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Star Wars - The Old Republic - Beta

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Rekya
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Re: Star Wars - The Old Republic - Beta

Post by Rekya » Tue Dec 25, 2018 7:58 pm

RealymanLP wrote:
Rekya wrote:
RealymanLP wrote:Hey all!

Does anyone know if there is something like a World Viewer for SWTOR?

Edit: New Hash-List: https://drive.google.com/drive/folders/ ... sp=sharing :)
this new file also includes the old hash files?
or is it a new hashfile with only new things?
Of course, the old hashes are still in there. :)
ok thx your awsome <3

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Re: Star Wars - The Old Republic - Beta

Post by AkenStyle » Sat Dec 29, 2018 8:18 pm

RealymanLP wrote:Hey all!

Does anyone know if there is something like a World Viewer for SWTOR?

Edit: New Hash-List: https://drive.google.com/drive/folders/ ... sp=sharing :)
Great! There are 3D models of the new planet Ossus? :mrgreen:

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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP » Sun Dec 30, 2018 11:40 am

AkenStyle wrote:
RealymanLP wrote:Hey all!

Does anyone know if there is something like a World Viewer for SWTOR?

Edit: New Hash-List: https://drive.google.com/drive/folders/ ... sp=sharing :)
Great! There are 3D models of the new planet Ossus? :mrgreen:
Yes, in the hash list are 3D models of Ossus, but unfortunately not all.
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ZeroGravitas
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Sun Dec 30, 2018 12:01 pm

I have a question about Noesis' GR2-to-OBJ conversion. I see it sometimes failing to perform it (while batch-processing I'm using an MMO mouse macro to just OK it and let it continue). Is there any rhyme or reason for that, say, the object being some special case?

(It isn't terribly important, as I seem to get everything I need converted)

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Re: Star Wars - The Old Republic - Beta

Post by Rekya » Wed Jan 02, 2019 11:04 pm

hi guys did somebody know how to get the real textures of all the armors without the brown texture ?

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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Thu Jan 03, 2019 1:41 am

Regarding that, which subforum would be best to start a thread specifically about the correct usage of SWTOR's different types of texture maps, XML info, and possibly bones and such to assemble the models in 3D apps such as Blender, 3DSMax and the like? This thread explains most of the texture stuff, but it is too disperse and at times uncomprehensible to mere mortals (say, dyed gear or characters' skin hueing), so it would be nice to get all that simplified somewhere.

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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP » Tue Jan 22, 2019 5:53 pm

German SWTOR YouTuber
Discord: RealygirlLP#7726

Rekya
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Re: Star Wars - The Old Republic - Beta

Post by Rekya » Thu Jan 24, 2019 3:54 pm

RealymanLP wrote:New hash-list is there!
https://drive.google.com/drive/folders/ ... sp=sharing
thx again for your share

distiny
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Re: Star Wars - The Old Republic - Beta

Post by distiny » Wed Feb 20, 2019 11:28 pm

Latest Hash anyone ?

Wedge
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Re: Star Wars - The Old Republic - Beta

Post by Wedge » Thu Feb 21, 2019 10:12 pm

Hello, everyone :)

Thank You all for this amazing job, I am completely new not only to this. But I am reading through this for a few days already and thanks to You I already managed to do a few things. I just got two questions:

1)I tried to extract "swtor_main_art_creature_a_1.tor" and a few others with TorMYP You have provided here. In "resources\art\dynamic\creature\model" I managed to find some .gr2 files. But when I open them with Noesis, I got two results:

First one is error and the model cannot be opened (I have the same error when I try to extract some model that can be opened). I tried changing the plugins You guys provided here but nothing helps. Malgus as an example:
Image

The second case is that the model opens, but is without texture. Now, if I understand it correctly, someone wrote here that Noesis should load the extracted textures, but it does not seem to work. Could someone help me with how to get the correct textures to the model? T7 as an example:
Image

2) Apart from other things, I am trying to find a Battle-Scarred Boltblaster’s MK-2 (Pub) armor and mostly helmet (or any of the similar style sets https://torf.mmo-fashion.com/xonolite-asylum-pub/). Again, I am not entirely sure if I understand it correctly, but all armors are made from more parts (like some basic for body type, the armor itself and some extensions for it etc.?) and I would need to find all of it to put it together? I am also not entirely sure that I understand how exactly You do that :(
But it´s not that important, right now I just need to get to the helmet (but I guess it would be also divided into more parts, right?). I see that there are .tor archives for hands, legs, multiple for chests... But damn, I cannot find the helmets anywhere :D Tried few archives but found only things like faces and hairs. Could someone point me in the right direction, please?

