Join also our Discord channel! Click here.

Star Wars - The Old Republic - Beta

The Original Forum. Game archives, full of resources. How to open them? Get help here.
Pomelo
ultra-n00b
Posts: 5
Joined: Fri Nov 20, 2015 10:56 pm
Has thanked: 3 times
Been thanked: 4 times

Re: Star Wars - The Old Republic - Beta

Post by Pomelo » Fri May 22, 2020 2:00 am

TRDaz wrote:
Thu May 21, 2020 2:34 pm
Does anyone have any idea where "manta_thrantamount_a01.gr2" is? I checked in all of the archives where it should be and I really can't find it... it's in the hash list so it exists but I don't know where, it makes no sense.

I think i found it. It's called mag_taxithranta_a01.gr2
2020-05-22 03_55_12-.jpg
You do not have the required permissions to view the files attached to this post.

TRDaz
mega-veteran
mega-veteran
Posts: 208
Joined: Sat Sep 24, 2011 7:06 pm
Has thanked: 70 times
Been thanked: 26 times

Re: Star Wars - The Old Republic - Beta

Post by TRDaz » Fri May 22, 2020 6:08 pm

Pomelo wrote:
Fri May 22, 2020 2:00 am
I think i found it. It's called mag_taxithranta_a01.gr2
Awesome! Exactly what I wanted, thank you very much!

Pomelo
ultra-n00b
Posts: 5
Joined: Fri Nov 20, 2015 10:56 pm
Has thanked: 3 times
Been thanked: 4 times

Re: Star Wars - The Old Republic - Beta

Post by Pomelo » Sun May 24, 2020 3:42 pm

This guide from Steam that shows how to extract SWTOR models just got updated with a blender import add-on for gr2 files. It's on the Tools section with a link to dropbox .
https://steamcommunity.com/sharedfiles/ ... 1918317239
2020-05-24 17_40_56-Window.jpg
You do not have the required permissions to view the files attached to this post.

ZeroGravitas
veteran
Posts: 84
Joined: Thu Sep 27, 2018 12:59 am
Has thanked: 38 times
Been thanked: 19 times

Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Sun May 24, 2020 5:06 pm

OH CROM!!! Rushing to test it right now. Thanks! :)

ZeroGravitas
veteran
Posts: 84
Joined: Thu Sep 27, 2018 12:59 am
Has thanked: 38 times
Been thanked: 19 times

Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Sun May 24, 2020 6:46 pm

Okay, a first impression:
  • It understands a mesh' mutiple materials correctly, which solves a few cases where Noesis messes up, such as some Zabrak hairpieces containing both hair and horns where Noesis failed to separate them by material, ending up with a combined hair+horn object with a single material. It isn't able to split the mesh into several objects, though, so, for example, the eyes in a head mesh can't be separated on import. It can be done afterwards through a Edit > Mesh > Separate > By Material operation, anyway.
  • It imports the meshes' vertex groups data.
  • It doesn't understand armature files.
  • It has no importing settings at all. Ideally one would have a "split by Object" and "by group", and a scale setting.
All in all, a great tool. The thing is, it's written in Python and seems fairly tidy code (I'm a complete novice there, but…), so it could be improved upon :)

SultanaVerena
ultra-n00b
Posts: 3
Joined: Sat Apr 01, 2017 6:35 pm
Been thanked: 3 times

Re: Star Wars - The Old Republic - Beta

Post by SultanaVerena » Wed May 27, 2020 5:23 pm

I now see why the guide suddenly blew up in view numbers and comments.. Hello there!

LeeThorogood, who made the Blender plug-in, is super thrilled that the lot of you are putting it to use and are enjoying it. If any of you have some sample code he can take a gander at for extra import options, he would appreciate it.

