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  1. #1
    Cromon's Avatar Legendary

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    Wildstar Studio - A file viewer and explorer

    Hello my fellow Wildstar fans

    After a week of work im now ready to release the first version of Wildstar Studio. This tool is a collection of various of my programs to display and interpret a few of the formats used in Wildstar. It took me hours of reversing (more than actually programming the tool :P) to get this working but now im pretty happy with the result. Right now it only supports reading and displaying files because i havent finished reversing every detail of the archive format so i cannot put files back into an archive which makes editing them pretty useless.

    Supported files:
    .tex: Texture files. Fully supported. All textures are shown correctly. Only exception: 3D-Textures as there is no good way to show them in a 2d-context.
    .m3: Model files. No animations yet. Most work ok, with textures and geometry
    .tbl: Client data tables. Fully supported. All tables are showing up with all details. There may be a few invalid values because its not 100% reversed but most of it looks ok.
    .lua Client side addon scripts. Fully supported. Read only tho
    .xml Same as above
    .i3 Same as .m3
    .sho: Binary shader code. Supported
    .area: Terrain files. Very experimental support. Heights and first tries of blending

    Supported Functions
    • 3D display of M3 models
    • Viewing table files
    • Exporting models to .obj
    • Exporting files in general
    • Viewing a lot of file types
    • Export texture as .bmp


    User Interface
    You can go nuts on the user interface. Everything in the folder UI is using HTML/CSS/Javascript so everyone with web development experience can modify whatever he likes. In general the only thing thats fixed is the display of models and texture. It considers a rectangle starting at 300/100 to the bottom/right as available for the model/texture. So you should leave that as empty as possible.

    Online Version
    This link allways points to the latest version:
    Wildstar Studio Online

    Bug reports/Feature requests:
    Please use the issue tracker for feature requests or feature requests, i wont monitor this thread actively.
    Issue Tracker: https://bitbucket.org/mugadr_m/wilds...dio/issues/new

    Download:
    https://bitbucket.org/mugadr_m/wilds...s/Launcher.exe (Place it somewhere, launch it and it will download the latest build. Later the launcher will automatically download new builds (the UI folder is backed up, if you have made any changes you can then apply them to the new UI folder).
    Virus Total: https://www.virustotal.com/de/url/e3...is/1385420602/

    Images





    Greetings
    Cromon
    Last edited by Cromon; 07-28-2014 at 11:55 AM.

  2. #2
    CreativeXtent's Avatar Elite User CoreCoins User
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    THank you for the files

  3. #3
    Cromon's Avatar Legendary

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    You can find all the information available right now about the models:
    M3 - Arctium WildStar Development Wiki (I hope JD is ok with me not posting a virus scan of that one :S)

    Its probably the savest if you code it yourself!

  4. #4
    Velho Barrero's Avatar Member
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    You deserve infect my PC (joke)! This tool is just great! Good job, I'm just feeling jealous about your programming skills.
    Last edited by Velho Barrero; 11-23-2013 at 07:46 PM.

  5. #5
    Cromon's Avatar Legendary

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    @Velho Barrero: Your PM storage is full, so ill answer your questions here:
    1. Maximizing/Resizing the window:
    This is currently WIP. The HTML part of the UI is in fluid design so that shouldnt be a problem, but the backend in C++ is yet not completely 'fluid', thats why its currently disabled.

    2. Showing more than 100 rows for .tbl files:
    It should show all the rows, but only 27 per page. Maybe you can elaborate a bit more on the details here?

    Greetings
    Cromon

  6. #6
    mondozax's Avatar Private
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    Just registered to thank you for this tool. It's greatly appreciated. Any chance you would know of a .tex to .bmp convertor? I am aware that your tool is not complete so I have no idea if you plan to implement something of the sort or not. Thanks again for your hard work!!!!


    EDIT: nm I believe I found a solution in another thread after some searching. Thanks again!
    Last edited by mondozax; 11-24-2013 at 11:41 AM.

  7. #7
    Cromon's Avatar Legendary

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    Added .tex -> png button to the texture view.

    Also you can now download the launcher, it will (should) always download all the files required and the latest build of WildstarStudio. You can however still just start the WildstarStudio.exe if you dont wish to update your exe (or if you dont have internet connection).

    Greetings
    Cromon

  8. #8
    mmonsta's Avatar Member
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    Wonderful tool, thank you for creating it! Nice work on channel swapping the textures as well.
    Could you please add an option to mass extract the textures as bitmap? Like a checkbox that forces bitmap export when checked and .tex otherwise.

  9. #9
    Cromon's Avatar Legendary

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    I have added this feature in the settings:


    Yet however its not implemented as when i read your suggestion i was already deep into implementing the i3 models and they are not yet 100% stable, so it will come both together. Wont take much time, as they already look pretty neat.
    Last edited by Cromon; 12-06-2013 at 07:40 AM.

  10. #10
    mmonsta's Avatar Member
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    Looking forward to it, thank you very much in advance!

  11. #11
    TaylorMouse's Avatar Member
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    Very nice tool, still some issues though, when you go through the models at a certain time it just stops displaying models...

    Question, did you find the uw mapping coordinates?

    T.

  12. #12
    Cromon's Avatar Legendary

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    @TylorMouse:
    Yea, there are a few issues with models in general, but the problem is not actually the amount of time or models you browse. First the models are not yet fully reversed (as you can see) and therefore certain models fail to load properly, but the application was coded to not crash or throw errors but to just, well, display nothing. Thats when you think it stopped working, because most of the time there are serveral models in a row that have the same issue. On the other hand the size and location of the object is guessed from its vertices, sometimes they have some far away vertices (like a little ball outside the model which gets animated inside the model) which results in the camera focusing the empty space between them. Sadly no, the UV-coordinates are yet still unknown, but we are making progress on the normals. Seems like the developers were, well, a bit weird when they implemented the formats. A little example:
    Normally you store normals as 3 (4 byte) floats. In wildstar they have compressed them into 3 bytes (as they are only between -1 and 1) which per se is a good idea. But because 3 bytes may lead to a bad alignment they added 1 byte after each float of padding to make sure they remain 16-byte aligned (for unknown reasons they are thinking in a 128 bit environment). So they compressed 4 byte into 3 byte to add 1 byte of padding (result: 4 byte compressed into 4 byte). One of the many weird things in wildstar

    Anyway, a new version is up, supporting basic I3 rendering. Be cautious, i3 are even worse than m3, because they combine several versions of the same object in one model usually offseted by a big distance (like once as interior the other the exterior) and the program tries to fit it into the screen as best as it can. Sometimes that doesnt work very well.

    Also the saving as bmp can be set in the settings.

    Greetings
    Cromon

  13. #13
    mmonsta's Avatar Member
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    Works like a charm, thank you Cromon!

  14. #14
    Smarter's Avatar Corporal
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    Any idea how to easily dump .TBL information into an EXCEL sheet or dump in a SQL DB? I can't seem to find any information on how to access these in C# properly.

    EDIT: NEVERMIND, Didn't notice the link to Arctium!
    Last edited by Smarter; 12-03-2013 at 02:08 AM.

  15. #15
    Jatok's Avatar Private
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    Just wanted to say thanks for this program. It's been very interesting to use.

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