Just wondering if you've tried to extract the textures any further, or whether you've made any headway. I've done a little bit of looking around on my end, and I've come across a couple of programs that can at least identify the filenames inside the .asset files (one of them actually extracts the sound files much more efficiently than my manual cut-and-paste method from the raw hex files).
And with that...I've hit a bit of a brick wall myself: that program can only recognise textures with an ARGB colour format: if it's anything else, it can neither recognise nor extract them properly. If you know anything about other texture formats or how they're structured, please let me know.
(Sidenote: textures are only half the story -- you'd also need the wireframes too for it to be of any use if you're not trying to mod your own game)
Sorry, Im getting back a bit late due to it being summer break and all. The following is a list of formats that may be decodeable: http://docs.unity3d.com/ScriptReference/TextureFormat.html . As for programs, I have an old program used to grab and extract certain asset files on my PC, and I was toying around with it. I recently purchased a Mac and have started using it more often, so I will have to check the programs name.
I've actually been able to pull out all the files now, though I've got a different problem: the files that I couldn't extract before can't be read properly by Photoshop or GIMP. Judging from the files I could extract, these are the textures that are applied to the wireframes of aliens, armours and equipment.
Firefalcon once mentioned something about getting SW running on a PC, so that intrigues me a bit as well. What I'm trying to do is figure out if those textures and wireframes can be made to function on another engine entirely -- if that could be done, we're looking at the possibility of machinimas being done through Gmod or SFM.
Of course, all that being said and done, I think that everything beyond modding the textures on your own game might be treading into dangerous areas of copyright. The only saving grace the extraction activity may have is that Freyr themselves seem to be quite questionable with respecting copyright themselves, though I'd imagine that public distribution of any of the files is asking for trouble.
Ok, so you did you extract everything? As in, does it appear you've extracted all of the files?
For starters, what is the filename extension for these unreadable files? If I can, I'll look for software that works with it or an extension converter. Unless Freyr uses some really obscure software, I bet we can find a program that works.
I also remember Firefalcon mentioning that he got Star Warfare running on PC, however I was and am still a bit skeptical. I don't doubt it could work, but it seems like it would be very difficult. Perhaps he could contribute information to shed some light on our dilemna.
By modding textures, I'd probably go to the extent of erasing or replacing some HUD elements (e.g. dual joystics, energy bar) for the sake of good screenshots. Also, I doubt Freyr is currently worried about copyright infringement now, considering their (possibly permanent) absence. Personally, I'd like them to stay around, but who knows what will happen. If something came up, I could try to get into contact with them. Considering they gave me approval to sell Star Warfare merchandise (shirts,mugs,etc.) without them asking for profit, they may not care about mods either.
Whatever the case may be, we shouldn't ask for trouble and should stay on the down low if we manage to make adjustments to the game.
I think everything's been extracted -- these programs look like they've got no problem breaking the archive back into their components parts. Look up UAE 1.2, that should get you just about everything.
Keep in mind that the IPA structure appears to be different on a Mac than on a PC -- I'm not too sure how things look on your end from a Mac.
With the unreadable files, it's a bit more complex...
.tex, .dds: It looks as if the textures are originally stored as .tex files, but the extractor has the option of turning them into .dds files as well. The problem is that there are at least two varieties amongst these files: those which have an ARGB colour format, and those which don't. The ones I could open are the ones which were ARGB, which I've uploaded on the wiki. I haven't found a way of opening the remaining files, even though they've got the same file extension (looking at the hex code isn't really giving me any hints).
.tex_2, .tex_3, etc: I'm guessing these are for textures with animations (e.g. the glow on the Thunder Armour).
.ani, .ani_2, .ani_3, etc: Looking at the filenames, I'm guessing this is information about how the wireframes are meant to move.
.mat, .mat_2, .mat_3, etc: Guessing these are the wireframes. Not entirely sure what the numbered ones are though (maybe they're the animated states, but then I'm not sure what .ani is).
.shader: Seems to invoke some kind of lighting effect function on iOS.
.fnt: Font files. Weren't too interested in these since I already found fonts in the texture files.
.wav, .mp3: Sound files. Had no problem figuring these ones out.
From what I've researched, I've also got some questions about how Firefalcon would've got the game running when it was packaged for iOS, as well as why he didn't just obfuscate the code by changing the file extension or putting it inside a zip or rar file when he said it got taken offline because of a DMCA claim.
He's a little bit scarce on the wiki at the moment -- I could link him to the thread, but if we're actually questioning whether he actually managed to do what he claimed (I've got reasons for doubting some of his other claims as well), then I'd actually wonder whether the potential benefit of his knowledge, if true and applicable, is worth the potential risk if he'd be against what we're doing (if he didn't actually manage to do what he claimed, then he might see us as being far closer to "game mechanic hackers" than texture modders, and I'm sure you know what his attitude is towards anything he thinks is unfair or cheating).
Yep, I had UAE 1.2 on my PC, it was great. Perhaps having a Mac may shed some new light on this. :P
I have no idea what .ani files are, but I will research them. Your hypothesis seems quite likely though.
However, I do know about .mat files. These files are "material files" in the 3D environment. Seeing as there are no armors found yet, and no .obj extensions, these are almost definitely the wireframes.
Shaders, are like they sound: they deal with the effects of light. They affect the way light hits on object to give some form of "realism". In other words: "Lets say you create a cool leather jacket in Blender. It has a nice material that genuine imitate the look and feel for the leather. Rendered it looks fantastic.
