• STAR TREK ONLINE Starships models
    961 replies, posted
[QUOTE=OpetJa;50331540]B3, in what folder are Terran textures (yellow ones)??[/QUOTE] Hi OpetJa, I'm going to assume you followed my process and have the textures extracted from the Hogg file and in the base folder structure that it came with. If that is the case, then: Base Federation Textures: Ships\Fed\GalaxyClass -> Within are all base textures for Federation ships. Also are 3 folders: "Mirror_Universe" , "Mirror_Universe_Type2" and "Mirror_Universe_Type3" (Type 3 has the yellow) These are the old mirror universe textures before the re-design in one of the later patches to STO. Now the Mirror Universe (Terran) textures can be made from any of the base Federation textures since they now use Trim Maps to achieve this effect. Trim Maps: Ships\Fed\TrimMaps (Contains most (99%) of all Trim Maps. Some are located in the race folder (Krenim for example has 1 at Ships\Kre) In the TrimMaps folder is "Trim_Mirror_1" , "Trim_Mirror_2" and "Trim_Mirror_3" Following my previous posts and videos, you can overlay these trim maps over any Federation base texture (or any other species) to create any type of Mirror Universe you want to. "Trim_Mirror_3" with yellow color will create that Terran Mirror Universe style over any federation texture set. If you just want to use the ones from the "Mirror_Universe_Type3" folder, then combine them with ones from Ships\Fed\GalaxyClass\Type2 to get the "_L" and "_Nx" for normal map and light (emissive) map that go with the "_D" and "_S" from "Mirror_Universe_Type3". Another Mirror Universe (Terran) texture type can be found in: Ships\Fed\GalaxyClass\Type7 (red one).
[QUOTE=FleetAdmiral1;50326536]My set back is never getting the .Hogg file extractor to work. When I got the textures they just came out with the model through NinjaRipper. So I already have them all as .dds files already.[/QUOTE] Well hopefully when I get the video finished up, that will help you to get the Hogg extractor to work. Because I get the textures as well from the Rips as dds files, but that is really a crappy way of doing it. If we can get the extractor to work you, then you can have 1 central repository of all ship textures, done. Any dds textures from the rips of ships are not needed at that point, so you can directly delete them and save the disc space. This is better for a few reasons. 1. A central repository only needs minor updates after initial setup. 2. Better project management - a single texture can be used as many times as you want within a scene of 3ds Max of Maya. On as many different objects as you want, and it will only be loaded into memory 1 time. IF! it is referenced from the same central file on the hard drive for that texture. For example, I built a material using Federation type 2 textures (4 images), and put it on 15 different ships within my scene. The 4 images for the material were only loaded into RAM 1 time. 3. Every possible ship or character texture can be acquired at once. Some textures have variations or alternatives that are not active in STO. Also there are just soooooooooo many ship textures, trying to get them all out with RIPS individually is a nightmare. I know, I was doing this initially. We will get it working for you, no problem.
Sorry if is already written, there was some extractor called "Ravioli" or something like that...you could "easily" extract those hogg files...I managed to extract sounds, textures etc and I could open them with Noesis...Sadly I couldn't find models... Speaking about models, B3 you will release them right? (when you ready of course=
[QUOTE=OpetJa;50337612]Sorry if is already written, there was some extractor called "Ravioli" or something like that...you could "easily" extract those hogg files...I managed to extract sounds, textures etc and I could open them with Noesis...Sadly I couldn't find models... Speaking about models, B3 you will release them right? (when you ready of course=[/QUOTE] Yeah, Ravioli is another extractor that will unpack the Hogg files now. If anyone wants to download it go here: [url]http://www.scampers.org/steve/sms/other.htm[/url] -AND- I just put the latest version into the RIP Stuff share I have up: [url]https://www.dropbox.com/sh/avleg5hdfc8k9fm/AACxcby7uwUWFBneVRftq-iPa?dl=0[/url] It was originally messed up and failed to extract the Hogg files, but I worked with the guy and got that issue sorted out, but it still doesn't work with converting WTEX files, which he claimed it would originally. I brought that issue up and he said he doesn't have time to get that sorted out because its more involved problem. I am going to test something though... I have an original copy of the STO installer package, nothing from Steam or Arc since I don't want to use STO with those. It has the original Hogg files from when the game launched. They of course do not have all the newer stuff, but it contains the original textures at full resolution before Cryptic patched them with the new Crunch compression. Ravioli might work on those... have to check... I do not remember where the models are located, but they are no help anyways. They come out of the Hogg's as .mset files, which to this date no one has been able to crack open. It is a container file housing a Geo file and LOD file, but without sizing information, next to impossible to unpack the .mset file. Yes I will release them. I started going through the old captures I did to get better versions of the ones that I originally used 3DripperDx on. I like the NinjaRipper captures better with everything at world origin and no rotation.
