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Wanting to mod models
#1
ok so im very new to modding in general, but after playing swgemu for several years off and one i decided i wanted to create some mods for it.

so here are a few questions i have

1. how do i edit the .mgn files so i can redo the armor's and non static objects?

2. are animations handled on the client side so i can change those?

3. which tools should i use import/export models to/from swg

4. how do i edit the static meshes? from what i understand the static meshes are stored in the apt files but i cant figure out how to replace them with my own model

any replies would be helpful and i hope to be able to get swg to the best and most played mmo again
 
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#2
1. No public tools/importers allow that at the moment.
2. Handled client side, but, the same answer as above.
3. http://www.modthegalaxy.com/forums/threa...rt-scripts
4. Look at 3, it's static only (you can get MGN to a limited degree into 3ds, but not back. Also, .APT is the main container, which links to either a .MSH or a .LOD, a .LOD is a level of detail container that links to multiple .MSH.

Also: http://www.swgemu.com/forums/showthread....post829623
 
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#3
(2015-05-14, 05:59 PM)Timbab Wrote: 1. No public tools/importers allow that at the moment.
2. Handled client side, but, the same answer as above.
3. http://www.modthegalaxy.com/forums/threa...rt-scripts
4. Look at 3, it's static only (you can get MGN to a limited degree into 3ds, but not back. Also, .APT is the main container, which links to either a .MSH or a .LOD, a .LOD is a level of detail container that links to multiple .MSH.

Also: http://www.swgemu.com/forums/showthread....post829623

after doing another few hours of research i found a way to do everything except the animations, i can replace the armors but i cant get their models out of their containing files so i really dont have a reference for them. i used blender to edit a swoop and turn it into a upside down swoop but it did not retain its textures so i need to redo them i guess. i found a tool that allowed me to replace the .mgn files inside current .apt files. it took me almost 7 hours to just get the swoop model changed and ingame. i have not tested the .mgn files yet thats next on my list to test
 
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#4
Full MGN support is not available anywhere, regardless of if you can get a partial MGN back out.

No one has done Blend modes and the like publicly. You're basically just getting a static mesh in MGN format, which is 99% useless.

Also you can replace anything in any of the files with SIE along with my templates for them. .APT should only link to .LOD and .MSH, if you want the container for .MGN, you'd want to use .SKT > .LMG (LOD for non static) > .MGN.
 
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#5
(2015-05-14, 10:37 PM)Timbab Wrote: Full MGN support is not available anywhere, regardless of if you can get a partial MGN back out.

No one has done Blend modes and the like publicly. You're basically just getting a static mesh in MGN format, which is 99% useless.

Also you can replace anything in any of the files with SIE along with my templates for them. .APT should only link to .LOD and .MSH, if you want the container for .MGN, you'd want to use .SKT > .LMG (LOD for non static) > .MGN.

Ok that makes sense, i did not realize that. i thought otherwise because 1 guy i saw was able to edit his toon which is a .MGN right? either was not to much that i was to do is .MGN
 
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#6
(2015-05-14, 11:27 PM)rubatonk Wrote:
(2015-05-14, 10:37 PM)Timbab Wrote: Full MGN support is not available anywhere, regardless of if you can get a partial MGN back out.

No one has done Blend modes and the like publicly. You're basically just getting a static mesh in MGN format, which is 99% useless.

Also you can replace anything in any of the files with SIE along with my templates for them. .APT should only link to .LOD and .MSH, if you want the container for .MGN, you'd want to use .SKT > .LMG (LOD for non static) > .MGN.

Ok that makes sense, i did not realize that. i thought otherwise because 1 guy i saw was able to edit his toon which is a .MGN right? either was not to much that i was to do is .MGN

Where at? Mesh editing? Or texture editing? I think you can remap the UV for MGN atm, but don't quote me.
 
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#7
yes my bad its the uv remaping you can edit i saw that here and misunderstood it at first http://www.modthegalaxy.com/forums/threa...or-blender

on another note do you know how to edit the .MSH file and have it keep the texture in game? the swoop test i did i have to 1. flip the normals and 2. its was the default grey color in game it did not have texture at all.

my goal is to actually finish a project since i have alot of free time, i have seen project perfection and how its looks from an outside view is not making any progress at this point in time so i have already gotten most of the ground textures for the planets fixed as the texture pack i had grabed was missing alot of them, mainly dant. i got tired of seeing i high res flower texture next to a low res flower texture lol.

another thing, is there a way to repack the .TRE file and not have the lauchpad want to replace it? when i tested the swoop i had to repack the .TRE file and i had to use the swgemu exe file to avoid the launchpad from changing the file
 
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#8
If it's a simple client side mod, you won't need to pack it back into a .tre (Only if you want to load it via server, as in, a new item, for example).

Unsure how rosuto's plugin works, did you use that? Charina's is quite outdated, I know rosuto did SWG house edits with it, so there should be a way. I believe it creates the .sht and .eft too? I forgot, you'll need to play with it or check out his other thread which can be found here.

Also this guide is super basic, and probably outdated, I wrote it a few years back explaining the file chains a tiny bit, if you didn't look into it already.
 
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#9
(2015-05-15, 02:05 AM)Timbab Wrote: If it's a simple client side mod, you won't need to pack it back into a .tre (Only if you want to load it via server, as in, a new item, for example).

Unsure how rosuto's plugin works, did you use that? Charina's is quite outdated, I know rosuto did SWG house edits with it, so there should be a way. I believe it creates the .sht and .eft too? I forgot, you'll need to play with it or check out his other thread which can be found here.

Also this guide is super basic, and probably outdated, I wrote it a few years back explaining the file chains a tiny bit, if you didn't look into it already.

i dont know if i mentioned it or not im using blender as that is the modeling program i have used for the past 4 years and the one im am the most comfotable with i have no knowledge of 3ds max
 
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#10
Oh, right.

Yeah, unsure, think the Blender plugin is brutally outdated, the 3ds max one is the most up to date. Might want to use 3ds as a in between for import/exporting until Blender stuff is available down the road.
 
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