[QUOTE=badhorse;52886311][QUOTE=cSonora;52886153]You rock!:rock:
Anyone else is getting this problem opening textures on Noesis?
(Snipped)
Also there are some normal maps which are completely white:
(Snipped)
I can check again when I get home later, but the extraction method is not 100% error-free, and that file size looks wrong -- I suspect it's broken. On the bright side, I think that particular texture is available from the open beta.
Edit: The more I think about it, the odd file sizes and the fact that these are all decals is making me think that these are maybe non-square textures with erroneous DDS header info. Might be able to open them up in a hex editor and change the image sizing bytes to make them work.
FWIW I did run across a few textures yesterday that Noesis couldn't open, but Visual Studio could. Might want to give that a try too.
2nd Edit: Confirmed. This was an known issue with the dumper scripts back in SWBF(2105) as well. On a few select textures, the script grabs the wrong (i.e. smaller) MIP level of the DDS, but retains the sizing height/width values for the largest MIP in its header. The files can be repaired by changing the image size bytes in the DDS header using a hex editor, but you still end up with a lower resolution DDS. Sorry, not much I can do about this until more sophisticated extraction tools come along. In most cases you can still use the textures from the open beta extracted by Frosty.[/QUOTE]
Thanks a lot for the support badhorse, very much appreciated. Thankfully the affected textures are a few, and as you pointed out they are available from the open beta models, so no problem!
[QUOTE=3dS.ex;52886699][B]Some original models and textures can be found here:[/B]
[url]https://facepunch.com/showthread.php?t=1524340&p=52750661&viewfull=1#post52750661[/url]
The download links to the
models and textures from
that post can be found here:
[B]A Wing:[/B]
[url]https://www.mediafire.com/file/gcuob...A-Wing_TLJ.rar[/url]
[B]Y-Wing:[/B]
[url]https://www.mediafire.com/file/k8l8s...95z/Y-Wing.rar[/url]
[B]Bomber:[/B]
[url]https://www.mediafire.com/file/hhkac...E%20Bomber.rar[/url]
[editline]13th November 2017[/editline]
The Y-Wing, and A Wing and Bomber were originally
posted by user: [B]Badhorse[/B]
[B]Some original models and textures can be found here:[/B]
[url]https://facepunch.com/showthread.php?t=1524340&p=52750661&viewfull=1#post52750661[/url]
The download links to the
models and textures from
that post can be found here:
[B]A Wing:[/B]
[url]https://www.mediafire.com/file/gcuob...A-Wing_TLJ.rar[/url]
[B]Y-Wing:[/B]
[url]https://www.mediafire.com/file/k8l8s...95z/Y-Wing.rar[/url]
[B]Bomber:[/B]
[url]https://www.mediafire.com/file/hhkac...E%20Bomber.rar[/url][/QUOTE]
A-Wing link doesn't work.
EDIT: Actually none of the links work for mediafire.
[QUOTE=Darthjord98;52888558]A-Wing link doesn't work.
EDIT: Actually none of the links work for mediafire.[/QUOTE]
Select the link to the thread, then you can download them.
Can anyone pull the loading splash screens of the planets? Would make for some excellent backgrounds to render over
I got into the Jedi challenges games files, I can get ABE to open the .assets files after making the .split files into 1 .assets file, but I can only get .dat files for the mesh files to extract. trying to pull the Padawan obi-wan and clone troopers from it. Anyone got any ideas?
[QUOTE=cSonora;52888349][QUOTE=badhorse;52886311]
Thanks a lot for the support badhorse, very much appreciated. Thankfully the affected textures are a few, and as you pointed out they are available from the open beta models, so no problem![/QUOTE]
Did a little more digging. The dumper script seems to struggle sometimes with textures in the <=512x512 range. I've found two separate .chunk files with identical filenames in both the \chunk and \bundles\chunk folders related to the .texture file in the res folders. If the iTexture converter grabs the .chunk file from the \bundles\chunk folder, the file is larger but scrambled -- haven't figured out how to repair this one. If it grabs the .chunk file of the same name from the \chunk folder, the file is only 22k, and with some creative hex-editing of the DDS header can be made to work, but the texture is only 128x128. For some reason larger textures (>=1024x1024) mostly don't seem to have the problem.
