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Importing SWTOR Areas

ZeroGravitas edited this page Jul 25, 2023 · 1 revision

The steps are:

  • Extract SWTOR's game assets through our Slicers GUI tool or the older EasyMYP one. As we are dealing with architectural and props objects, we need to have performed at the very least a extraction of static-type assets through Slicers GUI's static preset. If we had a dynamic preset-based one for character work already, the static one will nicely nestle in the same extracted assets folder. A full extraction, of course, takes care of everything.

  • Export data about a specific area through Jedipedia.net's World Viewer and File Viewer. Such data takes the form of fairly human-readable .json files describing the objects in the area: filepath, position, rotation, size, and child/parent relationship with other objects.

  • Import one or several of those .json files into Blender through our SWTOR Area Assembler Addon: this addon will read the data, find the objects it mentions inside our folder of extracted assets, and import and arrange them adequately.

  • Texture

Table of Contents


INTRODUCTION

IMPORTING SWTOR MODELS INTO BLENDER: A BRIEF OVERVIEW.
Check this intro first. Afterwards, you can jump directly to the guides on extracting PCs, NPCs and others.


TOOLS

No need to read this section right now: each extracting/assembling guide explains its required tools anyway.

Applications and Blender Add-on tools:

Online Tools:

Deprecated Tools:

  • EasyMYP (Windows app).
  • Noesis (Windows app).

THE COMPLETE GUIDE TO AUTO-EXTRACTING AND ASSEMBLING PLAYER CHARACTERS AND NPCs:

READ THE BROAD STROKES FIRST: YOU'LL SEE IT'S EASIER THAN YOU THINK!


ASSEMBLING GAME LOCATIONS AUTOMATICALLY:


LOCATING AND ASSEMBLING ASSETS MANUALLY:


OTHER GUIDES (WIP):


MODDING (to do)

Modding isn't working at the moment due to SWTOR's change to a 64bit codebase. It's going to take a while 🙁.


DATAMINING (to do)

  • Overview.
  • Tools.

SWTOR TECHNICAL INFORMATION:


OTHER RESOURCES:

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