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Star Wars - The Old Republic - Beta

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TRDaz
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Re: Star Wars - The Old Republic - Beta

Post by TRDaz » Mon Oct 05, 2015 9:50 pm

I've been extracting models from this recently, and have found pieces of armor I need, however the textures are nowhere to be found. The pieces are chest_cyborg05, boot_cyborg05, leg_cyborg05 etc, and there is no folder with any textures for "cyborg05". I tried using nodeviewer to add the textures to the hash list, but I am unsure where the textures are located within nodeviewer to find the correct names needed. Any help with this would be really appreciated.

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Re: Star Wars - The Old Republic - Beta

Post by Acewell » Tue Oct 06, 2015 2:49 am

here ya go, 90 new cyborg05 texture names
90_names.zip
you can get these from the .mat files :)
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Re: Star Wars - The Old Republic - Beta

Post by TRDaz » Tue Oct 06, 2015 6:42 am

Oh, thank you! I'll keep that in mind for if I need anything in the future :)

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Re: Star Wars - The Old Republic - Beta

Post by TRDaz » Tue Oct 06, 2015 4:43 pm

Apologies for the double post, but I am still looking at the cyborg05 items, and am unable to find textures for "chest_cyborg05_bfn_heavy_ge_cy03" pieces. I tried finding the .mat file for this, but I cannot seem to find that either.

EDIT: Figured it out, I extracted one of the .mat files that was missing a name in the tor archive, and checked in there. Made a new name list, and added the .mat files to it also, here is 24 new names:
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Re: Star Wars - The Old Republic - Beta

Post by Ferouc » Sat Oct 10, 2015 5:14 pm

take a look into the index.xml
Search for the Armor your looking for. There you can find all the Meshes for the Armor and the mat file too.

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Re: Star Wars - The Old Republic - Beta

Post by TRDaz » Sat Oct 10, 2015 7:52 pm

Didn't realise the xml held that information. Thank you for telling me :)

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Re: Star Wars - The Old Republic - Beta

Post by KaosXIV » Fri Oct 23, 2015 2:26 am

swtor miner wrote:
luke9511 wrote:just thought i would post and say so far everything is working great but like someone else said alot of textures dont get extracted so alot of models are missing sometimes one or two textures or all of them and some models wont load in the noesis viewer it pops up with an error but thats for a different thread
This is something that I'm working on. Unfortunately none of my code is quite ready for you guys just yet.

I also discovered (at least haven't seen it posted anywhere) how the game stores the heightmap for areas. In the Room Specification .dat files the heightmap is stored in the .VertexData property as a zlib compressed hex string in one of two encodings.

If it starts with "78 9C" it's a regular zlib stream. If it starts with "1F 8B" it's compressed with gzip encoding. Here's a small piece of the uncompressed data to look at:

Code: Select all

00000000h: 09 40 00 00 00 40 00 00 00 33 33 33 41 9E EF A9 ; .@...@...333Ažï©
00000010h: 40 CD CC E2 42 00 D0 44 90 3F 1C C9 84 3F D0 44 ; @ÍÌâB.ÐD?.É„?ÐD
00000020h: 90 3F E3 83 85 3F D0 44 90 3F B2 EA 82 3F D0 44 ; ?ヅ?ÐD?²ê‚?ÐD
I've been meaning to analyze them, but just haven't had the opportunity.
I've been wondering, has this been analyzed any further?
I'd love to get my hands on those heightmaps

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Re: Star Wars - The Old Republic - Beta

Post by Kualan » Fri Oct 23, 2015 10:15 am

I still can't quite get my head around how to compile a new, updated hash list to include files from the recent expansion. Anybody had any luck with that?

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Re: Star Wars - The Old Republic - Beta

Post by Doctor Loboto » Fri Oct 23, 2015 9:58 pm

Hey all, I've been perusing this thread regularly, searching for some help for my project. I want to extract the models and textures of the various 'forms' of Emperor Vitiate, starting with his most 'human' appearance. Can someone point me in the right direction, or let me know what files I should be looking for?

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Re: Star Wars - The Old Republic - Beta

Post by Nengalore » Sun Oct 25, 2015 7:40 pm

I can't seem to load .TOR files into EasyMYP, if I try it gives me this error:

Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Input string was not in a correct format.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Int32.Parse(String s, IFormatProvider provider)
at System.Diagnostics.PerformanceCounterLib.GetStringTable(Boolean isHelp)
at System.Diagnostics.PerformanceCounterLib.get_NameTable()
at System.Diagnostics.PerformanceCounterLib.get_CategoryTable()
at System.Diagnostics.PerformanceCounterLib.CounterExists(String category, String counter, Boolean& categoryExists)
at System.Diagnostics.PerformanceCounterLib.CounterExists(String machine, String category, String counter)
at System.Diagnostics.PerformanceCounter.Initialize()
at System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName, String instanceName, Boolean readOnly)
at System.Diagnostics.PerformanceCounter..ctor(String categoryName, String counterName, String instanceName)
at MYPHandler.MYPHandler..ctor(String filename, del_FileTableEventHandler eventHandler_FileTable, del_FileEventHandler eventHandler_Extraction, HashDictionary hashDic)
at EasyMYP.MainWindow.OpenArchive(String filename, Boolean block)
at EasyMYP.MainWindow.openArchiveToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.PerformClick()
at EasyMYP.MainWindow.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
EasyMYP
Assembly Version: 0.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/edangus/Documents/EasyMYP/EasyMYP.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
HashDictionary
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/edangus/Documents/EasyMYP/HashDictionary.DLL
----------------------------------------
MYPHandler
Assembly Version: 0.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/edangus/Documents/EasyMYP/MYPHandler.DLL
----------------------------------------
HashCreator
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/edangus/Documents/EasyMYP/HashCreator.DLL
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.5420 built by: Win7SP1
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
WarhammerOnlineHash
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/edangus/Documents/EasyMYP/WarhammerOnlineHash.DLL
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5483 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Management
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5483 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Management/2.0.0.0__b03f5f7f11d50a3a/System.Management.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Does anyone know what to do?

