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Exporting SWTOR models to Battlefront II
By Sicario
Extract and import your SWTOR model into Blender using our Player Character/NPC Import Guides.
- Uncheck the Character Assembler tool's options to load and bind a SWTOR skeleton before importing, as we won't be using that skeleton.
- Your model is going to come in correctly positioned but separated into parts (head, hair, torso, legs, etc.). Join them by highlighting all of them and pressing
ctrl-j
.
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https://youtube.com/playlist?list=PLqQjTqj1k4zTo8Hy6dlaD1lPFS6s59Xep&si=pPN4NHVuniqRKvXJ
Important takes from his videos:
- Rig swtor model to happy stick skeleton.
- Rig swtor model with happy stick skeleton to BF2 human_walrus skeleton.
- Weight painting and transferring the model to the skeleton for smooth in-game animations.
- After rigging to human_walrus (BF2 REFERENCE) skeleton, rig the model to a test animation to see if it is rigged properly.
After you’re done rigging your swtor character to the bf2 reference skeleton, export your rigged model as .fbx with these settings:
- TANGENT SPACING
- Scaling: 0.01
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Import BF2 mesh with a 1.00 scale, but increase it to 10.00 after it’s imported.
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Important takes from this video:
- Import your SWTOR character’s .fbx into a new blender project with the mesh reference of the BF2 Character that you want to replace.
- Match the pose and scale the swtor model to the BF2 reference model
- Un-parent your swtor model from its skeleton
- Weight transfer between the BF2 reference model and the SWTOR model
- Weight paint if necessary
- To make LODs, copy and paste the weight transferred SWTOR MODEL 5 times and rename it as the BF2 reference model, changing the number after the name consecutively from 0-5.
- Armature deform the 6 SWTOR models to the BF2 reference model’s skeleton
- Export it as an FBX, scaled 0.001, and with tangent spacing
- Then import the exported SWTOR .fbx file over the mesh you want to replace
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If you rigged your character properly:
- your rigged swtor character should already be in the pose of your preferred model’s pose. So, all you have to do is move the model to make sure the limbs match, and you should be good.
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Summarized steps are in the comments section.
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Tips:
- If the mesh of the hero you’re trying to replace is wonky with your swtor model, use anakin’s or keep the human walrus skeleton. But, export it as 0.01 scaling and import it into a new project and make LODs for it.
Then, if Frosty Editor does not launch your BF2, export your mod and apply it to BF2 with Frosty Mod Manager.
RESOURCES:
https://github.com/CadeEvs/FrostyToolsuite/releases
TIPS:
- If you’re replacing Anakin's model for example, it's good to know that his whole model consists of his head, his body, his sleeves, his skirt, and his skirt flaps. These parts are all separated into their own meshes. If you’re just going to replace his body and you dont want his head, sleeves, skirt, or flaps to be visible, go into each one of their object blueprints, click the “object” drop down, and uncheck the “enable” box. This disables that certain mesh from rendering in-game.
- If imported mesh has a bunch of triangles in the frosty preview, just triangulate the mesh.
- When the model is rigged to bf2 skeleton and has a back pack, make sure it is only rigged to the spine2 bone and nothing else.
Your model is going to have several materials. So, to import into BF2, you will need to bake all the textures into a single one. These videos will teach you how to do so:
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https://www.youtube.com/watch?v=eE7FedDW2AI&t=32s
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https://www.youtube.com/watch?v=wsO1eozb1Qk
Good supplementary video. -
https://www.youtube.com/watch?v=OVPaGRaOxoU&t=121s
3:25-5:00 for UV unwrapping tutorial
When you press “u” when unwrapping, make sure your cursor is in the window with your 3d model and not your uv map.
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After baking, you need to delete all materials: go into shading and make a node for an image texture. Apply the new baked texture on the model.
https://www.youtube.com/watch?v=Xw6EHPBdCJw
https://www.youtube.com/watch?v=3WXFjAfCXPE&t=45s
When importing BF2 model into Frosty Editor, rename your model's uv map IN BLENDER to "UVChannel0" for it to show up properly in frosty and in game.
if you want to remaster your model’s texture, watch video #4 of this tutorial series:
Use this to generate normal maps for texture without having to use the program needed above.
Make sure the main texture (CS) opacity is at -30% opacity so that it doesn't appear dark under the normal map.
- For NM (Normal map), again use https://github.com/Theverat/NormalmapGenerator/releases and generate a normal map for your baked/atlased texture.
This should be ~30% opacity as well - W maps, replace it with a 32x32 black square.
- For the AOSL, replace it with the baked/atlased texture.
- MSR should be replaced by a transparent 2048x2048 png to get rid of any metallic effects.
- RRSAO, should be replaced by a transparent 2048x2048 png to get rid of any metallic effects.
- texturing for bf2.
- https://www.audacityteam.org/download/windows/
- Make sure the sound file is a .wav with 16bit pcm or and mp3 file with 320kbps 48000 hz
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https://www.youtube.com/watch?v=evsM7xK77AQ&t=305s
0:00 - 1:03 is useful
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https://www.youtube.com/watch?v=evsM7xK77AQ&t=305s
- Export new file and import it into frosty editor. *Make sure the file folder has streaming pools set to null.
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 September 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.
- 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.
- SWTOR Area Assembler Add-on.
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ZeroGravitas 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
- A look at SWTOR's Materials and Texture Files.