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Star Wars - The Old Republic - Beta

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estrella
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Re: Star Wars - The Old Republic - Beta

Post by estrella »

I'm having an issue where I look through the hash file in EasyMYP and I cannot find Shae Vizla's helmet texture, its called "face_gehelmet50_heavy_ge_a59shae01_u" on Jedipedia, however, I cannot find it. I can only find the mesh for Shae Vizla's helmet, can anyone help me here?
ZeroGravitas
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

Right now I can't launch EasyMYP, but I've located the textures in my collection of extracted assets. In case it helps, they end up stored at:

resources > art > dynamic > player_character > outfit > gehelmet > texture > ___psd > (the usual five textures starting with that name)

((tomorrow I'll check through EasyMYP)
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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP »

Hey both!
As I already answered on Discord the mat file you are serching is in swtor_main_area_flashpoint_b_1.tor in path /ressorces/art/shaders/materials/face_gehelmet50_heavy_ge_a59shae01_u.mat

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ZeroGravitas
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

Thanks :)
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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP »

Hashes and Filenames updated to newest PTS: https://drive.google.com/drive/folders/ ... sp=sharing

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Searchy
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Re: Star Wars - The Old Republic - Beta

Post by Searchy »

Hey everyone,
I've been trying to rip the new Tau Idair Armor set using EasyMYP and the 3DSMax script so I can have a fully working skeleton.

I've imported the bfnnew_skeleton.gr2 and then every piece of armor into 3DSMax.
Now I see certain weight/skinning issues with the chest piece being weighted to the leg bones rather than the arm bones rendering it (kind of) useless.

Should I not use the MaxScript and rather use some Noesis script? I've tried to export using Noesis but wasn't quite able to get weighted models out of it. Or is it just this way and I have to fix it myself? I was just wondering if there is a easy fix before I put so much work into it.
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

I have no experience with 3DS Max and that script, so I can't be of any help in this matter. If no one else here could, I'd suggest trying some of the people publishing or doing art with SWTOR models at deviantart.com and the like, such as Sticklove or Torol. They seem to be using such Max script despite offering XNALara conversions.
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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP »

Hashes and Filenames updated to newest PTS with SwoopRacing: https://drive.google.com/drive/folders/ ... sp=sharing

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Timberley
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Re: Star Wars - The Old Republic - Beta

Post by Timberley »

Hey all, does anyone have or know of a Noesis plugin for the skeletons? I don't have 3DSMax so can't use that plugin. I'm trying to get bfnnew_skeleton.gr2 and bmnnew_skeleton.gr2 into something readable by Blender. I've extracted a lot of meshes and done UVs and texturing, so I'd prefer not to have to re-export everything.

Many thanks!
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

Same case here. As a circuitous route, I have been checking a few (swtor-to-3DS Max-to-)XNALara models posted at DeviantArt.com and tried importing them into Blender with a XPS-to-Blender addon. The addon imports them with a functional armature which I assume is the original imported SWTOR model's one instead of something built in Max or XNALara afterwards, but the measurements are a bit off (when applied to a character scaled to x10). I haven't tried a transplant yet.

If you want to experiment:

- XNALara importer addon for Blender. It imports the meshes including any bound skeleton and creates appropriate materials:
https://www.deviantart.com/johnzero7
https://github.com/johnzero7/XNALaraMesh

- Downloadable SWTOR models in XNALara format (including most of the companions):
https://www.deviantart.com/sticklove/ga ... /star-wars
https://www.deviantart.com/torol/galler ... /star-wars
Timberley
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Re: Star Wars - The Old Republic - Beta

Post by Timberley »

ZeroGravitas wrote: Tue May 19, 2020 5:31 pm Same case here. As a circuitous route, I have been checking a few (swtor-to-3DS Max-to-)XNALara models posted at DeviantArt.com and tried importing them into Blender with a XPS-to-Blender addon. The addon imports them with a functional armature which I assume is the original imported SWTOR model's one instead of something built in Max or XNALara afterwards, but the measurements are a bit off (when applied to a character scaled to x10). I haven't tried a transplant yet.

If you want to experiment:

- XNALara importer addon for Blender. It imports the meshes including any bound skeleton and creates appropriate materials:
https://www.deviantart.com/johnzero7
https://github.com/johnzero7/XNALaraMesh

- Downloadable SWTOR models in XNALara format (including most of the companions):
https://www.deviantart.com/sticklove/ga ... /star-wars
https://www.deviantart.com/torol/galler ... /star-wars
Thanks for that! I'll give it a look.
TRDaz
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Re: Star Wars - The Old Republic - Beta

Post by TRDaz »

Does anyone have any idea where "manta_thrantamount_a01.gr2" is? I checked in all of the archives where it should be and I really can't find it... it's in the hash list so it exists but I don't know where, it makes no sense.
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas »

I've tried and I can't find it either. Its associated info and texture files are there, though. Weird.

(I've been trying the folders where the unidentified stuff is, too, to no avail)
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Re: Star Wars - The Old Republic - Beta

Post by TRDaz »

Yeah I have the textures, I think it's the thranta's "saddle" on the back, but I don't know why the model file just doesn't exist...
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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP »

Hey! I also looked and can't see it. Looks like it got removed or changed.
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