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Re: Star Wars - The Old Republic - Beta

Post by TRDaz » Mon Oct 26, 2015 11:55 am

Here is an update of names for main_art_creature_a_1, these include some new KOTFE characters too.
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Re: Star Wars - The Old Republic - Beta

Post by Acewell » Mon Oct 26, 2015 5:55 pm

Okay i'm trying to document this layman process for finding new names, at least for characters and here's what i got.
It works and although it seems lengthy it is still quicker than doing this by hand with thousands of lines. :D


Getting gr2 and mat file names

After a game update extract the index.xml files from the tor archives and run them through the steps below in Notepad++

these are some example index.xml files
/art/dynamic/boot/index.xml
/art/dynamic/bracer/index.xml
/art/dynamic/chest/index.xml
/art/dynamic/creature/index.xml
/art/dynamic/face/index.xml
/art/dynamic/facehair/index.xml
/art/dynamic/hair/index.xml
/art/dynamic/hand/index.xml
/art/dynamic/head/index.xml
/art/dynamic/leg/index.xml
/art/dynamic/waist/index.xml


Open an index.xml in Notepad++
Press ctrl+h

1. Keep lines containing /art/
Find and replace all in "Regular expression" search mode:

Find what:
(?!^.*/art/.*$)^.+
Replace with:


give it some time to perform the task
then go to Edit > Line Operations > Remove Empty Lines (Containing Blank characters)


2. Remove anything before /art/
Find and replace all in "Regular expression" search mode:

Find what:
.+(\/art/)
Replace with:
\1


3. Remove anything after gr2
Find and replace all in "Regular expression" search mode:

Find what:
^(.*?gr2).*$
Replace with:
\1


Remove anything after .mat
Find and replace all in "Normal" search mode:

Find what:
">
Replace with:


The general rule here is to at least have each line formatted correctly regardless of what file type is listed or you might not get those names. If there is a .fx file for example then you'll need to do a search and replace for anything after that.


4. Add /resources to the beginning of each line
Find and replace all in "Normal" search mode:

Find what:
/art/
Replace with:
/resources/art/


The paths in the file are now correct but the file is still not ready.


5. You will see some names with [bt] and [gen] in them
[bt] is body type, i just search and replace all of these with bmn (male body type 2) because i think the others look cartooney :)
[gen] is gender, i just search and replace all of these with m for male because i don't care for the other version of armor.
This may affect some female only armors not being named but it won't harm anything.

You will need to adjust these based on what body type and gender you want or you can make a copy and change the gender and body type in multiple copies to check against in EasyMYP. There might be an easier way but i have not researched that far yet.


6. Rename the index.xml to index.txt
Now launch EasyMYP and go to Dictionary > Test Full Filename List and find your index.txt file to check for new names in it.
After the new names are found just close EasyMYP and it will automatically add the new names to hashes_filename.txt with proper formatting.
Only found names will be added to hashes_filename.txt
Now you can launch EasyMYP and extract files from the tor archive with names. :)






Getting texture names from named or unnamed mat files

1. Download and install this Combine plugin for Notepad++
http://www.scout-soft.com/combine/

Go into a mat folder and ctrl+a then right click and Edit with Notepad++ to open all files at once
Go to Plugins > Combine > Start and press OK
The contents of all opened mat files are now copied into the same file for processing


2. Press ctrl+f and click on the Mark tab
make sure "Bookmark line" is ticked and you are in "Normal" search mode:

Find what:
art\dynamic

press "Mark All"

Go to Search > Bookmark > Remove Unmarked Lines
at this point you can Clear all marks in the Mark tab to make the document easier to look at

Go to Edit > Blank Operations > Trim Leading Space


3. Switch to the Replace tab and replace all in "Normal" search mode
Find what:
<value>
Replace with:
\resources\

Find what:
</value>
Replace with:
.dds

save the file then check it for new names with EasyMYP like you did for the index.txt files.






Also, because i don't care for anything in this game other than models and textures, i'll remove anything that isn't .gr2, .mat, .dds, .xml and anything with .lod. or .tiny (because i want only the highest res mesh and textures) from the hashes_filename.txt file so i have less to sort through after extraction or while browsing the tor in EasyMYP.
I hope this helps someone. :D
Last edited by Acewell on Thu Oct 29, 2015 12:11 am, edited 9 times in total.

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Re: Star Wars - The Old Republic - Beta

Post by TRDaz » Mon Oct 26, 2015 6:30 pm

That method works really great! Obviously it misses out the textures, but those can be found from the mat files anyway, thank you for explaining that!
However, the macro didn't work for me (it would only place /resources/ at the first line) so I just used the replace function to replace /art/ with /resources/art/ :)

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Re: Star Wars - The Old Republic - Beta

Post by Acewell » Mon Oct 26, 2015 6:38 pm

TRDaz wrote:... I just used the replace function to replace /art/ with /resources/art/ :)
Thanks for the feedback! I think search and replace is probably better anyway, i'll change the macro part to that. :D

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Re: Star Wars - The Old Republic - Beta

Post by Doctor Loboto » Mon Oct 26, 2015 8:53 pm

Doctor Loboto wrote:Hey all, I've been perusing this thread regularly, searching for some help for my project. I want to extract the models and textures of the various 'forms' of Emperor Vitiate, starting with his most 'human' appearance. Can someone point me in the right direction, or let me know what files I should be looking for?
This again, I still can't figure out where to even start searching for him...

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