DarthAtroxa
ultra-n00b
Posts: 6
Joined: Fri Aug 16, 2019 1:26 pm
Has thanked: 5 times
Been thanked: 4 times

Re: Star Wars - The Old Republic - Beta

Post by DarthAtroxa » Wed May 27, 2020 5:30 pm

ZeroGravitas wrote:
Sun May 24, 2020 6:46 pm
Okay, a first impression:
  • It understands a mesh' mutiple materials correctly, which solves a few cases where Noesis messes up, such as some Zabrak hairpieces containing both hair and horns where Noesis failed to separate them by material, ending up with a combined hair+horn object with a single material. It isn't able to split the mesh into several objects, though, so, for example, the eyes in a head mesh can't be separated on import. It can be done afterwards through a Edit > Mesh > Separate > By Material operation, anyway.
  • It imports the meshes' vertex groups data.
  • It doesn't understand armature files.
  • It has no importing settings at all. Ideally one would have a "split by Object" and "by group", and a scale setting.
Hi, I'm the author of the plugin, I just wanted to say thank you for the feedback. :D I don't have any plans to develop it further at present but if that ever changes I will see what I can do to overcome the limitations you've highlighted here. :wink:
ZeroGravitas wrote:
Sun May 24, 2020 6:46 pm
All in all, a great tool. The thing is, it's written in Python and seems fairly tidy code (I'm a complete novice there, but…), so it could be improved upon :)
Thank you :keke: , I did my best to make sure the code would be tidy and easily readable for anyone who understands Python & Blender's API.

ZeroGravitas
veteran
Posts: 84
Joined: Thu Sep 27, 2018 12:59 am
Has thanked: 38 times
Been thanked: 19 times

Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Wed May 27, 2020 6:05 pm

First of all, my deepest gratitude to Lee for his plugin: I've tried it in a few more cases and I think It might let me discard Noesis' batch-conversions to .obj completely. I know of another person doing 3D art of his player characters that literally said "it's Christmas already!" as soon as I told him about it :) .

I hope I didn't give the impression that I was being too picky or demanding when suggesting more features. Luckily, as far as I've tested, splitting objects by material and scaling them can be done in Blender itself (I was afraid of the body parts not keeping their relative positions upon being scaled x10, but that's not the case), so there's no real need to implement them in the import phase. The only real chore, inherent to Blender's lack of basic multiple mesh file import capabilities, is having to import one .gr2 at a time (some people created an addon for importing multiple .obj and .fbx at once that I was taking advantage of), but solving that seems a bit too major an effort.

Actually, I'm dipping my toes in Python and Blender scripting (it's kinda painful! :D ), hoping to be able to automate some of the assembling of my characters and their gear. This plugin could become a fundamental piece of the puzzle.

So, again, my thanks. To you all, because that guide and its tools will help a few friends of mine, too.

DarthAtroxa
ultra-n00b
Posts: 6
Joined: Fri Aug 16, 2019 1:26 pm
Has thanked: 5 times
Been thanked: 4 times

Re: Star Wars - The Old Republic - Beta

Post by DarthAtroxa » Wed May 27, 2020 9:28 pm

ZeroGravitas wrote:
Wed May 27, 2020 6:05 pm
First of all, my deepest gratitude to Lee for his plugin: I've tried it in a few more cases and I think It might let me discard Noesis' batch-conversions to .obj completely. I know of another person doing 3D art of his player characters that literally said "it's Christmas already!" as soon as I told him about it :) .

I hope I didn't give the impression that I was being too picky or demanding when suggesting more features.
Not to worry, I didn't get the impression you were being too picky or demanding! :D In fact you were very complimentary! :keke: I'm pleased the plugin is proving to be useful and reliable.
ZeroGravitas wrote:
Wed May 27, 2020 6:05 pm
Actually, I'm dipping my toes in Python and Blender scripting (it's kinda painful! :D ), hoping to be able to automate some of the assembling of my characters and their gear. This plugin could become a fundamental piece of the puzzle.

