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Locating SWTOR Characters Assets Automatically

ZeroGravitas edited this page Oct 8, 2024 · 94 revisions

We encourage you to read this guide's instructions without skipping any of them. They aren't difficult: It's just that outrunning them might lead to unnecessary stumbles.

As usual, if you meet any unsurmountable difficulties, you can join our Discord Server where we'll be best able to help you.

Tools to download and install:

  • Our Slicers GUI tool. As its download and installation requires to make some decisions regarding available hard disk or SSD space, we dedicate the guide's first step to that alongside the download links.

  • The free, open source Blender 3d app. We are finally compatible with Blender 4.2!!!

    (Blender keeps completely independent preferences and add-ons for each version, so, you can actually run several versions without affecting each other)

  • Our SWTOR .gr2 Importer add-on for Blender. It's a .zip file. Don't decompress it: it's used as such .zip).

  • Our SWTOR Character Assembler add-on or, alternatively, our "all-in-one-ish" ZG SWTOR Tools one. Same about the .zip file thing 🙂.

Steps:

  1. Installing the Slicers GUI app and extracting SWTOR's game assets:

    Before being able to work on a character, we need to have extracted the assets of the game and stored them somewhere in hand (it's a task we might repeat every time there is a big SWTOR game update). For that, we'll use our Slicers GUI app. The results of the extraction will fill about 40 GigaBytes of storage (they can be extracted to secondary drives or external ones, if needed, or moved to other devices at any moment afterwards). Our guide provides with some advice on how to handle that.

  2. Using TORCommunity's Character Designer to reproduce our character and their gear:

    There is an online tool, TORCommunity.com's Character Designer, that simulates both SWTOR's Character Creator screen and the Outfit Designer panel, allowing us to build our player characters with their gear in a 3D view quite faithful to the game's own. This tool is able to export (and import, too) a .zip file with information about the character.

    Then we decompress the .zip file and place the resulting folder wherever we like. It contains an empty hierarchy of subfolders and .json files (human-readable text files) describing what game assets (objects, textures, etc.) they should be filled with. We don't need to read it: our tools will do it for us.

    Please read this part of the guide before going to TORCommunity.com: it contains both a direct link to the tool's page and some necessary advice on its usage.

    …Or finding Non Playable Characters to auto-assemble, too!

    TORCommunity.com's database of NPCs leads to pages incorporating a little 3D Viewer. Once activated, it shows the 3D model of the NPC with a little diskette icon button that exports the same type of .zip file as the Character Designer.

  3. Using our Blender add-ons to auto-assemble the model:

    Finally, we have Blender automagically find and assemble the assets through the use of our Character Assemblers (either the standalone Character Assembler Add-on or the one included in the ZG SWTOR Tools Add-on)! By importing that .json file, the assembler will read the data, fill the subfolders with the required assets, and auto-assemble and texture the character all by itself.

Further possibilities

  1. Rigging the character for posing and animation:

    As our importer add-on preserves the rigging information embedded in SWTOR's models (vertex groups and weight maps), our tools are able to import and apply the relevant armatures ("skeletons") automatically to rig the characters. That said, applying them manually is extremely easy, a couple of clicks away, so, it's something worth learning.

  2. Applying SWTOR animations to the character:

    This should interest to those who only intend to produce static images, too. Not only it's a very simple process (select the skeleton, import the animation file, and that's it): it's the easiest way to find interesting poses and collect difficult to set ones for our characters, the same way we screencapture interesting frames from the game's cinematics.

    Also, there are other ways to get similar results, such as free online rigging and animating services like Mixamo, or those available for Blender itself.

    IMPORTANT: at this moment, our importer addons aren't yet compatible with the animation files of SWTOR 64 bit (Game Update 7.2.1 and above). That said, the ones from previous versions of the game do work, though. We keep them stashed in this GDrive.

  3. Other sections follow: adding bones to clothes and lekku, even physics, auto-hooking weapons to hands, etc.

That's as far as player and non-player characters and armor gear is concerned. For other types of items (weapons, environments, architecture, etc.) we are reduced to manually locating them and their associated materials data. We are (slowly) filling this Wiki with guides about that.

So, let's go through the steps in detail:

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:

Clone this wiki locally