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  • 244 Topics
    249 Posts
    Evolve StaffE
    The Next Generation of SWG Has a New Home Today, we are proud to officially launch the new SWG: Evolve website. This redesign is more than a visual update. It was built to reflect what Evolve has become: the next generation of Star Wars Galaxies and a platform engineered to move SWG forward. Evolve’s modern foundation now includes: A fully 64-bit game client and server A Vulkan rendering backend In-engine graphical tuning and ReShade-style controls Modern Java services backed by Oracle Database 26ai The first-ever native Linux client for Star Wars Galaxies Rebuilt gameplay systems, classless progression, and continuously expanding content Live, connected player tools designed around the modern Evolve platform The new website provides a clearer look at these advancements while making it easier to join and explore the galaxy. Players can now find platform-specific installers, live server telemetry, announcements, community updates, patch notes, player tools, support resources, and a refreshed Evolve Wiki in one cohesive experience. Our community forums have also moved to forums.swgevolve.com, while the main website is now focused on introducing players to Evolve and showcasing the technology, systems, and community behind the project. Much of the new site remains connected to our existing platform. Forum announcements and patch notes are surfaced automatically, and the new Wiki presentation stays synchronized with the knowledge maintained by our staff and community. This launch represents another important step in our continued modernization of Star Wars Galaxies. Evolve is not simply preserving the galaxy we remember—we are building modern SWG for what comes next. Explore the new site at swgevolve.com, and let us know what you think. Thank you to everyone who has contributed, tested, documented, supported, and played. The galaxy continues to evolve because of you. — The SWG: Evolve Team
  • 121 Topics
    442 Posts
    P
    most knew me as Kealrin/Pacbell/Ohonn/ISK
  • 691 Topics
    3k Posts
    HighteeH
    With the new workflow in the 64bit Client, making new textures is now much easier! First off you will need a few things to get started. You will also need some form of image editing software, like Photoshop or Paint.net for a free version. In these examples I will use Paint.net to show how you can make stuff for free. There is a few tools that Rezec has made that are used as well that I will cover as I get to them. Step 1: Find an item you wish to recolor This will require access to either a copy of the .GLB or .PNG file you wish to edit. For this example I will be using this .PNG file of the stormtrooper chestplate. [image: 1787327806102-armor_stormtrooper_s1_chest_plate.png] Step 2: Recolor your .PNG in your image editing software of choice. This part just make sure you keep the overall design the same. Some of these textures will look really weird, and make little sense sometimes, but its how the game reads the texture and "wraps" it around the ingame mesh. So its really important to keep the overall design if you want it to render correctly ingame. [image: 1787328113260-eb80b071-1936-4f76-9c58-2fca36a4a34b-image.jpeg] Here is my recolored texture in my editing software. Notice I kept the overall design so it will hopefully match the ingame assets. Once your happy with your result you wanna save it, make sure to keep the resolution in multiples of 4 (256, 512, 1024, etc.). [image: 1787328297770-ee871c88-5075-4d83-a8fc-9bf767dd9f74-image.jpeg] Step 3: Convert the .PNG to a .DDS Next you are gonna need to convert this file to a .DDS file the game can use. I save all my stuff to my Evolve directory for easy of use, but you can do it however you like, just keep track where you are saying this stuff Next you will run a tool Rezec made if you have access to it. You will need to open command prompt and navigate to where you keep your images and tools provided and run this command. Note your install or drive may be different then mine, so change the lines as needed. [image: 1787328839065-86d81975-a32e-469a-aba2-e64a9404c4fb-image.jpeg] If you did everything right so far, the tool should have made a .DDS file from your .PNG and placed it in your texture folder for you. You will probably need to create these folders ahead of time. Mine looks like this. [image: 1787328969784-ccb3e35b-b172-4b15-b066-f4938b2c6a49-image.jpeg] and after I run the tool, my new .DDS file appears ready to be added to the game! [image: 1787329048435-851a061d-563a-4146-a7a4-4a396a5c259c-image.jpeg] Now the naming of these files is pretty important, and if you are simply recoloring an item, then you leave it the same name as what it was, a new item will require a dev to generate some data on their end. Step 4: Testing your item ingame. Next you will need to make a few folders in your game directory and add some info to your custom.cfg. Add this to your custom.cfg: [ClientObject] loadGlbMeshes=true loadGlbSkeletalMeshes=true [SharedObject] loadGlbPobs=true preferGlbOverAsset=true This will allow the game to read your new textures and meshes you have made. Next add these folders to your game's directory. [image: 1787329461104-aef1f05c-4cfc-4d9a-aed4-577039fe916e-image.jpeg] And add your new .DDS texture in the texture folder. A new or changed .GLB would go in the other appearance folder. Next you fire up the game and depending on what you edited, should show up once you are ingame, now this is just on your end. Everyone else will still see stuff as normal. For it to be made for everyone requires a dev to either edit or add the new item or textures to the server. If nothing changes or you dont see your item, then you could have either not added your new texture to the right spot or the file size could be off, or the name was wrong. So make sure to double check your filenames and sizes as you work. [image: 1787329870943-7970aa4a-0781-4b5c-9109-9cf10adb140c-image.jpeg] Behold a Pumpkin trooper! WIP Hopefully this guide atleast gives a general idea how to edit textures. I plan to make a guide on how to edit and make new items soon in Blender, and you will use a similar workflow as this.
  • 30 Topics
    62 Posts
    Evolve StaffE
    Attributes: EXPERIMENTAL - Altered Dodge to be a ranged only defense instead of melee/ranged. Dodge defends against ranged Parry defends against melee Evade defends against AOE (This does not affect Lucky Dodge from the Luck Stat) Commando: Devastation Procs will now be guaranteed Strikethroughs Jedi: Fixed Issue where Jedi were missing droid commands Fixed Issue with Jedi Knuckler and Saber Block (for real this time) Fixed Issue as designed by SOE that linked Jedi Expertise Bonuses to being in a stance/form Non-Form Bonuses will now accurately apply when not in a form Forms should now properly reapply when logging back in Increased Bleed Damage of Overhead Slice Increased Force Rend Duration from 12s to 25s Increased Threat Generated by Guardian Strike Added Heal CD Reduction to Jedi Sage Jewelry Set 1/3/5 Added a small heal to Jedi Sage that is equivalent to Bacta Ampule Added Force Rush ability to the Master Box of Jedi Battlemaster Added two new Jedi Jewelry Sets (Shadow's Embrace and Warden's Defense) Added 3 Jedi Saber Stances designed to enhance the use of either of the three saber types Force Accuracy has been updated to Offensive Parry Reduction instead of Hit Chance Increase Force Agility now includes Parry Smuggler: Added Last Ditch Ability to the Master Box of Smuggler (In addition to Cover Fire) Added innate 10% Chance of Lucky Dodge and Lucky Hit to Master Smuggler Impossible Odds hit chance by luck has been increased to 5% per tick instead of 3 Misc: Tuned the amount of Dodge/Parry available in Commando/Teras Kasi Expertise Entertainer Token has been added to No Trade Shared Buff Banners have been moved from Captain to Sergeant (Rebel) and Sergeant (Imperial) New General Buff Banners have been added that grant all the class buffs in one at General Rank