Working on converting some of the extracted models into Blender format. Here's my progress on Darth Vader. I'm converting everything to use Blender's new Principled Shader so he may look great in the Blender 2.80 Eevee engine too, and makes the material very simple. Hopefully all the import scripts get updated to go to a Principled Shader, since the conversion is rediculously easy once you know what you're doing. Should make importing models like these a snap. I've had to do a lot of flipping of textures, which I've read others having to do. Would be interested to know why they do that, or if it's just a conversion bug.
[IMG]https://vgy.me/7jVtzm.jpg[/IMG]
Secondly, I have a question that I'm hoping someone can answer easily, what are the _msr.dds maps that look like the image below used for (in this case Vader's Body)? I'm assuming the different RGB channels are assigned to specularity, maybe emmission, and something else? Can someone give me clarification on this map and what it's channels do so I can map them correctly? So far, I haven't gotten them through trial and error, but I'll keep working in the mean time.
[IMG]https://vgy.me/uYCqsi.jpg[/IMG]
[QUOTE=blazer003;52889893]Secondly, I have a question that I'm hoping someone can answer easily, what are the _msr.dds maps that look like the image below used for (in this case Vader's Body)? I'm assuming the different RGB channels are assigned to specularity, maybe emmission, and something else? Can someone give me clarification on this map and what it's channels do so I can map them correctly? So far, I haven't gotten them through trial and error, but I'll keep working in the mean time.[/QUOTE]
MSR stands for Metallic/Specular/Roughness. They are stored in the RGB channels in that order.
Metallic would be for defining where the surface is shiny or well.. metallic.
Specular would define the strength of the reflection.
Roughness would define the sharpness of the reflection.
Hi guys
Just install my pre-order copy and try to modified the Deamon dump script for the beta
But it fail. If you have any suggestion... Or just be patient lol.
[img]http://photouploads.com/images/609f82.jpg[/img]
Hello everyone. I am new here. I want to know if someone has the helmet of the tfa tie pilot in fbx. I need it for a project that I'm working on. thank you very much
Here's the scavenger speeder
[URL="http://www.mediafire.com/file/h64cdtu7wz3256y/Scavenger_Speeder.rar"]http://www.mediafire.com/file/h64cdtu7wz3256y/Scavenger_Speeder.rar[/URL]
[t]https://i.imgur.com/4kHyHL9.jpg[/t]
[QUOTE=TRDaz;52889983]MSR stands for Metallic/Specular/Roughness. They are stored in the RGB channels in that order.[/QUOTE]
Thanks, that helped a lot. I was getting there, but was trying to decide which one was which, as they're all somewhat related.
[QUOTE=Fredrika;52890079]There is no specular lol. its just metallic and roughness pbr[/QUOTE]
Can't say for sure he's right, but a couple things that support him:
I do know that PBR shaders have a specularity channel to help you cheat to get things the way you want them.
And there's definitely 3 unique channels, so if it's not for specularity, what is it for?
I'm looking at them and tweaking them, so I should know more shortly.
[editline]14th November 2017[/editline]
[QUOTE=badhorse;52890655]Here's the scavenger speeder
[URL]http://www.mediafire.com/file/h64cdtu7wz3256y/Scavenger_Speeder.rar[/URL]
snip[/QUOTE]
What program are you rendering in, badhorse?
Also the LIUV (aka First Order Snow Speeder)
[URL="http://www.mediafire.com/file/pno9mw4o0fqzf4z/LIUV.rar"]http://www.mediafire.com/file/pno9mw4o0fqzf4z/LIUV.rar[/URL]
[t]https://i.imgur.com/mV1ZgjZ.jpg[/t]
[editline]14th November 2017[/editline]
[QUOTE=blazer003;52890732](snipped) What are rendering in, badhorse?[/QUOTE]
KeyShot 7.1
[QUOTE=Fredrika;52890079]There is no specular lol. its just metallic and roughness pbr[/QUOTE]
Well, there is actually. It have a bit different purpose than in old pre-PBR rendering, but still it exists.
[t]https://i.imgur.com/BW6ekt0.jpg[/t]
[QUOTE=blazer003;52890732]I do know that PBR shaders have a specularity channel to help you cheat to get things the way you want them.
And there's definitely 3 unique channels, so if it's not for specularity, what is it for?[/QUOTE]
The use of metalness at all removes the possibility of it being a specular. They are mutually exclusive.
Stacking both results in the specular affecting any non-metal area. Which is pointless and waste memory so no one does it.
