Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Star Wars - The Old Republic - Beta - GR2 model
-
- ultra-n00b
- Posts: 2
- Joined: Mon Oct 31, 2011 3:44 pm
- Has thanked: 3 times
- Been thanked: 3 times
Re: Star Wars - The Old Republic - Beta - GR2 model
Since it's such a cool tool I'll put it up until Dionix187 sees this.CZW wrote: link not working
anyone have a new link ???
thx
http://holocron.so/files/tormyp.tar.bz2
-
- advanced
- Posts: 44
- Joined: Tue Jun 07, 2011 9:22 pm
- Has thanked: 157 times
- Been thanked: 2 times
Re: Star Wars - The Old Republic - Beta - GR2 model
How do you use the .gr2 converter to .obj tool, it does nothing but quickly bring up the cmd window? I tried running it to convert the gr2 model found in this thread and nothing is exported.
-
- veteran
- Posts: 104
- Joined: Fri Oct 21, 2011 1:33 pm
- Location: On my Network, unless I'm somewhere else
- Has thanked: 9 times
- Been thanked: 30 times
Re: Star Wars - The Old Republic - Beta - GR2 model
Do a drag and drop.
Just drag the GR2 file you want exported onto the program.
Or you can try this one
http://www.mediafire.com/?2hd9vje40v2z2fd
Just drag the GR2 file you want exported onto the program.
Or you can try this one
http://www.mediafire.com/?2hd9vje40v2z2fd
Give a man a fish and he'll eat for a day.
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!
-
- veteran
- Posts: 104
- Joined: Fri Oct 21, 2011 1:33 pm
- Location: On my Network, unless I'm somewhere else
- Has thanked: 9 times
- Been thanked: 30 times
Re: Star Wars - The Old Republic - Beta - GR2 model
Something you might also want to keep in mind.
The Granny Sytem allows modifications as the Devs see fit to code them.
An Exporter for one Games GR2 files may not work for other Games GR2 files.
It's a very modifiable system if the Devs aren't confused by it all.
The Granny Sytem allows modifications as the Devs see fit to code them.
An Exporter for one Games GR2 files may not work for other Games GR2 files.
It's a very modifiable system if the Devs aren't confused by it all.
Give a man a fish and he'll eat for a day.
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!
-
- veteran
- Posts: 104
- Joined: Fri Oct 21, 2011 1:33 pm
- Location: On my Network, unless I'm somewhere else
- Has thanked: 9 times
- Been thanked: 30 times
Re: Star Wars - The Old Republic - Beta - GR2 model
PM sent.
Give a man a fish and he'll eat for a day.
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!
-
- veteran
- Posts: 104
- Joined: Fri Oct 21, 2011 1:33 pm
- Location: On my Network, unless I'm somewhere else
- Has thanked: 9 times
- Been thanked: 30 times
Re: Star Wars - The Old Republic - Beta - GR2 model
OK. I missed that section.
I saw something else that looked weird.
Anyone have the textures for this Unit?
I'd like to see it textured but I'll look at the GR2 data itself and compare to exported information.
Does anyone have an 'in Game' shot also?
In many Games? Somethings look all screwed up on exporting but how the Engine uses the Meshes explains alot of why things appear screwed.
As an example, You can find the Open Bunker I did for SH5.
You'll see many mistakes in the Sub Bunker but you were never supposed to be able to go there!
I edited the GR2 file and now you can.
I saw something else that looked weird.
Anyone have the textures for this Unit?
I'd like to see it textured but I'll look at the GR2 data itself and compare to exported information.
Does anyone have an 'in Game' shot also?
In many Games? Somethings look all screwed up on exporting but how the Engine uses the Meshes explains alot of why things appear screwed.
As an example, You can find the Open Bunker I did for SH5.
You'll see many mistakes in the Sub Bunker but you were never supposed to be able to go there!
I edited the GR2 file and now you can.
Give a man a fish and he'll eat for a day.
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!
Try to teach a man to fish and he'll gripe at you for not just giving him the Damn Fish!
