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State of Play
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It's meant to use the old skin textures, and the update only preserves a few of them. DON'T OVERWRITE OR DELETE YOUR OLDER ASSETS EXTRACTION (if you want to extract the update's new assets, do it to a separate folder). We are looking for a solution that allows to use both.
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4.3 fully deprecates SWTOR-style clip opacity, so, we have to implement it via nodes, which will take a liitle while. That said, you can open 4.2 projects in 4.3 and the existing SWTOR materials will work.
Remember that you can install as many versions of Blender you want at once: each major/minor version of Blender (3.5, 3.6, 4.0, etc.) keeps its own preferences and add-ons completely separate, so, they don't interfere with each other.
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New tool: ExtracTOR.
Meant to replace Slicers GUI, it's a pure game assets extractor app by fellow slicer UltimaKaosXIII that spares us the complications of the former tool. You can take advantage of it already while we update these guides.
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To make things easier for everybody, we are deprecating a few tools and grouping all download links together here.
The deprecations are:
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Slicers GUI is being replaced by @ultimakaosxiii's ExtracTOR. it's far, far easier to use.
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The standalone Character Assembler and Area Assembler add-ons are being discontinued in favor of their versions inside the ZG SWTOR Tools add-on, which always were the most up-to-date ones.
(We are rewriting the guides to reflect all that)
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Not only the byte data changed: the compression scheme, did, too. Unless new coders take charge of tool development, things will stay that way indefinitely. The File Changer is posted in this Github, for anyone who wants to give it a try. You can discuss the coding issues with us in our Discord, too.
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The .gr2 Importer Add-on imports objects and skeletons, and applies materials correctly, but animations from SWTOR 64 bits are yet to be solved (it's a tough one). It can import older SWTOR 32 bit animation files, though. If you need those, you can grab them from here, already extracted and ready to be used (they are an old 32 asset extraction's
resources\anim
folder. Place them somewhere outside your current 'resources' folder to avoid accidental overwriting when updating an extraction with new Game Update stuff).As for physics simulation-related bones for capes, hair and similar objects, there was an attempt at a partial solution for SWTOR 32-bit we might try to further develop. We have none for SWTOR 64-bit.
We do not condone the usage of our tools for malicious intent, including: exploits, harassment of others, or anything else that may violate EA/Bioware's EULA, TOS, DSA, Privacy Policy Copyrights, Trademarks, or anything else illegal. We will not be held accountable for your actions, and will act against you if nessesary.
- Home.
- State of Play December 2024
- Getting Help:
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.
No need to read this section right now: each extracting/assembling guide explains its required tools anyway.
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Slicers GUI (Windows app).
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Blender 3D (multiplatform app):
Which version. How to learn. Installing our Add-ons. -
SWTOR .gr2 Objects Importer Add-on.
Required by all the other add-ons. -
SWTOR Character Assembler Add-on.
(In maintenance. Use the ZG SWTOR Tools' version for now) -
SWTOR Area Assembler Add-on.
(In maintenance. Use the ZG SWTOR Tools' version for now) -
ZeroGravitas' ZG SWTOR Tools Add-on.
Includes the Character and Area Assemblers plus other diverse tools.
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Jedipedia.net:
- SWTOR Database.
- File Reader.
- World Viewer.
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TORCommunity.com:
- SWTOR Database.
- Character Designer.
- NPC viewer's Exporter.
- EasyMYP (Windows app).
- Noesis (Windows app).
READ THE BROAD STROKES FIRST: YOU'LL SEE IT'S EASIER THAN YOU THINK!
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The steps:
- Installing Slicers GUI and extracting SWTOR's game assets.
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Using TORCommunity's Character Designer to export Player Characters.
- IF ARMOR SELECTION SEARCH IS DOWN: workaround to manually specify Armor Sets.
- Using TORCommunity's NPCs Database to export Non Playable Characters.
- Using our Blender add-ons to auto-assemble the model.
- Rigging the character for posing and animation
- Applying SWTOR animations to the character.
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Extra steps that require manual work and some knowledge of SWTOR's assets:
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Making capes and hair work, manually and through Cloth Simulation.
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Attaching weapons and other objects to a character with a SWTOR rig.
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Attaching weapons and other objects to a character with a custom rig.
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Baking the models' textures and exporting to other apps:
- Baking with Legacy SWTOR materials and modern ones.
- Baking the multiple materials of an object into a single one.
- Exporting to VRChat.
- Exporting to Star Wars Battlefront II.
- Exporting to Unreal Engine.
- Exporting to Garry's Mod.
- Exporting to Tabletop Simulator.
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3D Printing:
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- Locating armor parts' assets
- Locating weapons' assets.
- Assigning materials and textures to environmental and architectural elements, furniture, props, ships, vehicles and weapons.
- Assembling multi-part assets (Decorations, Rooms, etc).
- Generic guide to importing objects and assigning materials (Legacy Add-on-based. Needs updating).
- Snippets.
- Improving and customizing our SWTOR models and materials.
- Other Extracting Strategies (needs updating).
- SWTOR Materials recipes:
Modding isn't working at the moment due to SWTOR's change to a 64bit codebase. It's going to take a while 🙁.
- Overview.
- Tools.
- Other techniques:
- Modding SWTOR textures with Special K (CAUTION).
- Overview.
- Tools.
- File Formats (32-bit. Needs updating to 64-bit):
- A look at SWTOR's Materials and Texture Files.