If the mask is used at all and not just a dummy channel to prevent compression from butchering everything it could be a cavity mask. Which would modulate reflectivity but in of itself is not a specular.
[QUOTE=Exomed;52890288]Hi guys
Just install my pre-order copy and try to modified the Deamon dump script for the beta
But it fail. If you have any suggestion... Or just be patient lol.
[/QUOTE]
You're trying to run 64-bit Python on a 32-bit dll. You need 32-bit Python. But it won't work anyway. LZ77.dll (poorly named) only does LZ4 decompression. You really need a ZSTD dll for SWBF2.
[IMG]https://i.imgur.com/MBgReOW.jpg[/IMG]
Can someone give me a hint on how to correct the hull and panel textures on the venator from the above texture download? While all other textures come as color and normals (_Cs and _nam), these two are both _rgba and all green and not mapping correclty. I'm not sure what I need to do to correct them?
Also, there are a few elements without textures. Are they missing (like the red paneling and the windows).
Thanks!!!
[QUOTE=corycubbage;52891128][IMG]https://i.imgur.com/MBgReOW.jpg[/IMG]
Can someone give me a hint on how to correct the hull and panel textures on the venator from the above texture download? While all other textures come as color and normals (_Cs and _nam), these two are both _rgba and all green and not mapping correclty. I'm not sure what I need to do to correct them?
Also, there are a few elements without textures. Are they missing (like the red paneling and the windows).
Thanks!!![/QUOTE]
have you tried changing UV channels
also UVs are broken on some parts
[QUOTE=blazer003;52889893]
Secondly, I have a question that I'm hoping someone can answer easily, what are the _msr.dds maps that look like the image below used for (in this case Vader's Body)? I'm assuming the different RGB channels are assigned to specularity, maybe emmission, and something else? Can someone give me clarification on this map and what it's channels do so I can map them correctly? So far, I haven't gotten them through trial and error, but I'll keep working in the mean time.
[IMG]https://vgy.me/uYCqsi.jpg[/IMG][/QUOTE]
I'm new to Frostbite, so I really don't know what I'm talking about, but it looks like they're using a smoothness scheme instead of roughness. So MSR would stand for Metallic, Smoothness, and Reflectivity. Metallic is in the red channel and it would work the way you expect, smoothness is green and it's basically the inverse of roughness, and reflectivity would probably get plugged into the principled shader's Specular property.
You can see in the green channel that the plastic is brighter than the cloth. High values of smoothness give sharp reflections. A roughness map would be the opposite, with low values of roughness giving sharp reflections.
The specular property I don't fully understand, but I believe that they're using it a little like ambient occlusion for reflections. The cracks and crevices are dark in their reflectance map where interreflections would allow less ambient light to get out. This is most visible in the quilting on the arms and legs.
Here's my quick render and nodes:
[IMG]https://vgy.me/JTTxGb.jpg[/IMG]
Here's a Bantha (aka my spirit animal).
[URL="http://www.mediafire.com/file/9t90efm9sj1seiv/Bantha.rar"]http://www.mediafire.com/file/9t90efm9sj1seiv/Bantha.rar[/URL]
[t]https://i.imgur.com/uGRoSxA.jpg[/t]
[editline]14th November 2017[/editline]
... also this weird looking dog.
[URL="http://www.mediafire.com/file/bgaswscu38824mn/Dewback.rar"]http://www.mediafire.com/file/bgaswscu38824mn/Dewback.rar[/URL]
[t]https://i.imgur.com/4tnfuLp.jpg[/t]
[QUOTE=Enforcer21;52890949]You're trying to run 64-bit Python on a 32-bit dll. You need 32-bit Python. But it won't work anyway. LZ77.dll (poorly named) only does LZ4 decompression. You really need a ZSTD dll for SWBF2.[/QUOTE]
Hi, thank's to answer.
Ok, first I´ll get the 32bit version of Python. About the LZ77.dll I can see the line, but, I don't get how I can have this ZSTD.dll you talking about. Can you explain how to do this ?!
Well if I manage this I would like to share rigged models till Frosty support SWBFII!
[QUOTE=corycubbage;52891128][IMG]https://i.imgur.com/MBgReOW.jpg[/IMG]
Can someone give me a hint on how to correct the hull and panel textures on the venator from the above texture download? While all other textures come as color and normals (_Cs and _nam), these two are both _rgba and all green and not mapping correclty. I'm not sure what I need to do to correct them?