But you should understand that Blender is not a real time renderer and the scope there is to get a perfect image, while a game is a real time renderer and you simply don't have the resources to take into considerations how light is bounced from materials, that why shaders exist."
If you could somehow find out the colour format of the unreadable format, it could provide clues. Or if that proves unsuccessful, you could send them my way and I'd take a look.
What Firefalcon may have done could be important, if he managed it. Also yes, the risk is quite great, so we should be subtle.
Hmm, boot up UAE 1.2 again -- there's an option which says "Convert TEX to DDS" underneath the window which shows the list of files. Selecting that option causes it to produce a copy of all the .tex files in .dds format, and I could only work with those textures if they were .dds instead of .tex. Can you still extract files from your end on a Mac?
The files I can't read seem to have the following in their headers:
Comparing it to the files I can read, they've got pretty much nothing in their headers: it just reads "DDS", and then after some blank space, the file contents begin. I'm tempted to try replacing the headers to see if that makes them readable, but I'm not sure that'll do it.
Edit: Apparently, I'd already tried the header replacement before with no luck. NVTT seems to refer to "NVIDIA Texture Tools", but I've already got the plugin installed for that (had to do so in order to read DDS files).
Great, just found out you now need to register to view Xentax fourms, where the link to UAE is. And registering takes a donation. I could see if I could transfer the program from my PC, but that could take some time. Do you have a direct link to the download site?
EDIT:I found the link, however the program I found is not compatible with Mac. I dont remember if there was a Mac specific program or not, nor if there is a link to it. It seems I may have to use my PC for this after all.
Drat, didn't realise that I should've checked back for edits (no pings).
I'm not sure if you've already worked past this, but I took a look at the .mat files, as well as their numbered variants -- and to me, they look suspiciously small to be wireframes. Using a hex editor to look at it shows random strings like "Texbase, tex_2, TintColor" and whatnot, but I'm not seeing enough data in there to think that mesh coordinates can be stored in files that small (I can imagine them being smaller than the textures, but not so small that the file only needs a few bytes).
I'm starting to wonder if the actual wireframes are stored inside the .ani files alongside the animations -- the amount of random data and the text strings in there looks a bit more convincing (e.g. "Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 L Thigh/Bip01 L Calf"), but I've yet to find clues on how to read it.
On another note, I think those random "shared asset" files roughly correspond to the actual levels throughout the game: I'm counting 22 shared asset files (from #0 to #21), which corresponds with 8 PvE campaign maps, 9 PvP maps, and 6 boss missions. The 0 one seems to contain some extra menu data.
Heh, I must be using an older star warfare app on my PC because I only have 19 files. Time to update it. If you check out: https://github.com/ata4/disunity/issues/41 , perhaps you could understand how DisUnity to extract resources. I'll update you if i make any progress.
Hmm; being capped means I can't really download large files properly, but looks like he gave you a command line to enter. I think the example he gave you would pretty much let you pull out everything from an asset file if you specify the directory path. As long as you're not trying to pull out specific types of files, you may as well just use the example he gave and pull all the files out of it.
I'm not too sure whether DisUnity would make a difference though, unless it does some further format conversion on the textures when pulling them out: something about the actual files themselves keep making Photoshop think there's a disk error when it tries to read them.
I was able to extract all of the files into pre labeled folders however they are now all in .bat format. I feel that we are close. I didn't use the command line, I used the GUI instead, so if I can't use these .bat files, I may have to resort back to trying the command line.
There's a chance that those are the right files, just with the wrong filename extensions. If you see two files called something similar to "menumusic.bat" or "boss_final.bat", try changing their file extensions to .wav or .mp3 and seeing if they'll play. If they're not named like that, "menumusic.wav" is 5191kB, while "boss_final.wav" is 1688kB on my computer.
Having said that: trying every single file format for all those .bat files there just sounds plain inefficient -- the command line would be ideal if you can get that functioning, though you could probably also copy both the unpacked versions of Star Warfare and Unity Assets Explorer to a sufficiently large USB (maybe 2 GB free space to be safe?), and then try running the extraction from any PC or Windows laptop you can get on provided they allow you to run .exe files (school and university computers probably won't).
Alright, I will look into changing filename extensions when I get a chance. I've actually been doing everything on my PC, and both programs are already there, so I can try the command line. My problem with it is that since the program itself doesn't come with a GUI, I had to resort to a third party one; so I can't use all of the commands in it. When I get some spare time, I'll mess around with the program and try to make it work.
Not too sure what the relevance of the DLL files is at the moment; I've re-read this thread a bit, and it seems like the focal point was on trying to get texture files out. DLLs are more along the lines of the actual "instructions" of the programming, rather than the media files we've been trying to extract so far.
I seem to dimly remember finding out small bits of info about the NVTT/DXT5 hurdles we encountered above though: game developers can choose several formatting or compression options for their graphics. Problem is that even knowing what it is, finding a way to reverse it into something we can edit with an image editor seems to be trickier (at least from what I've gathered so far).
I believe you are pretty busy in real life commitments and you aren't able focus on the wiki that much. I'm demoting you for the moment to try and make the wiki more efficient. You can always have adminship/chat mod back when you become active again. Hope you understand.
I have removed your admin rights for the moment due to your inactivity. You might have other more important things to do right now hindering you from serving the wiki to its fullest.You can have your admin rights when you become active again. Hope you understand.