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Our SWTOR Shaders and Materials for Blender
To recreate SWTOR's materials, we have at this moment three sets of Blender Shaders. They are:
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The older, now "Legacy" SWTOR Shaders:
Those are the first ones DarthAtroxa crafted and released as an Add-on. Their characteristics are:
- Not a full replica of SWTOR's shader code. They are close to the game's looks, but falter a little.
- They are Diffuse/Glossy or Principled BSDF Shaders-based.
- They allow for following Blender's standard Texture Baking methods (they require using those Shaders).
- They are conventional Nodegroups, with texturemaps connecting to them, and with immediately accessible innards. That makes them fairly easily modifiable, either by altering their inputs (say, interposing other nodes between the texturemap ones and the Shader's inputs) or by altering the Shader Nodegroups themselves.
- Applying them manually is a little prone to error: they are created by the relevant Add-on as Materials templates of sorts, which we have to duplicate and rename to apply them to the game's objects. It is easy to forget to do the duplicating and accidentally modify and apply the template or some other object's material, instead. The template Materials with these Shaders are created and added to a project on the fly upon importing any SWTOR object into Blender.
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The current, modern SWTOR Shaders:
Here, DarthAtroxa followed SWTOR's original shader code more closely, and also added some aesthetic judgements in order to match the game's look.
- They are a far more faithful replica of SWTOR's shader code, and use assets and settings (such as DirectionMaps) that the Legacy Shaders don't.
- They reproduce the Glossiness from first principles instead of taking advantage of Glossy or Principled shaders, "pasting" it on top of the Diffuse.
- That makes Baking textures cumbersome, as explained in our Baking Guide: we have to reduce Glossiness to zero to obtain a good bake of the Diffuse.
- The Shaders' Nodegroups present a more compact and comprehensible user interface, driven by the Add-on, which is easier on the novice.
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A "dumb", customizable version of the modern SWTOR Shaders
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 December 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.
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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.
(In maintenance. Use the ZG SWTOR Tools' version for now) -
SWTOR Area Assembler Add-on.
(In maintenance. Use the ZG SWTOR Tools' version for now) -
ZeroGravitas' ZG 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 (32-bit. Needs updating to 64-bit):
- A look at SWTOR's Materials and Texture Files.