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SWTOR Shaders for Blender
The latest version of the .gr2 importer add-on for Blender, Darth Atroxa's labor of love, brings a new set of SWTOR-compatible shaders and a different way to build materials for SWTOR objects. They are easier and simpler to handle, although there is a certain lack of tinkerability as a trade-off.
As usual, importing a character exported by TORCommunity's Character Designer or its database's 3D viewer will result in a fully assembled and textured object. Even if we limit ourselves to that, understanding how the new SWTOR shaders work will let us do modifications such as changing the colors and other properties of skin, hair, armor, etc. within and beyond what SWTOR does in a fairly simple and intuitive manner. Also, for the time being, there are a few types of objects that can only be imported, assembled and textured manually, and those are far easier to do with these new shaders.
Just as in previous versions of our SWTOR shaders, we have six types. Following the game's internal naming conventions, they are:
Name | Application | Description |
---|---|---|
Uber | Non-recolorable single objects | Tipically used in single mesh objects such as weapons, vehicles, furniture, buildings, landscape features, etc. |
Creature | Non-recolorable single object characters | Typically used in single mesh animated objects such as Non-Player Character humanoids, beasts, robots, etc. |
Garment | Recolorable armor and dresses' parts | Typically used in armor gear and dresses to produce multiple variants out of the same objects through different textures and/or colors. It allows for an unchangeable base texture, plus up to two recolorable (dyeable) regions. |
SkinB | Recolorable skin | Used for multiple body part objects-based Player and Non-Player Characters' skin materials. |
HairC | Recolorable hair | Used for hair, facial hair objects, and generally all other objects applied to a character's head, such as jewelry, cyborg implants, Togruta montrals… (not Twi'lek lekku nor Nautolan tentacles, though: those are part of the head object). |
Eye | Recolorable eyes | That. Eyes. |
(SWTOR has many other shaders, but with these six as a foundation plus Blender's own features most things are possible, even beyond what the game engine does)
If you have used Blender in general or the previous version of the .gr2 add-on in particular, you'll notice immediately that the new SWTOR shaders are far more sophisticated than what we can build manually (node groups) or even than Blender's native shader nodes. That's because these are really shader node-like control panels produced by the add-on, which is handling the actual shaders under the hood.
The advantages are several, specially for novices:
- No dealing with Material templates any more: they were too prone to accidental overwriting (our very own brand of "wrong layer!" horror).
- No dangling bits: loading or changing texture files is done directly inside the shader's panel (or in the Properties Editor's Material Properties tab). We have a SWTOR shader, the Material Output node, and that's it!
- No worrying about setting the texture images to the correct colorspace (Raw) or the handling of alpha channels (Channel Packed) every time you load or change a texture file. It's all transparently handled by the add-on.
- Details such as the materials' opacity mode are in the shaders, no need to dive into the Material Properties tab and look for those.
- The recoloring (dyeing) controls have common names ("hue", "saturation", etc.) and correct value ranges, making them more comprehensible and comfortable to manipulate using click-drag gestures.
Add to all that the improvement in the results. Darth Atroxa has improved upon the implementation of the game' original shaders, both adding features that were missing (scars with colored tissue, hair and fur's directional reflections) and just making them look closer to what we see in SWTOR and prettier overall.
That said, there are a few trade-offs:
- They are dependent on having the add-on enabled, to an extent. If it is disabled, the shaders' controls will disappear, although the underlying shaders will keep on existing and working, and renders will still be successful.
- Doing custom modifications is more cumbersome. Things as immediate as interposing color correction nodes between the texture file nodes and the shader are impossible. The only way to do those and beyond is to locate the Material's underlying shader and make it "fixed" so that we can tinker with it, even without the add-on being enabled. We'll show how to: it's not really difficult, just a problem of them not having names that let us quickly know which one we need, plus dealing with the complexity of the full-on node trees (which for these purposes is more apparent than real).
- There might be trouble mixing objects textured with the old add-on and the new one. We'll show some best practices about that (which, actually, are recommended no matter which add-on you use).
When we import a SWTOR object through the Import > SW:TOR (.gr2)
option, it comes with one or several named materials that feature Blender's default arrangement: a Principled BSDF Shader (the Swiss Army knife of shaders) linked to a Material Output node. So, to make SWTOR materials out of that we have to do the following:
- Select the object and go to the Node Editor.
- If the object has several materials (we can check that through the Slot menu or the Outliner), we select the one we want to edit.
- Once in there, we delete the default Principled BSDF Shader, add the SWTOR Shader you need (shift-a, SWTOR submenu), and link its output to the Material Output node's Surface input.
- With that in place, we add the texture files and adjust the available parameters. Done!
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.