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Understanding In Game Head Slider Values
This Guide is still under development but is considered to be in a useable state.
Incomplete sections are marked with an exlimation mark (!) before their importance level.
This guide will provide a basic rundown on how to find the relevant gr2 objects and textures for your in-game character model.
- GR2/SWTOR Importer Plugin (Current or Legacy)
- Blender Software
- Access to Jedipedia's File Reader
- You're familar with SWTOR's body type names (BFN, BMS, etc).
- You're already familiar with importing GR2 files into Blender.
- You're capable of applying Shaders and Textures to objects in Blender.
- It is recommended to open a word processor to take notes as you go, as you will be copying and searching a lot throughout this guide. Excel, Wordpad or Notepad are all perfectly suitable. This guide also assumes you have a character customization already created from within SWTOR. For the duration of this guide, we will be using the example below, however you can use your own character.
You may also want to start your note taking by creating a layout similar to this table, with three columns for Field Name
, Slider Value
, and Index ID
as headings. Head Index ID
will be required regardless of class, gender or race so ensure that is your first row. The other rows will be created/filled in as you follow this section of the guide, as they may be different depending on your class, genders and races.
Field Name | Slider Value | Index ID Value | Model ID Value | Material ID Value |
---|---|---|---|---|
Head Index ID | ||||
Nothing yet... | ||||
Nothing yet... |
- Navigate to Jedipedia's File Reader (the link is available at the top left corner of the World Viewer page, too) and click the
Add Assets
button, then navigate to your SWTOR game files'Assets
Directory and select all the.tor
files within this folder, then open them. Loading can take between 10-60 seconds (there are progress indicators), so perfect time to check your phone.- Steam Install Location:
C:\Program Files (86)\Steam\steamapps\common\Star Wars – The Old Republic\Assets
- SWTOR Launcher Install Location:
C:\Program Files (x86)\Electronic Arts\BioWare\Star Wars - The Old Republic\Assets
- Steam Install Location:
-
Once all the `.tor` files have loaded into the File Reader, switch to the 'Nodes' tab on the top left, and then, in the input search box `psc.` and navigate to the correct class, gender and then select the race for your character. Please note it can take a few seconds for the node to fully load.
In this case, the character example is a Bounty Hunter, Female, Human. If you're familiar with the nodes you can also type the full node path into the search box, for example. `pcs.bounty_hunter.female.human`.
- When the psc node loads press
Ctrl + F
and do a search for your characters appropriate body type. For the example used in this guide we'll be searching forbfn
. Two results will be found, you want to navigate to the section that has a number of entries below the body type ranging from 1 up and not the section that mentionsappPcsSkeletonDisplayList
.
These are the Head IDs, and are critical for every step after this. Compare the In Game Head Slider value to the Field Name column in this table, and take note of the Value associated with it. For our example, the head Field name is 16
and the value (Head Index ID) is 1184
. Write this down and clearly label it as Head Index ID: 1184
or whatever your ID may be.
- Using the
Head Index ID
we just found, perform another search until you come to the section that has Field Names ofappSlotAge
,appSlotComplexion
, etc. These are the other sliders that make up your characters unique look. Each category makes up one of the sliders, as different classes and races have slightly different sliders, we're not going to go through them all, but the principles are the same, and most names are self explanatory. Please note the one obvious exception to the 'names just make sense' rule is appSlotAge, which is actually the characters scars.
For every category under your Head Index ID (1184
), go through and record the Field name, and the appropriate index value for each category. After you've gone through the list you should end up with notes or a table that looks like this:
Field Name | Slider Value | Index ID Value | Model ID | Material Index |
---|---|---|---|---|
bfn (Head Index ID) | 16 | 1184 | ||
appSlotAge | 12 | 1204 | ||
appSlotComplexion | 12 | 1222 | ||
appSlotEyeColor | 2 | 1070 | ||
appSlotFacePaint | 7 | 1119 | ||
appSlotHair | 67 | 5419 | ||
appSlotHairColor | 16 | 5375 | ||
appSlotSkinColor | 20 | 1108 |
- Congratulations, you now know all the Index IDs required for your character. The next section of the guide will explain how to locate them.
-
This section will involve a lot more searching, and copy-pasting in the
psc
node we've been exploring. To start we're going to locate the head Model and Material IDs To do this, pressCtrl + F
and search for theHead Index ID
we found earlier, for the character example of this guide it is1184
. Record the values forappAppearanceSlotModelID
andappAppearanceSlotMaterialIndex
in your notes,1000970
and1583915
respectively. -
You will need to repeat Step 1 of this section for every Index ID Value you've found for each respective category. Not every Index ID Value will have an associated
appAppearanceSlotMaterialIndex
, in which case you can leave that blank in your notes. Some categories will have a field calledappAppearanceSlotType
which will give you an indication that you've found the right section, although not all do so use this as an aid not a requirement only. -
When you have completed finding all the required Model IDs and Material Index values, your notes should look like this:
Field Name | Slider Value | Index ID Value | Model ID | Material Index |
---|---|---|---|---|
bfn (Head Index ID) | 16 | 1184 | 1000970 | 1583915 |
appSlotAge | 12 | 1204 | 1003688 | |
appSlotComplexion | 12 | 1222 | 1415003 | |
appSlotEyeColor | 2 | 1070 | 1001083 | |
appSlotFacePaint | 7 | 1119 | 1003494 | |
appSlotHair | 67 | 5419 | 3053962 | 3053940 |
appSlotHairColor | 16 | 5375 | 1721482 | |
appSlotSkinColor | 20 | 1108 | 1001053 |
Each of the Categories/Field Names we found above will have an associated index.xml
file. These .xml
files are human readable instructions for the game which denote things such as .mat.
, .gr2
and color specific .xml
files.
There is no right or wrong way to go about this section when it comes to taking notes vs finding the files immediately. This guide will assume you're noting down the files found throughout the various index.xml
files and locating .gr2
and .mat
files at the end. However if you would prefer to locate the files as you go, it is recommended to open up a second copy of the File Reader in a new Browser Window so you can move between them without closing your index.xml
search that is covered in Step 1 of this section.
-
Back on Jedipedia's File Reader switch to the 'Files' tab on the top left, and then, in the input search box type
index.xml
. Allow it a second to load, and then have a quick read through the various options below thedynamic
category. To start, we'll find your characters head, so navigate toDynamic > Head > index.xml
and select that file. Index files can be large, so allow them a few seconds to load. -
When the index file loads press
Ctrl + F
and do a search for your characters Head Model ID. For the example used in this guide we found the value of1000970
so we'll look for that. The Model ID should appear only once in the correctindex.xml
file, and in this case is associated with aBaseFile
ofhead_human_bfn_asian_a02.gr2
. -
As this asset has multiple material options, we're going to refer to the
Material Index
value we found to find which.mat
file is correct. The head used in this guide has aMaterial Index
of1583915
, so if we look for that we'll find the correct.mat
file ishead_human_asian_a02c01_f.mat
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).
-
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.
-
ZeroGravitas SWTOR Tools Add-on.
Includes the Character and Area Assemblers plus other diverse tools.
-
Jedipedia.net:
- SWTOR Database.
- File Reader.
- World Viewer.
-
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!
-
The steps:
- Installing Slicers GUI and extracting SWTOR's game assets.
-
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.
-
Extra steps that require manual work and some knowledge of SWTOR's assets:
-
Making capes and hair work, manually and through Cloth Simulation.
-
Attaching weapons and other objects to a character with a SWTOR rig.
-
Attaching weapons and other objects to a character with a custom rig.
-
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.
-
3D Printing:
-
- 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.