New Project All Models Extracted Finally!

trip1377

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Mar 2, 2017
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#21
Shot you an e-mail, understand it's been a while since the last post and that this project may have been dropped or put on indefinite hold for whatever reason.
I've had an interest in rebuilding SWG in Unity for some time now, just been busy with other projects, but if you're looking for a partner on this or to hand the work you've done off to someone else to continue your work, I'd like to jump in.
It would be helpful seeing what your pipeline is extracting all of the objects from the game, texturing, rigging for movement / animation, etc and importing into Unity.
Myself I'd say I'm an expert coder, been an IT developer for about 30 years, very well versed in Unity and C#, have taken Digital Gaming & Media courses for the last few years on the side at the University nearby learning all the current modelling tools out there.
By automating the pipeline and digging a little more into things, I should be able to knock something out pretty quick, guesstimate by Christmas, time permitting and a little help explaining the manual process.
 

trip1377

New Member
Mar 2, 2017
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#22
Update: Good to go now, spent the day figuring out a pipeline that works for me.
IE: Convert .msh files to .obj files > convert .dds files to .png files > import .obj files into Maya and increase UV map size > import .png files into photoshop, resize to UV, export to Illustrator, vectorize, clean up Atlas, bring back to photoshop, use Quixel to make a cleaner bump map, bring back into Maya, make sure it's 100% and export to Unity.
Next part of course will be rigging, but I'll get enough models ready for rigging before proceeding to that step.
Not as hard as I thought it would be, will post some screen shots in a few days.
 

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trip1377

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Mar 2, 2017
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#23
Out of curiosity to see if I could do it I spent yesterday developing an automated pipeline for extracting "everything" from the SWG client, batch converting, importing into Unity and rebuilding.
Another few days of this and fine tuning the C# code a little bit I suspect I'd have the game 100% playable in Unity "as-is" with the original assets. A few months worth of work re-rigging, re-moddeling and re-texturing to bring it up to current and it'd be a completely re-mastered game.
Now I know it can be done, easily, and little proud of myself for that achievement, but... the problem is, even though re-mastering this game is non for profit / totally fan based / trying to keep something that many people love alive and modernizing it, from what I have read, modding within an existing engine is a grey area "usually encouraged by the owners", which is why there is a massive modding community out there, but completely fork-lifting a game from one engine into another and sharing it in any way isn't grey and isn't encouraged without permission from the owner.
Such as what these guys are doing with re-mastering X-Wing in Unity: http://www.polygon.com/2016/12/28/14106830/x-wing-remaster-unity

So, now that I have appeased my curiosity, learning how to do it is as far as I go, unless someone on here would like to try reaching out to the owners "guessing Lucas Arts, Sony and now Disney" and get their permission, get them to sign off on it.
If someone does do that and lets me know and gives me an official copy of that letter with the name and number of a point of contact at the owner company to verify with, I will do a how-to video on YouTube, share my source code and pipeline and proceed to re-master SWG and share it out.

Otherwise, c'est la vie.
 

Violet

MtG Art Lead, Mouthy Brit
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Aug 1, 2015
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#24
I have asked a few developers if it will ever be possible to actually edit the mesh and topology of the models in the game. They each said "Nope, unless someone dedicated were to create SWG 2.0, a whole new client."

This made me very upset considering I'm a Game Artist and I would LOVE to remodel the entire game and release an assets pack for my own project I run. So I must ask, will this project make such a thing possible and legal?
 

Timbab

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Oct 6, 2010
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Magna Germania
#25
Violet915 said:
I have asked a few developers if it will ever be possible to actually edit the mesh and topology of the models in the game. They each said "Nope, unless someone dedicated were to create SWG 2.0, a whole new client."

This made me very upset considering I'm a Game Artist and I would LOVE to remodel the entire game and release an assets pack for my own project I run. So I must ask, will this project make such a thing possible and legal?
What? That's total nonsense. 

One just needs to make a plugin/model coverter for the SWG file format which is very much possible and has been done/proven before.

For static meshes, you can already sort of do it with rosuto's 3ds max script, for skeleton/blend meshes, it's possible too and will come out sooner or later.
 

Sytner

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Sep 18, 2010
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#26
Violet915 said:
I have asked a few developers if it will ever be possible to actually edit the mesh and topology of the models in the game. They each said "Nope, unless someone dedicated were to create SWG 2.0, a whole new client."

This made me very upset considering I'm a Game Artist and I would LOVE to remodel the entire game and release an assets pack for my own project I run. So I must ask, will this project make such a thing possible and legal?
There are already scripts out there to import/export from a mix of modelling software so I'm not sure who told you that. They're a bit lacking but as soon as there's some effort on the modelling front I'd be willing to make something more up-to-date with current knowledge.

You could absolutely remodel the whole game if you wanted.
 
Jan 10, 2018
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#28
Could you share the starships, please? They were all interesting to me in one way or another, and I'd like to play around with them and see if I can make some STL files with them for 3D printing.
 

Lucidity

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Aug 24, 2017
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#29
I'd also like to get my hands on these models, if possible... I've begun making SWG in minecraft, and I'd like to use the 3d files as a starting point for all the in-game buildings.

I've actually already got the map of Tatooine completed terrain-wise, thanks majorly to Sytner's direct intervention!