Also, there are a few elements without textures. Are they missing (like the red paneling and the windows).
Thanks!!![/QUOTE]
Here's a breakout of the regular textures structure for the new models, to help you a bit:
[B]CS[/B] textures: They carry [B]C[/B]olor information on the RGB channel and [B]S[/B]pecular (or you can get Roughness if you invert it) on the alpha channel
[B]NMA[/B] textures: They carry [B]N[/B]ormal map on RG channels, [B]M[/B]etallic on B channel, and [B]A[/B]mbient occlusion on alpha channel (you don't really need to use AO for renders)
Then, you have to be sure that you assign each channel to the correct UV map. Color, specular and metallic goes to one of them, normal map to the other one. Just look at the UVs and compare them to the textures to identify them.
The Venator's hull is a tricky one because it uses a mix of "hull_combine_rgba", which has a different structure (R: Color, G: Ambient Occlusion, B: Metal, Alpha: Specular) and the panel tile textures, which have color, specular and normal information.
[editline]15th November 2017[/editline]
[QUOTE=badhorse;52888945]
Did a little more digging. The dumper script seems to struggle sometimes with textures in the <=512x512 range. I've found two separate .chunk files with identical filenames in both the \chunk and \bundles\chunk folders related to the .texture file in the res folders. If the iTexture converter grabs the .chunk file from the \bundles\chunk folder, the file is larger but scrambled -- haven't figured out how to repair this one. If it grabs the .chunk file of the same name from the \chunk folder, the file is only 22k, and with some creative hex-editing of the DDS header can be made to work, but the texture is only 128x128. For some reason larger textures (>=1024x1024) mostly don't seem to have the problem.[/QUOTE]
Makes sense, thanks for the details! usually the lower size textures are not the most important ones on the models, so we can live with that. :)
While I understand that there was a reasonably good viper probe droid model in SWBF(2015), the mesh for the SWBF2(2017) model is higher poly. Ironically the new textures are smaller (1024x1024 versus 2048x2048 in the old model), but the UV mapping are the same, so I just used the older textures.
[URL="http://www.mediafire.com/file/cta50xhgxheeip2/Imperial_Probe_Droid.rar"]http://www.mediafire.com/file/cta50xhgxheeip2/Imperial_Probe_Droid.rar[/URL]
[t]https://i.imgur.com/DmTvx56.png[/t]
[QUOTE=Ageha;52891302]have you tried changing UV channels.[/QUOTE]
Yep, that was it! Thanks!
[QUOTE=cSonora;52892474]Here's a breakout of the regular textures structure for the new models, to help you a bit...[/QUOTE]
Wow, thanks a ton cSonora ! That is EXACTLY what I was looking for.
Has the A280C been 'redesignated', then? What is what the A280C was in the first game? Has it been retitled the A295 (as A280 is already taken canonically?) And if so does that mean that it was mislabelled in the first game?
EDIT: it seems the designation for this has been switched: what was the A280C in the first game is now the A280, which nudges the previous A280 canonically out of the way.
[QUOTE=ggctuk;52892961]Has the A280C been 'redesignated', then? What is what the A280C was in the first game? Has it been retitled the A295 (as A280 is already taken canonically?) And if so does that mean that it was mislabelled in the first game?
EDIT: it seems the designation for this has been switched: what was the A280C in the first game is now the A280, which nudges the previous A280 canonically out of the way.[/QUOTE]
Its still the A280C. But the A280 is its own weapon (it functions as a burst rifle).
[QUOTE=Azelf;52893028]Its still the A280C. But the A280 is its own weapon (it functions as a burst rifle).[/QUOTE]
It's this that's designated the A280C in SWBF2:
[img]https://i.imgur.com/ha22Jku.jpg[/img]
This (the old A280C) appears to have been renamed the A280.
[img]https://i.imgur.com/OuuDHyj.jpg[/img]
Here are the raw files for the Corvus Raider -- some assembly required. Seems like they're taking a different approach with the shaders, relying more on procedurals and color/wear masks, and less on discrete textures. Might make figuring out what goes where a bit more difficult.
[URL]http://www.mediafire.com/file/049bp5pbbgbxb47/Corvus_Raider.rar[/URL]
(Caution: potential spoilers)
Edit: images removed
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