New Project All Models Extracted Finally!

swgvetorg

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Nov 5, 2013
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#1
I have finally extracted every .MSH and every .MGN and coverted them to 3ds max! it was a long but very satisfying task 30000+ model files. I have added a few pics, below for you to enjoy! Got any request to see any model from SWG updated ask here. Soon will have them animated still working in max script to get those working, been a real biznatch.

Krayt Dragon below with updated poly counts and soon a much better skin.





I have also started a new plugin for unity 3d pro to read the .TRN files. Also a very secret project with Unity Pro and SWG assets is in the works....call it, "What could have been with modern day graphics and a 15KM sized SWG world map".... more later!

(Updated Added krayt Dragon requires 7zip)
 

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swgvetorg

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Nov 5, 2013
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#3
Timbab said:
Very nice work!

Have you got full .mgn capability, including blend modes and an exporter for them?
Still working on that Timbab, so far no luck yet. I'm hoping once I go on vacation I can really start working on adding blend modes with the exporter. will update and put a max script up here IF I can get something not completely buggy or keeps crashing the client. Blunt of what i'm doing now is trying to import skeleton and animations, I have full access to all .MGN .MSH files and all converted so hardest part is over, now onto the next LOL
 

Timbab

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#4
Nice! Would be sweet if you could manage the blend modes correctly. Been itching to dive into .mgn's for a while, but been focused with all non mesh files, should release my nab toolkit in the next few days hopefully with most of the files covered (Though still generic, needs testing what value does what and after that a serious GUI overhaul, just made it to remove the hex editing aspect and to see all the information easily at once).
 

swgvetorg

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Nov 5, 2013
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#7
caoa710520 said:
Ahmose excellent high quality work excuse the question exactly where I should place the files thanks : P
The model has been converted to 3ds file format, soon as I get them to save to a format that star wars galaxies client can understand without crashing I will upload it here packed in it's own .tre archive.
[hr]
Timbab said:
Nice! Would be sweet if you could manage the blend modes correctly. Been itching to dive into .mgn's for a while, but been focused with all non mesh files, should release my nab toolkit in the next few days hopefully with most of the files covered (Though still generic, needs testing what value does what and after that a serious GUI overhaul, just made it to remove the hex editing aspect and to see all the information easily at once).
Nice, will be wating for the toolkit once you get it done Timbab, very usefull. Currently having many issues getting these converted back to MGN format, but will be working hard on it tonight.
 

swgvetorg

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Nov 5, 2013
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#10
Still going been busy on a few side projects been testing max script plugins since I have taanab 50% populated and a few functioning citys, been adding new creature models. been a laborious task since I last posted this thread. but a few new planets trying to get the higher poly models in the emu without crashes and mainly learning max script better. working out animations has been a fun but really migrane inducing task. been hunting a solid host to throw a test server up so folks can see the changes and work I have been doing these many months.
 

fenix32

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Jul 9, 2011
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#11
swgvetorg said:
Still going been busy on a few side projects been testing max script plugins since I have taanab 50% populated and a few functioning citys, been adding new creature models. been a laborious task since I last posted this thread. but a few new planets trying to get the higher poly models in the emu without crashes and mainly learning max script better. working out animations has been a fun but really migrane inducing task. been hunting a solid host to throw a test server up so folks can see the changes and work I have been doing these many months.
You should totally post some pictures of this development!!
 

slipp

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Sep 6, 2014
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#12
Shot a PM your way with a help request, great work you are doing here man. Wish you the best with your unity thing aswell :D
 
Sep 23, 2014
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#13
swgvetorg said:
I have finally extracted every .MSH and every .MGN and coverted them to 3ds max! it was a long but very satisfying task 30000+ model files. I have added a few pics, below for you to enjoy! Got any request to see any model from SWG updated ask here. Soon will have them animated still working in max script to get those working, been a real biznatch.

Krayt Dragon below with updated poly counts and soon a much better skin.





I have also started a new plugin for unity 3d pro to read the .TRN files. Also a very secret project with Unity Pro and SWG assets is in the works....call it, "What could have been with modern day graphics and a 15KM sized SWG world map".... more later!

(Updated Added krayt Dragon requires 7zip)
Anyway you could post the base character models in 3ds format. I'd like to try some tweaking with some of them?
 

Sallah

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Sep 8, 2011
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#15
Will these be posted anywhere? I'd love to get my hands on some of the character models to make new content/player races for the various EMU/mods out there.
 

Timbab

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#19
Yoiaholic said:
Arioch said:
Phoenix said:
^ We need a mgn importer. We have an exporter. Just need a mgn importer script.
I have an old mgn importer plugin for max but no mgn exporter.
Can you post this? It would be extremely helpful.
Look here:

http://www.modthegalaxy.com/forums/thread-tool-3ds-max-import-export-scripts