Yes, I remember .mset files...However, far as I know there's no way to convert them to something worthwhile... I hope you'll be able to release them till july...In july I'm done with my college after 5 long years and than I could convert those models for Armada 2, since in A1 they obivously cant work properly..
[QUOTE=OpetJa;50338775]Yes, I remember .mset files...However, far as I know there's no way to convert them to something worthwhile... I hope you'll be able to release them till july...In july I'm done with my college after 5 long years and than I could convert those models for Armada 2, since in A1 they obivously cant work properly..[/QUOTE] Yeah, no way to convert them to anything useful. You can get them to work in Armada 1, you just have to learn yourself some 3d skills, nothing too terrible though. I just did a test and it works very nicely so far. I can test a little more to see if it work for an entire ship, but no reason that it shouldn't. I took the saucer of the Constitution class: 1. Duplicated it to make a copy. 2. Merged vertices (just something that is needed). 3. Did an automatic UV mapping to create new UV's within 0 to 1 space on the duplicate (Armada 1 requirement). 4. Layered the light (emissive) map and whatever Trim map over the diffuse map in Photoshop to create a complete texture map (process explained previously). 5. Assigned this texture to the original saucer with bad UV layout. 6. Performed a transfer maps operation to bake the bad UV layout textures into the new saucer with good UV's. This generated a new texture map for the saucer with good UV's that should work in Armada 1. 7. Then did another transfer maps to bake over the Windows and Escape Pods to another image. 8. Overlaid these two new maps in photoshop to make the final texture (minus name and registry, but same process can be used, or added manually in photoshop). Results: [IMG]https://farm8.staticflickr.com/7061/27080412165_1386b8961e_h.jpg[/IMG] [IMG]https://farm8.staticflickr.com/7163/26805888080_1118b484b7_c.jpg[/IMG] Pros: Gets the ship to work in Armada 1 with proper textures and functional UV layout. Cons: Would be time consuming the more ships you want to do this with. Each ship would be different and would have to repeat this process on each. [editline]17th May 2016[/editline] Also, just tested Ravioli Game Tools again. It works to extract the Hogg files (texture3.hogg) For original Hogg file of STO at launch, it will extract and convert wtex textures to PNG (no dds option). For new Hogg file (post Crunch mod) it will only extract the Wtex textures, not convert them. For this you could then turn to Noesis. Looking at you FleetAdmiral1, you now have an alternative to the Gibbed unpacker :)
B3, can you explain those steps more in detail, I mean on 3ds max functions? So, if is there a way to make it playable in A1 I would try... And do you have any experience with ripping PS1 games?? And yes, Ravioli at first couldn't extract hogg files...you had to explore/scan and than extract somehow...I'm glad this has been fixed
Unfortunately I'm not that good in 3ds Max, I use Maya. You could get your self Maya :) otherwise I can check with one of the guys from work who use Max to see if we can figure it out in Max. I don't know if it has transfer maps function like Maya. It's normally used to bake normals and ao. Get Maya, I could help you so much more ;) or maybe FleetAdmiral1 knows how, he uses Max more than me. Transferring between the programs is simple FBX export. Shoot Maya can even send it's scene to Max directly.
Not going to lie to you. My skills with 3DS MAX actually are pretty limited but I get the gist of it. And haven't touched MAYA yet. I'll give that Ravioli tool a try though.
Yeah, I know only enough in Max to be dangerous. Oh and no sorry, also no clue about ripping PS1 games. OpetJa, can you post a set of textures from 1 ship of A1 so I can see how they are put together? I can then determine easiest approach to bake textures and what's all needed.
Well, luckily I have Maya :D So if, you have time, please write steps...Hopefully I'll be able to get models to work... [editline]18th May 2016[/editline] Here are 5 textures from A1...In A2 textures are made same way, however STO models and textures work in A2, in A1 models work too, but textures are messed up as you could see... [url]http://www.uploadmb.com/dw.php?id=1463554803[/url]
[QUOTE=OpetJa;50342772]Well, luckily I have Maya :D So if, you have time, please write steps...Hopefully I'll be able to get models to work... [editline]18th May 2016[/editline] Here are 5 textures from A1...In A2 textures are made same way, however STO models and textures work in A2, in A1 models work too, but textures are messed up as you could see... [url]http://www.uploadmb.com/dw.php?id=1463554803[/url][/QUOTE] So there is only 1 texture image per ship? I was expecting more, even from a game as old as A1.
