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Star Wars - The Old Republic - Beta - GR2 model

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XHD
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by XHD »

yeah I've been using debug3.2 (easyMYP) with the hash list, just didnt know if there was another tool out there.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by CZW »

XHD look on your PM

other tool, i don't know too
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Nightstorm1 »

Has anyone identified or been able to extract audio? Specifically the Lightsaber sound effects?
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by CZW »

Nightstorm1 wrote:Has anyone identified or been able to extract audio? Specifically the Lightsaber sound effects?

i will look this week end .. but only 17% of the files are identified ... we wait an update of the hashlist
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Acewell »

Does anyone have a release build of EasyMYP 3.2 for those of us who don't have Visual Studio products installed? With debug3.2 i can open the *.tor archives for viewing the list but the contents can't be extracted without JIT errors disrupting the process.

Source:
http://code.google.com/p/easymyp/source ... vn%2Ftrunk

EDIT
Nevermind, the JIT errors only seem to occur when trying to extract single files from the tor archive, when extracting all files it works as expected. :?:



XHD wrote:
delium wrote:here is a very simple converter from gr2 to maxscript ... but without granny2.dll, i think it´s not legit to share it...
..you can probably use the granny2.dll located in the "Star Wars - The Old Republic\he601\retailclient" folder...
Yes this works, thank you!
Last edited by Acewell on Wed Oct 12, 2011 5:21 am, edited 1 time in total.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by CZW »

thx Acewell
test with all granny2.dll, same function
my pb of vertex corruption come from the conversion to .obj into 3dmax 2010
works fine to .3ds
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Acewell »

...some models cause max to crash if you try to import them, usualy if they're 5mb or larger (after being converted to.ms files of course). I'm not sure if its max having an issue with these larger files or if its Delium's converter. Just something to look into...
mariokart64n addressed this same issue in THIS post. He created an .ms script that opens the *.gr2.ms script files which imports the objects one at a time to work around the memory/crash problem but i have not had success with it yet, maybe it needs to be tweaked a little to work with these newer gr2.ms files.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by CZW »

Nightstorm1 wrote:Has anyone identified or been able to extract audio? Specifically the Lightsaber sound effects?
i have see some .wav and .ogg files ..
.wav files aren't into the hashlist at this time

both files, every times i tried to play them, crash ...
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by CZW »

AceWell wrote:
...some models cause max to crash if you try to import them, usualy if they're 5mb or larger (after being converted to.ms files of course). I'm not sure if its max having an issue with these larger files or if its Delium's converter. Just something to look into...
mariokart64n addressed this same issue in THIS post. He created an .ms script that opens the *.gr2.ms script files which imports the objects one at a time to work around the memory/crash problem but i have not had success with it yet, maybe it needs to be tweaked a little to work with these newer gr2.ms files.

script tested...

under 8 Mo MS, the gr2convert work ..
the other script works betwen 8 Mo and 11 Mo MS
after upper ... crash

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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Nintendude »

Has there been any luck with this? Possibly with getting any of the Sith exported to OBJ or 3DS yet?
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Hairless Wookiee »

I've had partial success. I can get some models to export (mostly) intact, others though - like Malgus - end up with a bunch of completely missing polygons. That's using grnreader98, which so far has been the only way I could get meshes into Max. It converts to both MS and SMD. For some models the MS script works fine, for others it crashes Max. In those cases, the SMD is the only option, but they are the ones missing the polys. Interestingly, it seems like those are the ones that also pop up a warning in grnreader98 saying "indices don't start at zero". I've tried to use the script linked to in this thread to load the MS versions, but it doesn't work. It complains about undefined variables and about being unable to convert undefined values to floats.

I also tried evegr2toobj.2, but that resulted in a bunch of verts with one co-ord value listed as "-1.#QNAN0", which results in a non-usable mesh.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by delium »

can anyone upload a npc/player model with animations? i don´t have access to the beta client :(
Last edited by delium on Tue Nov 01, 2011 2:27 pm, edited 1 time in total.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Hairless Wookiee »

You don't actually need to be in the beta to download the client - just to play and have it download patches.

It doesn't seem like we have the filename hashes for much in the way of animations yet. All I'm seeing are a couple of JBA and MPH files and a few XML files.
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Nintendude »

Hmm if you can get Malgus exported to OBJ in any way, I can go in with Meshlab and Milkshape and remodel the missing polys. Is it just little spots or whole sections missing though?
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Re: Star Wars - The Old Republic - Beta - GR2 model

Post by Hairless Wookiee »

Half (or more) of his face is missing, not to mention various other areas. It's not really practical to remodel.

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