I sincerely apologize if the answer I am looking for is already here. I was reading it all, but as it´s a really old topic with so much information, it´s quite possible I overlooked something. Sorry :/

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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Thu Feb 21, 2019 10:41 pm

What I do in such cases — and there could be more efficient ways to go at it, sorry, I'm a novice (: — is:

• First I search for the item at https://swtor.jedipedia.net/ (say, https://swtor.jedipedia.net/en/search?q ... er&patch=0 ) and get some results.

• In the actual item's page: https://swtor.jedipedia.net/en/itm/batt ... elmet-mk-2 I can see in the Appearance box a reference to [ModelId] => 1000176. What I do then is use my PC (a Mac, actually) desktop's indexed search to look for any of the game's XML files that contains that 1000176 number.

• In this case, I'm finding this file at extracted_swtor/resources/art/dynamic/face/index.xml. I open it with a text editor and search inside for that number, finding it in a section of the file that goes like this:

Code: Select all

  <Asset>
    <ID>1000176</ID>
    <ArtName>face_trhelmet02_heavy_tr_a02</ArtName>
    <DesignerName>face trhelmet02 heavy tr a02</DesignerName>
    <BaseFile>/art/dynamic/face/model/face_trhelmet02_[bt]_archetype.gr2</BaseFile>
    <Attachments>
      <Attachment id="1001554" name="face_trhelmet02_bt_heavy_tr_a02_back" filename="/art/dynamic/face/model/face_trhelmet02_[bt]_heavy_tr_a02_back.gr2" />
    </Attachments>
    <Materials>
      <Material id="1001542" name="face_trhelmet02_heavy_tr_a02c02_u" filename="/art/shaders/materials/face_trhelmet02_heavy_tr_a02c02_u.mat">
        <ColorSchemes>
          <ColorScheme guid="1002489" />
          <ColorScheme guid="1002487" />
          <ColorScheme guid="1002488" />
          <ColorScheme guid="1375793" />
          <ColorScheme guid="1375794" />
          <ColorScheme guid="1375795" />
          <ColorScheme guid="1375796" />
          <ColorScheme guid="1402653" />
          <ColorScheme guid="1402654" />
          <ColorScheme guid="1402655" />
          <ColorScheme guid="1402656" />
          <ColorScheme guid="1402657" />
          <ColorScheme guid="1402659" />
          <ColorScheme guid="1375788" />
        </ColorSchemes>
        <MaterialOverrides />
      </Material>
    </Materials>
    <Bodytypes>
      <Bodytype>bfa</Bodytype>
      <Bodytype>bfb</Bodytype>
      <Bodytype>bfn</Bodytype>
      <Bodytype>bfs</Bodytype>
      <Bodytype>bma</Bodytype>
      <Bodytype>bmf</Bodytype>
      <Bodytype>bmn</Bodytype>
      <Bodytype>bms</Bodytype>
    </Bodytypes>
    <SkinMaterialIndex>-1</SkinMaterialIndex>
    <SkinHueIndex>-1</SkinHueIndex>
    <Filters>
      <Filter name="Style" value="heavy" />
      <Filter name="Class" value="tr" />
    </Filters>
    <Identities />
    <Tags />
    <CustomData />
  </Asset>
You can see that the base file of the item is /art/dynamic/face/model/face_trhelmet02_[bt]_archetype.gr2
That [bt] part ought to be substituted by the body type the item you want is meant for (bma, bmn, bfn, etc.).

It says too that there is an attachment object that completes it, and its filename:
<Attachment id="1001554" name="face_trhelmet02_bt_heavy_tr_a02_back" filename="/art/dynamic/face/model/face_trhelmet02_[bt]_heavy_tr_a02_back.gr2" />

• With those filenames in hand you can do another indexed search to get to them quickly (Windows and macOS' desktop search is a godsend for these things). And you can see how there are references to material description and texture files that point at the textures meant to be used for the item.


By the way, If there are smarter ways to do this, I'd like to know :] I would also like to know how to get Noesis to autoload all those elements by itself: I never managed to make that work.

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Re: Star Wars - The Old Republic - Beta

Post by Wedge » Fri Feb 22, 2019 7:17 pm

ZeroGravitas wrote:
Thu Feb 21, 2019 10:41 pm
What I do in such cases — and there could be more efficient ways to go at it, sorry, I'm a novice (: — is:

• First I search for the item at https://swtor.jedipedia.net/ (say, https://swtor.jedipedia.net/en/search?q ... er&patch=0 ) and get some results.