Yes, only one...Armada models are not "large scaled" like models from STO, Bridge Commander or StarFleet Command...Keep in mind that is RTS game, and models are "small" and that's single mesh...Models from other mentioned games have 3,4 or even more meshes/parts... That's why there's one texture file...E.g. in one tga file - one part of texture is for saucer section, antoher one for engines...and so on..I hope you understand what I'm talking about :D
[QUOTE=OpetJa;50343000]Yes, only one...Armada models are not "large scaled" like models from STO, Bridge Commander or StarFleet Command...Keep in mind that is RTS game, and models are "small" and that's single mesh...Models from other mentioned games have 3,4 or even more meshes/parts... That's why there's one texture file...E.g. in one tga file - one part of texture is for saucer section, antoher one for engines...and so on..I hope you understand what I'm talking about :D[/QUOTE] Yes I understand, just confirming that it is only 1. FYI: I work at a game studio, so well versed on how these things work... ;) Only thing you need to figure out: Which federation texture would you want on the ships? same one for each, or different? You can see them in STO when you goto customize you ship, and choose a different material, i.e.: Type 1, Type 2, Fleet, Unique, etc... The re-mapped UV baking process would have to be done for each texture independently on each starship separately. E.g. The Sovereign class with Type 2 texture, Defiant with Type 7, Akira with Type 1, etc... Or all with Type 6 or something.
Far as I figured out, e.g. every Federation texture can fit on every Federation ships...shortly said, I need only one texture for ships...same for other races too...You are more experienced in modelling of STO so you could know which (single) texture fits too all Fed ships... Same goes for Klingons, Romulans et etc
[QUOTE=OpetJa;50343302]Far as I figured out, e.g. every Federation texture can fit on every Federation ships...shortly said, I need only one texture for ships...same for other races too...You are more experienced in modelling of STO so you could know which (single) texture fits too all Fed ships... Same goes for Klingons, Romulans et etc[/QUOTE] Yes, as I mentioned before: Every single ship texture can be put on any ship. You could have Klingon textures on Federation ships, or Romulan textures on Klingon ships. Possibilities are endless. Not to mention the various trim maps that can applied to the ALL, or the special parts maps like Anti-Undine ship kit or Borg kit that can also be overlaid on them ALL. So... You have options :)
Yeah... I located yellow ones :) and when you release those models I'll be texturing all day and night :D B3 you have toughest job then, to port, convert and release all those models... Will you create that tutorial for Maya??
Yeah, I will see about making a video. I have to figure out a different video codec to use. The last videos I recorded, I still haven't finished because the audio is off sync on all of them. Speaking of, FleetAdmiral1, let me know if you still need those videos or not. I am hoping that you can get Ravioli Game Tools to work for you, then since you already know Noesis, you basically will not need my videos then. I didn't cover much other than unpacking the hogg and converting in Noesis. I talked about more stuff, but I can cover that again in a new video with correct audio and forego unpacking hoggs and converting in Noesis. Also, I mentioned the Original installer for STO at time of game launch a little bit ago, I put up the original "texture3.hogg" file for it here: [url]https://onedrive.live.com/redir?resid=88408DC239A024D!169&authkey=!APB3wbgSAa2ypEs&ithint=file%2chogg[/url] With this Hogg file, you can use Ravioli to unpack and convert all the images to PNG files automatically. Then just use Noesis to batch them back to DDS if needed. Benefit of these files instead: All texture maps work, everything is at max size (1024x1024 typically), Some normal maps would need to be fixed (_Nx ones) but most of those have a corresponding regular normal map as well (_N) That normal map usually has an extra map in the alpha channel as well, although, never found a use for this one...
What I would need the videos for is correctly alligning the textures and scaling them correctly. Because when I loaded the textures on the models I have, the scaling was all off. Like on the Romulan Uniform for example, and the combadge and eyes. They were out of scale and/or pixelated. Maybe I missed a step there.
[QUOTE=FleetAdmiral1;50346842]What I would need the videos for is correctly alligning the textures and scaling them correctly. Because when I loaded the textures on the models I have, the scaling was all off. Like on the Romulan Uniform for example, and the combadge and eyes. They were out of scale and/or pixelated. Maybe I missed a step there.[/QUOTE] They are not out of alignment, the alignment is exactly as it is in the game. The issue is the resolution of the textures. You are getting a pixelated effect since they are so small. That is one of the issues talked about before when ripping characters. Some of the textures come out super-small. You even posted the image of your Romulan girl char that had the problem (i think it was after the first couple videos i put up?!?) ok found it, this one: [url]https://facepunch.com/showthread.php?t=1494474&p=49907116&viewfull=1#post49907116[/url] that is texture resolution problem. The ripper captures things as DirectX is [I]USING[/I] them, not as they are originally (for textures at least) So if a texture is mip-mapped down really small when being drawn on the screen in the moment you capture, you get that low resolution texture. To fix your issue, you are going to have to extract the textures from the "texture3.hogg" file.
