not fun).

So, I am wondering if there is a file in the main_area files, or somewhere else that would tell me which music file plays on the planet, or even if I can find which patch the music file was added. Or would I just need to listen to them and hope for the best?

Thanks! :D
I've found no such music list file, but doing some desktop searching in my extracted assets folder I've seen a "location_5_10_ossus_data.bnk" file at the resources > bnk2 directory. It weights about 15.4 MB. so perhaps that could be the one.
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

Does anybody know of any forum/thread outside Xentax where actual usage of SWTOR's texture files in packages such as Blender is discussed? Out of this thread I've figured out most of what each type of texture (_d, _n, _m, etc.) and its channels do, but I still have holes in my knowledge (say, how to apply skin tones and dyes' XML values to simulate SWTOR's hueing system, how to apply complexion textures in a way that doesn't create a noticeable difference between the skin of the head and the rest of the body, or how to translate the _s textures' values to what a Principled BSDF shader would accept). I made notes out of what was discussed in this forum, even took a look at the game's hueing shader code ("we all float down here" :eek: ), but certain things, like how some of the eye textures work, weren't talked about at all.

I've been building in Blender a shader node group that accepts all the usual texture files associated to a SWTOR object without need for modifying them at all, for efficiency's sake, exposing fields for entering dyes' colour data, etc. Things like masking the areas that each of the colours of a dye affect are easy but, sillily enough, using the shininess maps correctly and a few others aren't.

At most, I've seen what some artists on DeviantArt have published and shared, including some Blender add-ons that import XNALara models, and SWTOR models ported to XNALara (some heroic person did the whole interior of the Fury Class Interceptor ship!). Studying the shader node system that comes out of importing such models is enlightening, but only to an extent, as those XNALara models had their SWTOR textures altered (or omitted in some cases).
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