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 Post subject: Star Trek Online (need unpacker)
PostPosted: Fri Nov 24, 2017 7:10 pm 
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Hi guys!! Recently I came across star trek online and models in this game are pretty good. My friend is ready to make a script to extract these models,but first you need to unpack Mset and wtex files. For those who are interested And ready to make unpacker, the samples below:)

Mset female archives: https://www.mediafire.com/file/a6rtlpf6tnzstxt/F.rar

Mset male archives: https://www.mediafire.com/file/hd24e905b93uthn/M.rar

Wtex archives: https://www.mediafire.com/file/67kb71he ... enbody.rar


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 Post subject: Re: Star Trek Online (need unpacker)
PostPosted: Mon Dec 04, 2017 10:44 am 
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Gibbed's tools: http://svn.gib.me/builds/cryptic/
WTEX Decompiler: http://forum.xentax.com/viewtopic.php?f=18&t=4077

Next time please use search button.

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 Post subject: Re: Star Trek Online (need unpacker)
PostPosted: Mon Dec 04, 2017 5:01 pm 
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those wtex samples are crunch compressed, tools posted in that link won't work with them.
Noesis supports crunch and there is a python script here that works on some
viewtopic.php?p=87769#p87769

edit
ok here is modified Noesis python script to open all the wtex samples and possibly htex textures too,
or at least the ones from this thread viewtopic.php?f=18&t=15666&p=125609 :D
*script updated March 6, 2018*


this might be the last update i make on this script, it is becoming more chaotic than anticipated. :D
there are only a few textures i seen so far that are storing mipmaps first and i don't have enough
diverse samples to compare and confirm flags so i will give the users more control here. :D
in the updated script on line 4 is where you can change to 0 or 1 (false or true),
it is set to 1 or true by default, so if you see a texture that displays with mipmaps first
you must change that line in the script and save and reload plugins, then you can export that texture
and it will look correct. :)

i have also seen a htex texture that starts with a valid dds header but it stores mipmaps first and
Noesis will override any command i throw at it because it thinks the dds is normal. (:
so i have made a bms script that you can run on those to get a fixed dds texture that you can open.
Code:
# script for QuickBMS http://aluigi.altervista.org/quickbms.htm

idstring "DDS "
get SIZE asize
get NAME basename
string NAME + _fixed.dds
goto 0x14
get DATASIZE long
xmath OFFSET "SIZE - DATASIZE"
append
log NAME 0x0 0x80
log NAME OFFSET DATASIZE
append


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Last edited by AceWell on Tue Mar 06, 2018 7:01 am, edited 2 times in total.

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 Post subject: Re: Star Trek Online (need unpacker)
PostPosted: Sun Feb 04, 2018 6:46 am 
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@lyutor1945

There was someone who made an extractor for STO's Mset files at one point. I think that project was dropped but I still have the file on hand. Shoot me a note.


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 Post subject: Re: Star Trek Online (need unpacker)
PostPosted: Mon Feb 12, 2018 6:23 pm 
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If you still have the program to unpack .mset models I'll make a maxscript for model import. So, if you have any unpacked .mset sample attach it here I will take a look. Thanks.

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 Post subject: Re: Star Trek Online (need unpacker)
PostPosted: Mon Mar 05, 2018 8:48 am 
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zaramot wrote:
If you still have the program to unpack .mset models I'll make a maxscript for model import. So, if you have any unpacked .mset sample attach it here I will take a look. Thanks.


I've still got it. :)

https://drive.google.com/file/d/0B3tos6 ... sp=sharing


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 Post subject: Re: Star Trek Online (need unpacker)
PostPosted: Mon Jul 09, 2018 6:48 pm 
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Acewell: if you need more textures from STO let me know as I have unpacked versions of the texture hoggs from last years version of the game sitting around and I am sure I can do the same with the current game. A lot of work swapping textures in the game is going on at Undertow and they have been updating the hoggs toolset with each new release.


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