So, again, my thanks. To you all, because that guide and its tools will help a few friends of mine, too.
Good luck with the scripting, Python is quite a nice language to work with as it's been designed to be easy to follow / read, unfortunately Blender's Python API while well documented isn't very clearly explained / demonstrated. :oops:

RealymanLP
advanced
Posts: 46
Joined: Sat Oct 06, 2018 2:11 pm
Has thanked: 6 times
Been thanked: 41 times
Contact:

Re: Star Wars - The Old Republic - Beta

Post by RealymanLP » Wed Jun 03, 2020 5:00 pm

New Hashlist of newest PTS is there: https://drive.google.com/drive/folders/ ... sp=sharing
German SWTOR YouTuber
Discord: RealygirlLP#7726 SWTOR referral link

ZeroGravitas
veteran
Posts: 84
Joined: Thu Sep 27, 2018 12:59 am
Has thanked: 38 times
Been thanked: 19 times

Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Sat Jun 13, 2020 10:10 pm

I've got a question for anyone who knows how these things work:

As Blender has some colorspace management features for texture files (treating them individually as non-color data, sRGB, linear, linear ACES, etc.), until now I've been using all textures related to actual appearance's colors and values (diffuse maps, make-up maps, tattoos, complexions, etc.) as sRGB and everything else (normals, glossiness, masks, etc.) as non-color.

What I wonder is if I actually ought to treat just everything as non-sRGB, "non-color" data (that is, non-color corrected whatsoever) and leave matters of contrast and the like to the final output's color correction settings (or perhaps adding some to my generic SWTOR material node trees).

Given that SWTOR was built on top of Hero Engine, which provided plugins for 3DS Max and Maya in its base package, does anybody know how textures were supposed to work, colorspace-wise?

RealymanLP
advanced
Posts: 46
Joined: Sat Oct 06, 2018 2:11 pm
Has thanked: 6 times
Been thanked: 41 times
Contact:

Re: Star Wars - The Old Republic - Beta

Post by RealymanLP » Sun Jun 28, 2020 2:38 pm

German SWTOR YouTuber
Discord: RealygirlLP#7726 SWTOR referral link

ZeroGravitas
veteran
Posts: 84
Joined: Thu Sep 27, 2018 12:59 am
Has thanked: 38 times
Been thanked: 19 times

Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Sun Jun 28, 2020 2:42 pm

RealymanLP wrote:
Sun Jun 28, 2020 2:38 pm
New Hashlist of 6.1.2: https://drive.google.com/drive/folders/ ... sp=sharing
Thanks! I had my eye on some of the new gear :)

Boda
ultra-n00b
Posts: 1
Joined: Fri Mar 15, 2019 3:41 am

Re: Star Wars - The Old Republic - Beta

Post by Boda » Thu Jul 02, 2020 1:35 am

I have the newest hash list, but for some reason cannot extract the .dds textures for the helmet of the Mandalorian Stormbringer armor set. Everything else extracts from the armor, even the gr2 files for the helmet extract but the .dds files won't. I've checked the hash list, and it has the textures files in it, but whenever I open the .tor they are the only ones missing. Not sure what to do, can anyone help?

ZeroGravitas
veteran
Posts: 84
Joined: Thu Sep 27, 2018 12:59 am
Has thanked: 38 times
Been thanked: 19 times

Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Thu Jul 02, 2020 1:47 am

I did a full batch-export yesterday and I'm able to locate those textures in my results. Their names are:

face_bhhelmet37_heavy_bh_mtx17c01_u_d.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_h.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_m.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_n.dds
face_bhhelmet37_heavy_bh_mtx17c01_u_s.dds

They are supposed to be in a subdirectory named:
\art\dynamic\player_character\outfit\bh_baggy_heavy_mtx17\textures\

Right now I don't have my PC at hand (almost 3:00 AM here). Tomorrow I'll try exporting them as specific items and see if it works in my setup.

Post Reply