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Star Wars - The Old Republic - Beta - GR2 model

Post questions about game models here, or help out others!
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Privateer »

Will do a release of a new version soonish saveing the extras for later.
Like many GR2 files? it uses textures inverted so I need to flip the tex coords so you won't need to flip the actual textures.
The file path for the textures in the mtl is set to the texture folder in the EasyMYP folder.
You can move the exported files all you wish and they will still find the textures.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by jcsmith »

Sounds great.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Privateer »

This does not have the new GUI with drag and drop but has the MTL and texcoord flip fixes.
Give it whirl and let me know of any problems.

http://www.mediafire.com/?idga997sercfurm
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Privateer »

If you use 010 Hex Editor?
Here's a script that corrects the CRC of GR2 files.
http://www.mediafire.com/?v8r6dgmkicw2069
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Hairless Wookiee »

Haven't had time to do an in-depth test, but at first blush the new version seems to work fine.

By the way, for anyone that wants to try out TOR, they are giving away beta keys to all and sundry for an upcoming weekend. They said they will invite everyone that has ever signed up for testing on the main site before November 11, plus they have given a bunch of keys to some of the big game sites to give away. More details here - http://www.swtor.com/news/news-article/20111111-0
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Privateer »

Thanks for the Heads up on the free keys thing.
:)

I grabbed one this morning and am off to get it registered.
I'd like to see the actual files!
:D

All signed up and awaiting a Go E-Mail.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by CZW »

Privateer wrote:
After that I'll implement:
Find and rename GR2's that are not yet identified by the EasyMYP program and extract them also.
That may be a plug-in DLL as the main program was written in MS Visual C++ and the program that finds GR2 files was written in CodeBlocks C.

a good work ... thx


have you some news to extract GR2 unidentified by EastMYP ????
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Privateer »

have you some news to extract GR2 unidentified by EastMYP ????
The finder program can spot the gr2 files that are extracted with a .txt extension and no true name, Yes.
I need to code the program to rename them yet.

I also found that some .dat files contain a file name along with the path where it should go.
I'm looking at grabbing that info and compareing the found GR2 files so the program renames and moves them to the proper place.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by XHD »

Just an FYI, the new SWTOR beta build has redone .TOR's, they're now organized by area, armor, etc. So the current EasyMYP wont always work with them anymore. I think in the long run we're going to need a tool that either parses the .TOR hashes when you launch the program, or completely skips the hash list and can tell whats contained. This would be because of client patches, etc.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Privateer »

I've noticed that now that I have the newest Beta.
Many files listed as GR2's are not.
I don't understand the EasyMYP thing well enuff to do anything about the wrong extensions.
And I'm wondering if the models are now compressed somehow?
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by SWTOR fan »

Thanks for the heads-up, HXD! It is bad news indeed that they changed the assets format again but maybe it will help us in guessing the filenames if the files are better grouped.
In case you didn't notice, we have a topic going on in the Game Archive Research subforum where we discuss about all The Old Republic files, while this topic is only about the gr2 model files.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Acewell »

hazballs posted HERE that the header of the gr2 files has changed:
hazballs wrote:...the gr2 files now have the GAWB "magic number" instead of )ÞlÀ and cannot be converted...
The current conversion tools do not work with these. I compared the file sizes of some old and new gr2 files and it looks like they are compressing them now(as Privateer suspected). Maybe decompressing them will reveal the exact same gr2 file as the old and will still work with the gr2 to obj exporter. We now need a solution to this compression.



EasyMYP Tip:
if you only want to extract a/few file/s from a tor archive then switch to the Archive File List tab and make a selection then go to File>Extract Selected
Last edited by Acewell on Sat Apr 14, 2012 4:36 am, edited 1 time in total.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Privateer »

Looking at the GAWB files (for lack of a better name at this time), it's clear they are not compressed but are also not standard GR2 files.
I have spotted the data needed to export the meshes.

Each mesh is a seperate section with the postional data listed first.
I'd suspect all the other information to follow in the same way but have not verfied that at this point.

You won't even need the granny2.dll to read this file format.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Privateer »

Some quick information on the GAWB file 'veh_neu_shuttle'

80h = # of verts in the first mesh
84h = # of indices in the first mesh
88h = start address of verts in first mesh

A8h = # of verts in the second mesh
ACh = # of indices in the second mesh
B0h = start address of verts in second mesh

Looking at other GAWB files I see the same basic pattern for the mesh information.
Still going through the format to fully understand it but it seems fairly easy to figure out.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by mazor »

Privateer wrote:Some quick information on the GAWB file 'veh_neu_shuttle'

80h = # of verts in the first mesh
84h = # of indices in the first mesh
88h = start address of verts in first mesh

A8h = # of verts in the second mesh
ACh = # of indices in the second mesh
B0h = start address of verts in second mesh

Looking at other GAWB files I see the same basic pattern for the mesh information.
Still going through the format to fully understand it but it seems fairly easy to figure out.
Does this theoretically imply that a new extractor can be written fairly easily?
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