• In the actual item's page: https://swtor.jedipedia.net/en/itm/batt ... elmet-mk-2 I can see in the Appearance box a reference to [ModelId] => 1000176. What I do then is use my PC (a Mac, actually) desktop's indexed search to look for any of the game's XML files that contains that 1000176 number.

• In this case, I'm finding this file at extracted_swtor/resources/art/dynamic/face/index.xml. I open it with a text editor and search inside for that number, finding it in a section of the file that goes like this:

Code: Select all

  <Asset>
    <ID>1000176</ID>
    <ArtName>face_trhelmet02_heavy_tr_a02</ArtName>
    <DesignerName>face trhelmet02 heavy tr a02</DesignerName>
    <BaseFile>/art/dynamic/face/model/face_trhelmet02_[bt]_archetype.gr2</BaseFile>
    <Attachments>
      <Attachment id="1001554" name="face_trhelmet02_bt_heavy_tr_a02_back" filename="/art/dynamic/face/model/face_trhelmet02_[bt]_heavy_tr_a02_back.gr2" />
    </Attachments>
    <Materials>
      <Material id="1001542" name="face_trhelmet02_heavy_tr_a02c02_u" filename="/art/shaders/materials/face_trhelmet02_heavy_tr_a02c02_u.mat">
        <ColorSchemes>
          <ColorScheme guid="1002489" />
          <ColorScheme guid="1002487" />
          <ColorScheme guid="1002488" />
          <ColorScheme guid="1375793" />
          <ColorScheme guid="1375794" />
          <ColorScheme guid="1375795" />
          <ColorScheme guid="1375796" />
          <ColorScheme guid="1402653" />
          <ColorScheme guid="1402654" />
          <ColorScheme guid="1402655" />
          <ColorScheme guid="1402656" />
          <ColorScheme guid="1402657" />
          <ColorScheme guid="1402659" />
          <ColorScheme guid="1375788" />
        </ColorSchemes>
        <MaterialOverrides />
      </Material>
    </Materials>
    <Bodytypes>
      <Bodytype>bfa</Bodytype>
      <Bodytype>bfb</Bodytype>
      <Bodytype>bfn</Bodytype>
      <Bodytype>bfs</Bodytype>
      <Bodytype>bma</Bodytype>
      <Bodytype>bmf</Bodytype>
      <Bodytype>bmn</Bodytype>
      <Bodytype>bms</Bodytype>
    </Bodytypes>
    <SkinMaterialIndex>-1</SkinMaterialIndex>
    <SkinHueIndex>-1</SkinHueIndex>
    <Filters>
      <Filter name="Style" value="heavy" />
      <Filter name="Class" value="tr" />
    </Filters>
    <Identities />
    <Tags />
    <CustomData />
  </Asset>
You can see that the base file of the item is /art/dynamic/face/model/face_trhelmet02_[bt]_archetype.gr2
That [bt] part ought to be substituted by the body type the item you want is meant for (bma, bmn, bfn, etc.).

It says too that there is an attachment object that completes it, and its filename:
<Attachment id="1001554" name="face_trhelmet02_bt_heavy_tr_a02_back" filename="/art/dynamic/face/model/face_trhelmet02_[bt]_heavy_tr_a02_back.gr2" />

• With those filenames in hand you can do another indexed search to get to them quickly (Windows and macOS' desktop search is a godsend for these things). And you can see how there are references to material description and texture files that point at the textures meant to be used for the item.


By the way, If there are smarter ways to do this, I'd like to know :] I would also like to know how to get Noesis to autoload all those elements by itself: I never managed to make that work.
Thanks a lot for help, I´ll look into it :)

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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP » Fri Mar 22, 2019 7:54 pm

German SWTOR YouTuber
Discord: RealygirlLP#7726

ZeroGravitas
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Re: Star Wars - The Old Republic - Beta

Post by ZeroGravitas » Sat Mar 23, 2019 3:23 pm

RealymanLP wrote:
Fri Mar 22, 2019 7:54 pm
New hast list!!! https://drive.google.com/drive/folders/ ... sp=sharing [bruce]
Yay! Thanks :)

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Re: Star Wars - The Old Republic - Beta

Post by RealymanLP » Tue Apr 02, 2019 8:22 pm

Hey everyone!

i have a new Hashlist for you with lots of new sounds in swtor_test_main_bnk_location_1.tor and swtor_main_bnk_audiodata_1.tor
https://drive.google.com/drive/folders/ ... sp=sharing
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