I think i found it. It's called mag_taxithranta_a01.gr2
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Star Wars - The Old Republic - Beta
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Re: Star Wars - The Old Republic - Beta
This guide from Steam that shows how to extract SWTOR models just got updated with a blender import add-on for gr2 files. It's on the Tools section with a link to dropbox .
https://steamcommunity.com/sharedfiles/ ... 1918317239
https://steamcommunity.com/sharedfiles/ ... 1918317239
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Re: Star Wars - The Old Republic - Beta
Okay, a first impression:
- It understands a mesh' mutiple materials correctly, which solves a few cases where Noesis messes up, such as some Zabrak hairpieces containing both hair and horns where Noesis failed to separate them by material, ending up with a combined hair+horn object with a single material. It isn't able to split the mesh into several objects, though, so, for example, the eyes in a head mesh can't be separated on import. It can be done afterwards through a Edit > Mesh > Separate > By Material operation, anyway.
- It imports the meshes' vertex groups data.
- It doesn't understand armature files.
- It has no importing settings at all. Ideally one would have a "split by Object" and "by group", and a scale setting.
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Re: Star Wars - The Old Republic - Beta
I now see why the guide suddenly blew up in view numbers and comments.. Hello there!
LeeThorogood, who made the Blender plug-in, is super thrilled that the lot of you are putting it to use and are enjoying it. If any of you have some sample code he can take a gander at for extra import options, he would appreciate it.
LeeThorogood, who made the Blender plug-in, is super thrilled that the lot of you are putting it to use and are enjoying it. If any of you have some sample code he can take a gander at for extra import options, he would appreciate it.
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Re: Star Wars - The Old Republic - Beta
Hi, I'm the author of the plugin, I just wanted to say thank you for the feedback. I don't have any plans to develop it further at present but if that ever changes I will see what I can do to overcome the limitations you've highlighted here.ZeroGravitas wrote: ↑Sun May 24, 2020 6:46 pm Okay, a first impression:
- It understands a mesh' mutiple materials correctly, which solves a few cases where Noesis messes up, such as some Zabrak hairpieces containing both hair and horns where Noesis failed to separate them by material, ending up with a combined hair+horn object with a single material. It isn't able to split the mesh into several objects, though, so, for example, the eyes in a head mesh can't be separated on import. It can be done afterwards through a Edit > Mesh > Separate > By Material operation, anyway.
- It imports the meshes' vertex groups data.
- It doesn't understand armature files.
- It has no importing settings at all. Ideally one would have a "split by Object" and "by group", and a scale setting.
Thank you , I did my best to make sure the code would be tidy and easily readable for anyone who understands Python & Blender's API.ZeroGravitas wrote: ↑Sun May 24, 2020 6:46 pm All in all, a great tool. The thing is, it's written in Python and seems fairly tidy code (I'm a complete novice there, but…), so it could be improved upon
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Re: Star Wars - The Old Republic - Beta
First of all, my deepest gratitude to Lee for his plugin: I've tried it in a few more cases and I think It might let me discard Noesis' batch-conversions to .obj completely. I know of another person doing 3D art of his player characters that literally said "it's Christmas already!" as soon as I told him about it .
I hope I didn't give the impression that I was being too picky or demanding when suggesting more features. Luckily, as far as I've tested, splitting objects by material and scaling them can be done in Blender itself (I was afraid of the body parts not keeping their relative positions upon being scaled x10, but that's not the case), so there's no real need to implement them in the import phase. The only real chore, inherent to Blender's lack of basic multiple mesh file import capabilities, is having to import one .gr2 at a time (some people created an addon for importing multiple .obj and .fbx at once that I was taking advantage of), but solving that seems a bit too major an effort.
Actually, I'm dipping my toes in Python and Blender scripting (it's kinda painful! ), hoping to be able to automate some of the assembling of my characters and their gear. This plugin could become a fundamental piece of the puzzle.
So, again, my thanks. To you all, because that guide and its tools will help a few friends of mine, too.
I hope I didn't give the impression that I was being too picky or demanding when suggesting more features. Luckily, as far as I've tested, splitting objects by material and scaling them can be done in Blender itself (I was afraid of the body parts not keeping their relative positions upon being scaled x10, but that's not the case), so there's no real need to implement them in the import phase. The only real chore, inherent to Blender's lack of basic multiple mesh file import capabilities, is having to import one .gr2 at a time (some people created an addon for importing multiple .obj and .fbx at once that I was taking advantage of), but solving that seems a bit too major an effort.
Actually, I'm dipping my toes in Python and Blender scripting (it's kinda painful! ), hoping to be able to automate some of the assembling of my characters and their gear. This plugin could become a fundamental piece of the puzzle.
