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Star Wars Episode III mesh and textures files .st2

Featured Replies

  • Kitsuneshkaa changed the title to Star Wars Episode III mesh and textures files .st2
  • Supporter

In the ..var01.st2 csv data is contained:

Quote

meshes\chars\common\b_human.csv b_human,,,,,,,,,,,,,,,,,,,,,,,,,

REACTION,,,,,,,,,,,,,,,,,,,,,,,,,
Level,Location,SeqCategory,Conditions,Reaction,AttackerReaction,Momentum,LengthMod,Tween,Skip,Homing,Damage,Sound,Effect,//                                          COMMENTS ,,,,,,,,,,,
,,,,,,,,0,0,0,,wep_ls_hit_low*,,//,,,,,,,,,,,
//Air Hits,,,,,,,,,,,,,,,,,,,,,,,,,
!,AIR,!,,R_Airhit_Front,,,,,,"2,1400,0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,
//Ground Hits,,,,,,,,,,,,,,,,,,,,,,,,,
!,!,knockdown,,R3_Hit_OnBack,,,,,,"0, 0, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,,
!,!,knockedfacedown,,R3_Hit_OnFront,,,,,,"0, 0, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,
//Kill Hits,,,,,,,,,,,,,,,,,,,,,,,,,
!,BACK,,ZERO_HEALTH,R4_Hit_Back,,,,,,"21,400,180",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,,
!,!,,ZERO_HEALTH,R4_Hit_Front,,,,,,"2,1400,0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_BODY_IMPACT,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,
"//Blocked,  ALL Directions (Note: 360 Blocking now in!!!)",,,,,,,,,,,,,,,,,,,,,,,,,
1,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,,
2,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,,
3,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,,
4,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,,
5,"BLOCK, FRONT, LEFT, RIGHT",,,R4_Hit_Front,,,,0,0,"10, 720, 0",0,,
5,"BLOCK, BACK",,,R4_Hit_Back,,,,0,0,"10, 720, 0",0,,
9,"BLOCK, FRONT, LEFT, RIGHT, BACK",,,Block1_React_Gen,,,,0,0,"10, 720, 0",0,,

,,,,,,,,,,,,,
"//Hit, in Rear",,,,,,,,,,,,,
1,BACK,,,R1_Hit_Back,,,,,,"0, 720, 0",,wep_ls_hit_low,IDS_FX_LIGHTSABER_BODY_IMPACT
2,BACK,,,R2_Hit_Back,,,,,,"0, 720, 0",,wep_ls_hit_med,IDS_FX_LIGHTSABER_IMPACT_HEAVY
3,BACK,,,R3_Hit_Back,,,,0,0,"0, 720, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_HEAVY
4,BACK,,,R4_Hit_Back,,,,0,0,"2, 720, 180",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_FURY
5,BACK,,,R4_Hit_Back,,,,0,0,"2, 720, 180",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_FURY
9,BACK,,,NULL,,,,0,0,"2, 720, 180",,wep_ls_hit_high,
,,,,,,,,,,,,,
"//Hit, Front",,,,,,,,,,,,,
1,FRONT,,,R1_Hit_Front,,,,,,"10, 720, 0",,wep_ls_hit_low,IDS_FX_LIGHTSABER_BODY_IMPACT
2,FRONT,,,R2_Hit_Front,,,,,,"10, 720, 0",,wep_ls_hit_med,IDS_FX_LIGHTSABER_IMPACT_HEAVY
3,FRONT,,,R3_Hit_Front,,,,0,0,"0, 720, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_HEAVY
4,FRONT,,,R4_Hit_Front,,,,0,0,"0, 720, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_FURY
5,FRONT,,,R4_Hit_Front,,,,0,0,"0, 720, 0",,wep_ls_hit_high,IDS_FX_LIGHTSABER_IMPACT_FURY
9,FRONT,,,NULL,,,,0,0,"0, 720, 0",,wep_ls_hit_high,
,,,,,,,,,,,,,

edit: and xml data:

	<!--
		______________________________________________________________________________
		Copyright 2004 The Collective, Inc.