- Hairless Wookiee
- beginner
- Posts: 24
- Joined: Wed Oct 26, 2011 12:05 pm
- Been thanked: 1 time
Re: Star Wars - The Old Republic - Beta - GR2 model
It's the low LOD model for long distance stuff. Chances are the errors could exist in the original model, as often times game devs will generate lower LODs automatically through something like Optimize, or much more likely a specialist poly reduction plugin/script. Those sorts of operations tend to result in all sorts of mesh errors, particularly if the reduction is aggressive. Usually in-game it's a non-issue, as you can't see it from the distances the game uses the model at.
-
- veteran
- Posts: 151
- Joined: Thu May 05, 2005 3:15 pm
- Has thanked: 117 times
- Been thanked: 15 times
Re: Star Wars - The Old Republic - Beta - GR2 model
the hashlist is partial at this time, yes ..Hairless Wookiee wrote:It's the low LOD model for long distance stuff. Chances are the errors could exist in the original model, as often times game devs will generate lower LODs automatically through something like Optimize, or much more likely a specialist poly reduction plugin/script. Those sorts of operations tend to result in all sorts of mesh errors, particularly if the reduction is aggressive. Usually in-game it's a non-issue, as you can't see it from the distances the game uses the model at.
the name refered to the LOD, ok, but the model is fully fonctionnal
but into this model, you have the model and the LOD inside
here it's present the model, not the LOD
the LOD01 in any case, is the model very close ...
wait and see the specialist ^^
- Hairless Wookiee
- beginner
- Posts: 24
- Joined: Wed Oct 26, 2011 12:05 pm
- Been thanked: 1 time
Re: Star Wars - The Old Republic - Beta - GR2 model
For veh_imp_capital_destroyer I am seeing veh_imp_capital_destroyer_lod02 and veh_imp_capital_destroyer_lod03, so presumably LOD01 is just the first LOD graduation and thus still contains a fairly reasonable amount of detail.
Speaking of the Imp Destroyer, I noticed that processing the Voidstar variant of the model (veh_imp_capital_destroyer_voidstar) with Privateer's app results in the following message for all textures in the MTL files:
No Materials, Invisible part, or texture Name located in Extended Data Block.
Extended Data Block access Code in progress.
It looks to be just the base destroyer meshes with an additional set of bridge meshes to make it look unique, but presumably they did something different with the structure of that particular file. Judging by the message, this will need to wait for an update of the app.
Speaking of the Imp Destroyer, I noticed that processing the Voidstar variant of the model (veh_imp_capital_destroyer_voidstar) with Privateer's app results in the following message for all textures in the MTL files:
No Materials, Invisible part, or texture Name located in Extended Data Block.
Extended Data Block access Code in progress.
It looks to be just the base destroyer meshes with an additional set of bridge meshes to make it look unique, but presumably they did something different with the structure of that particular file. Judging by the message, this will need to wait for an update of the app.
-
- veteran
- Posts: 151
- Joined: Thu May 05, 2005 3:15 pm
- Has thanked: 117 times
- Been thanked: 15 times
Re: Star Wars - The Old Republic - Beta - GR2 model
i haven't find it ...Hairless Wookiee wrote:For veh_imp_capital_destroyer I am seeing veh_imp_capital_destroyer_lod02 and veh_imp_capital_destroyer_lod03, so presumably LOD01 is just the first LOD graduation and thus still contains a fairly reasonable amount of detail.
Speaking of the Imp Destroyer, I noticed that processing the Voidstar variant of the model (veh_imp_capital_destroyer_voidstar) with Privateer's app results in the following message for all textures in the MTL files:
No Materials, Invisible part, or texture Name located in Extended Data Block.
Extended Data Block access Code in progress.
It looks to be just the base destroyer meshes with an additional set of bridge meshes to make it look unique, but presumably they did something different with the structure of that particular file. Judging by the message, this will need to wait for an update of the app.
share a pack ..
i see only one scare in character selection folder, it seems a background picture