So, again, my thanks. To you all, because that guide and its tools will help a few friends of mine, too.
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Re: Star Wars - The Old Republic - Beta
Not to worry, I didn't get the impression you were being too picky or demanding! In fact you were very complimentary! I'm pleased the plugin is proving to be useful and reliable.ZeroGravitas wrote: ↑Wed May 27, 2020 6:05 pm First of all, my deepest gratitude to Lee for his plugin: I've tried it in a few more cases and I think It might let me discard Noesis' batch-conversions to .obj completely. I know of another person doing 3D art of his player characters that literally said "it's Christmas already!" as soon as I told him about it .
I hope I didn't give the impression that I was being too picky or demanding when suggesting more features.
Good luck with the scripting, Python is quite a nice language to work with as it's been designed to be easy to follow / read, unfortunately Blender's Python API while well documented isn't very clearly explained / demonstrated.ZeroGravitas wrote: ↑Wed May 27, 2020 6:05 pm Actually, I'm dipping my toes in Python and Blender scripting (it's kinda painful! ), hoping to be able to automate some of the assembling of my characters and their gear. This plugin could become a fundamental piece of the puzzle.
So, again, my thanks. To you all, because that guide and its tools will help a few friends of mine, too.
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Re: Star Wars - The Old Republic - Beta
New Hashlist of newest PTS is there: https://drive.google.com/drive/folders/ ... sp=sharing
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Re: Star Wars - The Old Republic - Beta
I've got a question for anyone who knows how these things work:
As Blender has some colorspace management features for texture files (treating them individually as non-color data, sRGB, linear, linear ACES, etc.), until now I've been using all textures related to actual appearance's colors and values (diffuse maps, make-up maps, tattoos, complexions, etc.) as sRGB and everything else (normals, glossiness, masks, etc.) as non-color.
What I wonder is if I actually ought to treat just everything as non-sRGB, "non-color" data (that is, non-color corrected whatsoever) and leave matters of contrast and the like to the final output's color correction settings (or perhaps adding some to my generic SWTOR material node trees).
Given that SWTOR was built on top of Hero Engine, which provided plugins for 3DS Max and Maya in its base package, does anybody know how textures were supposed to work, colorspace-wise?
As Blender has some colorspace management features for texture files (treating them individually as non-color data, sRGB, linear, linear ACES, etc.), until now I've been using all textures related to actual appearance's colors and values (diffuse maps, make-up maps, tattoos, complexions, etc.) as sRGB and everything else (normals, glossiness, masks, etc.) as non-color.
What I wonder is if I actually ought to treat just everything as non-sRGB, "non-color" data (that is, non-color corrected whatsoever) and leave matters of contrast and the like to the final output's color correction settings (or perhaps adding some to my generic SWTOR material node trees).
Given that SWTOR was built on top of Hero Engine, which provided plugins for 3DS Max and Maya in its base package, does anybody know how textures were supposed to work, colorspace-wise?
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Re: Star Wars - The Old Republic - Beta
New Hashlist of 6.1.2: https://drive.google.com/drive/folders/ ... sp=sharing
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Re: Star Wars - The Old Republic - Beta
Thanks! I had my eye on some of the new gearRealymanLP wrote: ↑Sun Jun 28, 2020 2:38 pm New Hashlist of 6.1.2: https://drive.google.com/drive/folders/ ... sp=sharing
Re: Star Wars - The Old Republic - Beta
I have the newest hash list, but for some reason cannot extract the .dds textures for the helmet of the Mandalorian Stormbringer armor set. Everything else extracts from the armor, even the gr2 files for the helmet extract but the .dds files won't. I've checked the hash list, and it has the textures files in it, but whenever I open the .tor they are the only ones missing. Not sure what to do, can anyone help?
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Re: Star Wars - The Old Republic - Beta
I did a full batch-export yesterday and I'm able to locate those textures in my results. Their names are:
face_bhhelmet37_heavy_bh_mtx17c01_u_d.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_h.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_m.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_n.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_s.dds
They are supposed to be in a subdirectory named:
\art\dynamic\player_character\outfit\bh_baggy_heavy_mtx17\textures\
Right now I don't have my PC at hand (almost 3:00 AM here). Tomorrow I'll try exporting them as specific items and see if it works in my setup.
face_bhhelmet37_heavy_bh_mtx17c01_u_d.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_h.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_m.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_n.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_s.dds
They are supposed to be in a subdirectory named:
\art\dynamic\player_character\outfit\bh_baggy_heavy_mtx17\textures\
Right now I don't have my PC at hand (almost 3:00 AM here). Tomorrow I'll try exporting them as specific items and see if it works in my setup.