		DISMEMBERMENT DEFINITION

		Character: Clone Trooper
		Author: Baback Elmieh
		Date: 01/07/2004
		______________________________________________________________________________

	-->
	<!-- HEAD -->
	<DismemberablePart Name="Head" Hitpoints="25">
		<!--
				The Materials section is a list of materials in the original mesh that are to be turned off
				when the part is dismembered
		-->
		<!--
		<Materials>
		<Material Name="headSG"/>  
		</Materials>
	-->
		<!--
				 ReactionProcessing defines the chunks and particles to be spawned when a reaction dismemberment is processed
				 for the character the definition requires a Bone from which a chunk should be spawned and the name of the
				 chunkmesh. The ChunkMesh definition in turn can have several values set such as GravityScale and UseGinFile.
				 GravityScale greater than 1.0 pulls a chunk down faster, UseGinFile will look for a bounding box with the
				 same name as the chunkmesh in the damage mesh's gin file, if the bound is found, it is used instead
				 of the default rendering bound which can help artists orientate chunks so that they land on their
				 correct side
		-->
		<ReactionProcessing>
			<!-- particles -->
			<Particles>
				<!-- spark particle from the joint -->
				<Param Name="BoneEmission" Value="neck_g">
					<Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/>
				</Param>
			</Particles>
			<!-- chunks -->
			<!--			<Chunk Typename="TSingleChunk">
				<Param Name="Bone" Value="neck_g">
					<Param Name="ChunkMesh" Value="head"/>
					<Param Name="GravityScale" Value="1.4"/>
					<Param Name="RandomVelocityScale" Value="0.2"/>
				</Param> 
			</Chunk>
-->
		</ReactionProcessing>
		<!--
				The Capsules section provides a list of capsules that should affect the hitpoint of the part and should
				be disabled once the chunk has been dismembered
		-->
		<Capsules>
			<Capsule Name="Dneck_g"/>
		</Capsules>
	</DismemberablePart>
	<!-- LEFT SHOULDER -->
	<DismemberablePart Name="Left Shoulder" Hitpoints="25">
		<Materials>
			<Material Name="Shoulder_LSG"/>
		</Materials>
		<ReactionProcessing>
			<!-- particles -->
			<Particles>
				<!-- spark particle from the joint -->
				<Param Name="BoneEmission" Value="shoulder_L_g">
					<Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/>
				</Param>
			</Particles>
			<!-- chunks -->
			<Chunk Typename="TSingleChunk">
				<Param Name="Bone" Value="shoulder_L_g">
					<Param Name="ChunkMesh" Value="Shoulder_L"/>
					<Param Name="GravityScale" Value="1.8"/>
					<Param Name="RandomVelocityScale" Value="0.1"/>
				</Param>
			</Chunk>
		</ReactionProcessing>
		<Capsules>
			<Capsule Name="Dshoulder_L_g"/>
		</Capsules>
	</DismemberablePart>
	<!-- RIGHT ELBOW -->
	<DismemberablePart Name="Right Shoulder" Hitpoints="25">
		<Materials>
			<Material Name="Elbow_RSG"/>
		</Materials>
		<ReactionProcessing>
			<!-- particles -->
			<Particles>
				<!-- spark particle from the joint -->
				<Param Name="BoneEmission" Value="shoulder_R_g">
					<Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/>
				</Param>
			</Particles>
			<!-- chunks -->
			<Chunk Typename="TSingleChunk">
				<Param Name="Bone" Value="shoulder_R_g">
					<Param Name="ChunkMesh" Value="Elbow_R"/>
					<Param Name="GravityScale" Value="1.8"/>
					<Param Name="RandomVelocityScale" Value="0.1"/>
				</Param>
			</Chunk>
		</ReactionProcessing>
		<Capsules>
			<Capsule Name="Dshoulder_R_g"/>
		</Capsules>
	</DismemberablePart>
</DismembermentDefinition>

 

Edited by shak-otay

  • Author
5 hours ago, shak-otay said:

In the ..var01.st2 csv data is contained:

edit: and xml data:

	<!--
		______________________________________________________________________________
		Copyright 2004 The Collective, Inc.