Alright. I'll take a look into that file. Thanks. Just one more question though. Does that file contain these characters, and any one that will follow after with the upcoming TOS Expansion because I think the entire TOS Crew will appear eventually? [IMG]http://i.imgur.com/vSwGOkT.png?1[/IMG]
[B]Release (Final)[/B] Character Textures: [url]https://onedrive.live.com/redir?resid=88408DC239A024D!170&authkey=!AFnHnP6RnoXScmI&ithint=file%2c7z[/url] -Zip file of all character textures for STO, current: 22.05.2016 -Unpacks to 6.63GB give or take... Starship Textures: [url]https://www.dropbox.com/sh/xp0xruswvujv7ti/AABEegRBeXDWlTx-983mnPvGa?dl=0[/url] -Current texture set for starships of STO, current: 22.05.2016 -Live directory of textures, will be updated as changes occur. Tools - RIP Stuff: [url]https://www.dropbox.com/sh/k0otehv6q7gu7pl/AABkBNsT-7imMt4tjOh0dLVJa?dl=0[/url] -Tools for ripping or converting STO stuff... [B]Release (WIP)[/B] Starships: [url]https://www.dropbox.com/sh/3o95azae2m7d0nu/AAD7l3BD7G2wVoX4ykmcGuvda?dl=0[/url] -Working directory for STO starships as I work on them, continually updating... Stations: [url]https://www.dropbox.com/sh/lpmboipr9uz72ol/AADo813uTbJ0Mh5UKD8YTS_pa?dl=0[/url] -Working directory for STO space station as I work on them, continually updating... [B]NOTES:[/B] Most models are probably in Maya Binary (.mb) format currently. Working on batch converting to FBX currently. Textures for ships and weapons are maintained in PNG only, don't ask me for anything else. Character textures were ripped and shared as a zip to help specific people, I will not be doing character rips. My focus is ships. I will not update this again probably... Most ships will need to be re-assembled (parts moved to correct location) I haven't gotten through everything, but its easy to do on your own, reference my previous videos in this forum. I make no claim of ownership on any of this stuff, it is merely for a personal project of mine. STO related item remain the property of CBS and licensed property of Cryptic. Some items individually belong to separate authors from around the Internet. People wanting these ships for other game ports, stay tuned for another video soon, where I will show texture converting and model reduction for older game engines.
[QUOTE=B3Bomber;50372662][B]Release (Final)[/B] Character Textures: [url]https://onedrive.live.com/redir?resid=88408DC239A024D!170&authkey=!AFnHnP6RnoXScmI&ithint=file%2c7z[/url] -Zip file of all character textures for STO, current: 22.05.2016 -Unpacks to 6.63GB give or take... Starship Textures: [url]https://www.dropbox.com/sh/xp0xruswvujv7ti/AABEegRBeXDWlTx-983mnPvGa?dl=0[/url] -Current texture set for starships of STO, current: 22.05.2016 -Live directory of textures, will be updated as changes occur. Starship Weapons: [url]https://www.dropbox.com/sh/hacgtyj6i94d0ca/AAC1luRALIH_QnAa_IDH9wtAa?dl=0[/url] -My textures for starship weapons, current: 22.05.2016 -NOT STO specific but some were used to generate these files -Live directory of textures, will be updated as changes occur. Nothing much should change. Tools - RIP Stuff: [url]https://www.dropbox.com/sh/k0otehv6q7gu7pl/AABkBNsT-7imMt4tjOh0dLVJa?dl=0[/url] -Tools for ripping or converting STO stuff... [B]Release (WIP)[/B] Starships: [url]https://www.dropbox.com/sh/3o95azae2m7d0nu/AAD7l3BD7G2wVoX4ykmcGuvda?dl=0[/url] -Working directory for STO starships as I work on them, continually updating... Stations: [url]https://www.dropbox.com/sh/lpmboipr9uz72ol/AADo813uTbJ0Mh5UKD8YTS_pa?dl=0[/url] -Working directory for STO space station as I work on them, continually updating... [B]NOTES:[/B] Most models are probably in Maya Binary (.mb) format currently. Working on batch converting to FBX currently. Textures for ships and weapons are maintained in PNG only, don't ask me for anything else. Character textures were ripped and shared as a zip to help specific people, I will not be doing character rips. My focus is ships. I will not update this again probably... Most ships will need to be re-assembled (parts moved to correct location) I haven't gotten through everything, but its easy to do on your own, reference my previous videos in this forum. I make no claim of ownership on any of this stuff, it is merely for a personal project of mine. It remains the property of CBS and Cryptic. People wanting these ships for other game ports, stay tuned for another video soon, where I will show texture converting and model reduction for older game engines.[/QUOTE] Hi, ive noticed that 90% of those beam and pulse textures are MINE, created either for the Star Trek Armada 3 mod OR for the Ultimate Universe Mod, i also noticed some laser textures i created for Sins of a galactic empire and Star wars Interegnum. i want the 2 beam and pulse folders removed! The next time you upload someone else's work have the decency to credit the authors! ive also noticed a lot of the torpedoes are from other peoples work, it suggest you credit them also!
