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Star Trek Online (need unpacker)
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Star Trek Online (need unpacker)
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
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
- PredatorCZ
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Re: Star Trek Online (need unpacker)
Gibbed's tools: http://svn.gib.me/builds/cryptic/
WTEX Decompiler: viewtopic.php?f=18&t=4077
Next time please use search button.
WTEX Decompiler: viewtopic.php?f=18&t=4077
Next time please use search button.
- Acewell
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Re: Star Trek Online (need unpacker)
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
*script updated March 6, 2018* this might be the last update i make on this script, it is becoming more chaotic than anticipated.
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.
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.
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

*script updated March 6, 2018* this might be the last update i make on this script, it is becoming more chaotic than anticipated.

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.

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: Select all
# 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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Re: Star Trek Online (need unpacker)
@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.
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.
- zaramot
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Re: Star Trek Online (need unpacker)
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.
Making model-import scripts, PM
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Re: Star Trek Online (need unpacker)
I've still got it.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.

https://drive.google.com/file/d/0B3tos6 ... sp=sharing
Re: Star Trek Online (need unpacker)
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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Re: Star Trek Online (need unpacker)
Hi @all.
Does anyone got the Costume<xxx>.bin Converted?
If, in xml would be awesome.
And also howto create Materials from Textures in 3d Apps (Blender would be nice, 2.8+)
Howto determin if Model needs Mirroring?
Is there something about the Skeletons as Information out there?
Wouldnt it be cool to have the Picard-Maneuver as an Animation?
@Acewell: thx for the script noesis works much better now.
Does anyone got the Costume<xxx>.bin Converted?
If, in xml would be awesome.
And also howto create Materials from Textures in 3d Apps (Blender would be nice, 2.8+)
Howto determin if Model needs Mirroring?
Is there something about the Skeletons as Information out there?
Wouldnt it be cool to have the Picard-Maneuver as an Animation?
@Acewell: thx for the script noesis works much better now.

- Assasinge
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Re: Star Trek Online (need unpacker)
That Noesis script doesn't seem to work anymore for textures, I get the following error when viewing and trying to export .wtex textures:Acewell wrote: ↑Mon Dec 04, 2017 5:01 pmthose 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
http://forum.xentax.com/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 http://forum.xentax.com/viewtopic.php?f ... 6&p=125609
*script updated March 6, 2018*
tex_StarTrekOnline_wtex_htex.zip
this might be the last update i make on this script, it is becoming more chaotic than anticipated.![]()
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.![]()
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: Select all
# 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
