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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Fri Aug 10, 2018 12:04 pm 
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The ModelId value tells you what you need to know. It's a reference you will find in the appropriate index.xml for the specific body part it relates to (in both these cases, resources\art\dynamic\chest\index.xml).

The best approach when looking up values from Jedipedia is to use Notepad++ and its Find In Files function. Set the base search directory to resources\art\dynamic and the file type filter to *.xml, then search for the IDs Jedipedia produces.

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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Sun Aug 12, 2018 1:30 pm 
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Thanks for the help, your advice helped me to do what I wanted for a long time. I redesigned my favorite character sets in garrys mod. Thanks, for a long time I was looking for a great answer to the question. Here are screenshots of what I did with your help:

https://cdn.pbrd.co/images/HyPiqhT.jpg
https://cdn.pbrd.co/images/HyPiylu.jpg
https://cdn.pbrd.co/images/HyPiDPr.jpg
https://cdn.pbrd.co/images/HyPiIsO.jpg


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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Wed Sep 05, 2018 12:33 am 
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I know i'm really new/late to this, but could someone tell me what the resources folder is specifically, in terms of what file was extracted to make it, or is it just an amalgam of all the specific files extracted? thanks!

(im new to this so don't murder me for being a noob)


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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Mon Oct 08, 2018 9:32 am 
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Sorry, if this has already been asked or answered, but is it also possible to view complete areas / planets and if so, how?

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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Tue Oct 23, 2018 5:09 pm 
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I have a new hash list that includes a lot of Ossus (PTS)! :wink: :)

Download:
https://drive.google.com/drive/folders/ ... sp=sharing

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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Fri Oct 26, 2018 7:34 pm 
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Ausar wrote:
I know i'm really new/late to this, but could someone tell me what the resources folder is specifically, in terms of what file was extracted to make it, or is it just an amalgam of all the specific files extracted? thanks!
An ultra-n00b here :). I think it's the amalgam of all the named files in the hashes_filename, as every other folder outside it contains the unnamed ones.


Hi, everyone. I discovered this thread half a year ago but only recently managed to locate the versions of the tools that seemed to work correctly. I have most basic things figured out and have been able to assemble and texture the models of my player characters, and try things (Zabrak full body tattoos!), but I'd ask for some help on the texturing from the perspective of a typical commercial 3D rendering app user instead of a programmer:

• What's the best way to tint objects (characters' skin hue and dyed armor) from a Photoshop's layers' transfer modes or image adjustment tools point of view, using the hue values found in the XML data? I read SWTOR fan's post about the matter, but I got utterly lost in the hueing shader code. I'm looking for a general procedure that works for everything without further per case manual adjustments, as the 3D app I own (EIAS3D. Learning Blender at the moment, too) supports texture layering with transfer modes.

I'm hoping for either setting a model's diffuse color to the one specified in the XML data or some formula-calculated version and put the diffuse map on top with some specific transfer mode. Or viceversa. That, or some Photoshop image adjustment I could automate to process whole folders of texture files.

• Also, what are the correct or most approximate layer transfer modes to use on the head customization maps? Specifically the Complexion, Makeup, Pattern and Tattoo maps. They seem to work well with Darken and Multiply, but if someone has the right answer it would be very welcome.


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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Mon Oct 29, 2018 8:11 am 
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Can anyone link me to the version of EasyMYP that works for this? The one that was posted originally doesn't seem to work anymore.


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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Tue Oct 30, 2018 1:19 am 
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honos5677 wrote:
Can anyone link me to the version of EasyMYP that works for this? The one that was posted originally doesn't seem to work anymore.
I found this one at the bottom of this post by Ferouc: easymyp.rar.


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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Wed Oct 31, 2018 3:44 pm 
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honos5677 wrote:
Can anyone link me to the version of EasyMYP that works for this? The one that was posted originally doesn't seem to work anymore.


I have a collection of TorMYP, Noesis and NodeViewer here: https://drive.google.com/file/d/1b_lvKA ... Nikzt/view

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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Thu Nov 01, 2018 1:55 pm 
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Thanks. I think mine could be outdated, so I'll check it against yours.


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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Sat Nov 03, 2018 7:51 pm 
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I have a new Hash-List for EasyMYP / TorMYP with over 3000 neu file names (included most Ossus 3D-Models and textures) but without Ossus dialogs!
https://drive.google.com/drive/folders/ ... sp=sharing

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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Sat Nov 10, 2018 8:27 pm 
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That's great. Thanks again :)


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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Fri Nov 16, 2018 10:18 pm 
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did somebody know how to get the texture of the armor without the brown texture that we know ?


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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Sun Nov 18, 2018 12:43 am 
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Soooo...
basically i worked out the usage of all tools and finally got anything i got.
But while exporting "_skeleton.gr2" files with the Tool "Neosis" the following error:
*External Link with leads to Imgur

https://i.imgur.com/GkoPZNc.png

occurs, i really need help on that one..... Like please :scaredy:


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 Post subject: Re: Star Wars - The Old Republic - Beta
PostPosted: Sun Nov 18, 2018 12:51 am 
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"_skeleton.gr2" are just bones, there's no geometry inside, you need a maxscript or other Noesis plugin for bones.


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