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Using the File Locator and Populator
WARNING: this tool's use is no longer necessary, as it's been superseded by the Slicers GUI, our all-in-one tool for extractions, conversions, and character data processing. That said, it could be of interest to anyone dipping their toes in Python programming and SWTOR tools writing.
The File Locator and Populator Tool is a script written in the Python programming language that reads the information exported by both TORCommunity.com's Character Designer and the database of NPC's 3d viewer and collects all the concerned assets (meshes, textures, and materials information files) from among the ones extracted through EasyMYP. You can download it from here.
As Windows lacks a Python language interpreter by default, you'll probably need to install one. You can get the latest version, for free, from either the Microsoft Store or from the Python Software Foundation.
If during the installation process a checkbox appears saying "Add Python to PATH" or similar, make sure to tick it: it turns Windows able to launch Python through the command line. For that to make effect we'll need to reboot Windows after the installation.
So, the process for using the tool is relatively straightforward. You will need the following things:
- A zip file from the Character designer (make sure to unzip it)
- The File Locator and Populator
- A text editor (I normally use VSCode, but something as simple as notepad will work just fine)
Make sure both folders are unzipped and (for simplicity's sake) on your desktop:
Next, you are going to want to open the file locator folder, and open the config.json file:
Now that you have opened it, you are going to want to set the path to 2 things:
- Your asset extraction folder's "resources" subfolder (Haven't extracted the game assets yet? check out this guide): the path must end with
\\resources\\
. - Your toon folder (it's the folder you downloaded from the character designer).
The double backslashes as subdirectory separators are required (they are a peculiarity of the .json format). If you are copy-pasting the folders' paths, make sure to convert every single backslash to double ones. Also, make sure to preserve the final ones, too. Use the following example as a guide:
Now that you have done that, make sure to save (ctrl + S), and then run the run.bat file!
You should see a popup like this:
give it a few seconds (it's very fast!), and u will see this:
and now your done! go into your toon folder, and under assets > model > slot
you should find models, and under assets > material> slot
you should find materials! Happy modeling!
Have more questions? join our Discord
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.