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State of Play
We are finally compatible with Blender 4.2!!!
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. If you use other add-ons that require you to stay on an older version such as 3.6, you can prep SWTOR projects on 3.6 and open them in 4.0 or higher. What you can't do is have, say, a 4.0.1 and a 4.0.2 side by side: installing a higher third number version will fully replace a lower one.
- Both of them sport new features (maybe too many, in the former's case 🤔).
- We are in the process of updating the Area and Character Assembler Add-ons. Until we finish them, please use their versions inside the ZG SWTOR Tools, instead.
- Solves the gaps between terrain patches issue.
We posted a Modding Status Report in the #modding channel. This is going to take quite long, so, please be patient. If you feel you are competent enough to colaborate on coding (serious callers only 🙂) please signal us so and we'll unlock the channel.
They are almost but not yet fully compatible with files extracted from SWTOR Game Update 7.2.1 (SWTOR 64-bit) or higher:
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Slicers GUI is usable: you have to install the appropriate version for 32 or 64 bit assets extraction. As processing ("Locate" tool) PC and NPC data folders is this bit buggy at the moment, we recommend using the SWTOR Character Assembler Add-on or its equivalent in the ZG SWTOR Tools Add-on for this, instead. The guides have been updated to reflect that.
Its GR2 Viewer tool doesn't work. We recommend using Jedipedia.net's File reader instead.
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The .gr2 Importer Addon is almost there: it imports objects and skeletons, and applies materials correctly, but the handling of animations from SWTOR 64 bits is yet to be solved (it's a difficult 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 currentresources
folder to avoid accidental overwriting when updating an extraction with new Game Update stuff.
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.