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Understanding and Diagnosing TORCommunity.com PC and NPC exports
The contents of this section aren't needed at all for the normal operation of our tools, so, you can just bypass it. Still, when things go wrong, a little knowledge of how things work can help immensely.
Lets go to TORCommunity.com's Character Creator and build a Player Character with a certain variety of features: tattoos, horns and hair, armor gear that exposes skin, etc. We export the character as a .zip file and decompress it. The result is this structure of files and folders. All materials and models' subfolders are empty: Slicers GUI will locate the required game assets to fill them based on the information contained in the paths.json
file.
As for the diverse .json
files present (.json
is a text format, fairly human-readable, that can be opened and edited with any plain text editor such as Notepad or better, and with specialized .json
format editors that hide all the indentation and braces and present the data in a nice and clean manner such as, interestingly enough, the Firefox web browser (try it: it's really nifty!).
Let's give them all a look to know what's what, by depth order:
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IMPORT_THIS.json
: our Blender Add-on can't use this file at all. It's meant to be used by TORC's Character Creator only. If we want to produce a variation of a previously designed and exported Player Character, importing this file spares us the tedious job of reentering all the sliders and armor gear's settings.As such, it isn't of that much use, but it contains some bits of information that can be, such as the Character Creator's slider settings, the English in-game names of the selected armor gear pieces, and their ipp node paths which might be useful to anyone savvy in the use of Slicers GUI's Node Browser or Jedipedia.net's File Reader.
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preset.json
: at the moment it is an identical copy ofIMPORT_THIS.json
. We can dismiss it, too. -
skeleton.json
: it contains the path to the character's skeleton (animating armature rig) relative to the extracted game assets'resources
folder. Our Blender Add-on.json
importer can't use this file directly (although that could be added to some future version). We have to read it manually (with, say, Notepad, or just via Windows' File Explorer's preview panel, given that it's a single line of text that easily fits) and go find the .gr2 file mentioned there, which we can import through the Add-on's .gr2 importer.This .json file is vital when dealing with Creature-type NPCs, because many SWTOR creatures share common types of skeletons with simple names such as "dog" or "cat", and finding which is the correct one by other methods is rather tedious. As for humanoids, the names follow the game's internal eight body types naming system (
bfa
,bmn
, etc.), so, we typically end up knowing them by heart and not bothering reading this file. -
paths.json
: it lists all the game assets' filepaths that Slicers GUI will use to locate them and fill the folders, and that our Blender Add-on's .json importer will use to import and assemble them, including their materials settings (dyeing colors, transparency type, etc.).This is the file we are concerned most with: if some problem happens, most probably its source is somewhere in this file.
Adding to this:
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.mat
material description files. When we process this empty folders structure with Slicers GUI's Locate option, the materials subfolders, texturemap files aside, will include.mat
files copied from the game assets extraction'sresources\art\shaders\materials
folder, too. Those are.xml
files, actually (another human-readable text file format, with a formatting style different to.json
's)..mat
files contain material settings information including the texturemaps' filepaths, which we can use to checkpaths.json
's own against to if we see some textures missing in our imported characters. As for the non-filepath related information contained there, sadly, it is unusable: it only shows generic default values. The real ones in use (dyes' hue-saturation-contrast-brightness, etc.) are in thepaths.json
file only.
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.