In your in-game inventory select the resource that you're interested in and examine it. You'll now see a screen telling you its resource type, quantity and a list of its vital statistics, this should tell you all the information you need to enter into the form.
If you look at the "Type" attribute of the resource it will tell you what planet its from and which type it is, eg "Tatooinian Wooly Hide", have a look at the categories at the top of the page to see which your resource fits into and then check the relevant entry in the list (in this example you'd check the "Hide & Bone" box and enter its stats into the relevant line above. It may have other stats, but the listed values are the ones that we're interested in when calculating the price.
Then enter the quantity of the specific resource that you're going to sell into the box below that. A lot of buyers prefer it if you try to sell in round numbers (eg 500, 1000, 5000, etc) as this makes it easier for buyers to compare prices and work out how much they need for their crafting or factory runs.
An Average Quality will appear in the box below, this is an indication of the relative quality of the resource that you've got and can be used to help you decide what to harvest when you're out hunting. This value will tell you which range of prices your resource will fall into (eg if you have resources with an average quality of 530 then read from the "500-800, Medium Quality" column).
You can then read off your recommended price per unit, Credits Per Unit (cpu), and recommended Total Price for the stack from the relevant column.
The Quality Modifier field is optional. This is used to adjust the eventual totals for the difficulty of obtaining resources of a particular quality. For example, because we're looking to get four good stats in bone resources that is much rarer and harder to find than finding only two good stats in avian meat. The totals indicated as "(w/mod)" are the ones with the Quality Modifier factored in.
Fish take a long time to gather in large quantities, can be fairly tedious to catch in large quantities and don't give you much meat per fish; so many people price Fish Meat at a premium, perhaps a minimum of 10-20cpu for the poor quality resources rather than the 5cpu minimum many people use for other resources.
Milk can only be collected by a Scout (or Ranger) who has Mask Scented, or Camouflaged themselves, so you must have at least the Exploration 2 skill from the Scout profession to collect it. It can be collected from live specimens of certain female (or at least non-male) animals, it is used by Bio-Engineers and Chefs. Some chef recipes (eg Bantha Butter) have no requirements for the quality of the milk, but in several other recipes the stats on the milk do matter and generally are 33% each in OQ, PE & FL. Pricing varies a lot by server. Note that stats from domestic milk are often better than wild milk.
Eggs and Horn are the only remaining stackable and harvestable "animal parts", these have similar stats as other harvestable animal parts. Eggs can be collected from some creature lairs, select the lair and pick "Search Lair" from the radial menu, you now have a random chance of looting eggs, or some other random object such as a "Jar of Flies". Eggs are only named as a required resource in one current schematic, this is used by Bio-Engineers and lists the important stats as 33% each in OQ, PE & FL. Horn can only be found as random loot in some crates and debris piles in some caves and dungeons and is exceedingly rare (it spawns about as often and in similar places to clothing attachments). Horn is currently not known to be useful to crafters as anything other than a generic organic resource, it is not currently named as a resource in any schematic, and so the difficulty of harvesting it versus its usefulness means that there is no real market for it at the price you would need to charge to make collecting it in any quantity worthwhile and it is really only a curio and a relic of the game's very early days when it was directly harvestable from many animals.
Creature loot: many of the higher end (and a few lower end) creatures drop items that can be useful to you or other professions when you pick over their corpse. These should not be discounted as either an income source, or a way to help out your guild's crafters. These include Krayt Tissues and Pearls, Kliknik Glands, Peko Peko Albatross Feathers, Rancor Teeth & Giant Dune Kimogila Scales, amongst many others. Take a look at the stickied posts on the Ranger forums for more details. For this reason it is worth adding the "
/loot" command to your loot macros. Note that the Devs have announced plans to revamp creature loot as one of the phases of the loot revamp, so please have a look at posts on the official forums for more info on this.
These prices are only to be used as a guideline; you should adjust your prices upward or downward depending on the economic conditions in your galaxy and the current availability of the particular quality of a specific resource.
This calculator is based on the formulae and methods outlined by Volsted Gridban in Volsted's Pricing Guide for Animal Resources on the official forums.
The current, official version of this calculator can always be found here at http://www.jard.co.uk/swg/animalresourcecalc.shtml, other related resources will always be available from the home page here at http://www.jard.co.uk/swg/.
I have also written a downloadable version of this that is an MS Excel spreadsheet, the Ranger Resource Calculator Spreadsheet, this should work in most modern spreadsheet applications and has been tested in MS Excel versions 2000 and XP and in Open Office version 1.1.
An alternative DOS based calculator written by Rhyeal Shadowblade and based on the same formulae can be found at www.dimension9.com/install.exe.
The knowledge in the Notes section comes from a combination of personal knowledge and gleaning of various posts in the Scout and Ranger forums on the official boards.
Enter, or clicking it with the mouse or pressing
Alt+C) now takes you back up to the top of the form so that you can quickly start entering a new resource.