		DISMEMBERMENT DEFINITION

		Character: Clone Trooper
		Author: Baback Elmieh
		Date: 01/07/2004
		______________________________________________________________________________

	-->
	<!-- HEAD -->
	<DismemberablePart Name="Head" Hitpoints="25">
		<!--
				The Materials section is a list of materials in the original mesh that are to be turned off
				when the part is dismembered
		-->
		<!--
		<Materials>
		<Material Name="headSG"/>  
		</Materials>
	-->
		<!--
				 ReactionProcessing defines the chunks and particles to be spawned when a reaction dismemberment is processed
				 for the character the definition requires a Bone from which a chunk should be spawned and the name of the
				 chunkmesh. The ChunkMesh definition in turn can have several values set such as GravityScale and UseGinFile.
				 GravityScale greater than 1.0 pulls a chunk down faster, UseGinFile will look for a bounding box with the
				 same name as the chunkmesh in the damage mesh's gin file, if the bound is found, it is used instead
				 of the default rendering bound which can help artists orientate chunks so that they land on their
				 correct side
		-->
		<ReactionProcessing>
			<!-- particles -->
			<Particles>
				<!-- spark particle from the joint -->
				<Param Name="BoneEmission" Value="neck_g">
					<Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/>
				</Param>
			</Particles>
			<!-- chunks -->
			<!--			<Chunk Typename="TSingleChunk">
				<Param Name="Bone" Value="neck_g">
					<Param Name="ChunkMesh" Value="head"/>
					<Param Name="GravityScale" Value="1.4"/>
					<Param Name="RandomVelocityScale" Value="0.2"/>
				</Param> 
			</Chunk>
-->
		</ReactionProcessing>
		<!--
				The Capsules section provides a list of capsules that should affect the hitpoint of the part and should
				be disabled once the chunk has been dismembered
		-->
		<Capsules>
			<Capsule Name="Dneck_g"/>
		</Capsules>
	</DismemberablePart>
	<!-- LEFT SHOULDER -->
	<DismemberablePart Name="Left Shoulder" Hitpoints="25">
		<Materials>
			<Material Name="Shoulder_LSG"/>
		</Materials>
		<ReactionProcessing>
			<!-- particles -->
			<Particles>
				<!-- spark particle from the joint -->
				<Param Name="BoneEmission" Value="shoulder_L_g">
					<Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/>
				</Param>
			</Particles>
			<!-- chunks -->
			<Chunk Typename="TSingleChunk">
				<Param Name="Bone" Value="shoulder_L_g">
					<Param Name="ChunkMesh" Value="Shoulder_L"/>
					<Param Name="GravityScale" Value="1.8"/>
					<Param Name="RandomVelocityScale" Value="0.1"/>
				</Param>
			</Chunk>
		</ReactionProcessing>
		<Capsules>
			<Capsule Name="Dshoulder_L_g"/>
		</Capsules>
	</DismemberablePart>
	<!-- RIGHT ELBOW -->
	<DismemberablePart Name="Right Shoulder" Hitpoints="25">
		<Materials>
			<Material Name="Elbow_RSG"/>
		</Materials>
		<ReactionProcessing>
			<!-- particles -->
			<Particles>
				<!-- spark particle from the joint -->
				<Param Name="BoneEmission" Value="shoulder_R_g">
					<Param Name="ParticleID" Value="IDS_FX_LIGHTSABER_BODY_IMPACT"/>
				</Param>
			</Particles>
			<!-- chunks -->
			<Chunk Typename="TSingleChunk">
				<Param Name="Bone" Value="shoulder_R_g">
					<Param Name="ChunkMesh" Value="Elbow_R"/>
					<Param Name="GravityScale" Value="1.8"/>
					<Param Name="RandomVelocityScale" Value="0.1"/>
				</Param>
			</Chunk>
		</ReactionProcessing>
		<Capsules>
			<Capsule Name="Dshoulder_R_g"/>
		</Capsules>
	</DismemberablePart>
</DismembermentDefinition>

 

ok, var is info file.

other files?

Desktop.zip

Edited by Kitsuneshkaa

  • Supporter

I don't see something obvious. Also the files are too small to contain meshes, imho.

(Maybe use a PS2 debugger/emulator for getting some decent infos?)

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