Hmmm I should put these files on my MSI computer's secondary built in hard drive, drive D, because my Drive C only has about 5 GBs left. [editline]22nd May 2016[/editline] [QUOTE=Maxloef;50372935]Hi, ive noticed that 90% of those beam and pulse textures are MINE, created either for the Star Trek Armada 3 mod OR for the Ultimate Universe Mod, i also noticed some laser textures i created for Sins of a galactic empire and Star wars Interegnum. i want the 2 beam and pulse folders removed! The next time you upload someone else's work have the decency to credit the authors! ive also noticed a lot of the torpedoes are from other peoples work, it suggest you credit them also![/QUOTE] I agree. Been an unwilling witness to all the shit going on over Star Wars Battlefront 3 model right now. I think I've seen enough of credit not being given where due. It's for this reason that I'm apprehensive about sharing the custom Star Trek and Star Wars models I'm building for my movies.
[QUOTE=Maxloef;50372935]Hi, ive noticed that 90% of those beam and pulse textures are MINE, created either for the Star Trek Armada 3 mod OR for the Ultimate Universe Mod, i also noticed some laser textures i created for Sins of a galactic empire and Star wars Interegnum. i want the 2 beam and pulse folders removed! The next time you upload someone else's work have the decency to credit the authors! ive also noticed a lot of the torpedoes are from other peoples work, it suggest you credit them also![/QUOTE] Hi Maxloef, The link has been removed. If you would modify your post as to remove the link from within the quoted portion on your post as well please. I have killed the like from within Dropbox though, so it will not work either way. I would like to apologize for that. I was not attempting to taking credit for your work. I gathered all those weapon textures a while ago into a central directory, anything that I thought could work well. Started modifying some for a personal project of mine. By time I was done, I had no clue where everything came from and I didn't keep downloaded copies of all the mods. Do not fear, my project is for myself, nothing mod or game related. Unless I overlooked it, however, their is no information within STA3 telling anyone anything about the creators (zip file download itself). Nor is anything easily found on the STA3 moddb site. I finally hunted down a member list on the ST Armada 3 Dev Group page of moddb, but no information on who does what. Only thing I could have credited was the STA3 team in general, which I didn't remember that was a source at the time. I do normally give credit, there is a model in there that follows the instructions of the original author's directions. I did have a brain-fart when it came to the weapon textures, but STA3 comes with 0 information at the same time. Again, I apologize.
I just took a look at the characters textures folder, B3Bomber. I'm trying to figure out for certain if I've got it right. The texture I used for my Janet character. That's just the default female face correct? Just making sure. [IMG]http://orig02.deviantart.net/30a7/f/2016/069/5/9/janet_texture_update_by_fleetadmiral01-d9uml3f.png[/IMG]
Honestly could not say man. Depends on a great many things. Can you send me a copy of the Max file of her and some screen shots of all the tailor information of her characters settings from within STO? I would better be able to find out then. Right now, I have no idea though. I mean it looks good there, nothing crazy going on with UV's at least.
The file I have is an FBX actually. I can also through together a collage of my characters and their bridge officers if need be. Have tailor view screencaps of them all.
[QUOTE=FleetAdmiral1;50373398]The file I have is an FBX actually. I can also through together a collage of my characters and their bridge officers if need be. Have tailor view screencaps of them all.[/QUOTE] Let's just do Janet for now ;) screencaps of all her settings and FBX would be great.
I'll PM the file to you in a minute. Oh just for the record. I didn't get as far with converting the models I ripped to FBX as you or OpetJa probably think I did. Janet is honestly the only one of the 83 GBs of frame files I finished. I guess it's because of what I said previously about really being underwhelmed by the poly count putting them next to the Star Wars Battlefront EA Models.
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